Beispiel #1
0
void SHit::Read_Packet				(NET_Packet	Packet)
{
	u16 type_dummy;	
	Packet.r_begin			(type_dummy);
	Packet.r_u32			(Time);
	Packet.r_u16			(PACKET_TYPE);
	Packet.r_u16			(DestID);
	Read_Packet_Cont		(Packet);
};
Beispiel #2
0
CSE_Abstract*		game_sv_GameState::spawn_end				(CSE_Abstract* E, ClientID id)
{
	NET_Packet						P;
	u16								skip_header;
	E->Spawn_Write					(P,TRUE);
	P.r_begin						(skip_header);
	CSE_Abstract* N = m_server->Process_spawn	(P,id);
	F_entity_Destroy				(E);

	return N;
}
Beispiel #3
0
u16	GetSpawnInfo(NET_Packet &P, u16 &parent_id)
{
	u16 dummy16, id;
	P.r_begin(dummy16);
	shared_str	s_name;
	P.r_stringZ(s_name);
	CSE_Abstract*	E = F_entity_Create(*s_name);
	E->Spawn_Read(P);
	if (E->s_flags.is(M_SPAWN_UPDATE))
		E->UPDATE_Read(P);
	id = E->ID;
	parent_id = E->ID_Parent;
	F_entity_Destroy(E);
	P.r_pos = 0;
	return id;
}
Beispiel #4
0
void CALifeSimulatorBase::create(CSE_ALifeDynamicObject *&i, CSE_ALifeDynamicObject *j, const _SPAWN_ID &tSpawnID)
{
	CSE_Abstract				*tpSE_Abstract = F_entity_Create(*j->s_name);
	R_ASSERT3					(tpSE_Abstract,"Cannot find item with section",*j->s_name);
	i							= smart_cast<CSE_ALifeDynamicObject*>(tpSE_Abstract);
	R_ASSERT2					(i,"Non-ALife object in the 'game.spawn'");

	NET_Packet					tNetPacket;
	j->Spawn_Write				(tNetPacket,TRUE);
	i->Spawn_Read				(tNetPacket);
	tNetPacket.w_begin			(M_UPDATE);
	j->UPDATE_Write				(tNetPacket);
	u16							id;
	tNetPacket.r_begin			(id);
	i->UPDATE_Read				(tNetPacket);

	R_ASSERT3					(!(i->used_ai_locations()) || (i->m_tNodeID != u32(-1)),"Invalid vertex for object ",i->name_replace());

	i->m_tSpawnID				= tSpawnID;
	if (!graph().actor() && smart_cast<CSE_ALifeCreatureActor*>(i))
		i->ID					= 0;
	else
		i->ID					= server().PerformIDgen(0xffff);

	register_object				(i,true);
	i->m_bALifeControl			= true;

	CSE_ALifeMonsterAbstract	*monster	= smart_cast<CSE_ALifeMonsterAbstract*>(i);
	if (monster)
		graph().assign			(monster);

	CSE_ALifeGroupAbstract		*group = smart_cast<CSE_ALifeGroupAbstract*>(i);
	if (group) {
		group->m_tpMembers.resize(group->m_wCount);
		OBJECT_IT				I = group->m_tpMembers.begin();
		OBJECT_IT				E = group->m_tpMembers.end();
		for ( ; I != E; ++I) {
			CSE_Abstract		*object = create	(group,j);
			*I					= object->ID;
		}
	}
	else
		i->spawn_supplies		();

	i->on_spawn					();
}
void message_filter::msg_type_subtype_t::import(NET_Packet& packet)
{
	packet.r_begin	(msg_type);
	msg_subtype		= 0;
	switch (msg_type)
	{
	case M_EVENT:
		{
			u16				tmp_subtype;
			packet.r_u32			(msg_receive_time);
			packet.r_u16			(tmp_subtype);
			packet.r_u16			(dest_obj_id);
			msg_subtype		= static_cast<u32>(tmp_subtype);
		}break;
	case M_GAMEMESSAGE:
		{
			packet.r_u32			(msg_subtype);
		}break;
	};//switch (msg_type)
}
void xrServer::OnBuildVersionRespond				( IClient* CL, NET_Packet& P )
{
	u16 Type;
	P.r_begin( Type );
	u64 _our		=	FS.auth_get();
	u64 _him		=	P.r_u64();

#ifdef DEBUG
	Msg("_our = %d", _our);
	Msg("_him = %d", _him);
#endif // DEBUG

	if ( _our != _him )
	{
		SendConnectResult( CL, 0, 0, "Data verification failed. Cheater? [3]" );
	}
	else
	{				
		bool bAccessUser = false;
		string512 res_check;
		
		if ( !CL->flags.bLocal )
		{
			bAccessUser	= Check_ServerAccess( CL, res_check );
		}
				
		if( CL->flags.bLocal || bAccessUser )
		{
			Check_BuildVersion_Success( CL );
		}
		else
		{
			Msg( res_check );
			strcat_s( res_check, "Invalid login/password. Client \"" );
			strcat_s( res_check, CL->name.c_str() );
			strcat_s( res_check, "\" disconnected." );

			SendConnectResult( CL, 0, 2, res_check );
		}
	}
};
Beispiel #7
0
CSE_Abstract *CALifeSimulatorBase::create(CSE_ALifeGroupAbstract *tpALifeGroupAbstract, CSE_ALifeDynamicObject *j)
{
	NET_Packet					tNetPacket;
	LPCSTR						S = pSettings->r_string(tpALifeGroupAbstract->base()->s_name,"monster_section");
	CSE_Abstract				*l_tpAbstract = F_entity_Create(S);
	R_ASSERT2					(l_tpAbstract,"Can't create entity.");
	CSE_ALifeDynamicObject		*k = smart_cast<CSE_ALifeDynamicObject*>(l_tpAbstract);
	R_ASSERT2					(k,"Non-ALife object in the 'game.spawn'");

	j->Spawn_Write				(tNetPacket,TRUE);
	k->Spawn_Read				(tNetPacket);
	tNetPacket.w_begin			(M_UPDATE);
	j->UPDATE_Write				(tNetPacket);
	u16							id;
	tNetPacket.r_begin			(id);
	k->UPDATE_Read				(tNetPacket);
	k->s_name					= S;
	k->m_tSpawnID				= j->m_tSpawnID;
	k->ID						= server().PerformIDgen(0xffff);
	k->m_bDirectControl			= false;
	k->m_bALifeControl			= true;
	
	string256					s_name_replace;
	strcpy_s						(s_name_replace,*k->s_name);
	if (k->ID < 1000)
		strcat					(s_name_replace,"0");
	if (k->ID < 100)
		strcat					(s_name_replace,"0");
	if (k->ID < 10)
		strcat					(s_name_replace,"0");
	string16					S1;
	strcat						(s_name_replace,itoa(k->ID,S1,10));
	k->set_name_replace			(s_name_replace);

	register_object				(k,true);
	k->spawn_supplies			();
	k->on_spawn					();
	return						(k);
}
Beispiel #8
0
void CLevel::ProcessGameEvents		()
{
	// Game events
	{
		NET_Packet			P;
		u32 svT				= timeServer()-NET_Latency;

		/*
		if (!game_events->queue.empty())	
			Msg("- d[%d],ts[%d] -- E[svT=%d],[evT=%d]",Device.dwTimeGlobal,timeServer(),svT,game_events->queue.begin()->timestamp);
		*/
#ifdef   SPAWN_ANTIFREEZE
		while (spawn_events->available(svT))
		{
			u16 ID, dest, type;
			spawn_events->get(ID, dest, type, P);
			game_events->insert(P);
		}
		u32 avail_time = 5;
		u32 elps = Device.frame_elapsed();
		if (elps < 30) avail_time = 33 - elps;
		u32 work_limit = elps + avail_time;

#endif
		while	(game_events->available(svT))
		{
			u16 ID,dest,type;
			game_events->get	(ID,dest,type,P);

#ifdef   SPAWN_ANTIFREEZE
			// не отправлять события не заспавненным объектам
			if (g_bootComplete && M_EVENT == ID && PostponedSpawn(dest))
			{
				spawn_events->insert(P);
				continue;
			}
			if (g_bootComplete && M_SPAWN == ID && Device.frame_elapsed() > work_limit) // alpet: позволит плавнее выводить объекты в онлайн, без заметных фризов
			{
				u16 parent_id;
				GetSpawnInfo(P, parent_id);
				//-------------------------------------------------				
				if (parent_id < 0xffff) // откладывать спавн только объектов в контейнеры
				{
					//if (!spawn_events->available(svT))
						//Msg("* ProcessGameEvents, spawn event postponed. Events rest = %d", game_events->queue.size());

					spawn_events->insert(P);
					continue;
				}
			}
#endif
			switch (ID)
			{
			case M_SPAWN:
				{
					u16 dummy16;
					P.r_begin(dummy16);
					cl_Process_Spawn(P);
				}break;
			case M_EVENT:
				{
					cl_Process_Event(dest, type, P);
				}break;
			case M_MOVE_PLAYERS:
				{
					u8 Count = P.r_u8();
					for (u8 i=0; i<Count; i++)
					{
						u16 ID = P.r_u16();					
						Fvector NewPos, NewDir;
						P.r_vec3(NewPos);
						P.r_vec3(NewDir);

						CActor*	OActor	= smart_cast<CActor*>(Objects.net_Find		(ID));
						if (0 == OActor)		break;
						OActor->MoveActor(NewPos, NewDir);
					};

					NET_Packet PRespond;
					PRespond.w_begin(M_MOVE_PLAYERS_RESPOND);
					Send(PRespond, net_flags(TRUE, TRUE));
				}break;
			case M_STATISTIC_UPDATE:
				{
					if (GameID() != eGameIDSingle)
						Game().m_WeaponUsageStatistic->OnUpdateRequest(&P);
				}break;
			case M_FILE_TRANSFER:
				{
					if (m_file_transfer)			//in case of net_Stop
						m_file_transfer->on_message(&P);
				}break;
			case M_GAMEMESSAGE:
				{
					Game().OnGameMessage(P);
				}break;
			default:
				{
					VERIFY(0);
				}break;
			}			
		}
	}
	if (OnServer() && GameID()!= eGameIDSingle)
		Game().m_WeaponUsageStatistic->Send_Check_Respond();
}
BOOL CSE_Abstract::Spawn_Read				(NET_Packet	&tNetPacket)
{
	u16							dummy16;
	// generic
	tNetPacket.r_begin			(dummy16);	
	R_ASSERT					(M_SPAWN==dummy16);
	tNetPacket.r_stringZ		(s_name			);
	
	string256					temp;
	tNetPacket.r_stringZ		(temp);
	set_name_replace			(temp);
	tNetPacket.r_u8				(s_gameid		);
	tNetPacket.r_u8				(s_RP			);
	tNetPacket.r_vec3			(o_Position		);
	tNetPacket.r_vec3			(o_Angle		);
	tNetPacket.r_u16			(RespawnTime	);
	tNetPacket.r_u16			(ID				);
	tNetPacket.r_u16			(ID_Parent		);
	tNetPacket.r_u16			(ID_Phantom		);

	tNetPacket.r_u16			(s_flags.flags	); 
	
	// dangerous!!!!!!!!!
	if (s_flags.is(M_SPAWN_VERSION))
		tNetPacket.r_u16		(m_wVersion);
	
	if (0==m_wVersion) {
		tNetPacket.r_pos		-= sizeof(u16);
		m_wVersion				= 0;
        return					FALSE;
	}

	if (m_wVersion > 69)
		m_script_version		= tNetPacket.r_u16();

	// read specific data

	//client object custom data serialization LOAD
	if (m_wVersion > 70) {
		u16 client_data_size	= (m_wVersion > 93) ? tNetPacket.r_u16() : tNetPacket.r_u8(); //не может быть больше 256 байт
		if (client_data_size > 0) {
//			Msg					("SERVER:loading:load:%d bytes:%d:%s",client_data_size,ID,s_name_replace ? s_name_replace : "");
			client_data.resize	(client_data_size);
			tNetPacket.r		(&*client_data.begin(),client_data_size);
		}
		else
			client_data.clear	();
	}
	else
		client_data.clear		();

	if (m_wVersion > 79)
		tNetPacket.r			(&m_tSpawnID,	sizeof(m_tSpawnID));

	if (m_wVersion < 112) {
		if (m_wVersion > 82)
			tNetPacket.r_float		();//m_spawn_probability);

		if (m_wVersion > 83) {
			tNetPacket.r_u32		();//m_spawn_flags.assign(tNetPacket.r_u32());
			xr_string				temp;
			tNetPacket.r_stringZ	(temp);//tNetPacket.r_stringZ(m_spawn_control);
			tNetPacket.r_u32		();//m_max_spawn_count);
			// this stuff we do not need even in case of uncomment
			tNetPacket.r_u32		();//m_spawn_count);
			tNetPacket.r_u64		();//m_last_spawn_time);
		}

		if (m_wVersion > 84) {
			tNetPacket.r_u64		();//m_min_spawn_interval);
			tNetPacket.r_u64		();//m_max_spawn_interval);
		}
	}

	u16							size;
	tNetPacket.r_u16			(size);	// size
	R_ASSERT3					((m_tClassID == CLSID_SPECTATOR) || (size > sizeof(size)),"cannot read object, which is not successfully saved :(",name_replace());
	STATE_Read					(tNetPacket,size);
	return						TRUE;
}
Beispiel #10
0
								CLevelGameGraph	(
									LPCSTR graph_file_name,
									LPCSTR raw_cross_table_file_name,
									CGameGraph::SLevel *tLevel,
									LPCSTR S,
									u32 dwOffset,
									u32 dwLevelID,
									CInifile *Ini
								)
	{
		m_tLevel				= *tLevel;
		m_dwOffset				= dwOffset;
		m_tpLevelPoints.clear	();
		
		FILE_NAME				caFileName;
		
		// loading graph
		strcpy_s				(caFileName,graph_file_name);
		m_tpGraph				= new CGameGraph(caFileName);

		strcpy_s				(caFileName,raw_cross_table_file_name);
		CGameLevelCrossTable	*l_tpCrossTable = new CGameLevelCrossTable(caFileName);

		CLevelGraph				*l_tpAI_Map = new CLevelGraph(S);

		VERIFY2					(l_tpCrossTable->header().level_guid() == l_tpAI_Map->header().guid(), "cross table doesn't correspond to the AI-map, rebuild graph!");
		VERIFY2					(l_tpCrossTable->header().game_guid() == m_tpGraph->header().guid(), "cross table doesn't correspond to the graph, rebuild graph!");
		VERIFY2					(m_tpGraph->header().level(GameGraph::_LEVEL_ID(0)).guid() == l_tpAI_Map->header().guid(), "cross table doesn't correspond to the AI-map, rebuild graph!");

		VERIFY					(l_tpAI_Map->header().vertex_count() == l_tpCrossTable->header().level_vertex_count());
		VERIFY					(m_tpGraph->header().vertex_count() == l_tpCrossTable->header().game_vertex_count());

		tLevel->m_guid			= l_tpAI_Map->header().guid();

		{
			for (GameGraph::_GRAPH_ID i=0, n = m_tpGraph->header().vertex_count(); i<n; ++i)
				if ((!l_tpAI_Map->valid_vertex_id(m_tpGraph->vertex(i)->level_vertex_id()) ||
					(l_tpCrossTable->vertex(m_tpGraph->vertex(i)->level_vertex_id()).game_vertex_id() != i) ||
					!l_tpAI_Map->inside(m_tpGraph->vertex(i)->level_vertex_id(),m_tpGraph->vertex(i)->level_point()))) {
						Msg				("! Graph doesn't correspond to the cross table");
						R_ASSERT2		(false,"Graph doesn't correspond to the cross table");
				}
		}

		m_tpVertices.resize		(m_tpGraph->header().vertex_count());
		GRAPH_VERTEX_IT			B = m_tpVertices.begin();
		GRAPH_VERTEX_IT			I = B;
		GRAPH_VERTEX_IT			E = m_tpVertices.end();
		for ( ; I != E; I++) {
			(*I).tLocalPoint		= m_tpGraph->vertex(int(I - B))->level_point();
			(*I).tGlobalPoint.add	(m_tpGraph->vertex(int(I - B))->game_point(),m_tLevel.offset());
			(*I).tLevelID			= dwLevelID;
			(*I).tNodeID			= m_tpGraph->vertex(int(I - B))->level_vertex_id();
			Memory.mem_copy			((*I).tVertexTypes,m_tpGraph->vertex(int(I - B))->vertex_type(),GameGraph::LOCATION_TYPE_COUNT*sizeof(GameGraph::_LOCATION_ID));
			(*I).tNeighbourCount	= m_tpGraph->vertex(int(I - B))->edge_count();
			CGameGraph::const_iterator	b,i,e;
			m_tpGraph->begin		(int(I - B),i,e);
			(*I).tpaEdges			= (CGameGraph::CEdge*)xr_malloc((*I).tNeighbourCount*sizeof(CGameGraph::CEdge));
			b						= i;
			for ( ; i != e; ++i) {
				GameGraph::CEdge	&edge = (*I).tpaEdges[i - b];
				edge				= *i;
				VERIFY				((edge.vertex_id() + dwOffset) < (u32(1) << (8*sizeof(GameGraph::_GRAPH_ID))));
				edge.m_vertex_id	= (GameGraph::_GRAPH_ID)(edge.m_vertex_id + dwOffset);
			}
			(*I).dwPointOffset		= 0;
			vfGenerateDeathPoints	(int(I - B),l_tpCrossTable,l_tpAI_Map,(*I).tDeathPointCount);
		}

		xr_delete					(l_tpCrossTable);
		xr_delete					(l_tpAI_Map);
		
		// updating cross-table
		{
			strcpy_s				(caFileName,raw_cross_table_file_name);
			CGameLevelCrossTable	*tpCrossTable = new CGameLevelCrossTable(caFileName);
			xr_vector<CGameLevelCrossTable::CCell> tCrossTableUpdate;
			tCrossTableUpdate.resize(tpCrossTable->header().level_vertex_count());
			for (int i=0; i<(int)tpCrossTable->header().level_vertex_count(); i++) {
				tCrossTableUpdate[i] = tpCrossTable->vertex(i);
				VERIFY				(u32(tCrossTableUpdate[i].tGraphIndex) < tpCrossTable->header().game_vertex_count());
				tCrossTableUpdate[i].tGraphIndex = tCrossTableUpdate[i].tGraphIndex + (GameGraph::_GRAPH_ID)dwOffset;
			}

			CGameLevelCrossTable::CHeader	tCrossTableHeader;

			tCrossTableHeader.dwVersion			= XRAI_CURRENT_VERSION;
			tCrossTableHeader.dwNodeCount		= tpCrossTable->m_tCrossTableHeader.dwNodeCount;
			tCrossTableHeader.dwGraphPointCount = tpCrossTable->m_tCrossTableHeader.dwGraphPointCount;
			tCrossTableHeader.m_level_guid		= tpCrossTable->m_tCrossTableHeader.m_level_guid;
			tCrossTableHeader.m_game_guid		= tGraphHeader.m_guid;

			xr_delete			(tpCrossTable);

			m_cross_table.w(&tCrossTableHeader,sizeof(tCrossTableHeader));
			for (int i=0; i<(int)tCrossTableHeader.dwNodeCount; i++)
				m_cross_table.w(&(tCrossTableUpdate[i]),sizeof(tCrossTableUpdate[i]));
		}

		// fill vertex map
		{
			string_path								fName;
			strconcat								(sizeof(fName),fName,S,"level.spawn");
			IReader									*F = FS.r_open(fName);
			u32										id;
			IReader									*O = F->open_chunk_iterator(id);
			for (int i=0; O; O = F->open_chunk_iterator(id,O))	{
				NET_Packet							P;
				P.B.count							= O->length();
				O->r								(P.B.data,P.B.count);
				u16									ID;
				P.r_begin							(ID);
				R_ASSERT							(M_SPAWN==ID);
				P.r_stringZ							(fName);
				CSE_Abstract						*E = F_entity_Create(fName);
				R_ASSERT3							(E,"Can't create entity.",fName);
//				E->Spawn_Read						(P);
				CSE_ALifeGraphPoint					*tpGraphPoint = smart_cast<CSE_ALifeGraphPoint*>(E);
				if (tpGraphPoint) {
					E->Spawn_Read					(P);

					Fvector							tVector;
					tVector							= tpGraphPoint->o_Position;
					GameGraph::_GRAPH_ID			tGraphID = GameGraph::_GRAPH_ID(-1);
					float							fMinDistance = 1000000.f;
					{
						GRAPH_VERTEX_IT					B = m_tpVertices.begin();
						GRAPH_VERTEX_IT					I = B;
						GRAPH_VERTEX_IT					E = m_tpVertices.end();
						for ( ; I != E; I++) {
							float fDistance = (*I).tLocalPoint.distance_to(tVector);
							if (fDistance < fMinDistance) {
								fMinDistance	= fDistance;
								tGraphID		= GameGraph::_GRAPH_ID(I - B);
								if (fMinDistance < EPS_L)
									break;
							}
						}
					}
					if (fMinDistance < EPS_L) {
						SConnectionVertex				T;
						LPSTR							S;
						S								= xr_strdup(tpGraphPoint->name_replace());
						T.caConnectName					= xr_strdup(*tpGraphPoint->m_caConnectionPointName);
						T.dwLevelID						= dwfGetIDByLevelName(Ini,*tpGraphPoint->m_caConnectionLevelName);
//						T.tGraphID						= (GameGraph::_GRAPH_ID)i;
//						T.tOldGraphID					= tGraphID;
						T.tOldGraphID					= (GameGraph::_GRAPH_ID)i;
						T.tGraphID						= tGraphID;

						bool							ok = true;
						VERTEX_MAP::const_iterator		II = m_tVertexMap.begin();
						VERTEX_MAP::const_iterator		EE = m_tVertexMap.end();
						for ( ; II != EE; ++II)
							if (T.tOldGraphID == (*II).second.tOldGraphID) {
								ok						= false;
								Msg						("Graph point %s is removed,because it has the same position as some another graph point",E->name_replace());
								break;
							}

						if (ok) {
							m_tVertexMap.insert			(mk_pair(S,T));
							i++;
						}
					}
				}
				F_entity_Destroy					(E);
			}
			if (i != m_tpGraph->header().vertex_count())
				Msg									("Graph for the level %s doesn't correspond to the graph points from Level Editor! (%d : %d)",*m_tLevel.name(),i,m_tpGraph->header().vertex_count());
			
			VERTEX_MAP::const_iterator				I = m_tVertexMap.begin();
			VERTEX_MAP::const_iterator				E = m_tVertexMap.end();
			for ( ; I != E; ++I) {
				R_ASSERT3	(!xr_strlen((*I).second.caConnectName) || ((*I).second.tGraphID < m_tpVertices.size()),"Rebuild graph for the level",*m_tLevel.name());
			}

//			VERIFY3									(i == m_tpGraph->header().vertex_count(), "Rebuild graph for the level ",m_tLevel.name());
			O->close								();
			FS.r_close								(F);
		}
	};
void CLevel::ClientReceive()
{

	Demo_StartFrame();

	Demo_Update();

	m_dwRPC = 0;
	m_dwRPS = 0;

	for (NET_Packet* P = net_msg_Retreive(); P; P=net_msg_Retreive())
	{
		//-----------------------------------------------------
		m_dwRPC++;
		m_dwRPS += P->B.count;
		//-----------------------------------------------------
		u16			m_type;
		u16			ID;
		P->r_begin	(m_type);
		switch (m_type)
		{
		case M_MAP_SYNC:
			{
				shared_str map_name;
				P->r_stringZ(map_name);

				shared_str _name		= net_Hosts.size() ? net_Hosts.front().dpSessionName:"";

				if(_name.size() && _name!=map_name && OnClient())
				{
					Msg("!!! map sync failed. current is[%s] server is[%s]",m_name.c_str(), map_name.c_str());
					Engine.Event.Defer	("KERNEL:disconnect");
					Engine.Event.Defer	("KERNEL:start",m_caServerOptions.size() ? size_t( xr_strdup(*m_caServerOptions)) : 0, m_caClientOptions.size() ? size_t(xr_strdup(*m_caClientOptions)) : 0);
				}
			}break;
		case M_SPAWN:			
			{
				if (!m_bGameConfigStarted || !bReady) 
				{
					Msg ("Unconventional M_SPAWN received : cgf[%s] | bReady[%s]",
						(m_bGameConfigStarted) ? "true" : "false",
						(bReady) ? "true" : "false");
					break;
				}
				/*/
				cl_Process_Spawn(*P);
				/*/
				game_events->insert		(*P);
				if (g_bDebugEvents)		ProcessGameEvents();
				//*/
			}
			break;
		case M_EVENT:
			game_events->insert		(*P);
			if (g_bDebugEvents)		ProcessGameEvents();
			break;
		case M_EVENT_PACK:
			NET_Packet	tmpP;
			while (!P->r_eof())
			{
				tmpP.B.count = P->r_u8();
				P->r(&tmpP.B.data, tmpP.B.count);
				tmpP.timeReceive = P->timeReceive;

				game_events->insert		(tmpP);
				if (g_bDebugEvents)		ProcessGameEvents();
			};			
			break;
		case M_UPDATE:
			{
				game->net_import_update	(*P);
				//-------------------------------------------
				if (OnServer()) break;
				//-------------------------------------------
			};	// ни в коем случае нельзя здесь ставить break, т.к. в случае если все объекты не влазят в пакет M_UPDATE,
				// они досылаются через M_UPDATE_OBJECTS
		case M_UPDATE_OBJECTS:
			{
				Objects.net_Import		(P);

				if (OnClient()) UpdateDeltaUpd(timeServer());
				IClientStatistic pStat = Level().GetStatistic();
				u32 dTime = 0;
				
				if ((Level().timeServer() + pStat.getPing()) < P->timeReceive)
				{
					dTime = pStat.getPing();
				}
				else
					dTime = Level().timeServer() - P->timeReceive + pStat.getPing();

				u32 NumSteps = ph_world->CalcNumSteps(dTime);
				SetNumCrSteps(NumSteps);
			}break;
//		case M_UPDATE_OBJECTS:
//			{
//				Objects.net_Import		(P);
//			}break;
		//----------- for E3 -----------------------------
		case M_CL_UPDATE:
			{
				if (OnClient()) break;
				P->r_u16		(ID);
				u32 Ping = P->r_u32();
				CGameObject*	O	= smart_cast<CGameObject*>(Objects.net_Find		(ID));
				if (0 == O)		break;
				O->net_Import(*P);
		//---------------------------------------------------
				UpdateDeltaUpd(timeServer());
				if (pObjects4CrPr.empty() && pActors4CrPr.empty())
					break;
				if (O->CLS_ID != CLSID_OBJECT_ACTOR)
					break;

				u32 dTime = 0;
				if ((Level().timeServer() + Ping) < P->timeReceive)
				{
#ifdef DEBUG
//					Msg("! TimeServer[%d] < TimeReceive[%d]", Level().timeServer(), P->timeReceive);
#endif
					dTime = Ping;
				}
				else					
					dTime = Level().timeServer() - P->timeReceive + Ping;
				u32 NumSteps = ph_world->CalcNumSteps(dTime);
				SetNumCrSteps(NumSteps);

				O->CrPr_SetActivationStep(u32(ph_world->m_steps_num) - NumSteps);
				AddActor_To_Actors4CrPr(O);

			}break;
		case M_MOVE_PLAYERS:
			{
				u8 Count = P->r_u8();
				for (u8 i=0; i<Count; i++)
				{
					u16 ID = P->r_u16();					
					Fvector NewPos, NewDir;
					P->r_vec3(NewPos);
					P->r_vec3(NewDir);

					CActor*	OActor	= smart_cast<CActor*>(Objects.net_Find		(ID));
					if (0 == OActor)		break;
					OActor->MoveActor(NewPos, NewDir);
				};

				NET_Packet PRespond;
				PRespond.w_begin(M_MOVE_PLAYERS_RESPOND);
				Send(PRespond, net_flags(TRUE, TRUE));
			}break;
		//------------------------------------------------
		case M_CL_INPUT:
			{
				P->r_u16		(ID);
				CObject*	O	= Objects.net_Find		(ID);
				if (0 == O)		break;
				O->net_ImportInput(*P);
			}break;
		//---------------------------------------------------
		case 	M_SV_CONFIG_NEW_CLIENT:
			InitializeClientGame(*P);
			break;
		case M_SV_CONFIG_GAME:
			game->net_import_state	(*P);
			break;
		case M_SV_CONFIG_FINISHED:
			game_configured			= TRUE;
			Msg("- Game configuring : Finished ");
			break;		
		case M_MIGRATE_DEACTIVATE:	// TO:   Changing server, just deactivate
			{
				P->r_u16		(ID);
				CObject*	O	= Objects.net_Find		(ID);
				if (0 == O)		break;
				O->net_MigrateInactive	(*P);
				if (bDebug)		Log("! MIGRATE_DEACTIVATE",*O->cName());
			}
			break;
		case M_MIGRATE_ACTIVATE:	// TO:   Changing server, full state
			{
				P->r_u16		(ID);
				CObject*	O	= Objects.net_Find		(ID);
				if (0 == O)		break;
				O->net_MigrateActive	(*P);
				if (bDebug)		Log("! MIGRATE_ACTIVATE",*O->cName());
			}
			break;
		case M_CHAT:
			{
				char	buffer[256];
				P->r_stringZ(buffer);
				Msg		("- %s",buffer);
			}
			break;
		case M_GAMEMESSAGE:
			{
				if (!game) break;
				Game().OnGameMessage(*P);
			}break;
		case M_RELOAD_GAME:
		case M_LOAD_GAME:
		case M_CHANGE_LEVEL:
			{
				if(m_type==M_LOAD_GAME)
				{
					string256						saved_name;
					P->r_stringZ					(saved_name);
					if(xr_strlen(saved_name) && ai().get_alife())
					{
						CSavedGameWrapper			wrapper(saved_name);
						if (wrapper.level_id() == ai().level_graph().level_id()) 
						{
							Engine.Event.Defer	("Game:QuickLoad", size_t(xr_strdup(saved_name)), 0);

							break;
						}
					}
				}
				Engine.Event.Defer	("KERNEL:disconnect");
				Engine.Event.Defer	("KERNEL:start",size_t(xr_strdup(*m_caServerOptions)),size_t(xr_strdup(*m_caClientOptions)));
			}break;
		case M_SAVE_GAME:
			{
				ClientSave			();
			}break;
		case M_GAMESPY_CDKEY_VALIDATION_CHALLENGE:
			{
				OnGameSpyChallenge(P);
			}break;
		case M_AUTH_CHALLENGE:
			{
				OnBuildVersionChallenge();
			}break;
		case M_CLIENT_CONNECT_RESULT:
			{
				OnConnectResult(P);
			}break;
		case M_CHAT_MESSAGE:
			{
				if (!game) break;
				Game().OnChatMessage(P);
			}break;
		case M_CLIENT_WARN:
			{
				if (!game) break;
				Game().OnWarnMessage(P);
			}break;
		case M_REMOTE_CONTROL_AUTH:
		case M_REMOTE_CONTROL_CMD:
			{
				Game().OnRadminMessage(m_type, P);
			}break;
		case M_CHANGE_LEVEL_GAME:
			{
				Msg("- M_CHANGE_LEVEL_GAME Received");

				if (OnClient())
				{
					Engine.Event.Defer	("KERNEL:disconnect");
					Engine.Event.Defer	("KERNEL:start",m_caServerOptions.size() ? size_t( xr_strdup(*m_caServerOptions)) : 0,m_caClientOptions.size() ? size_t(xr_strdup(*m_caClientOptions)) : 0);
				}
				else
				{
					const char* m_SO = m_caServerOptions.c_str();
//					const char* m_CO = m_caClientOptions.c_str();

					m_SO = strchr(m_SO, '/'); if (m_SO) m_SO++;
					m_SO = strchr(m_SO, '/'); 

					string128 LevelName = "";
					string128 GameType = "";

					P->r_stringZ(LevelName);
					P->r_stringZ(GameType);

					string4096 NewServerOptions = "";
					sprintf_s(NewServerOptions, "%s/%s", LevelName, GameType);

					if (m_SO) strcat(NewServerOptions, m_SO);
					m_caServerOptions = NewServerOptions;

					Engine.Event.Defer	("KERNEL:disconnect");
					Engine.Event.Defer	("KERNEL:start",size_t(xr_strdup(*m_caServerOptions)),size_t(xr_strdup(*m_caClientOptions)));
				};
			}break;
		case M_CHANGE_SELF_NAME:
			{
				net_OnChangeSelfName(P);
			}break;
		case M_BULLET_CHECK_RESPOND:
			{
				if (!game) break;
				if (GameID() != GAME_SINGLE)
					Game().m_WeaponUsageStatistic->On_Check_Respond(P);
			}break;
		case M_STATISTIC_UPDATE:
			{
				if (!game) break;
				if (GameID() != GAME_SINGLE)
					Game().m_WeaponUsageStatistic->OnUpdateRequest(P);
			}break;
		case M_STATISTIC_UPDATE_RESPOND:
			{
				if (!game) break;
				if (GameID() != GAME_SINGLE)
					Game().m_WeaponUsageStatistic->OnUpdateRespond(P);
			}break;
		case M_BATTLEYE:
			{
#ifdef BATTLEYE
			battleye_system.ReadPacketClient( P );
#endif // BATTLEYE
			}break;
		}

		net_msg_Release();
	}	

//	if (!g_bDebugEvents) ProcessGameSpawns();
}
Beispiel #12
0
void CGameGraphBuilder::load_graph_point	(NET_Packet &net_packet)
{
	string256				section_id;
	u16						id;
	net_packet.r_begin		(id);
	R_ASSERT				(M_SPAWN == id);
	net_packet.r_stringZ	(section_id);

//	if (xr_strcmp("graph_point",section_id))
//		return;

	CSE_Abstract			*entity = F_entity_Create(section_id);
	if (!entity) {
		Msg					("Cannot create entity from section %s, skipping",section_id);
		return;
	}

	CSE_ALifeGraphPoint		*graph_point = smart_cast<CSE_ALifeGraphPoint*>(entity);
	if (!graph_point) {
		F_entity_Destroy	(entity);
		return;
	}

	entity->Spawn_Read		(net_packet);

	vertex_type				vertex;
	vertex.tLocalPoint		= graph_point->o_Position;
	// check for duplicate graph point positions
	{
		graph_type::const_vertex_iterator	I = graph().vertices().begin();
		graph_type::const_vertex_iterator	E = graph().vertices().end();
		for ( ; I != E; ++I) {
			if ((*I).second->data().tLocalPoint.distance_to_sqr(vertex.tLocalPoint) < EPS_L) {
				Msg			("! removing graph point [%s][%f][%f][%f] because it is too close to the another graph point",entity->name_replace(),VPUSH(entity->o_Position));
				return;
			}
		}
	}

	vertex.tGlobalPoint		= graph_point->o_Position;
	vertex.tNodeID			= level_graph().valid_vertex_position(vertex.tLocalPoint) ? level_graph().vertex_id(vertex.tLocalPoint) : u32(-1);
	if (!level_graph().valid_vertex_id(vertex.tNodeID)) {
		Msg					("! removing graph point [%s][%f][%f][%f] because it is outside of the AI map",entity->name_replace(),VPUSH(entity->o_Position));
		return;
	}

	{
		graph_type::const_vertex_iterator	I = graph().vertices().begin();
		graph_type::const_vertex_iterator	E = graph().vertices().end();
		for ( ; I != E; ++I) {
			if ((*I).second->data().tNodeID == vertex.tNodeID) {
				Msg			("! removing graph point [%s][%f][%f][%f] because it has the same AI node as another graph point",entity->name_replace(),VPUSH(entity->o_Position));
				return;
			}
		}
	}

	vertex.tNeighbourCount	= 0;
	Memory.mem_copy			(vertex.tVertexTypes,graph_point->m_tLocations,GameGraph::LOCATION_TYPE_COUNT*sizeof(GameGraph::_LOCATION_ID));
	vertex.tLevelID			= 0;
	vertex.tDeathPointCount = 0;
	vertex.dwPointOffset	= 0;

	graph().add_vertex		(vertex,graph().vertices().size());

	F_entity_Destroy		(entity);
}
Beispiel #13
0
void CLevel::ProcessGameEvents		()
{
	// Game events
	{
		NET_Packet			P;
		u32 svT				= timeServer()-NET_Latency;

		/*
		if (!game_events->queue.empty())	
			Msg("- d[%d],ts[%d] -- E[svT=%d],[evT=%d]",Device.dwTimeGlobal,timeServer(),svT,game_events->queue.begin()->timestamp);
		*/			
#ifdef   SPAWN_ANTIFREEZE
		while (spawn_events->available(svT))
		{
			u16 ID,dest,type;			
			spawn_events->get	(ID,dest,type,P);
			game_events->insert (P);
		}
		u32 avail_time = 5;
		u32 elps = Device.frame_elapsed();
		if (elps < 30) avail_time = 33 - elps;
		u32 work_limit = elps + avail_time;

#endif
		while	(game_events->available(svT)) 
		{
			u16 ID,dest,type;
			game_events->get	(ID,dest,type,P);		
#ifdef   SPAWN_ANTIFREEZE
			// не отправлять события не заспавненным объектам
			if (g_bootComplete && M_EVENT == ID && PostponedSpawn(dest))
			{
				spawn_events->insert(P);
				continue;
			}
			if (g_bootComplete && M_SPAWN == ID && Device.frame_elapsed() > work_limit) // alpet: позволит плавнее выводить объекты в онлайн, без заметных фризов
			{
				u16 parent_id;
				GetSpawnInfo(P, parent_id);				
				//-------------------------------------------------				
				if (parent_id < 0xffff) // откладывать спавн только объектов в контейнеры
				{
					if (!spawn_events->available(svT))
						Msg("* ProcessGameEvents, spawn event postponed. Events rest = %d", game_events->queue.size());					
					
					spawn_events->insert(P);					
					continue;
				}				
			}
#endif

			switch (ID)
			{
			case M_SPAWN:
				{
					u16 dummy16;
					P.r_begin(dummy16);
					cl_Process_Spawn(P);
				}break;
			case M_EVENT:
				{					
					cl_Process_Event(dest, type, P);
				}break;
			default:
				{
					VERIFY(0);
				}break;
			}		

		}

		
	}
	if (OnServer() && GameID()!= GAME_SINGLE)
		Game().m_WeaponUsageStatistic->Send_Check_Respond();
}
void xrServer::SLS_Default	()
{
	if (game->custom_sls_default()) {
		game->sls_default	();
		return;
	}

#ifdef USE_DESIGNER_KEY
	bool					_designer = !!strstr(Core.Params,"-designer");
	CSE_ALifeCreatureActor	*_actor = 0;
#endif

	string256				fn_spawn;
	if (FS.exist(fn_spawn, "$level$", "level.spawn")) {
		IReader*			SP		= FS.r_open(fn_spawn);
		NET_Packet			P;
		u32					S_id;
		for (IReader *S = SP->open_chunk_iterator(S_id); S; S = SP->open_chunk_iterator(S_id,S)) {
			P.B.count		= S->length();
			S->r			(P.B.data,P.B.count);
			
			u16				ID;
			P.r_begin		(ID);
			R_ASSERT		(M_SPAWN==ID);
			ClientID clientID;clientID.set(0);

#ifdef USE_DESIGNER_KEY
			CSE_Abstract			*entity = 
#endif
				Process_spawn(P,clientID);
#ifdef USE_DESIGNER_KEY
			if (_designer) {
				CSE_ALifeCreatureActor	*actor = smart_cast<CSE_ALifeCreatureActor*>(entity);
				if (actor)
					_actor				= actor;
			}
#endif
		}
		FS.r_close			(SP);
	}

#ifdef USE_DESIGNER_KEY
	if (!_designer)
		return;

	if (_actor)
		return;

	_actor					= smart_cast<CSE_ALifeCreatureActor*>(entity_Create("actor"));
	_actor->o_Position		= Fvector().set(0.f,0.f,0.f);
	_actor->set_name_replace("designer");
	_actor->s_flags.flags	|= M_SPAWN_OBJECT_ASPLAYER;
	NET_Packet				packet;
	packet.w_begin			(M_SPAWN);
	_actor->Spawn_Write		(packet,TRUE);

	u16						id;
	packet.r_begin			(id);
	R_ASSERT				(id == M_SPAWN);
	ClientID				clientID;
	clientID.set			(0);
	Process_spawn			(packet,clientID);
#endif
}
Beispiel #15
0
u32 xrServer::OnMessage	(NET_Packet& P, ClientID sender)			// Non-Zero means broadcasting with "flags" as returned
{
	if (g_pGameLevel && Level().IsDemoSave()) Level().Demo_StoreServerData(P.B.data, P.B.count);
	u16			type;
	P.r_begin	(type);

	csPlayers.Enter			();

	VERIFY							(verify_entities());
	xrClientData* CL				= ID_to_client(sender);

	switch (type)
	{
	case M_UPDATE:	
		{
			Process_update			(P,sender);						// No broadcast
			VERIFY					(verify_entities());
		}break;
	case M_SPAWN:	
		{
//			R_ASSERT(CL->flags.bLocal);
			if (CL->flags.bLocal)
				Process_spawn		(P,sender);	

			VERIFY					(verify_entities());
		}break;
	case M_EVENT:	
		{
			Process_event			(P,sender);
			VERIFY					(verify_entities());
		}break;
	case M_EVENT_PACK:
		{
			NET_Packet	tmpP;
			while (!P.r_eof())
			{
				tmpP.B.count		= P.r_u8();
				P.r					(&tmpP.B.data, tmpP.B.count);

				OnMessage			(tmpP, sender);
			};			
		}break;
	case M_CL_UPDATE:
		{
			xrClientData* CL		= ID_to_client	(sender);
			if (!CL)				break;
			CL->net_Ready			= TRUE;

			if (!CL->net_PassUpdates)
				break;
			//-------------------------------------------------------------------
			u32 ClientPing = CL->stats.getPing();
			P.w_seek(P.r_tell()+2, &ClientPing, 4);
			//-------------------------------------------------------------------
			if (SV_Client) 
				SendTo	(SV_Client->ID, P, net_flags(TRUE, TRUE));
			VERIFY					(verify_entities());
		}break;
	case M_MOVE_PLAYERS_RESPOND:
		{
			xrClientData* CL		= ID_to_client	(sender);
			if (!CL)				break;
			CL->net_Ready			= TRUE;
			CL->net_PassUpdates		= TRUE;
		}break;
	//-------------------------------------------------------------------
	case M_CL_PING_CHALLENGE:
		{
			P.r_u32();
			u32 id = sender.value();
			P.w_seek( P.r_tell(), &(id), 4);
			if (SV_Client) SendTo	(SV_Client->ID, P, net_flags(FALSE));
		}break;
	case M_CL_PING_CHALLENGE_RESPOND:
		{
			P.r_u32();
			u32 id = P.r_u32();
			ClientID clientID; clientID.set(id);
			u32 clLastPing = P.r_u32();
			xrClientData* pCL = ID_to_client(clientID);
			pCL->ps->Rping = u16(clLastPing);
			SendTo	(clientID, P, net_flags(FALSE));
		}break;
		//-------------------------------------------------------------------
	case M_CL_INPUT:
		{
			xrClientData* CL		= ID_to_client	(sender);
			if (CL)	CL->net_Ready	= TRUE;
			if (SV_Client) SendTo	(SV_Client->ID, P, net_flags(TRUE, TRUE));
			VERIFY					(verify_entities());
		}break;
	case M_GAMEMESSAGE:
		{
			ClientID clientID;clientID.setBroadcast();
			SendBroadcast			(clientID,P,net_flags(TRUE,TRUE));
			VERIFY					(verify_entities());
		}break;
	case M_CLIENTREADY:
		{
			xrClientData* CL		= ID_to_client(sender);
			if (CL)	
			{
				CL->net_Ready	= TRUE;
				CL->ps->DeathTime = Device.dwTimeGlobal;
				game->OnPlayerConnectFinished(sender);
			};
			game->signal_Syncronize	();
			VERIFY					(verify_entities());
		}break;
	case M_SWITCH_DISTANCE:
		{
			game->switch_distance	(P,sender);
			VERIFY					(verify_entities());
		}break;
	case M_CHANGE_LEVEL:
		{
			if (game->change_level(P,sender)){
				ClientID clientID;clientID.setBroadcast();
				SendBroadcast		(clientID,P,net_flags(TRUE,TRUE));
				}
			VERIFY					(verify_entities());
		}break;
	case M_SAVE_GAME:
		{
			game->save_game			(P,sender);
			VERIFY					(verify_entities());
		}break;
	case M_LOAD_GAME:
		{
			game->load_game			(P,sender);
			ClientID clientID;clientID.setBroadcast();
			SendBroadcast			(clientID,P,net_flags(TRUE,TRUE));
			VERIFY					(verify_entities());
		}break;
	case M_RELOAD_GAME:
		{
			ClientID clientID;clientID.setBroadcast();
			SendBroadcast			(clientID,P,net_flags(TRUE,TRUE));
			VERIFY					(verify_entities());
		}break;
	case M_SAVE_PACKET:
		{
			Process_save			(P,sender);
			VERIFY					(verify_entities());
		}break;
	case M_CLIENT_REQUEST_CONNECTION_DATA:
		{
			xrClientData* CL			= ID_to_client	(sender);
			OnCL_Connected				(CL);
		}break;
	case M_CHAT_MESSAGE:
		{
			xrClientData *l_pC			= ID_to_client(sender);
			OnChatMessage				(&P, l_pC);
		}break;
	case M_CHANGE_LEVEL_GAME:
		{
			ClientID CID; CID.set		(0xffffffff);
			SendBroadcast				(CID,P,net_flags(TRUE,TRUE));
		}break;
	case M_CL_AUTH:
		{
			game->AddDelayedEvent		(P,GAME_EVENT_PLAYER_AUTH, 0, sender);
		}break;
	case M_PAUSE_GAME:
		{
			ClientID clientID;clientID.setBroadcast();
			SendBroadcast			(clientID,P,net_flags(TRUE,TRUE));
		}break;
	case M_STATISTIC_UPDATE:
		{
			ClientID clientID;clientID.setBroadcast();
			if (SV_Client)
				SendBroadcast			(SV_Client->ID,P,net_flags(TRUE,TRUE));
			else
				SendBroadcast			(clientID,P,net_flags(TRUE,TRUE));
		}break;
	case M_STATISTIC_UPDATE_RESPOND:
		{
			if (SV_Client) SendTo	(SV_Client->ID, P, net_flags(TRUE, TRUE));
		}break;
	case M_PLAYER_FIRE:
		{
			if (game)
				game->OnPlayerFire(sender, P);
		}break;
	}

	VERIFY							(verify_entities());

	csPlayers.Leave					();

	return							IPureServer::OnMessage(P, sender);
}
Beispiel #16
0
void xrServer::Update	()
{
	NET_Packet		Packet;
	u32				position;

	csPlayers.Enter	();

	VERIFY						(verify_entities());

	// game update
	game->ProcessDelayedEvent();
	game->Update	();

	// spawn queue
	u32 svT				= Device.TimerAsync();
	while (!(q_respawn.empty() || (svT<q_respawn.begin()->timestamp)))
	{
		// get
		svs_respawn	R		= *q_respawn.begin();
		q_respawn.erase		(q_respawn.begin());

		// 
		CSE_Abstract* E	= ID_to_entity(R.phantom);
		E->Spawn_Write		(Packet,FALSE);
		u16					ID;
		Packet.r_begin		(ID);	R_ASSERT(M_SPAWN==ID);
		ClientID clientID; clientID.set(0xffff);
		Process_spawn		(Packet,clientID);
	}

	// 
	for (u32 client=0; client<net_Players.size(); ++client)
	{
		// Initialize process and check for available bandwidth
		xrClientData*	Client		= (xrClientData*) net_Players	[client];
		if (!Client->net_Ready)		continue;		
		if (!HasBandwidth(Client) 
#ifdef DEBUG
			&& !g_sv_SendUpdate
#endif
			)	continue;		

		// Send relevant entities to client
		// CSE_Abstract*	Base	= Client->owner;
		u16 PacketType = M_UPDATE;
		Packet.w_begin	(PacketType);

		// GameUpdate
		++(Client->game_replicate_id);
		u32		g_it				= (Client->game_replicate_id % client_Count());
//		u32		g_id				= net_Players[g_it]->ID;
		ClientID g_id 				= net_Players[g_it]->ID;
		game->net_Export_Update		(Packet,Client->ID,g_id);

//		if (!Client->flags.bLocal)	
			game->net_Export_GameTime(Packet);

		if (!Client->flags.bLocal || client_Count() == 1)
		{
#ifdef DEBUG
			if (g_Dump_Update_Write) Msg("---- UPDATE_Write to %s --- ", *(Client->Name));
#endif					// Entities
			
			NET_Packet tmpPacket;
			xrS_entities::iterator	I=entities.begin(),E=entities.end();
			for (; I!=E; ++I)
			{
				CSE_Abstract&	Test = *(I->second);

				if (0==Test.owner)							continue;	// Phantom(?)
				if (!Test.net_Ready)						continue;
				if (Test.owner == Client && Client->flags.bLocal)					continue;	// Can't be relevant

				if (Test.s_flags.is(M_SPAWN_OBJECT_PHANTOM))	continue;	// Surely: phantom
				
				tmpPacket.B.count = 0;
				// write specific data
				{
					tmpPacket.w_u16			(Test.ID		);
					tmpPacket.w_chunk_open8	(position		);
					Test.UPDATE_Write		(tmpPacket			);
#ifdef DEBUG
					if (g_Dump_Update_Write) Msg("* %s : %d", Test.name(), u32(tmpPacket.w_tell()-position)-sizeof(u8));
#endif
					tmpPacket.w_chunk_close8	(position		);
					if (Packet.B.count + tmpPacket.B.count < NET_PacketSizeLimit)
					{
						Packet.w(tmpPacket.B.data, tmpPacket.B.count);
					}
					else
					{
						if (Packet.B.count > 2)	
						{
//							if (!Client->flags.bLocal)
//								Msg ("- Server Update[%d] to Client  : %d", PacketType, Packet.B.count);
							SendTo			(Client->ID,Packet,net_flags(FALSE,TRUE));
						}
						PacketType = M_UPDATE_OBJECTS;
						Packet.w_begin(PacketType);
					}
				}
			}
#ifdef DEBUG
			if (g_Dump_Update_Write) Msg("----------------------- ");
#endif			
		};

		if (Packet.B.count > 2)	
		{
//			if (!Client->flags.bLocal)
//				Msg ("- Server Update[%d] to Client  : %d", PacketType, Packet.B.count);
			SendTo			(Client->ID,Packet,net_flags(FALSE,TRUE));
		}
	}
#ifdef DEBUG
	g_sv_SendUpdate = 0;
#endif			

	if (game->sv_force_sync)	Perform_game_export();

	VERIFY						(verify_entities());
	//-----------------------------------------------------
	//Remove any of long time disconnected players
	for (u32 DI = 0; DI<net_Players_disconnected.size(); DI++)
	{
		IClient* CL = net_Players_disconnected[DI];
		if (CL->dwTime_LastUpdate+g_sv_Client_Reconnect_Time*60000<Device.dwTimeGlobal)
			client_Destroy(CL);
	}
	//-----------------------------------------------------
	csPlayers.Leave	();
}