Ejemplo n.º 1
0
// Do very shallow parse of the demo (could be extended) just to get times and snapshot count
static void CL_ParseDemo(void)
{
	int tstart   = 0;
	int demofile = 0;

	// Reset our demo data
	memset(&di, 0, sizeof(di));

	// Parse start
	di.gameStartTime = -1;
	di.gameEndTime   = -1;
	FS_Seek(clc.demofile, 0, FS_SEEK_SET);
	tstart = Sys_Milliseconds();

	while (qtrue)
	{
		int   r;
		msg_t buf;
		msg_t *msg;
		byte  bufData[MAX_MSGLEN];
		int   s;
		int   cmd;

		di.demoPos = FS_FTell(clc.demofile);

		// get the sequence number
		r = FS_Read(&s, 4, clc.demofile);
		if (r != 4)
		{
			CL_DemoCompleted();
			return;
		}

		clc.serverMessageSequence = LittleLong(s);

		// init the message
		MSG_Init(&buf, bufData, sizeof(bufData));

		// get the length
		r = FS_Read(&buf.cursize, 4, clc.demofile);

		if (r != 4)
		{
			break;
		}

		buf.cursize = LittleLong(buf.cursize);
		if (buf.cursize == -1)
		{
			break;
		}

		if (buf.cursize > buf.maxsize)
		{
			Com_FuncDPrinf("demoMsglen > MAX_MSGLEN");
			break;
		}

		r = FS_Read(buf.data, buf.cursize, clc.demofile);
		if (r != buf.cursize)
		{
			Com_FuncDPrinf("Demo file was truncated.\n");
			break;
		}

		clc.lastPacketTime = cls.realtime;
		buf.readcount      = 0;

		// parse
		msg = &buf;
		MSG_Bitstream(msg);

		// get the reliable sequence acknowledge number
		clc.reliableAcknowledge = MSG_ReadLong(msg);

		if (clc.reliableAcknowledge < clc.reliableSequence - MAX_RELIABLE_COMMANDS)
		{
			clc.reliableAcknowledge = clc.reliableSequence;
		}

		// parse the message
		while (qtrue)
		{
			if (msg->readcount > msg->cursize)
			{
				Com_FuncDrop("read past end of server message");
				break;
			}

			cmd = MSG_ReadByte(msg);

			if (cmd == svc_EOF)
			{
				break;
			}

			// other commands
			switch (cmd)
			{
			default:
				Com_FuncDrop("Illegible server message %d", cmd);
				break;
			case svc_nop:
				break;
			case svc_serverCommand:
				MSG_ReadLong(msg);
				MSG_ReadString(msg);
				break;
			case svc_gamestate:
				clc.serverCommandSequence = MSG_ReadLong(msg);
				cl.gameState.dataCount    = 1;
				while (qtrue)
				{
					int cmd2 = MSG_ReadByte(msg);
					if (cmd2 == svc_EOF)
					{
						break;
					}
					if (cmd2 == svc_configstring)
					{
						MSG_ReadShort(msg);
						MSG_ReadBigString(msg);
					}
					else if (cmd2 == svc_baseline)
					{
						entityState_t s1, s2;
						memset(&s1, 0, sizeof(s1));
						memset(&s2, 0, sizeof(s2));
						MSG_ReadBits(msg, GENTITYNUM_BITS);
						MSG_ReadDeltaEntity(msg, &s1, &s2, 0);
					}
					else
					{
						Com_FuncDrop("bad command byte");
					}
				}
				MSG_ReadLong(msg);
				MSG_ReadLong(msg);
				break;
			case svc_snapshot:
				CL_ParseDemoSnapShotSimple(msg);
				break;
			case svc_download:
				MSG_ReadShort(msg);

				break;
			}
		}

		if (!cl.snap.valid)
		{
			Com_FuncDPrinf("!cl.snap.valid\n");
			continue;
		}

		if (cl.snap.serverTime < cl.oldFrameServerTime)
		{
			// ignore snapshots that don't have entities
			if (cl.snap.snapFlags & SNAPFLAG_NOT_ACTIVE)
			{
				continue;
			}
			cls.state = CA_ACTIVE;

			// set the timedelta so we are exactly on this first frame
			cl.serverTimeDelta = cl.snap.serverTime - cls.realtime;
			cl.oldServerTime   = cl.snap.serverTime;

			clc.timeDemoBaseTime = cl.snap.serverTime;
		}
		cl.oldFrameServerTime = cl.snap.serverTime;

		if (cl.newSnapshots)
		{
			CL_AdjustTimeDelta();
		}

		di.lastServerTime = cl.snap.serverTime;
		if (di.firstServerTime == 0)
		{
			di.firstServerTime = cl.snap.serverTime;
			Com_FuncPrinf("firstServerTime %d\n", di.firstServerTime);
		}

		di.snapsInDemo++;
	}

	Com_FuncDPrinf("Snaps in demo: %i\n", di.snapsInDemo);
	Com_FuncDPrinf("last serverTime %d   total %f minutes\n", cl.snap.serverTime, (cl.snap.serverTime - di.firstServerTime) / 1000.0 / 60.0);
	Com_FuncDPrinf("parse time %f seconds\n", (float)(Sys_Milliseconds() - tstart) / 1000.0);
	FS_Seek(clc.demofile, 0, FS_SEEK_SET);
	clc.demoplaying = qfalse;
	demofile        = clc.demofile;
	CL_ClearState();
	Com_Memset(&clc, 0, sizeof(clc));
	clc.demofile             = demofile;
	cls.state                = CA_DISCONNECTED;
	cl_connectedToPureServer = qfalse;

	dpi.firstTime = di.firstServerTime;
	dpi.lastTime  = di.lastServerTime;
}
Ejemplo n.º 2
0
/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate( msg_t *msg )
{
	int           i;
	entityState_t *es;
	int           newnum;
	entityState_t nullstate;
	int           cmd;

	Con_Close();

	clc.connectPacketCount = 0;

	// wipe local client state
	CL_ClearState();

	// a gamestate always marks a server command sequence
	clc.serverCommandSequence = MSG_ReadLong( msg );

	// parse all the configstrings and baselines
	while ( 1 )
	{
		cmd = MSG_ReadByte( msg );

		if ( cmd == svc_EOF )
		{
			break;
		}

		if ( cmd == svc_configstring )
		{
			i = MSG_ReadShort( msg );

			if ( i < 0 || i >= MAX_CONFIGSTRINGS )
			{
				Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
			}

            const char* str = MSG_ReadBigString( msg );
            std::string s = str;
			cl.gameState[i] = str;
		}
		else if ( cmd == svc_baseline )
		{
			newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );

			if ( newnum < 0 || newnum >= MAX_GENTITIES )
			{
				Com_Error( ERR_DROP, "Baseline number out of range: %i", newnum );
			}

			memset( &nullstate, 0, sizeof( nullstate ) );
			es = &cl.entityBaselines[ newnum ];
			MSG_ReadDeltaEntity( msg, &nullstate, es, newnum );
		}
		else
		{
			Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
		}
	}

	clc.clientNum = MSG_ReadLong( msg );
	// read the checksum feed
	clc.checksumFeed = MSG_ReadLong( msg );

	// parse serverId and other cvars
	CL_SystemInfoChanged();

	// This used to call CL_StartHunkUsers, but now we enter the download state before loading the
	// cgame
	CL_InitDownloads();

	// make sure the game starts
	Cvar_Set( "cl_paused", "0" );
}
Ejemplo n.º 3
0
/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate(msg_t *msg)
{
	int           i;
	entityState_t *es;
	int           newnum;
	entityState_t nullstate;
	int           cmd;
	char          *s;

	// Con_Close();

	clc.connectPacketCount = 0;

	// wipe local client state
	CL_ClearState();

	// a gamestate always marks a server command sequence
	clc.serverCommandSequence = MSG_ReadLong(msg);

	// parse all the configstrings and baselines
	cl.gameState.dataCount = 1; // leave a 0 at the beginning for uninitialized configstrings
	while (1)
	{
		cmd = MSG_ReadByte(msg);

		if (cmd == svc_EOF)
		{
			break;
		}

		if (cmd == svc_configstring)
		{
			int len;

			i = MSG_ReadShort(msg);
			if (i < 0 || i >= MAX_CONFIGSTRINGS)
			{
				Com_Error(ERR_DROP, "configstring > MAX_CONFIGSTRINGS");
			}
			s   = MSG_ReadBigString(msg);
			len = strlen(s);

			if (len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS)
			{
				Com_Error(ERR_DROP, "MAX_GAMESTATE_CHARS exceeded");
			}

			// append it to the gameState string buffer
			cl.gameState.stringOffsets[i] = cl.gameState.dataCount;
			memcpy(cl.gameState.stringData + cl.gameState.dataCount, s, len + 1);
			cl.gameState.dataCount += len + 1;
		}
		else if (cmd == svc_baseline)
		{
			newnum = MSG_ReadBits(msg, GENTITYNUM_BITS);
			if (newnum < 0 || newnum >= MAX_GENTITIES)
			{
				Com_Error(ERR_DROP, "Baseline number out of range: %i", newnum);
			}
			memset(&nullstate, 0, sizeof(nullstate));
			es = &cl.entityBaselines[newnum];
			MSG_ReadDeltaEntity(msg, &nullstate, es, newnum);
		}
		else
		{
			Com_Error(ERR_DROP, "CL_ParseGamestate: bad command byte");
		}
	}

	clc.clientNum = MSG_ReadLong(msg);
	// read the checksum feed
	clc.checksumFeed = MSG_ReadLong(msg);

	// parse serverId and other cvars
	CL_SystemInfoChanged();

	// Verify if we have all official pakfiles. As we won't
	// be downloading them, we should be kicked for not having them.
	if (cl_connectedToPureServer && !FS_VerifyOfficialPaks())
	{
		Com_Error(ERR_DROP, "Couldn't load an official pak file; verify your installation and make sure it has been updated to the latest version.");
	}

	// reinitialize the filesystem if the game directory has changed
	FS_ConditionalRestart(clc.checksumFeed);

	// This used to call CL_StartHunkUsers, but now we enter the download state before loading the
	// cgame
	Com_InitDownloads();

	// make sure the game starts
	Cvar_Set("cl_paused", "0");
}
Ejemplo n.º 4
0
/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate( msg_t *msg ) {
	int				i;
	entityState_t	*es;
	int				newnum;
	entityState_t	nullstate;
	int				cmd;
	char			*s;

	Con_Close();

	clc.connectPacketCount = 0;

	// wipe local client state
	CL_ClearState();

	// a gamestate always marks a server command sequence
	clc.serverCommandSequence = MSG_ReadLong( msg );

	// parse all the configstrings and baselines
	cl.gameState.dataCount = 1;	// leave a 0 at the beginning for uninitialized configstrings
	while ( 1 ) {
		cmd = MSG_ReadByte( msg );

		if ( cmd == svc_EOF ) {
			break;
		}
		
		if ( cmd == svc_configstring ) {
			int		len;

			i = MSG_ReadShort( msg );
			if ( i < 0 || i >= MAX_CONFIGSTRINGS ) {
				Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
			}
			s = MSG_ReadBigString( msg );
			len = strlen( s );

			if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
				Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
			}

			// append it to the gameState string buffer
			cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
			Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, s, len + 1 );
			cl.gameState.dataCount += len + 1;
		} else if ( cmd == svc_baseline ) {
			newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );
			if ( newnum < 0 || newnum >= MAX_GENTITIES ) {
				Com_Error( ERR_DROP, "Baseline number out of range: %i", newnum );
			}
			Com_Memset (&nullstate, 0, sizeof(nullstate));
			es = &cl.entityBaselines[ newnum ];
			MSG_ReadDeltaEntity( msg, &nullstate, es, newnum );
		} else {
			Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
		}
	}

	clc.clientNum = MSG_ReadLong(msg);
	// read the checksum feed
	clc.checksumFeed = MSG_ReadLong( msg );

	// parse useful values out of CS_SERVERINFO
	CL_ParseServerInfo();

	// parse serverId and other cvars
	CL_SystemInfoChanged();

	// stop recording now so the demo won't have an unnecessary level load at the end.
	if(cl_autoRecordDemo->integer && clc.demorecording)
		CL_StopRecord_f();
	
	// reinitialize the filesystem if the game directory has changed
	FS_ConditionalRestart( clc.checksumFeed );

	// This used to call CL_StartHunkUsers, but now we enter the download state before loading the
	// cgame
	CL_InitDownloads();

	// make sure the game starts
	Cvar_Set( "cl_paused", "0" );
}
Ejemplo n.º 5
0
/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate( msg_t *msg ) {
	int				i;
	entityState_t	*es;
	int				newnum;
	entityState_t	nullstate;
	int				cmd;
	char			*s;

	Con_Close();

	clc.connectPacketCount = 0;

	// wipe local client state
	CL_ClearState();

	// a gamestate always marks a server command sequence
	clc.serverCommandSequence = MSG_ReadLong( msg );

	// parse all the configstrings and baselines
	cl.gameState.dataCount = 1;	// leave a 0 at the beginning for uninitialized configstrings
	while ( 1 ) {
		cmd = MSG_ReadByte( msg );

		if ( cmd == svc_EOF ) {
			break;
		}

		if ( cmd == svc_configstring ) {
			int		len, start;

			start = msg->readcount;

			i = MSG_ReadShort( msg );
			if ( i < 0 || i >= MAX_CONFIGSTRINGS ) {
				Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
			}
			s = MSG_ReadBigString( msg );

			if (cl_shownet->integer >= 2)
			{
				Com_Printf("%3i: %d: %s\n", start, i, s);
			}

			/*
			if (i == CS_SERVERINFO)
			{ //get the special value here
				char *f = strstr(s, "g_debugMelee");
				if (f)
				{
					while (*f && *f != '\\')
					{ //find the \ after it
						f++;
					}
					if (*f == '\\')
					{ //got it
						int i = 0;

						f++;
						while (*f && *f != '\\' && i < 128)
						{
							hiddenCvarVal[i] = *f;
							i++;
							f++;
						}
						hiddenCvarVal[i] = 0;

						//resume here
						s = f;
					}
				}
			}
			*/

			len = strlen( s );

			if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
				Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
			}

			// append it to the gameState string buffer
			cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
			Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, s, len + 1 );
			cl.gameState.dataCount += len + 1;
		} else if ( cmd == svc_baseline ) {
			newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );
			if ( newnum < 0 || newnum >= MAX_GENTITIES ) {
				Com_Error( ERR_DROP, "Baseline number out of range: %i", newnum );
			}
			Com_Memset (&nullstate, 0, sizeof(nullstate));
			es = &cl.entityBaselines[ newnum ];
			MSG_ReadDeltaEntity( msg, &nullstate, es, newnum );
		} else {
			Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
		}
	}

	clc.clientNum = MSG_ReadLong(msg);
	// read the checksum feed
	clc.checksumFeed = MSG_ReadLong( msg );

	// Throw away the info for the old RMG system.
	MSG_ReadShort (msg);


	// parse serverId and other cvars
	CL_SystemInfoChanged();

	// reinitialize the filesystem if the game directory has changed
	if( FS_ConditionalRestart( clc.checksumFeed ) ) {
		// don't set to true because we yet have to start downloading
		// enabling this can cause double loading of a map when connecting to
		// a server which has a different game directory set
		//clc.downloadRestart = qtrue;
	}

	// This used to call CL_StartHunkUsers, but now we enter the download state before loading the
	// cgame
	CL_InitDownloads();

	// make sure the game starts
	Cvar_Set( "cl_paused", "0" );
}
Ejemplo n.º 6
0
/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate( msg_t *msg ) {
	int				i;
	entityState_t	*es;
	int				newnum;
	entityState_t	nullstate;
	int				cmd;
	char			*s;

	Con_Close();

	clc.connectPacketCount = 0;

	// wipe local client state
	CL_ClearState();

#ifdef _DONETPROFILE_
	int startBytes,endBytes;
	startBytes=msg->readcount;
#endif

	// a gamestate always marks a server command sequence
	clc.serverCommandSequence = MSG_ReadLong( msg );

	// parse all the configstrings and baselines
	cl.gameState.dataCount = 1;	// leave a 0 at the beginning for uninitialized configstrings
	while ( 1 ) {
		cmd = MSG_ReadByte( msg );

		if ( cmd == svc_EOF ) {
			break;
		}
		
		if ( cmd == svc_configstring ) {
			int		len;

			i = MSG_ReadShort( msg );
			if ( i < 0 || i >= MAX_CONFIGSTRINGS ) {
				Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
			}
			s = MSG_ReadBigString( msg );
			len = strlen( s );

			if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
				Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
			}

			// append it to the gameState string buffer
			cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
			Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, s, len + 1 );
			cl.gameState.dataCount += len + 1;
		} else if ( cmd == svc_baseline ) {
			newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );
			if ( newnum < 0 || newnum >= MAX_GENTITIES ) {
				Com_Error( ERR_DROP, "Baseline number out of range: %i", newnum );
			}
			Com_Memset (&nullstate, 0, sizeof(nullstate));
			es = &cl.entityBaselines[ newnum ];
			MSG_ReadDeltaEntity( msg, &nullstate, es, newnum );
		} else {
			Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
		}
	}

	clc.clientNum = MSG_ReadLong(msg);
	// read the checksum feed
	clc.checksumFeed = MSG_ReadLong( msg );

#ifdef _DONETPROFILE_
	endBytes=msg->readcount;
//	ClReadProf().AddField("svc_gamestate",endBytes-startBytes);
#endif

	// parse serverId and other cvars
	CL_SystemInfoChanged();

	// reinitialize the filesystem if the game directory has changed
	if( FS_ConditionalRestart( clc.checksumFeed ) ) {
		// don't set to true because we yet have to start downloading
		// enabling this can cause double loading of a map when connecting to
		// a server which has a different game directory set
		//clc.downloadRestart = qtrue;
	}

	// This used to call CL_StartHunkUsers, but now we enter the download state before loading the
	// cgame
	CL_InitDownloads();

	// make sure the game starts
	Cvar_Set( "cl_paused", "0" );
}
Ejemplo n.º 7
0
/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate( msg_t *msg ) {
	int				i;
	int				newnum;
	int				cmd;
	char			*s;
	char oldGame[MAX_QPATH];

	Con_Close();

	clc.connectPacketCount = 0;

	// wipe local client state
	CL_ClearState();

	// a gamestate always marks a server command sequence
	clc.serverCommandSequence = MSG_ReadLong( msg );

	// parse all the configstrings and baselines
	cl.gameState.dataCount = 1;	// leave a 0 at the beginning for uninitialized configstrings
	while ( 1 ) {
		cmd = MSG_ReadByte( msg );

		if ( cmd == svc_EOF ) {
			break;
		}
		
		if ( cmd == svc_configstring ) {
			int		len;

			i = MSG_ReadShort( msg );
			if ( i < 0 || i >= MAX_CONFIGSTRINGS ) {
				Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
			}
			s = MSG_ReadBigString( msg );
			len = strlen( s );

			if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
				Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
			}

			// append it to the gameState string buffer
			cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
			Com_Memcpy( cl.gameState.stringData + cl.gameState.dataCount, s, len + 1 );
			cl.gameState.dataCount += len + 1;
		} else {
			Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
		}
	}

	// read playerNums
	for ( i = 0; i < MAX_SPLITVIEW; i++ ) {
		newnum = MSG_ReadLong(msg);
		if (newnum >= 0 && newnum < MAX_CLIENTS)
			CL_LocalPlayerAdded(i, newnum);
		else
			CL_LocalPlayerRemoved(i);
	}

	// save old gamedir
	Cvar_VariableStringBuffer("fs_game", oldGame, sizeof(oldGame));

	// parse useful values out of CS_SERVERINFO
	CL_ParseServerInfo();

	// parse serverId and other cvars
	CL_SystemInfoChanged();

	// stop recording now so the demo won't have an unnecessary level load at the end.
	if(cl_autoRecordDemo->integer && clc.demorecording)
		CL_StopRecord_f();
	
	// reinitialize the filesystem if the game directory has changed
	if(!cl_oldGameSet && (Cvar_Flags("fs_game") & CVAR_MODIFIED))
	{
		cl_oldGameSet = qtrue;
		Q_strncpyz(cl_oldGame, oldGame, sizeof(cl_oldGame));
	}

	if (FS_ConditionalRestart(qfalse)) {
		clc.fsRestarted = qtrue;
	}

	// This used to call CL_StartHunkUsers, but now we enter the download state before loading the
	// cgame
	CL_InitDownloads();

	// make sure the game starts
	Cvar_Set( "cl_paused", "0" );
}