Example #1
0
/*
 * @brief
 */
static void Cl_ParseServerData(void) {
	char *str;
	int32_t i;

	// wipe the cl_client_t struct
	Cl_ClearState();

	cls.state = CL_CONNECTED;
	cls.key_state.dest = KEY_CONSOLE;

	// parse protocol version number
	i = Net_ReadLong(&net_message);

	// ensure protocol matches
	if (i != PROTOCOL) {
		Com_Error(ERR_DROP, "Server is using unknown protocol %d\n", i);
	}

	// retrieve spawn count and packet rate
	cl.server_count = Net_ReadLong(&net_message);
	cl.server_hz = Net_ReadLong(&net_message);

	// determine if we're viewing a demo
	cl.demo_server = Net_ReadByte(&net_message);

	// game directory
	str = Net_ReadString(&net_message);
	if (g_strcmp0(Cvar_GetString("game"), str)) {

		Fs_SetGame(str);

		// reload the client game
		Cl_InitCgame();
	}

	// parse player entity number
	cl.entity_num = Net_ReadShort(&net_message);

	// get the full level name
	str = Net_ReadString(&net_message);
	Com_Print("\n");
	Com_Print("%c%s\n", 2, str);
}
Example #2
0
/**
 * @brief
 */
static void Cl_ParseServerData(void) {

	// wipe the cl_client_t struct
	Cl_ClearState();

	Cl_SetKeyDest(KEY_CONSOLE);

	// parse protocol version number
	const uint16_t major = Net_ReadShort(&net_message);
	const uint16_t minor = Net_ReadShort(&net_message);

	// ensure protocol major matches
	if (major != PROTOCOL_MAJOR) {
		Com_Error(ERROR_DROP, "Server is using protocol major %d\n", major);
	}

	// determine if we're viewing a demo
	cl.demo_server = Net_ReadByte(&net_message);

	// game directory
	char *str = Net_ReadString(&net_message);
	if (g_strcmp0(Cvar_GetString("game"), str)) {

		Fs_SetGame(str);

		// reload the client game
		Cl_InitCgame();
	}

	// ensure protocol minor matches
	if (minor != cls.cgame->protocol) {
		Com_Error(ERROR_DROP, "Server is using protocol minor %d\n", minor);
	}

	// parse client slot number, which is our entity number + 1
	cl.client_num = Net_ReadShort(&net_message);

	// get the full level name
	str = Net_ReadString(&net_message);
	Com_Print("\n");
	Com_Print("^2%s^7\n", str);
}