Esempio n. 1
0
/*
=======================
SV_SendClientDatagram
=======================
*/
void SV_SendClientDatagram( sv_client_t *cl )
{
	byte    	msg_buf[NET_MAX_PAYLOAD];
	sizebuf_t	msg;

	svs.currentPlayer = cl;
	svs.currentPlayerNum = (cl - svs.clients);

	BF_Init( &msg, "Datagram", msg_buf, sizeof( msg_buf ));

	// always send servertime at new frame
	BF_WriteByte( &msg, svc_time );
	BF_WriteFloat( &msg, sv.time );

	SV_WriteClientdataToMessage( cl, &msg );
	SV_WriteEntitiesToClient( cl, &msg );

	// copy the accumulated multicast datagram
	// for this client out to the message
	if( BF_CheckOverflow( &cl->datagram )) MsgDev( D_WARN, "datagram overflowed for %s\n", cl->name );
	else BF_WriteBits( &msg, BF_GetData( &cl->datagram ), BF_GetNumBitsWritten( &cl->datagram ));
	BF_Clear( &cl->datagram );

	if( BF_CheckOverflow( &msg ))
	{	
		// must have room left for the packet header
		MsgDev( D_WARN, "msg overflowed for %s\n", cl->name );
		BF_Clear( &msg );
	}

	// send the datagram
	Netchan_TransmitBits( &cl->netchan, BF_GetNumBitsWritten( &msg ), BF_GetData( &msg ));
}
Esempio n. 2
0
/*
=================
CL_FlushEntityPacket
=================
*/
void CL_FlushEntityPacket( sizebuf_t *msg )
{
	int		newnum;
	entity_state_t	from, to;

	MsgDev( D_INFO, "FlushEntityPacket()\n" );
	Q_memset( &from, 0, sizeof( from ));

	cl.frames[cl.parsecountmod].valid = false;
	cl.validsequence = 0; // can't render a frame

	// read it all, but ignore it
	while( 1 )
	{
		newnum = BF_ReadWord( msg );
		if( !newnum ) break; // done

		if( BF_CheckOverflow( msg ))
			Host_Error( "CL_FlushEntityPacket: read overflow\n" );

		MSG_ReadDeltaEntity( msg, &from, &to, newnum, CL_IsPlayerIndex( newnum ), cl.mtime[0] );
	}
}
Esempio n. 3
0
/*
==================
CL_ParsePacketEntities

An svc_packetentities has just been parsed, deal with the
rest of the data stream.
==================
*/
void CL_ParsePacketEntities( sizebuf_t *msg, qboolean delta )
{
	frame_t		*newframe, *oldframe;
	int		oldindex, newnum, oldnum;
	int		oldpacket, newpacket;
	cl_entity_t	*player;
	entity_state_t	*oldent;
	int		i, count;

	// save first uncompressed packet as timestamp
	if( cls.changelevel && !delta && cls.demorecording )
		CL_WriteDemoJumpTime();

	// first, allocate packet for new frame
	count = BF_ReadWord( msg );

	newpacket = cl.parsecountmod;
	newframe = &cl.frames[newpacket];

	// allocate parse entities
	newframe->first_entity = cls.next_client_entities;
	newframe->num_entities = 0;
	newframe->valid = true; // assume valid

	if( delta )
	{
		int	subtracted;

		oldpacket = BF_ReadByte( msg );
		subtracted = ((( cls.netchan.incoming_sequence & 0xFF ) - oldpacket ) & 0xFF );

		if( subtracted == 0 )
		{
			Host_Error( "CL_DeltaPacketEntities: update too old, connection dropped.\n" );
			return;
		}

		if( subtracted >= CL_UPDATE_MASK )
		{	
			// we can't use this, it is too old
			Con_NPrintf( 2, "^3Warning:^1 delta frame is too old^7\n" );
			CL_FlushEntityPacket( msg );
			return;
		}

		oldframe = &cl.frames[oldpacket & CL_UPDATE_MASK];

		if(( cls.next_client_entities - oldframe->first_entity ) > ( cls.num_client_entities - 128 ))
		{
			Con_NPrintf( 2, "^3Warning:^1 delta frame is too old^7\n" );
			CL_FlushEntityPacket( msg );
			return;
		}
	}
	else
	{
		// this is a full update that we can start delta compressing from now
		oldframe = NULL;
		oldpacket = -1;		// delta too old or is initial message
		cl.force_send_usercmd = true;	// send reply
		cls.demowaiting = false;	// we can start recording now
	}

	// mark current delta state
	cl.validsequence = cls.netchan.incoming_sequence;

	oldent = NULL;
	oldindex = 0;

	if( !oldframe )
	{
		oldnum = MAX_ENTNUMBER;
	}
	else
	{
		if( oldindex >= oldframe->num_entities )
		{
			oldnum = MAX_ENTNUMBER;
		}
		else
		{
			oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
			oldnum = oldent->number;
		}
	}

	while( 1 )
	{
		newnum = BF_ReadWord( msg );
		if( !newnum ) break; // end of packet entities

		if( BF_CheckOverflow( msg ))
			Host_Error( "CL_ParsePacketEntities: read overflow\n" );

		while( oldnum < newnum )
		{	
			// one or more entities from the old packet are unchanged
			CL_DeltaEntity( msg, newframe, oldnum, oldent, true );
			
			oldindex++;

			if( oldindex >= oldframe->num_entities )
			{
				oldnum = MAX_ENTNUMBER;
			}
			else
			{
				oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
				oldnum = oldent->number;
			}
		}

		if( oldnum == newnum )
		{	
			// delta from previous state
			CL_DeltaEntity( msg, newframe, newnum, oldent, false );
			oldindex++;

			if( oldindex >= oldframe->num_entities )
			{
				oldnum = MAX_ENTNUMBER;
			}
			else
			{
				oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
				oldnum = oldent->number;
			}
			continue;
		}

		if( oldnum > newnum )
		{	
			// delta from baseline ?
			CL_DeltaEntity( msg, newframe, newnum, NULL, false );
			continue;
		}
	}

	// any remaining entities in the old frame are copied over
	while( oldnum != MAX_ENTNUMBER )
	{	
		// one or more entities from the old packet are unchanged
		CL_DeltaEntity( msg, newframe, oldnum, oldent, true );
		oldindex++;

		if( oldindex >= oldframe->num_entities )
		{
			oldnum = MAX_ENTNUMBER;
		}
		else
		{
			oldent = &cls.packet_entities[(oldframe->first_entity+oldindex) % cls.num_client_entities];
			oldnum = oldent->number;
		}
	}

	cl.frame = *newframe;

	if( !cl.frame.valid ) return;

	player = CL_GetLocalPlayer();
		
	if( cls.state != ca_active )
	{
		// client entered the game
		cls.state = ca_active;
		cl.force_refdef = true;
		cls.changelevel = false;		// changelevel is done
		cls.changedemo = false;		// changedemo is done

		SCR_MakeLevelShot();		// make levelshot if needs
		Cvar_SetFloat( "scr_loading", 0.0f );	// reset progress bar	

		if(( cls.demoplayback || cls.disable_servercount != cl.servercount ) && cl.video_prepped )
			SCR_EndLoadingPlaque(); // get rid of loading plaque
	}

	// update local player states
	clgame.dllFuncs.pfnTxferLocalOverrides( &player->curstate, &newframe->local.client );

	// update state for all players
	for( i = 0; i < cl.maxclients; i++ )
	{
		cl_entity_t *ent = CL_GetEntityByIndex( i + 1 );
		if( !ent ) continue;
		clgame.dllFuncs.pfnProcessPlayerState( &newframe->playerstate[i], &ent->curstate );
		newframe->playerstate[i].number = ent->index;
	}

	cl.frame = *newframe;
}
Esempio n. 4
0
/*
=====================
CL_ParseServerMessage
=====================
*/
void CL_ParseServerMessage( sizebuf_t *msg )
{
	char	*s;
	int	i, j, cmd;
	int	param1, param2;
	int	bufStart;

	cls_message_debug.parsing = true;		// begin parsing
	starting_count = BF_GetNumBytesRead( msg );	// updates each frame
	
	// parse the message
	while( 1 )
	{
		if( BF_CheckOverflow( msg ))
		{
			Host_Error( "CL_ParseServerMessage: overflow!\n" );
			return;
		}

		// mark start position
		bufStart = BF_GetNumBytesRead( msg );

		// end of message
		if( BF_GetNumBitsLeft( msg ) < 8 )
			break;		

		cmd = BF_ReadByte( msg );

		// record command for debugging spew on parse problem
		CL_Parse_RecordCommand( cmd, bufStart );

		// other commands
		switch( cmd )
		{
		case svc_bad:
			Host_Error( "svc_bad\n" );
			break;
		case svc_nop:
			// this does nothing
			break;
		case svc_disconnect:
			MsgDev( D_INFO, "Disconnected from server\n" );
			CL_Drop ();
			Host_AbortCurrentFrame ();
			break;
		case svc_changing:
			if( BF_ReadOneBit( msg ))
			{
				cls.changelevel = true;
				S_StopAllSounds();

				if( cls.demoplayback )
				{
					SCR_BeginLoadingPlaque( cl.background );
					cls.changedemo = true;
				}
			}
			else MsgDev( D_INFO, "Server disconnected, reconnecting\n" );

			CL_ClearState ();
			CL_InitEdicts (); // re-arrange edicts

			if( cls.demoplayback )
			{
				cl.background = (cls.demonum != -1) ? true : false;
				cls.state = ca_connected;
			}
			else cls.state = ca_connecting;
			cls.connect_time = MAX_HEARTBEAT; // CL_CheckForResend() will fire immediately
			break;
		case svc_setview:
			cl.refdef.viewentity = BF_ReadWord( msg );
			break;
		case svc_sound:
			CL_ParseSoundPacket( msg, false );
			break;
		case svc_time:
			// shuffle timestamps
			cl.mtime[1] = cl.mtime[0];
			cl.mtime[0] = BF_ReadFloat( msg );			
			break;
		case svc_print:
			i = BF_ReadByte( msg );
			MsgDev( D_INFO, "^6%s", BF_ReadString( msg ));
			if( i == PRINT_CHAT ) S_StartLocalSound( "common/menu2.wav", VOL_NORM, false );
			break;
		case svc_stufftext:
			CL_ParseStuffText( msg );
			break;
		case svc_lightstyle:
			CL_ParseLightStyle( msg );
			break;
		case svc_setangle:
			CL_ParseSetAngle( msg );
			break;
		case svc_serverdata:
			Cbuf_Execute(); // make sure any stuffed commands are done
			CL_ParseServerData( msg );
			break;
		case svc_addangle:
			CL_ParseAddAngle( msg );
			break;
		case svc_clientdata:
			CL_ParseClientData( msg );
			break;
		case svc_packetentities:
			CL_ParsePacketEntities( msg, false );
			break;
		case svc_deltapacketentities:
			CL_ParsePacketEntities( msg, true );
			break;
		case svc_updatepings:
			CL_UpdateUserPings( msg );
			break;
		case svc_usermessage:
			CL_RegisterUserMessage( msg );
			break;
		case svc_particle:
			CL_ParseParticles( msg );
			break;
		case svc_restoresound:
			CL_ParseRestoreSoundPacket( msg );
			break;
		case svc_spawnstatic:
			CL_ParseStaticEntity( msg );
			break;
		case svc_ambientsound:
			CL_ParseSoundPacket( msg, true );
			break;
		case svc_crosshairangle:
			CL_ParseCrosshairAngle( msg );
			break;
		case svc_spawnbaseline:
			CL_ParseBaseline( msg );
			break;
		case svc_temp_entity:
			CL_ParseTempEntity( msg );
			break;
		case svc_setpause:
			cl.refdef.paused = ( BF_ReadOneBit( msg ) != 0 );
			break;
		case svc_deltamovevars:
			CL_ParseMovevars( msg );
			break;
		case svc_customization:
			CL_ParseCustomization( msg );
			break;
		case svc_centerprint:
			CL_CenterPrint( BF_ReadString( msg ), 0.25f );
			break;
		case svc_event:
			CL_ParseEvent( msg );
			break;
		case svc_event_reliable:
			CL_ParseReliableEvent( msg );
			break;
		case svc_updateuserinfo:
			CL_UpdateUserinfo( msg );
			break;
		case svc_intermission:
			cl.refdef.intermission = true;
			break;
		case svc_modelindex:
			CL_PrecacheModel( msg );
			break;
		case svc_soundindex:
			CL_PrecacheSound( msg );
			break;
		case svc_soundfade:
			CL_ParseSoundFade( msg );
			break;
		case svc_cdtrack:
			param1 = BF_ReadByte( msg );
			param1 = bound( 1, param1, MAX_CDTRACKS ); // tracknum
			param2 = BF_ReadByte( msg );
			param2 = bound( 1, param2, MAX_CDTRACKS ); // loopnum
			S_StartBackgroundTrack( clgame.cdtracks[param1-1], clgame.cdtracks[param2-1], 0 );
			break;
		case svc_serverinfo:
			CL_ServerInfo( msg );
			break;
		case svc_eventindex:
			CL_PrecacheEvent( msg );
			break;
		case svc_deltatable:
			Delta_ParseTableField( msg );
			break;
		case svc_weaponanim:
			param1 = BF_ReadByte( msg );	// iAnim
			param2 = BF_ReadByte( msg );	// body
			CL_WeaponAnim( param1, param2 );
			break;
		case svc_bspdecal:
			CL_ParseStaticDecal( msg );
			break;
		case svc_roomtype:
			param1 = BF_ReadShort( msg );
			Cvar_SetFloat( "room_type", param1 );
			break;
		case svc_chokecount:
			i = BF_ReadByte( msg );
			j = cls.netchan.incoming_acknowledged - 1;
			for( ; i > 0 && j > cls.netchan.outgoing_sequence - CL_UPDATE_BACKUP; j-- )
			{
				if( cl.frames[j & CL_UPDATE_MASK].receivedtime != -3.0 )
				{
					cl.frames[j & CL_UPDATE_MASK].receivedtime = -2.0;
					i--;
				}
			}
			break;
		case svc_resourcelist:
			CL_ParseResourceList( msg );
			break;
		case svc_director:
			CL_ParseDirector( msg );
			break;
		case svc_studiodecal:
			CL_ParseStudioDecal( msg );
			break;
		case svc_querycvarvalue:
			CL_ParseCvarValue( msg );
			break;
		case svc_querycvarvalue2:
			CL_ParseCvarValue2( msg );
			break;
		default:
			CL_ParseUserMessage( msg, cmd );
			break;
		}
	}

	cls_message_debug.parsing = false;	// done

	// we don't know if it is ok to save a demo message until
	// after we have parsed the frame
	if( !cls.demoplayback )
	{
		if( cls.demorecording && !cls.demowaiting )
		{
			CL_WriteDemoMessage( false, starting_count, msg );
		}
		else if( cls.state != ca_active )
		{
			CL_WriteDemoMessage( true, starting_count, msg );
		}
	}
}
Esempio n. 5
0
/*
===================
CL_WritePacket

Create and send the command packet to the server
Including both the reliable commands and the usercmds
===================
*/
void CL_WritePacket( void )
{
	sizebuf_t		buf;
	qboolean		send_command = false;
	byte		data[MAX_CMD_BUFFER];
	int		i, from, to, key, size;
	int		numbackup = 2;
	int		numcmds;
	int		newcmds;
	int		cmdnumber;
	
	// don't send anything if playing back a demo
	if( cls.demoplayback || cls.state == ca_cinematic )
		return;

	if( cls.state == ca_disconnected || cls.state == ca_connecting )
		return;

	CL_ComputePacketLoss ();

#ifndef _DEBUG
	if( cl_cmdrate->value < MIN_CMD_RATE )
	{
		Cvar_SetFloat( "cl_cmdrate", MIN_CMD_RATE );
	}
#endif
	Q_memset( data, 0, MAX_CMD_BUFFER );
	BF_Init( &buf, "ClientData", data, sizeof( data ));

	// Determine number of backup commands to send along
	numbackup = bound( 0, cl_cmdbackup->integer, MAX_BACKUP_COMMANDS );
	if( cls.state == ca_connected ) numbackup = 0;

	// Check to see if we can actually send this command

	// In single player, send commands as fast as possible
	// Otherwise, only send when ready and when not choking bandwidth
	if(( cl.maxclients == 1 ) || ( NET_IsLocalAddress( cls.netchan.remote_address ) && !host_limitlocal->integer ))
		send_command = true;
	else if(( host.realtime >= cls.nextcmdtime ) && Netchan_CanPacket( &cls.netchan ))
		send_command = true;

	if( cl.force_send_usercmd )
	{
		send_command = true;
		cl.force_send_usercmd = false;
	}

	if(( cls.netchan.outgoing_sequence - cls.netchan.incoming_acknowledged ) >= CL_UPDATE_MASK )
	{
		if(( host.realtime - cls.netchan.last_received ) > CONNECTION_PROBLEM_TIME )
		{
			Con_NPrintf( 1, "^3Warning:^1 Connection Problem^7\n" );
			cl.validsequence = 0;
		}
	}

	if( cl_nodelta->integer )
	{
		cl.validsequence = 0;
	}
	
	// send a userinfo update if needed
	if( userinfo->modified )
	{
		BF_WriteByte( &cls.netchan.message, clc_userinfo );
		BF_WriteString( &cls.netchan.message, Cvar_Userinfo( ));
	}
		
	if( send_command )
	{
		int	outgoing_sequence;
	
		if( cl_cmdrate->integer > 0 )
			cls.nextcmdtime = host.realtime + ( 1.0f / cl_cmdrate->value );
		else cls.nextcmdtime = host.realtime; // always able to send right away

		if( cls.lastoutgoingcommand == -1 )
		{
			outgoing_sequence = cls.netchan.outgoing_sequence;
			cls.lastoutgoingcommand = cls.netchan.outgoing_sequence;
		}
		else outgoing_sequence = cls.lastoutgoingcommand + 1;

		// begin a client move command
		BF_WriteByte( &buf, clc_move );

		// save the position for a checksum byte
		key = BF_GetRealBytesWritten( &buf );
		BF_WriteByte( &buf, 0 );

		// write packet lossage percentation
		BF_WriteByte( &buf, cls.packet_loss );

		// say how many backups we'll be sending
		BF_WriteByte( &buf, numbackup );

		// how many real commands have queued up
		newcmds = ( cls.netchan.outgoing_sequence - cls.lastoutgoingcommand );

		// put an upper/lower bound on this
		newcmds = bound( 0, newcmds, MAX_TOTAL_CMDS );
		if( cls.state == ca_connected ) newcmds = 0;
	
		BF_WriteByte( &buf, newcmds );

		numcmds = newcmds + numbackup;
		from = -1;

		for( i = numcmds - 1; i >= 0; i-- )
		{
			cmdnumber = ( cls.netchan.outgoing_sequence - i ) & CL_UPDATE_MASK;

			to = cmdnumber;
			CL_WriteUsercmd( &buf, from, to );
			from = to;

			if( BF_CheckOverflow( &buf ))
				Host_Error( "CL_Move, overflowed command buffer (%i bytes)\n", MAX_CMD_BUFFER );
		}

		// calculate a checksum over the move commands
		size = BF_GetRealBytesWritten( &buf ) - key - 1;
		buf.pData[key] = CRC32_BlockSequence( buf.pData + key + 1, size, cls.netchan.outgoing_sequence );

		// message we are constructing.
		i = cls.netchan.outgoing_sequence & CL_UPDATE_MASK;
	
		// determine if we need to ask for a new set of delta's.
		if( cl.validsequence && (cls.state == ca_active) && !( cls.demorecording && cls.demowaiting ))
		{
			cl.delta_sequence = cl.validsequence;

			BF_WriteByte( &buf, clc_delta );
			BF_WriteByte( &buf, cl.validsequence & 0xFF );
		}
		else
		{
			// request delta compression of entities
			cl.delta_sequence = -1;
		}

		if( BF_CheckOverflow( &buf ))
		{
			Host_Error( "CL_Move, overflowed command buffer (%i bytes)\n", MAX_CMD_BUFFER );
		}

		// remember outgoing command that we are sending
		cls.lastoutgoingcommand = cls.netchan.outgoing_sequence;

		// composite the rest of the datagram..
		if( BF_GetNumBitsWritten( &cls.datagram ) <= BF_GetNumBitsLeft( &buf ))
			BF_WriteBits( &buf, BF_GetData( &cls.datagram ), BF_GetNumBitsWritten( &cls.datagram ));
		BF_Clear( &cls.datagram );

		// deliver the message (or update reliable)
		Netchan_Transmit( &cls.netchan, BF_GetNumBytesWritten( &buf ), BF_GetData( &buf ));
	}
	else
	{
		// increment sequence number so we can detect that we've held back packets.
		cls.netchan.outgoing_sequence++;
	}

	if( cls.demorecording )
	{
		// Back up one because we've incremented outgoing_sequence each frame by 1 unit
		cmdnumber = ( cls.netchan.outgoing_sequence - 1 ) & CL_UPDATE_MASK;
		CL_WriteDemoUserCmd( cmdnumber );
	}

	// update download/upload slider.
	Netchan_UpdateProgress( &cls.netchan );
}
Esempio n. 6
0
/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages( void )
{
	sv_client_t	*cl;
	int		i;

	svs.currentPlayer = NULL;
	svs.currentPlayerNum = 0;

	if( sv.state == ss_dead )
		return;

	SV_UpdateToReliableMessages ();

	// send a message to each connected client
	for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
	{
		if( !cl->state || cl->fakeclient )
			continue;

		if( cl->skip_message )
		{
			cl->skip_message = false;
			continue;
		}

		if( !host_limitlocal->integer && NET_IsLocalAddress( cl->netchan.remote_address ))
			cl->send_message = true;

		if( cl->state == cs_spawned )
		{
			// Try to send a message as soon as we can.
			// If the target time for sending is within the next frame interval ( based on last frame ),
			// trigger the send now. Note that in single player,
			// send_message is also set to true any time a packet arrives from the client.
			float	time_unti_next_message = cl->next_messagetime - (host.realtime + host.frametime);

			if( time_unti_next_message <= 0.0f )
				cl->send_message = true;

			// something got hosed
			if( time_unti_next_message > 2.0f )
				cl->send_message = true;
		}

		// if the reliable message overflowed, drop the client
		if( BF_CheckOverflow( &cl->netchan.message ))
		{
			BF_Clear( &cl->netchan.message );
			BF_Clear( &cl->datagram );
			SV_BroadcastPrintf( PRINT_HIGH, "%s overflowed\n", cl->name );
			MsgDev( D_WARN, "reliable overflow for %s\n", cl->name );
			SV_DropClient( cl );
			cl->send_message = true;
			cl->netchan.cleartime = 0;	// don't choke this message
		}
		else if( cl->send_message )
		{
			// If we haven't gotten a message in sv_failuretime seconds, then stop sending messages to this client
			// until we get another packet in from the client. This prevents crash/drop and reconnect where they are
			// being hosed with "sequenced packet without connection" packets.
			if(( host.realtime - cl->netchan.last_received ) > sv_failuretime->value )
				cl->send_message = false;
		}

		// only send messages if the client has sent one
		// and the bandwidth is not choked
		if( !cl->send_message ) continue;

		// Bandwidth choke active?
		if( !Netchan_CanPacket( &cl->netchan ))
		{
			cl->chokecount++;
			continue;
		}

		cl->send_message = false;

		// Now that we were able to send, reset timer to point to next possible send time.
		cl->next_messagetime = host.realtime + host.frametime + cl->cl_updaterate;

		if( cl->state == cs_spawned )
		{
			SV_SendClientDatagram( cl );
		}
		else
		{
			// just update reliable
			Netchan_Transmit( &cl->netchan, 0, NULL );
		}
	}

	// reset current client
	svs.currentPlayer = NULL;
	svs.currentPlayerNum = 0;
}
Esempio n. 7
0
/*
=======================
SV_UpdateToReliableMessages
=======================
*/
void SV_UpdateToReliableMessages( void )
{
	int		i;
	sv_client_t	*cl;

	// check for changes to be sent over the reliable streams to all clients
	for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
	{
		if( !cl->edict ) continue;	// not in game yet

		if( cl->state != cs_spawned )
			continue;

		if( cl->sendinfo )
		{
			cl->sendinfo = false;
			SV_FullClientUpdate( cl, &sv.reliable_datagram );
		}

		if( cl->sendmovevars )
		{
			cl->sendmovevars = false;
			SV_FullUpdateMovevars( cl, &cl->netchan.message );
                    }
	}

	// 1% chanse for simulate random network bugs
	if( sv.write_bad_message && Com_RandomLong( 0, 512 ) == 404 )
	{
		// just for network debugging (send only for local client)
		BF_WriteByte( &sv.datagram, svc_bad );
		BF_WriteLong( &sv.datagram, rand( ));		// send some random data
		BF_WriteString( &sv.datagram, host.finalmsg );	// send final message
		sv.write_bad_message = false;
	}

	// clear the server datagram if it overflowed.
	if( BF_CheckOverflow( &sv.datagram ))
	{
		MsgDev( D_ERROR, "sv.datagram overflowed!\n" );
		BF_Clear( &sv.datagram );
	}

	// clear the server datagram if it overflowed.
	if( BF_CheckOverflow( &sv.spectator_datagram ))
	{
		MsgDev( D_ERROR, "sv.spectator_datagram overflowed!\n" );
		BF_Clear( &sv.spectator_datagram );
	}

	// now send the reliable and server datagrams to all clients.
	for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
	{
		if( cl->state < cs_connected || cl->fakeclient )
			continue;	// reliables go to all connected or spawned

		BF_WriteBits( &cl->netchan.message, BF_GetData( &sv.reliable_datagram ), BF_GetNumBitsWritten( &sv.reliable_datagram ));
		BF_WriteBits( &cl->datagram, BF_GetData( &sv.datagram ), BF_GetNumBitsWritten( &sv.datagram ));

		if( cl->hltv_proxy )
		{
			BF_WriteBits( &cl->datagram, BF_GetData( &sv.spectator_datagram ), BF_GetNumBitsWritten( &sv.spectator_datagram ));
		}
	}

	// now clear the reliable and datagram buffers.
	BF_Clear( &sv.spectator_datagram );
	BF_Clear( &sv.reliable_datagram );
	BF_Clear( &sv.datagram );
}
Esempio n. 8
0
/*
===============
Netchan_TransmitBits

tries to send an unreliable message to a connection, and handles the
transmition / retransmition of the reliable messages.

A 0 length will still generate a packet and deal with the reliable messages.
================
*/
void Netchan_TransmitBits( netchan_t *chan, int length, byte *data )
{
	sizebuf_t	send;
	byte	send_buf[NET_MAX_MESSAGE];
	qboolean	send_reliable_fragment;
	qboolean	send_resending = false;
	qboolean	send_reliable;
	size_t	size1, size2;
	uint	w1, w2, hdr_size;
	int	i, j;
	float	fRate;

	// check for message overflow
	// check for message overflow
	if( BF_CheckOverflow( &chan->message ))
	{
		MsgDev( D_ERROR, "%s:outgoing message overflow\n", NET_AdrToString( chan->remote_address ));
		return;
	}

	// if the remote side dropped the last reliable message, resend it
	send_reliable = false;

	if( chan->incoming_acknowledged > chan->last_reliable_sequence && chan->incoming_reliable_acknowledged != chan->reliable_sequence )
	{
		send_reliable = true;
		send_resending = true;
	}

	// A packet can have "reliable payload + frag payload + unreliable payload
	// frag payload can be a file chunk, if so, it needs to be parsed on the receiving end and reliable payload + unreliable payload need
	// to be passed on to the message queue.  The processing routine needs to be able to handle the case where a message comes in and a file
	// transfer completes

	// if the reliable transmit buffer is empty, copy the current message out
	if( !chan->reliable_length )
	{
		qboolean	send_frag = false;
		fragbuf_t	*pbuf;

		// will be true if we are active and should let chan->message get some bandwidth
		int	send_from_frag[MAX_STREAMS] = { 0, 0 };
		int	send_from_regular = false;

		// if we have data in the waiting list(s) and we have cleared the current queue(s), then 
		// push the waitlist(s) into the current queue(s)
		Netchan_FragSend( chan );

		// sending regular payload
		send_from_regular = BF_GetNumBytesWritten( &chan->message ) ? 1 : 0;

		// check to see if we are sending a frag payload
		for( i = 0; i < MAX_STREAMS; i++ )
		{
			if( chan->fragbufs[i] )
			{
				send_from_frag[i] = 1;
			}
		}

		// stall reliable payloads if sending from frag buffer
		if( send_from_regular && ( send_from_frag[FRAG_NORMAL_STREAM] ))
		{	
			send_from_regular = false;

			// if the reliable buffer has gotten too big, queue it at the end of everything and clear out buffer
			if( BF_GetNumBytesWritten( &chan->message ) > MAX_RELIABLE_PAYLOAD )
			{
				Netchan_CreateFragments(( chan->sock == NS_SERVER ), chan, &chan->message );
				BF_Clear( &chan->message );
			}
		}

		// startpos will be zero if there is no regular payload
		for( i = 0; i < MAX_STREAMS; i++ )
		{
			chan->frag_startpos[i] = 0;

			// assume no fragment is being sent
			chan->reliable_fragment[i] = 0;
			chan->reliable_fragid[i] = 0;
			chan->frag_length[i] = 0;

			if( send_from_frag[i] )
			{
				send_frag = true;
			}
		}

		if( send_from_regular || send_frag )
		{
			chan->reliable_sequence ^= 1;
			send_reliable = true;
		}

		if( send_from_regular )
		{
			Q_memcpy( chan->reliable_buf, chan->message_buf, BF_GetNumBytesWritten( &chan->message ));
			chan->reliable_length = BF_GetNumBitsWritten( &chan->message );
			BF_Clear( &chan->message );

			// if we send fragments, this is where they'll start
			for( i = 0; i < MAX_STREAMS; i++ )
			{
				chan->frag_startpos[i] = chan->reliable_length;
			}
		}

		for( i = 0; i < MAX_STREAMS; i++ )
		{
			int	fragment_size;
			int	newpayloadsize;

			// is there someting in the fragbuf?
			pbuf = chan->fragbufs[i];
			fragment_size = 0;

			if( pbuf )
			{
				fragment_size = BF_GetNumBytesWritten( &pbuf->frag_message );
				
				// files set size a bit differently.
				if( pbuf->isfile && !pbuf->isbuffer )
				{
					fragment_size = pbuf->size;
				}
			}

			newpayloadsize = (( chan->reliable_length + ( fragment_size << 3 )) + 7 ) >> 3;

			// make sure we have enought space left
			if( send_from_frag[i] && pbuf && ( newpayloadsize < MAX_RELIABLE_PAYLOAD ))
			{
				sizebuf_t	temp;

				// which buffer are we sending ?
				chan->reliable_fragid[i] = MAKE_FRAGID( pbuf->bufferid, chan->fragbufcount[i] );
			
				// if it's not in-memory, then we'll need to copy it in frame the file handle.
				if( pbuf->isfile && !pbuf->isbuffer )
				{
					byte	filebuffer[2048];
					file_t	*hfile;

					hfile = FS_Open( pbuf->filename, "rb", false );
					FS_Seek( hfile, pbuf->foffset, SEEK_SET );
					FS_Read( hfile, filebuffer, pbuf->size );

					BF_WriteBits( &pbuf->frag_message, filebuffer, pbuf->size << 3 );
					FS_Close( hfile );
				}

				// copy frag stuff on top of current buffer
				BF_StartWriting( &temp, chan->reliable_buf, sizeof( chan->reliable_buf ), chan->reliable_length, -1 );
       
				BF_WriteBits( &temp, BF_GetData( &pbuf->frag_message ), BF_GetNumBitsWritten( &pbuf->frag_message ));

				chan->reliable_length += BF_GetNumBitsWritten( &pbuf->frag_message );
				chan->frag_length[i] = BF_GetNumBitsWritten( &pbuf->frag_message );

				// unlink pbuf
				Netchan_UnlinkFragment( pbuf, &chan->fragbufs[i] );	

				chan->reliable_fragment[i] = 1;

				// offset the rest of the starting positions
				for( j = i + 1; j < MAX_STREAMS; j++ )
				{
					chan->frag_startpos[j] += chan->frag_length[i];
				}
			}
		}
	}