Esempio n. 1
0
static void testDBufferNetHandling (void)
{
	dbuffer buf;
	NET_WriteByte(&buf, 'b');
	CU_ASSERT_EQUAL(1, buf.length());
	NET_WriteShort(&buf, 128);
	CU_ASSERT_EQUAL(3, buf.length());
	NET_WriteLong(&buf, 128);
	CU_ASSERT_EQUAL(7, buf.length());
}
Esempio n. 2
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static void testDBufferNetHandling (void)
{
	dbuffer* buf = new_dbuffer();
	NET_WriteByte(buf, 'b');
	CU_ASSERT_EQUAL(1, dbuffer_len(buf));
	NET_WriteShort(buf, 128);
	CU_ASSERT_EQUAL(3, dbuffer_len(buf));
	NET_WriteLong(buf, 128);
	CU_ASSERT_EQUAL(7, dbuffer_len(buf));
	free_dbuffer(buf);
}
Esempio n. 3
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/**
 * @brief Send the character information to the server that is needed to spawn the soldiers of the player.
 * @param[out] buf The net channel buffer to write the character data into.
 * @param[in] chr The character to get the data from.
 */
static void GAME_NetSendCharacter (struct dbuffer * buf, const character_t *chr)
{
	int j;

	if (!chr)
		Com_Error(ERR_DROP, "No character given");
	if (chr->fieldSize != ACTOR_SIZE_2x2 && chr->fieldSize != ACTOR_SIZE_NORMAL)
		Com_Error(ERR_DROP, "Invalid character size given for character '%s': %i",
				chr->name, chr->fieldSize);
	if (chr->teamDef == NULL)
		Com_Error(ERR_DROP, "Character with no teamdef set (%s)", chr->name);

	NET_WriteByte(buf, chr->fieldSize);
	NET_WriteShort(buf, chr->ucn);
	NET_WriteString(buf, chr->name);

	/* model */
	NET_WriteString(buf, chr->path);
	NET_WriteString(buf, chr->body);
	NET_WriteString(buf, chr->head);
	NET_WriteByte(buf, chr->skin);

	NET_WriteShort(buf, chr->HP);
	NET_WriteShort(buf, chr->maxHP);
	NET_WriteByte(buf, chr->teamDef->idx);
	NET_WriteByte(buf, chr->gender);
	NET_WriteByte(buf, chr->STUN);
	NET_WriteByte(buf, chr->morale);

	for (j = 0; j < SKILL_NUM_TYPES + 1; j++)
		NET_WriteLong(buf, chr->score.experience[j]);
	for (j = 0; j < SKILL_NUM_TYPES; j++)
		NET_WriteByte(buf, chr->score.skills[j]);
	for (j = 0; j < SKILL_NUM_TYPES + 1; j++)
		NET_WriteByte(buf, chr->score.initialSkills[j]);
	for (j = 0; j < KILLED_NUM_TYPES; j++)
		NET_WriteShort(buf, chr->score.kills[j]);
	for (j = 0; j < KILLED_NUM_TYPES; j++)
		NET_WriteShort(buf, chr->score.stuns[j]);
	NET_WriteShort(buf, chr->score.assignedMissions);
}
Esempio n. 4
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/**
 * @brief Sends the first message from the server to a connected client.
 * This will be sent on the initial connection and upon each server load.
 * Client reads via CL_ParseServerData in cl_parse.c
 * @sa CL_Reconnect_f
 * @sa CL_ConnectionlessPacket
 */
static void SV_New_f (client_t *cl)
{
	Com_DPrintf(DEBUG_SERVER, "New() from %s\n", cl->name);

	if (cl->state != cs_connected) {
		if (cl->state == cs_spawning) {
			/* client typed 'reconnect/new' while connecting. */
			Com_Printf("SV_New_f: client typed 'reconnect/new' while connecting\n");
			SV_ClientCommand(cl, "\ndisconnect\nreconnect\n");
			SV_DropClient(cl, "");
		} else
			Com_DPrintf(DEBUG_SERVER, "WARNING: Illegal 'new' from %s, client state %d. This shouldn't happen...\n", cl->name, cl->state);
		return;
	}

	/* client state to prevent multiple new from causing high cpu / overflows. */
	SV_SetClientState(cl, cs_spawning);

	/* serverdata needs to go over for all types of servers
	 * to make sure the protocol is right, and to set the gamedir */

	/* send the serverdata */
	{
		const int playernum = cl - SV_GetClient(0);
		struct dbuffer *msg = new_dbuffer();
		NET_WriteByte(msg, svc_serverdata);
		NET_WriteLong(msg, PROTOCOL_VERSION);

		NET_WriteShort(msg, playernum);

		/* send full levelname */
		NET_WriteString(msg, SV_GetConfigString(CS_NAME));

		NET_WriteMsg(cl->stream, msg);
	}

	/* game server */
	if (Com_ServerState() == ss_game) {
		int i;
		for (i = 0; i < MAX_CONFIGSTRINGS; i++) {
			const char *configString;
			/* CS_TILES and CS_POSITIONS can stretch over multiple configstrings,
			 * so don't send the middle parts again. */
			if (i > CS_TILES && i < CS_POSITIONS)
				continue;
			if (i > CS_POSITIONS && i < CS_MODELS)
				continue;

			configString = SV_GetConfigString(i);
			if (configString[0] != '\0') {
				struct dbuffer *msg = new_dbuffer();
				Com_DPrintf(DEBUG_SERVER, "sending configstring %d: %s\n", i, configString);
				NET_WriteByte(msg, svc_configstring);
				NET_WriteShort(msg, i);
				NET_WriteString(msg, configString);
				/* enqueue and free msg */
				NET_WriteMsg(cl->stream, msg);
			}
		}
	}

	SV_ClientCommand(cl, "precache\n");
}
Esempio n. 5
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static void SV_WriteLong (int c)
{
	NET_WriteLong(sv->pendingEvent.buf, c);
}
Esempio n. 6
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/**
 * @sa NET_ReadPos
 */
void NET_WritePos (dbuffer* buf, const vec3_t pos)
{
    NET_WriteLong(buf, (long) (pos[0] * POSSCALE));
    NET_WriteLong(buf, (long) (pos[1] * POSSCALE));
    NET_WriteLong(buf, (long) (pos[2] * POSSCALE));
}
Esempio n. 7
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void NET_WriteCoord (dbuffer* buf, float f)
{
    NET_WriteLong(buf, (int) (f * 32));
}