Esempio n. 1
0
void NET_WriteFullTiccmd(net_packet_t *packet, net_full_ticcmd_t *cmd, boolean lowres_turn)
{
    unsigned int bitfield;
    int i;

    // Write the latency

    NET_WriteInt16(packet, cmd->latency);

    // Write "header" byte indicating which players are active
    // in this ticcmd

    bitfield = 0;
    
    for (i=0; i<NET_MAXPLAYERS; ++i)
    {
        if (cmd->playeringame[i])
        {
            bitfield |= 1 << i;
        }
    }
    
    NET_WriteInt8(packet, bitfield);

    // Write player ticcmds

    for (i=0; i<NET_MAXPLAYERS; ++i)
    {
        if (cmd->playeringame[i])
        {
            NET_WriteTiccmdDiff(packet, &cmd->cmds[i], lowres_turn);
        }
    }
}
static void NET_CL_SendTics(int start, int end)
{
    net_packet_t *packet;
    int i;

    if (!net_client_connected)
    {
        // Disconnected from server

        return;
    }

    if (start < 0)
        start = 0;
    
    // Build a new packet to send to the server

    packet = NET_NewPacket(512);
    NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA);

    // Write the start tic and number of tics.  Send only the low byte
    // of start - it can be inferred by the server.

    NET_WriteInt8(packet, (gametic / ticdup) & 0xff);
    NET_WriteInt8(packet, start & 0xff);
    NET_WriteInt8(packet, end - start + 1);

    // Add the tics.

    for (i=start; i<=end; ++i)
    {
        net_server_send_t *sendobj;

        sendobj = &send_queue[i % BACKUPTICS];

        NET_WriteInt16(packet, average_latency / FRACUNIT);

        NET_WriteTiccmdDiff(packet, &sendobj->cmd, lowres_turn);
    }
    
    // Send the packet

    NET_Conn_SendPacket(&client_connection, packet);
    
    // All done!

    NET_FreePacket(packet);

    // Acknowledgement has been sent as part of the packet

    need_to_acknowledge = false;
}