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; }