コード例 #1
0
ファイル: sv_client.cpp プロジェクト: CairnTrenor/OpenJK
/*
===================
SV_ExecuteClientMessage

Parse a client packet
===================
*/
void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ) {
	int			c;

	while( 1 ) {
		if ( msg->readcount > msg->cursize ) {
			SV_DropClient (cl, "had a badread");
			return;
		}	

		c = MSG_ReadByte( msg );
		if ( c == -1 ) {
			break;
		}
				
		switch( c ) {
		default:
			SV_DropClient( cl,"had an unknown command char" );
			return;
						
		case clc_nop:
			break;

		case clc_move:
			SV_UserMove( cl, msg );
			break;

		case clc_clientCommand:
			SV_ClientCommand( cl, msg );
			if (cl->state == CS_ZOMBIE) {
				return;	// disconnect command
			}
			break;
		}
	}
}
コード例 #2
0
ファイル: sv_client.cpp プロジェクト: Chedo/OpenJK
/*
===================
SV_ExecuteClientMessage

Parse a client packet
===================
*/
void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ) {
	int			c;
	int			serverId;

	MSG_Bitstream(msg);

	serverId = MSG_ReadLong( msg );
	cl->messageAcknowledge = MSG_ReadLong( msg );

	if (cl->messageAcknowledge < 0) {
		// usually only hackers create messages like this
		// it is more annoying for them to let them hanging
		//SV_DropClient( cl, "illegible client message" );
		return;
	}

	cl->reliableAcknowledge = MSG_ReadLong( msg );

	// NOTE: when the client message is fux0red the acknowledgement numbers
	// can be out of range, this could cause the server to send thousands of server
	// commands which the server thinks are not yet acknowledged in SV_UpdateServerCommandsToClient
	if (cl->reliableAcknowledge < cl->reliableSequence - MAX_RELIABLE_COMMANDS) {
		// usually only hackers create messages like this
		// it is more annoying for them to let them hanging
		//SV_DropClient( cl, "illegible client message" );
		cl->reliableAcknowledge = cl->reliableSequence;
		return;
	}
	// if this is a usercmd from a previous gamestate,
	// ignore it or retransmit the current gamestate
	// 
	// if the client was downloading, let it stay at whatever serverId and
	// gamestate it was at.  This allows it to keep downloading even when
	// the gamestate changes.  After the download is finished, we'll
	// notice and send it a new game state
	if ( serverId != sv.serverId && !*cl->downloadName ) {
		if ( serverId == sv.restartedServerId ) {
			// they just haven't caught the map_restart yet
			return;
		}
		// if we can tell that the client has dropped the last
		// gamestate we sent them, resend it
		if ( cl->messageAcknowledge > cl->gamestateMessageNum ) {
			Com_DPrintf( "%s : dropped gamestate, resending\n", cl->name );
			SV_SendClientGameState( cl );
		}
		return;
	}

	// read optional clientCommand strings
	do {
		c = MSG_ReadByte( msg );
		if ( c == clc_EOF ) {
			break;
		}
		if ( c != clc_clientCommand ) {
			break;
		}
		if ( !SV_ClientCommand( cl, msg ) ) {
			return;	// we couldn't execute it because of the flood protection
		}
		if (cl->state == CS_ZOMBIE) {
			return;	// disconnect command
		}
	} while ( 1 );

	// read the usercmd_t
	if ( c == clc_move ) {
		SV_UserMove( cl, msg, qtrue );
	} else if ( c == clc_moveNoDelta ) {
		SV_UserMove( cl, msg, qfalse );
	} else if ( c != clc_EOF ) {
		Com_Printf( "WARNING: bad command byte for client %i\n", cl - svs.clients );
	}
//	if ( msg->readcount != msg->cursize ) {
//		Com_Printf( "WARNING: Junk at end of packet for client %i\n", cl - svs.clients );
//	}
}
コード例 #3
0
/*
===================
SV_ExecuteClientMessage

Parse a client packet
===================
*/
void SV_ExecuteClientMessage( client_t *cl, msg_t *msg )
{
	int c;
	int serverId;

	MSG_Bitstream( msg );

	serverId = MSG_ReadLong( msg );
	cl->messageAcknowledge = MSG_ReadLong( msg );

	if ( cl->messageAcknowledge < 0 )
	{
		// usually only hackers create messages like this
		// it is more annoying for them to let them hanging
#ifndef NDEBUG
		SV_DropClient( cl, "DEBUG: illegible client message" );
#endif
		return;
	}

	cl->reliableAcknowledge = MSG_ReadLong( msg );

	// NOTE: when the client message is fux0red the acknowledgement numbers
	// can be out of range, this could cause the server to send thousands of server
	// commands which the server thinks are not yet acknowledged in SV_UpdateServerCommandsToClient
	if ( cl->reliableAcknowledge < cl->reliableSequence - MAX_RELIABLE_COMMANDS )
	{
		// usually only hackers create messages like this
		// it is more annoying for them to let them hanging
#ifndef NDEBUG
		SV_DropClient( cl, "DEBUG: illegible client message" );
#endif
		cl->reliableAcknowledge = cl->reliableSequence;
		return;
	}

	// if this is a usercmd from a previous gamestate,
	// ignore it or retransmit the current gamestate
	//
	// if the client was downloading, let it stay at whatever serverId and
	// gamestate it was at.  This allows it to keep downloading even when
	// the gamestate changes.  After the download is finished, we'll
	// notice and send it a new game state
	//
	// show_bug.cgi?id=536
	// don't drop as long as previous command was a nextdl, after a dl is done, downloadName is set back to ""
	// but we still need to read the next message to move to next download or send gamestate
	// I don't like this hack though, it must have been working fine at some point, suspecting the fix is somewhere else
	if ( serverId != sv.serverId && !*cl->downloadName && !strstr( cl->lastClientCommandString, "nextdl" ) )
	{
		if ( serverId >= sv.restartedServerId && serverId < sv.serverId )
		{
			// TTimo - use a comparison here to catch multiple map_restart
			// they just haven't caught the map_restart yet
			Log::Debug( "%s^7: ignoring pre map_restart / outdated client message", cl->name );
			return;
		}

		// if we can tell that the client has dropped the last
		// gamestate we sent them, resend it
		if ( cl->messageAcknowledge > cl->gamestateMessageNum )
		{
			Log::Debug( "%s^7: dropped gamestate, resending", cl->name );
			SV_SendClientGameState( cl );
		}

		// read optional clientCommand strings
		do
		{
			c = MSG_ReadByte( msg );

			if ( c == clc_EOF )
			{
				break;
			}

			if ( c != clc_clientCommand )
			{
				break;
			}

			if ( !SV_ClientCommand( cl, msg, true ) )
			{
				return; // we couldn't execute it because of the flood protection
			}

			if ( cl->state == clientState_t::CS_ZOMBIE )
			{
				return; // disconnect command
			}
		}
		while ( 1 );

		return;
	}

	// read optional clientCommand strings
	do
	{
		c = MSG_ReadByte( msg );

		if ( c == clc_EOF )
		{
			break;
		}

		if ( c != clc_clientCommand )
		{
			break;
		}

		if ( !SV_ClientCommand( cl, msg, false ) )
		{
			return; // we couldn't execute it because of the flood protection
		}

		if ( cl->state == clientState_t::CS_ZOMBIE )
		{
			return; // disconnect command
		}
	}
	while ( 1 );

	// read the usercmd_t
	if ( c == clc_move )
	{
		SV_UserMove( cl, msg, true );
	}
	else if ( c == clc_moveNoDelta )
	{
		SV_UserMove( cl, msg, false );
	}
	else if ( c != clc_EOF )
	{
		Log::Warn( "bad command byte for client %i\n", ( int )( cl - svs.clients ) );
	}

	SV_ParseBinaryMessage( cl, msg );

//  if ( msg->readcount != msg->cursize ) {
//      Log::Notice( "WARNING: Junk at end of packet for client %i\n", cl - svs.clients );
//  }
}
コード例 #4
0
/*
===================
SV_ExecuteClientMessage

Parse a client packet
===================
*/
void SV_ExecuteClientMessage( client_t *cl, msg_t *msg ) {
	int			c;
	int			serverId;

	MSG_Bitstream(msg);

	serverId = MSG_ReadLong( msg );
	cl->messageAcknowledge = MSG_ReadLong( msg );

	if (cl->messageAcknowledge < 0) {
		// usually only hackers create messages like this
		// it is more annoying for them to let them hanging
#ifndef NDEBUG
		SV_DropClient( cl, "DEBUG: illegible client message" );
#endif
		return;
	}

	cl->reliableAcknowledge = MSG_ReadLong( msg );

	// NOTE: when the client message is fux0red the acknowledgement numbers
	// can be out of range, this could cause the server to send thousands of server
	// commands which the server thinks are not yet acknowledged in SV_UpdateServerCommandsToClient
	if (cl->reliableAcknowledge < cl->reliableSequence - MAX_RELIABLE_COMMANDS) {
		// usually only hackers create messages like this
		// it is more annoying for them to let them hanging
#ifndef NDEBUG
		SV_DropClient( cl, "DEBUG: illegible client message" );
#endif
		cl->reliableAcknowledge = cl->reliableSequence;
		return;
	}
	// if this is a usercmd from a previous gamestate,
	// ignore it or retransmit the current gamestate
	// 
	// if the client was downloading, let it stay at whatever serverId and
	// gamestate it was at.  This allows it to keep downloading even when
	// the gamestate changes.  After the download is finished, we'll
	// notice and send it a new game state
	//
	// https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=536
	// don't drop as long as previous command was a nextdl, after a dl is done, downloadName is set back to ""
	// but we still need to read the next message to move to next download or send gamestate
	// I don't like this hack though, it must have been working fine at some point, suspecting the fix is somewhere else
	if ( serverId != sv.serverId && !*cl->downloadName && !strstr(cl->lastClientCommandString, "nextdl") ) {
		if ( serverId >= sv.restartedServerId && serverId < sv.serverId ) { // TTimo - use a comparison here to catch multiple map_restart
			// they just haven't caught the map_restart yet
			Com_DPrintf("%s : ignoring pre map_restart / outdated client message\n", cl->name);
			return;
		}
		// if we can tell that the client has dropped the last
		// gamestate we sent them, resend it
		if ( cl->messageAcknowledge > cl->gamestateMessageNum ) {
			Com_DPrintf( "%s : dropped gamestate, resending\n", cl->name );
			SV_SendClientGameState( cl );
		}
		return;
	}

	// this client has acknowledged the new gamestate so it's
	// safe to start sending it the real time again
	if( cl->oldServerTime && serverId == sv.serverId ){
		Com_DPrintf( "%s acknowledged gamestate\n", cl->name );
		cl->oldServerTime = 0;
	}

	// read optional clientCommand strings
	do {
		c = MSG_ReadByte( msg );

		// See if this is an extension command after the EOF, which means we
		//  got data that a legacy server should ignore.
		if ((c == clc_EOF) && (MSG_LookaheadByte( msg ) == clc_extension)) {
			MSG_ReadByte( msg );  // throw the clc_extension byte away.
			c = MSG_ReadByte( msg );  // something legacy servers can't do!
			// sometimes you get a clc_extension at end of stream...dangling
			//  bits in the huffman decoder giving a bogus value?
			if (c == -1) {
				c = clc_EOF;
			}
		}

		if ( c == clc_EOF ) {
			break;
		}

		if ( c != clc_clientCommand ) {
			break;
		}
		if ( !SV_ClientCommand( cl, msg ) ) {
			return;	// we couldn't execute it because of the flood protection
		}
		if (cl->state == CS_ZOMBIE) {
			return;	// disconnect command
		}
	} while ( 1 );

	// read the usercmd_t
	if ( c == clc_move ) {
		SV_UserMove( cl, msg, qtrue );
	} else if ( c == clc_moveNoDelta ) {
		SV_UserMove( cl, msg, qfalse );
	} else if ( c == clc_voip ) {
#ifdef USE_VOIP
		SV_UserVoip( cl, msg );
#endif
	} else if ( c != clc_EOF ) {
		Com_Printf( "WARNING: bad command byte for client %i\n", (int) (cl - svs.clients) );
	}
//	if ( msg->readcount != msg->cursize ) {
//		Com_Printf( "WARNING: Junk at end of packet for client %i\n", cl - svs.clients );
//	}
}