/* ================ sdProficiencyTable::ReadNetworkState ================ */ void sdProficiencyTable::ReadNetworkState( const sdNetworkData& baseData, sdNetworkData& newData, const idBitMsg& msg ) const { if ( msg.ReadBool() ) { for ( int i = 0; i < points.Num(); i++ ) { newData.points[ i ] = msg.ReadDeltaFloat( baseData.points[ i ] ); } } else { for ( int i = 0; i < points.Num(); i++ ) { newData.points[ i ] = baseData.points[ i ]; } } if ( msg.ReadBool() ) { for ( int i = 0; i < basePoints.Num(); i++ ) { newData.basePoints[ i ] = msg.ReadDeltaFloat( baseData.basePoints[ i ] ); } } else { for ( int i = 0; i < basePoints.Num(); i++ ) { newData.basePoints[ i ] = baseData.basePoints[ i ]; } } if ( msg.ReadBool() ) { for ( int i = 0; i < points.Num(); i++ ) { newData.spawnLevels[ i ] = msg.ReadDeltaLong( baseData.spawnLevels[ i ] ); } } else { for ( int i = 0; i < points.Num(); i++ ) { newData.spawnLevels[ i ] = baseData.spawnLevels[ i ]; } } if ( !baseData.fixedRank ) { newData.fixedRank = msg.ReadBool(); if ( newData.fixedRank ) { newData.fixedRankIndex = msg.ReadLong(); } else { newData.fixedRankIndex = -1; } } else { newData.fixedRank = true; newData.fixedRankIndex = baseData.fixedRankIndex; } }
/* ======================== idLobby::HandleHeadsetStateChange ======================== */ void idLobby::HandleHeadsetStateChange( int fromPeer, idBitMsg & msg ) { int userCount = msg.ReadLong(); for ( int i = 0; i < userCount; ++i ) { lobbyUserID_t lobbyUserID; lobbyUserID.ReadFromMsg( msg ); bool state = msg.ReadBool(); int talkerIndex = sessionCB->GetVoiceChat()->FindTalkerByUserId( lobbyUserID, lobbyType ); sessionCB->GetVoiceChat()->SetHeadsetState( talkerIndex, state ); idLib::Printf( "User %d headset status: %d\n", talkerIndex, state ); // If we are the host, let the other clients know about the headset state of this peer if ( IsHost() ) { // We should not be receiving a message with a user count > 1 if we are the host assert( userCount == 1 ); byte buffer[ idPacketProcessor::MAX_MSG_SIZE ]; idBitMsg outMsg( buffer, sizeof( buffer ) ); outMsg.WriteLong( 1 ); lobbyUserID.WriteToMsg( outMsg ); outMsg.WriteBool( state ); for ( int j = 0; j < peers.Num(); ++j ) { // Don't send this to the player that we just received the message from if ( !peers[ j ].IsConnected() || j == fromPeer ) { continue; } QueueReliableMessage( j, RELIABLE_HEADSET_STATE, outMsg.GetReadData(), outMsg.GetSize() ); } } } }
/* ================ idGameLocal::ServerProcessReliableMessage ================ */ void idGameLocal::ServerProcessReliableMessage( int clientNum, int type, const idBitMsg& msg ) { if( clientNum < 0 ) { return; } switch( type ) { case GAME_RELIABLE_MESSAGE_CHAT: case GAME_RELIABLE_MESSAGE_TCHAT: { char name[128]; char text[128]; msg.ReadString( name, sizeof( name ) ); msg.ReadString( text, sizeof( text ) ); mpGame.ProcessChatMessage( clientNum, type == GAME_RELIABLE_MESSAGE_TCHAT, name, text, NULL ); break; } case GAME_RELIABLE_MESSAGE_VCHAT: { int index = msg.ReadLong(); bool team = msg.ReadBits( 1 ) != 0; mpGame.ProcessVoiceChat( clientNum, team, index ); break; } case GAME_RELIABLE_MESSAGE_DROPWEAPON: { mpGame.DropWeapon( clientNum ); break; } case GAME_RELIABLE_MESSAGE_EVENT: { // allocate new event entityNetEvent_t* event = eventQueue.Alloc(); eventQueue.Enqueue( event, idEventQueue::OUTOFORDER_DROP ); event->spawnId = msg.ReadBits( 32 ); event->event = msg.ReadByte(); event->time = msg.ReadLong(); event->paramsSize = msg.ReadBits( idMath::BitsForInteger( MAX_EVENT_PARAM_SIZE ) ); if( event->paramsSize ) { if( event->paramsSize > MAX_EVENT_PARAM_SIZE ) { NetworkEventWarning( event, "invalid param size" ); return; } msg.ReadByteAlign(); msg.ReadData( event->paramsBuf, event->paramsSize ); } break; } case GAME_RELIABLE_MESSAGE_SPECTATE: { bool spec = msg.ReadBool(); idPlayer* player = GetClientByNum( clientNum ); if( serverInfo.GetBool( "si_spectators" ) ) { // never let spectators go back to game while sudden death is on if( mpGame.GetGameState() == idMultiplayerGame::SUDDENDEATH && !spec && player->wantSpectate ) { // Don't allow the change } else { if( player->wantSpectate && !spec ) { player->forceRespawn = true; } player->wantSpectate = spec; } } else { // If the server turned off si_spectators while a player is spectating, then any spectate message forces the player out of spectate mode if( player->wantSpectate ) { player->forceRespawn = true; } player->wantSpectate = false; } break; } case GAME_RELIABLE_MESSAGE_CLIENT_HITSCAN_HIT: { const int attackerNum = msg.ReadShort(); const int victimNum = msg.ReadShort(); idVec3 dir; msg.ReadVectorFloat( dir ); const int damageDefIndex = msg.ReadLong(); const float damageScale = msg.ReadFloat(); const int location = msg.ReadLong(); if( gameLocal.entities[victimNum] == NULL ) { break; } if( gameLocal.entities[attackerNum] == NULL ) { break; } idPlayer& victim = static_cast< idPlayer& >( *gameLocal.entities[victimNum] ); idPlayer& attacker = static_cast< idPlayer& >( *gameLocal.entities[attackerNum] ); if( victim.GetPhysics() == NULL ) { break; } if( attacker.weapon.GetEntity() == NULL ) { break; } if( location == INVALID_JOINT ) { break; } // Line of sight check. As a basic precaution against cheating, // the server performs a ray intersection from the client's position // to the joint he hit on the target. idVec3 muzzleOrigin; idMat3 muzzleAxis; attacker.weapon.GetEntity()->GetProjectileLaunchOriginAndAxis( muzzleOrigin, muzzleAxis ); idVec3 targetLocation = victim.GetRenderEntity()->origin + victim.GetRenderEntity()->joints[location].ToVec3() * victim.GetRenderEntity()->axis; trace_t tr; gameLocal.clip.Translation( tr, muzzleOrigin, targetLocation, NULL, mat3_identity, MASK_SHOT_RENDERMODEL, &attacker ); idEntity* hitEnt = gameLocal.entities[ tr.c.entityNum ]; if( hitEnt != &victim ) { break; } const idDeclEntityDef* damageDef = static_cast<const idDeclEntityDef*>( declManager->DeclByIndex( DECL_ENTITYDEF, damageDefIndex, false ) ); if( damageDef != NULL ) { victim.Damage( NULL, gameLocal.entities[attackerNum], dir, damageDef->GetName(), damageScale, location ); } break; } default: { Warning( "Unknown reliable message (%d) from client %d", type, clientNum ); break; } } }
/* ======================== idDedicatedServerSearch::Clear ======================== */ void idDedicatedServerSearch::HandleQueryAck( lobbyAddress_t& addr, idBitMsg& msg ) { bool found = false; // Find the server this ack belongs to for( int i = 0; i < list.Num(); i++ ) { serverInfoDedicated_t& query = list[i]; if( query.addr.Compare( addr ) ) { // Found the server found = true; bool canJoin = msg.ReadBool(); if( !canJoin ) { // If we can't join this server, then remove it list.RemoveIndex( i-- ); break; } query.serverInfo.Read( msg ); query.connectedPlayers.Clear(); for( int i = 0; i < query.serverInfo.numPlayers; i++ ) { idStr user; msg.ReadString( user ); query.connectedPlayers.Append( user ); } break; } } if( !found ) { bool canJoin = msg.ReadBool(); if( canJoin ) { serverInfoDedicated_t newServer; newServer.addr = addr; newServer.serverInfo.Read( msg ); if( newServer.serverInfo.serverName.IsEmpty() ) { newServer.serverInfo.serverName = addr.ToString(); } newServer.connectedPlayers.Clear(); for( int i = 0; i < newServer.serverInfo.numPlayers; i++ ) { idStr user; msg.ReadString( user ); newServer.connectedPlayers.Append( user ); } list.Append( newServer ); } } if( callback != NULL ) { callback->Call(); } }