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()); }
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); }
/** * @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); }
/** * @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"); }
static void SV_WriteLong (int c) { NET_WriteLong(sv->pendingEvent.buf, c); }
/** * @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)); }
void NET_WriteCoord (dbuffer* buf, float f) { NET_WriteLong(buf, (int) (f * 32)); }