예제 #1
0
/*
========================
idSnapShot::ApplyToExistingState
Take uncompressed state in msg and add it to existing state
========================
*/
void idSnapShot::ApplyToExistingState( int objId, idBitMsg& msg )
{
	objectState_t* 	objectState = FindObjectByID( objId );
	if( !verify( objectState != NULL ) )
	{
		return;
	}
	
	if( !objectState->createdFromTemplate )
	{
		// We were created this from a template, so we shouldn't be applying it again
		if( net_ssTemplateDebug.GetBool() )
		{
			idLib::Printf( "NOT ApplyToExistingState[%d] because object was created from existing base state. %d\n", objId, objectState->expectedSequence );
			objectState->Print( "SS STATE" );
		}
		return;
	}
	
	// Debug print the template (spawn) and delta state
	if( net_ssTemplateDebug.GetBool() )
	{
		idLib::Printf( "\nApplyToExistingState[%d]. buffer size: %d msg size: %d\n", objId, objectState->buffer.Size(), msg.GetSize() );
		objectState->Print( "DELTA STATE" );
		
		PrintAlign( "SPAWN STATE" );
		for( int i = 0; i < msg.GetSize(); i++ )
		{
			if( InDebugRange( i ) )
			{
				idLib::Printf( "%02X", msg.GetReadData()[i] );
			}
		}
		idLib::Printf( "\n" );
	}
	
	// Actually apply it
	for( objectSize_t i = 0; i < Min( objectState->buffer.Size(), msg.GetSize() ); i++ )
	{
		objectState->buffer[i] += msg.GetReadData()[i];
	}
	
	// Debug print the final state
	if( net_ssTemplateDebug.GetBool() )
	{
		objectState->Print( "NEW STATE" );
		idLib::Printf( "\n" );
	}
}
예제 #2
0
/*
========================
idLobby::UpdateSessionUserOnPeers
========================
*/
void idLobby::UpdateSessionUserOnPeers( idBitMsg & msg ) {
	for ( int p = 0; p < peers.Num(); p++ ) {
		QueueReliableMessage( p, RELIABLE_UPDATE_SESSION_USER, msg.GetReadData() + msg.GetReadCount(), msg.GetSize() - msg.GetReadCount() );
	}

	HandleUpdateSessionUser( msg );
}
/*
========================
idCommonLocal::NetReadUsercmds
========================
*/
void idCommonLocal::NetReadUsercmds( int clientNum, idBitMsg& msg )
{
	if( clientNum == -1 )
	{
		idLib::Warning( "NetReadUsercmds: Trying to read commands from invalid clientNum %d", clientNum );
		return;
	}
	
	// TODO: This shouldn't actually happen. Figure out why it does.
	// Seen on clients when another client leaves a match.
	if( msg.GetReadData() == NULL )
	{
		return;
	}
	
	idSerializer ser( msg, false );
	
	usercmd_t fakeCmd;
	usercmd_t* base = &fakeCmd;
	
	usercmd_t lastCmd;
	
	bool										gotNewCmd = false;
	idStaticList< usercmd_t, NUM_USERCMD_RELAY >	newCmdBuffer;
	
	usercmd_t baseCmd = userCmdMgr.NewestUserCmdForPlayer( clientNum );
	int curMilliseconds = baseCmd.clientGameMilliseconds;
	
	const int numCmds = msg.ReadByte();
	
	for( int i = 0; i < numCmds; i++ )
	{
		usercmd_t newCmd;
		newCmd.Serialize( ser, *base );
		
		lastCmd = newCmd;
		base = &lastCmd;
		
		int newMilliseconds = newCmd.clientGameMilliseconds;
		
		if( newMilliseconds > curMilliseconds )
		{
			if( verify( i < NUM_USERCMD_RELAY ) )
			{
				newCmdBuffer.Append( newCmd );
				gotNewCmd = true;
				curMilliseconds = newMilliseconds;
			}
		}
	}
	
	// Push the commands into the buffer.
	for( int i = 0; i < newCmdBuffer.Num(); ++i )
	{
		userCmdMgr.PutUserCmdForPlayer( clientNum, newCmdBuffer[i] );
	}
}
예제 #4
0
void idMultiplayerGame::ReceiveAndPlayVoiceData( const idBitMsg &inMsg )
{
	int		clientNum;

	if( !gameLocal.serverInfo.GetBool( "si_voiceChat" ) )
	{
		return;
	}
	
	clientNum = inMsg.ReadByte();
	soundSystem->PlayVoiceData( clientNum, inMsg.GetReadData(), inMsg.GetRemainingData() );
	if( g_voiceChatDebug.GetInteger() & 4 )
	{
		common->Printf( "VC: Playing %d bytes\n", inMsg.GetRemainingData() );
	}
}
/*
===============
idCommonLocal::NetReceiveReliable
===============
*/
void idCommonLocal::NetReceiveReliable( int peer, int type, idBitMsg & msg ) {
    int clientNum = Game()->MapPeerToClient( peer );
    // Only servers care about the client num. Band-aid for problems related to the host's peerIndex being -1 on clients.
    if ( common->IsServer() && clientNum == -1 ) {
        idLib::Warning( "NetReceiveReliable: Could not find client for peer %d", peer );
        return;
    }

    const byte * msgData = msg.GetReadData() + msg.GetReadCount();
    int msgSize = msg.GetRemainingData();
    reliableMsg_t & reliable = reliableQueue.Alloc();
    reliable.client = clientNum;
    reliable.type = type;
    reliable.dataSize = msgSize;
    reliable.data = (byte *)Mem_Alloc( msgSize, TAG_NETWORKING );
    memcpy( reliable.data, msgData, msgSize );
}
예제 #6
0
void idMultiplayerGame::ReceiveAndForwardVoiceData( int clientNum, const idBitMsg &inMsg, int messageType ) {
	assert( clientNum >= 0 && clientNum < MAX_CLIENTS );

	idBitMsg	outMsg;
	int			i;
	byte		msgBuf[MAX_VOICE_PACKET_SIZE + 2];
	idPlayer *	from;
	
	from = ( idPlayer * )gameLocal.entities[clientNum];
	if( !gameLocal.serverInfo.GetBool( "si_voiceChat" ) || !from ) {
		return;
	}

	// Create a new packet with forwarded data
	outMsg.Init( msgBuf, sizeof( msgBuf ) );
	outMsg.WriteByte( GAME_UNRELIABLE_MESSAGE_VOICEDATA_SERVER );
	outMsg.WriteByte( clientNum );
	outMsg.WriteData( inMsg.GetReadData(), inMsg.GetRemainingData() );

	if( g_voiceChatDebug.GetInteger() & 2 ) {
		common->Printf( "VC: Received %d bytes, forwarding...\n", inMsg.GetRemainingData() );
	}

	// Forward to appropriate parties
	for( i = 0; i < gameLocal.numClients; i++ )  {
		idPlayer* to = ( idPlayer * )gameLocal.entities[i];
		if( to && to->GetUserInfo() && to->GetUserInfo()->GetBool( "s_voiceChatReceive" ) )
		{
			if( i != gameLocal.localClientNum && CanTalk( from, to, !!( messageType & 1 ) ) )
			{
				if( messageType & 2 )
				{
					// If "from" is testing - then only send back to him
					if( from == to )
					{
						gameLocal.SendUnreliableMessage( outMsg, to->entityNumber );
					}
				}
				else
				{
					if( to->AllowedVoiceDest( from->entityNumber ) )
					{
						gameLocal.SendUnreliableMessage( outMsg, to->entityNumber );
						if( g_voiceChatDebug.GetInteger() & 2 )
						{
							common->Printf( " ... to client %d\n", to->entityNumber );
						}
					}
					else
					{
						if( g_voiceChatDebug.GetInteger() )
						{
							common->Printf( " ... suppressed packet to client %d\n", to->entityNumber );
						}
					}
				}
			}
		}
	}

#ifdef _USE_VOICECHAT
	// Listen servers need to manually call the receive function
	if ( gameLocal.isListenServer ) {
		// Skip over control byte
		outMsg.ReadByte();
        
		idPlayer* to = gameLocal.GetLocalPlayer();
		if( to->GetUserInfo()->GetBool( "s_voiceChatReceive" ) )
		{
			if( CanTalk( from, to, !!( messageType & 1 ) ) )
			{
				if( messageType & 2 )
				{
					// If "from" is testing - then only send back to him
					if( from == to )
					{
						ReceiveAndPlayVoiceData( outMsg );
					}
				}
				else
				{
					if( to->AllowedVoiceDest( from->entityNumber ) )
					{
						if( g_voiceChatDebug.GetInteger() & 2 )
						{
							common->Printf( " ... to local client %d\n", gameLocal.localClientNum );
						}
						ReceiveAndPlayVoiceData( outMsg );
					}
				}
			}
		}
	}
#endif
}