Пример #1
0
/*
===================
CL_WritePacket

Create and send the command packet to the server
Including both the reliable commands and the usercmds

During normal gameplay, a client packet will contain something like:

4	sequence number
2	qport
4	serverid
4	acknowledged sequence number
4	clc.serverCommandSequence
<optional reliable commands>
1	clc_move or clc_moveNoDelta
1	command count
<count * usercmds>

===================
*/
void CL_WritePacket( void ) {
	msg_t		buf;
	byte		data[MAX_MSGLEN];
	int			i, j;
	usercmd_t	*cmd, *oldcmd;
	usercmd_t	nullcmd;
	int			packetNum;
	int			oldPacketNum;
	int			count, key;

	// don't send anything if playing back a demo
	if ( clc.demoplaying || clc.state == CA_CINEMATIC ) {
		return;
	}

	Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
	oldcmd = &nullcmd;

	MSG_Init( &buf, data, sizeof(data) );

	MSG_Bitstream( &buf );
	// write the current serverId so the server
	// can tell if this is from the current gameState
	MSG_WriteLong( &buf, cl.serverId );

	// write the last message we received, which can
	// be used for delta compression, and is also used
	// to tell if we dropped a gamestate
	MSG_WriteLong( &buf, clc.serverMessageSequence );

	// write the last reliable message we received
	MSG_WriteLong( &buf, clc.serverCommandSequence );

	// write any unacknowledged clientCommands
	for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
		MSG_WriteByte( &buf, clc_clientCommand );
		MSG_WriteLong( &buf, i );
		MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
	}

	// we want to send all the usercmds that were generated in the last
	// few packet, so even if a couple packets are dropped in a row,
	// all the cmds will make it to the server
	if ( cl_packetdup->integer < 0 ) {
		Cvar_Set( "cl_packetdup", "0" );
	} else if ( cl_packetdup->integer > 5 ) {
		Cvar_Set( "cl_packetdup", "5" );
	}
	oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
	count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
	if ( count > MAX_PACKET_USERCMDS ) {
		count = MAX_PACKET_USERCMDS;
		Com_Printf("MAX_PACKET_USERCMDS\n");
	}

#ifdef USE_VOIP
	if (clc.voipOutgoingDataSize > 0)
	{
		if((clc.voipFlags & VOIP_SPATIAL) || Com_IsVoipTarget(clc.voipTargets, sizeof(clc.voipTargets), -1))
		{
			MSG_WriteByte (&buf, clc_voip);
			MSG_WriteByte (&buf, clc.voipOutgoingGeneration);
			MSG_WriteLong (&buf, clc.voipOutgoingSequence);
			MSG_WriteByte (&buf, clc.voipOutgoingDataFrames);
			MSG_WriteData (&buf, clc.voipTargets, sizeof(clc.voipTargets));
			MSG_WriteByte(&buf, clc.voipFlags);
			MSG_WriteShort (&buf, clc.voipOutgoingDataSize);
			MSG_WriteData (&buf, clc.voipOutgoingData, clc.voipOutgoingDataSize);

			// If we're recording a demo, we have to fake a server packet with
			//  this VoIP data so it gets to disk; the server doesn't send it
			//  back to us, and we might as well eliminate concerns about dropped
			//  and misordered packets here.
			if(clc.demorecording && !clc.demowaiting)
			{
				const int voipSize = clc.voipOutgoingDataSize;
				msg_t fakemsg;
				byte fakedata[MAX_MSGLEN];
				MSG_Init (&fakemsg, fakedata, sizeof (fakedata));
				MSG_Bitstream (&fakemsg);
				MSG_WriteLong (&fakemsg, clc.reliableAcknowledge);
				MSG_WriteByte (&fakemsg, svc_voip);
				MSG_WriteShort (&fakemsg, clc.clientNum);
				MSG_WriteByte (&fakemsg, clc.voipOutgoingGeneration);
				MSG_WriteLong (&fakemsg, clc.voipOutgoingSequence);
				MSG_WriteByte (&fakemsg, clc.voipOutgoingDataFrames);
				MSG_WriteShort (&fakemsg, clc.voipOutgoingDataSize );
				MSG_WriteBits (&fakemsg, clc.voipFlags, VOIP_FLAGCNT);
				MSG_WriteData (&fakemsg, clc.voipOutgoingData, voipSize);
				MSG_WriteByte (&fakemsg, svc_EOF);
				CL_WriteDemoMessage (&fakemsg, 0);
			}

			clc.voipOutgoingSequence += clc.voipOutgoingDataFrames;
			clc.voipOutgoingDataSize = 0;
			clc.voipOutgoingDataFrames = 0;
		}
		else
		{
			// We have data, but no targets. Silently discard all data
			clc.voipOutgoingDataSize = 0;
			clc.voipOutgoingDataFrames = 0;
		}
	}
#endif

	if ( count >= 1 ) {
		if ( cl_showSend->integer ) {
			Com_Printf( "(%i)", count );
		}

		// begin a client move command
		if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting
			|| clc.serverMessageSequence != cl.snap.messageNum ) {
			MSG_WriteByte (&buf, clc_moveNoDelta);
		} else {
			MSG_WriteByte (&buf, clc_move);
		}

		// write the command count
		MSG_WriteByte( &buf, count );

		// use the checksum feed in the key
		key = clc.checksumFeed;
		// also use the message acknowledge
		key ^= clc.serverMessageSequence;
		// also use the last acknowledged server command in the key
		key ^= MSG_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);

		// write all the commands, including the predicted command
		for ( i = 0 ; i < count ; i++ ) {
			j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
			cmd = &cl.cmds[j];
			MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
			oldcmd = cmd;
		}
	}

	//
	// deliver the message
	//
	packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
	cl.outPackets[ packetNum ].p_realtime = cls.realtime;
	cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
	cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
	clc.lastPacketSentTime = cls.realtime;

	if ( cl_showSend->integer ) {
		Com_Printf( "%i ", buf.cursize );
	}

	CL_Netchan_Transmit (&clc.netchan, &buf);	
}
Пример #2
0
/*
==================
SV_UserMove

The message usually contains all the movement commands 
that were in the last three packets, so that the information
in dropped packets can be recovered.

On very fast clients, there may be multiple usercmd packed into
each of the backup packets.
==================
*/
static void SV_UserMove( client_t *cl, msg_t *msg, qboolean delta ) {
	int			i, key;
	int			cmdCount;
	usercmd_t	nullcmd;
	usercmd_t	cmds[MAX_PACKET_USERCMDS];
	usercmd_t	*cmd, *oldcmd;

	if ( delta ) {
		cl->deltaMessage = cl->messageAcknowledge;
	} else {
		cl->deltaMessage = -1;
	}

	cmdCount = MSG_ReadByte( msg );

	if ( cmdCount < 1 ) {
		Com_Printf( "cmdCount < 1\n" );
		return;
	}

	if ( cmdCount > MAX_PACKET_USERCMDS ) {
		Com_Printf( "cmdCount > MAX_PACKET_USERCMDS\n" );
		return;
	}

	// use the checksum feed in the key
	key = sv.checksumFeed;
	// also use the message acknowledge
	key ^= cl->messageAcknowledge;
	// also use the last acknowledged server command in the key
	key ^= MSG_HashKey(cl->reliableCommands[ cl->reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ], 32);

	Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
	oldcmd = &nullcmd;
	for ( i = 0 ; i < cmdCount ; i++ ) {
		cmd = &cmds[i];
		MSG_ReadDeltaUsercmdKey( msg, key, oldcmd, cmd );
		oldcmd = cmd;
	}

	// save time for ping calculation
	cl->frames[ cl->messageAcknowledge & PACKET_MASK ].messageAcked = svs.time;

	// TTimo
	// catch the no-cp-yet situation before SV_ClientEnterWorld
	// if CS_ACTIVE, then it's time to trigger a new gamestate emission
	// if not, then we are getting remaining parasite usermove commands, which we should ignore
	if (sv_pure->integer != 0 && cl->pureAuthentic == 0 && !cl->gotCP) {
		if (cl->state == CS_ACTIVE)
		{
			// we didn't get a cp yet, don't assume anything and just send the gamestate all over again
			Com_DPrintf( "%s: didn't get cp command, resending gamestate\n", cl->name);
			SV_SendClientGameState( cl );
		}
		return;
	}			
	
	// if this is the first usercmd we have received
	// this gamestate, put the client into the world
	if ( cl->state == CS_PRIMED ) {
		SV_ClientEnterWorld( cl, &cmds[0] );
		// the moves can be processed normaly
	}
	
	// a bad cp command was sent, drop the client
	if (sv_pure->integer != 0 && cl->pureAuthentic == 0) {		
		SV_DropClient( cl, "Cannot validate pure client!");
		return;
	}

	if ( cl->state != CS_ACTIVE ) {
		cl->deltaMessage = -1;
		return;
	}

	// usually, the first couple commands will be duplicates
	// of ones we have previously received, but the servertimes
	// in the commands will cause them to be immediately discarded
	for ( i =  0 ; i < cmdCount ; i++ ) {
		// if this is a cmd from before a map_restart ignore it
		if ( cmds[i].serverTime > cmds[cmdCount-1].serverTime ) {
			continue;
		}
		// extremely lagged or cmd from before a map_restart
		//if ( cmds[i].serverTime > svs.time + 3000 ) {
		//	continue;
		//}
		// don't execute if this is an old cmd which is already executed
		// these old cmds are included when cl_packetdup > 0
		if ( cmds[i].serverTime <= cl->lastUsercmd.serverTime ) {
			continue;
		}
		SV_ClientThink (cl, &cmds[ i ]);
	}
}
Пример #3
0
/*
===================
CL_WritePacket

Create and send the command packet to the server
Including both the reliable commands and the usercmds

During normal gameplay, a client packet will contain something like:

4	sequence number
2	qport
4	serverid
4	acknowledged sequence number
4	clc.serverCommandSequence
<optional reliable commands>
1	clc_move or clc_moveNoDelta
1	command count
<count * usercmds>

===================
*/
void CL_WritePacket( void ) {
	msg_t		buf;
	byte		data[MAX_MSGLEN];
	int			i, j;
	usercmd_t	*cmd, *oldcmd;
	usercmd_t	nullcmd;
	int			packetNum;
	int			oldPacketNum;
	int			count, key;

	// don't send anything if playing back a demo
	if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
		return;
	}

	Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
	oldcmd = &nullcmd;

	MSG_Init( &buf, data, sizeof(data) );

	MSG_Bitstream( &buf );
	// write the current serverId so the server
	// can tell if this is from the current gameState
	MSG_WriteLong( &buf, cl.serverId );

	// write the last message we received, which can
	// be used for delta compression, and is also used
	// to tell if we dropped a gamestate
	MSG_WriteLong( &buf, clc.serverMessageSequence );

	// write the last reliable message we received
	MSG_WriteLong( &buf, clc.serverCommandSequence );

	// write any unacknowledged clientCommands
	for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
		MSG_WriteByte( &buf, clc_clientCommand );
		MSG_WriteLong( &buf, i );
		MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
	}

	// we want to send all the usercmds that were generated in the last
	// few packet, so even if a couple packets are dropped in a row,
	// all the cmds will make it to the server
	if ( cl_packetdup->integer < 0 ) {
		Cvar_Set( "cl_packetdup", "0" );
	} else if ( cl_packetdup->integer > 5 ) {
		Cvar_Set( "cl_packetdup", "5" );
	}
	oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
	count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
	if ( count > MAX_PACKET_USERCMDS ) {
		count = MAX_PACKET_USERCMDS;
		Com_Printf("MAX_PACKET_USERCMDS\n");
	}

#ifdef USE_VOIP
	if (clc.voipOutgoingDataSize > 0) {  // only send if data.
		// Move cl_voipSendTarget from a string to the bitmasks if needed.
		if (cl_voipSendTarget->modified) {
			char buffer[32];
			const char *target = cl_voipSendTarget->string;

			if (Q_stricmp(target, "attacker") == 0) {
				int player = VM_Call( cgvm, CG_LAST_ATTACKER );
				Com_sprintf(buffer, sizeof (buffer), "%d", player);
				target = buffer;
			} else if (Q_stricmp(target, "crosshair") == 0) {
				int player = VM_Call( cgvm, CG_CROSSHAIR_PLAYER );
				Com_sprintf(buffer, sizeof (buffer), "%d", player);
				target = buffer;
			}

			if ((*target == '\0') || (Q_stricmp(target, "all") == 0)) {
				const int all = 0x7FFFFFFF;
				clc.voipTarget1 = clc.voipTarget2 = clc.voipTarget3 = all;
			} else if (Q_stricmp(target, "none") == 0) {
				clc.voipTarget1 = clc.voipTarget2 = clc.voipTarget3 = 0;
			} else {
				const char *ptr = target;
				clc.voipTarget1 = clc.voipTarget2 = clc.voipTarget3 = 0;
				do {
					if ((*ptr == ',') || (*ptr == '\0')) {
						const int val = atoi(target);
						target = ptr + 1;
						if ((val >= 0) && (val < 31)) {
							clc.voipTarget1 |= (1 << (val-0));
						} else if ((val >= 31) && (val < 62)) {
							clc.voipTarget2 |= (1 << (val-31));
						} else if ((val >= 62) && (val < 93)) {
							clc.voipTarget3 |= (1 << (val-62));
						}
					}
				} while (*(ptr++));
			}
			cl_voipSendTarget->modified = qfalse;
		}

		MSG_WriteByte (&buf, clc_EOF);  // placate legacy servers.
		MSG_WriteByte (&buf, clc_extension);
		MSG_WriteByte (&buf, clc_voip);
		MSG_WriteByte (&buf, clc.voipOutgoingGeneration);
		MSG_WriteLong (&buf, clc.voipOutgoingSequence);
		MSG_WriteByte (&buf, clc.voipOutgoingDataFrames);
		MSG_WriteLong (&buf, clc.voipTarget1);
		MSG_WriteLong (&buf, clc.voipTarget2);
		MSG_WriteLong (&buf, clc.voipTarget3);
		MSG_WriteShort (&buf, clc.voipOutgoingDataSize);
		MSG_WriteData (&buf, clc.voipOutgoingData, clc.voipOutgoingDataSize);

		// If we're recording a demo, we have to fake a server packet with
		//  this VoIP data so it gets to disk; the server doesn't send it
		//  back to us, and we might as well eliminate concerns about dropped
		//  and misordered packets here.
		if ( clc.demorecording && !clc.demowaiting ) {
			const int voipSize = clc.voipOutgoingDataSize;
			msg_t fakemsg;
			byte fakedata[MAX_MSGLEN];
			MSG_Init (&fakemsg, fakedata, sizeof (fakedata));
			MSG_Bitstream (&fakemsg);
			MSG_WriteLong (&fakemsg, clc.reliableAcknowledge);
			MSG_WriteByte (&fakemsg, svc_EOF);
			MSG_WriteByte (&fakemsg, svc_extension);
			MSG_WriteByte (&fakemsg, svc_voip);
			MSG_WriteShort (&fakemsg, clc.clientNum);
			MSG_WriteByte (&fakemsg, clc.voipOutgoingGeneration);
			MSG_WriteLong (&fakemsg, clc.voipOutgoingSequence);
			MSG_WriteByte (&fakemsg, clc.voipOutgoingDataFrames);
			MSG_WriteShort (&fakemsg, clc.voipOutgoingDataSize );
			MSG_WriteData (&fakemsg, clc.voipOutgoingData, voipSize);
			MSG_WriteByte (&fakemsg, svc_EOF);
			CL_WriteDemoMessage (&fakemsg, 0);
		}

		clc.voipOutgoingSequence += clc.voipOutgoingDataFrames;
		clc.voipOutgoingDataSize = 0;
		clc.voipOutgoingDataFrames = 0;
	} else
#endif

	if ( count >= 1 ) {
		if ( cl_showSend->integer ) {
			Com_Printf( "(%i)", count );
		}

		// begin a client move command
		if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting
			|| clc.serverMessageSequence != cl.snap.messageNum ) {
			MSG_WriteByte (&buf, clc_moveNoDelta);
		} else {
			MSG_WriteByte (&buf, clc_move);
		}

		// write the command count
		MSG_WriteByte( &buf, count );

		// use the checksum feed in the key
		key = clc.checksumFeed;
		// also use the message acknowledge
		key ^= clc.serverMessageSequence;
		// also use the last acknowledged server command in the key
		key ^= MSG_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);

		// write all the commands, including the predicted command
		for ( i = 0 ; i < count ; i++ ) {
			j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
			cmd = &cl.cmds[j];
			MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
			oldcmd = cmd;
		}
	}

	//
	// deliver the message
	//
	packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
	cl.outPackets[ packetNum ].p_realtime = cls.realtime;
	cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
	cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
	clc.lastPacketSentTime = cls.realtime;

	if ( cl_showSend->integer ) {
		Com_Printf( "%i ", buf.cursize );
	}

	CL_Netchan_Transmit (&clc.netchan, &buf);	

	// clients never really should have messages large enough
	// to fragment, but in case they do, fire them all off
	// at once
	// TTimo: this causes a packet burst, which is bad karma for winsock
	// added a WARNING message, we'll see if there are legit situations where this happens
	while ( clc.netchan.unsentFragments ) {
		Com_DPrintf( "WARNING: #462 unsent fragments (not supposed to happen!)\n" );
		CL_Netchan_TransmitNextFragment( &clc.netchan );
	}
}
Пример #4
0
/*
===================
CL_WritePacket

Create and send the command packet to the server
Including both the reliable commands and the usercmds

During normal gameplay, a client packet will contain something like:

4	sequence number
2	qport
4	serverid
4	acknowledged sequence number
4	clc.serverCommandSequence
<optional reliable commands>
1	clc_move or clc_moveNoDelta
1	command count
<count * usercmds>

===================
*/
void CL_WritePacket( void ) {
	msg_t		buf;
	byte		data[MAX_MSGLEN];
	int			i, j;
	usercmd_t	*cmd, *oldcmd;
	usercmd_t	nullcmd;
	int			packetNum;
	int			oldPacketNum;
	int			count, key;

	// don't send anything if playing back a demo
	if ( clc.demoplaying || cls.state == CA_CINEMATIC ) {
		return;
	}

	Com_Memset( &nullcmd, 0, sizeof(nullcmd) );
	oldcmd = &nullcmd;

	MSG_Init( &buf, data, sizeof(data) );

	MSG_Bitstream( &buf );
	// write the current serverId so the server
	// can tell if this is from the current gameState
	MSG_WriteLong( &buf, cl.serverId );

	// write the last message we received, which can
	// be used for delta compression, and is also used
	// to tell if we dropped a gamestate
	MSG_WriteLong( &buf, clc.serverMessageSequence );

	// write the last reliable message we received
	MSG_WriteLong( &buf, clc.serverCommandSequence );

	// write any unacknowledged clientCommands
	for ( i = clc.reliableAcknowledge + 1 ; i <= clc.reliableSequence ; i++ ) {
		MSG_WriteByte( &buf, clc_clientCommand );
		MSG_WriteLong( &buf, i );
		MSG_WriteString( &buf, clc.reliableCommands[ i & (MAX_RELIABLE_COMMANDS-1) ] );
	}

	// we want to send all the usercmds that were generated in the last
	// few packet, so even if a couple packets are dropped in a row,
	// all the cmds will make it to the server
	if ( cl_packetdup->integer < 0 ) {
		Cvar_Set( "cl_packetdup", "0" );
	} else if ( cl_packetdup->integer > 5 ) {
		Cvar_Set( "cl_packetdup", "5" );
	}
	oldPacketNum = (clc.netchan.outgoingSequence - 1 - cl_packetdup->integer) & PACKET_MASK;
	count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
	if ( count > MAX_PACKET_USERCMDS ) {
		count = MAX_PACKET_USERCMDS;
		Com_Printf("MAX_PACKET_USERCMDS\n");
	}
	if ( count >= 1 ) {
		if ( cl_showSend->integer ) {
			Com_Printf( "(%i)", count );
		}

		// begin a client move command
		if ( cl_nodelta->integer || !cl.snap.valid || clc.demowaiting
			|| clc.serverMessageSequence != cl.snap.messageNum ) {
			MSG_WriteByte (&buf, clc_moveNoDelta);
		} else {
			MSG_WriteByte (&buf, clc_move);
		}

		// write the command count
		MSG_WriteByte( &buf, count );

		// use the checksum feed in the key
		key = clc.checksumFeed;
		// also use the message acknowledge
		key ^= clc.serverMessageSequence;
		// also use the last acknowledged server command in the key
		key ^= MSG_HashKey(clc.serverCommands[ clc.serverCommandSequence & (MAX_RELIABLE_COMMANDS-1) ], 32);

		// write all the commands, including the predicted command
		for ( i = 0 ; i < count ; i++ ) {
			j = (cl.cmdNumber - count + i + 1) & CMD_MASK;
			cmd = &cl.cmds[j];
			MSG_WriteDeltaUsercmdKey (&buf, key, oldcmd, cmd);
			oldcmd = cmd;
		}
	}

	//
	// deliver the message
	//
	packetNum = clc.netchan.outgoingSequence & PACKET_MASK;
	cl.outPackets[ packetNum ].p_realtime = cls.realtime;
	cl.outPackets[ packetNum ].p_serverTime = oldcmd->serverTime;
	cl.outPackets[ packetNum ].p_cmdNumber = cl.cmdNumber;
	clc.lastPacketSentTime = cls.realtime;

	if ( cl_showSend->integer ) {
		Com_Printf( "%i ", buf.cursize );
	}

	CL_Netchan_Transmit (&clc.netchan, &buf);	

	// clients never really should have messages large enough
	// to fragment, but in case they do, fire them all off
	// at once
	// TTimo: this causes a packet burst, which is bad karma for winsock
	// added a WARNING message, we'll see if there are legit situations where this happens
	while ( clc.netchan.unsentFragments ) {
		Com_DPrintf( "WARNING: #462 unsent fragments (not supposed to happen!)\n" );
		CL_Netchan_TransmitNextFragment( &clc.netchan );
	}
}