/* ===================== CL_Disconnect Goes from a connected state to full screen console state Sends a disconnect message to the server This is also called on Host_Error, so it shouldn't cause any errors ===================== */ void CL_Disconnect( void ) { if( cls.state == ca_disconnected ) return; cls.connect_time = 0; cls.changedemo = false; CL_Stop_f(); // send a disconnect message to the server CL_SendDisconnectMessage(); CL_ClearState (); S_StopBackgroundTrack (); SCR_EndLoadingPlaque (); // get rid of loading plaque // clear the network channel, too. Netchan_Clear( &cls.netchan ); cls.state = ca_disconnected; // restore gamefolder here (in case client was connected to another game) CL_ChangeGame( GI->gamefolder, true ); // back to menu if developer mode set to "player" or "mapper" if( host.developer > 2 ) return; UI_SetActiveMenu( true ); }
/* <65957> ../engine/net_chan.c:295 */ void Netchan_Setup(netsrc_t socketnumber, netchan_t *chan, netadr_t adr, int player_slot, void *connection_status, qboolean(*pfnNetchan_Blocksize)(void *)) { Netchan_Clear(chan); Q_memset(chan, 0, sizeof(netchan_t)); chan->player_slot = player_slot + 1; chan->sock = socketnumber; chan->remote_address = adr; chan->last_received = (float)realtime; chan->connect_time = (float)realtime; chan->message.buffername = "netchan->message"; chan->message.data = chan->message_buf; chan->message.maxsize = sizeof(chan->message_buf); #ifdef REHLDS_FIXES chan->message.cursize = 0; #endif // REHLDS_FIXES chan->message.flags = SIZEBUF_ALLOW_OVERFLOW; chan->rate = DEFAULT_RATE; // Prevent the first message from getting dropped after connection is set up. chan->outgoing_sequence = 1; chan->connection_status = connection_status; chan->pfnNetchan_Blocksize = pfnNetchan_Blocksize; }
/* ============== Netchan_Setup called to open a channel to a remote system ============== */ void Netchan_Setup( netsrc_t sock, netchan_t *chan, netadr_t adr, int qport ) { Netchan_Clear( chan ); Q_memset( chan, 0, sizeof( *chan )); chan->sock = sock; chan->remote_address = adr; chan->last_received = host.realtime; chan->connect_time = host.realtime; chan->incoming_sequence = 0; chan->outgoing_sequence = 1; chan->rate = DEFAULT_RATE; chan->compress = false; // work but low efficiency chan->qport = qport; BF_Init( &chan->message, "NetData", chan->message_buf, sizeof( chan->message_buf )); }
/* ================= CL_Reconnect_f The server is changing levels ================= */ void CL_Reconnect_f( void ) { if( cls.state == ca_disconnected ) return; S_StopAllSounds (); if( cls.state == ca_connected ) { cls.demonum = cls.movienum = -1; // not in the demo loop now cls.state = ca_connected; // clear channel and stuff Netchan_Clear( &cls.netchan ); BF_Clear( &cls.netchan.message ); BF_WriteByte( &cls.netchan.message, clc_stringcmd ); BF_WriteString( &cls.netchan.message, "new" ); cl.validsequence = 0; // haven't gotten a valid frame update yet cl.delta_sequence = -1; // we'll request a full delta from the baseline cls.lastoutgoingcommand = -1; // we don't have a backed up cmd history yet cls.nextcmdtime = host.realtime; // we can send a cmd right away CL_StartupDemoHeader (); return; } if( cls.servername[0] ) { if( cls.state >= ca_connected ) { CL_Disconnect(); cls.connect_time = host.realtime - 1.5; } else cls.connect_time = MAX_HEARTBEAT; // fire immediately cls.demonum = cls.movienum = -1; // not in the demo loop now cls.state = ca_connecting; Msg( "reconnecting...\n" ); } }
/* ================ SV_ActivateServer activate server on changed map, run physics ================ */ void SV_ActivateServer( void ) { int i, numFrames; if( !svs.initialized ) return; // custom muzzleflashes pfnPrecacheModel( "sprites/muzzleflash.spr" ); pfnPrecacheModel( "sprites/muzzleflash1.spr" ); pfnPrecacheModel( "sprites/muzzleflash2.spr" ); pfnPrecacheModel( "sprites/muzzleflash3.spr" ); // rocket flare pfnPrecacheModel( "sprites/animglow01.spr" ); // ricochet sprite pfnPrecacheModel( "sprites/richo1.spr" ); // Activate the DLL server code svgame.dllFuncs.pfnServerActivate( svgame.edicts, svgame.numEntities, svgame.globals->maxClients ); // create a baseline for more efficient communications SV_CreateBaseline(); // check and count all files that marked by user as unmodified (typically is a player models etc) sv.num_consistency_resources = SV_TransferConsistencyInfo(); // send serverinfo to all connected clients for( i = 0; i < sv_maxclients->integer; i++ ) { if( svs.clients[i].state >= cs_connected ) { Netchan_Clear( &svs.clients[i].netchan ); svs.clients[i].delta_sequence = -1; } } numFrames = (sv.loadgame) ? 1 : 2; if( !sv.loadgame || svgame.globals->changelevel ) host.frametime = 0.1f; // GoldSrc rules // NOTE: this stuff is breaking sound from func_rotating in multiplayer // e.g. ambience\boomer.wav on snark_pit.bsp numFrames *= sv_maxclients->integer; // run some frames to allow everything to settle for( i = 0; i < numFrames; i++ ) { SV_Physics(); } // invoke to refresh all movevars Q_memset( &svgame.oldmovevars, 0, sizeof( movevars_t )); svgame.globals->changelevel = false; // changelevel ends here // setup hostflags sv.hostflags = 0; // tell what kind of server has been started. if( svgame.globals->maxClients > 1 ) { MsgDev( D_INFO, "%i player server started\n", svgame.globals->maxClients ); Cvar_Reset( "clockwindow" ); } else { // clear the ugly moving delay in singleplayer Cvar_SetFloat( "clockwindow", 0.0f ); MsgDev( D_INFO, "Game started\n" ); } if( host.type == HOST_DEDICATED ) { Mod_FreeUnused (); } sv.state = ss_active; physinfo->modified = true; sv.changelevel = false; sv.paused = false; Host_SetServerState( sv.state ); if( sv_maxclients->integer > 1 && public_server->integer ) { MsgDev( D_INFO, "Adding your server to master server list\n" ); Master_Add( ); } }