Пример #1
0
/*
=================
CL_ReadNetMessage
=================
*/
void CL_ReadNetMessage( void )
{
	size_t	curSize;

	while( CL_GetMessage( net_message_buffer, &curSize ))
	{
		BF_Init( &net_message, "ServerData", net_message_buffer, curSize );

		// check for connectionless packet (0xffffffff) first
		if( BF_GetMaxBytes( &net_message ) >= 4 && *(int *)net_message.pData == -1 )
		{
			CL_ConnectionlessPacket( net_from, &net_message );
			continue;
		}

		// can't be a valid sequenced packet	
		if( cls.state < ca_connected ) continue;

		if( BF_GetMaxBytes( &net_message ) < 8 )
		{
			MsgDev( D_WARN, "%s: runt packet\n", NET_AdrToString( net_from ));
			continue;
		}

		// packet from server
		if( !cls.demoplayback && !NET_CompareAdr( net_from, cls.netchan.remote_address ))
		{
			MsgDev( D_ERROR, "CL_ReadPackets: %s:sequenced packet without connection\n", NET_AdrToString( net_from ));
			continue;
		}

		if( !cls.demoplayback && !Netchan_Process( &cls.netchan, &net_message ))
			continue;	// wasn't accepted for some reason

		CL_ParseServerMessage( &net_message );
	}

	// check for fragmentation/reassembly related packets.
	if( cls.state != ca_disconnected && Netchan_IncomingReady( &cls.netchan ))
	{
		// the header is different lengths for reliable and unreliable messages
		int headerBytes = BF_GetNumBytesRead( &net_message );

		// process the incoming buffer(s)
		if( Netchan_CopyNormalFragments( &cls.netchan, &net_message ))
		{
			CL_ParseServerMessage( &net_message );
		}
		
		if( Netchan_CopyFileFragments( &cls.netchan, &net_message ))
		{
			// remove from resource request stuff.
			CL_ProcessFile( true, cls.netchan.incomingfilename );
		}
	}

	Netchan_UpdateProgress( &cls.netchan );
}
Пример #2
0
/*
=================
SV_ReadPackets
=================
*/
void SV_ReadPackets( void )
{
	sv_client_t	*cl;
	int		i, qport, curSize;

	while( NET_GetPacket( NS_SERVER, &net_from, net_message_buffer, &curSize ))
	{
		BF_Init( &net_message, "ClientPacket", net_message_buffer, curSize );

		// check for connectionless packet (0xffffffff) first
		if( BF_GetMaxBytes( &net_message ) >= 4 && *(int *)net_message.pData == -1 )
		{
			SV_ConnectionlessPacket( net_from, &net_message );
			continue;
		}

		// read the qport out of the message so we can fix up
		// stupid address translating routers
		BF_Clear( &net_message );
		BF_ReadLong( &net_message );	// sequence number
		BF_ReadLong( &net_message );	// sequence number
		qport = (int)BF_ReadShort( &net_message ) & 0xffff;

		// check for packets from connected clients
		for( i = 0, cl = svs.clients; i < sv_maxclients->integer; i++, cl++ )
		{
			if( cl->state == cs_free || cl->fakeclient )
				continue;

			if( !NET_CompareBaseAdr( net_from, cl->netchan.remote_address ))
				continue;

			if( cl->netchan.qport != qport )
				continue;

			if( cl->netchan.remote_address.port != net_from.port )
			{
				MsgDev( D_INFO, "SV_ReadPackets: fixing up a translated port\n");
				cl->netchan.remote_address.port = net_from.port;
			}

			if( Netchan_Process( &cl->netchan, &net_message ))
			{	
				cl->send_message = true; // reply at end of frame

				// this is a valid, sequenced packet, so process it
				if( cl->state != cs_zombie )
				{
					cl->lastmessage = host.realtime; // don't timeout
					SV_ExecuteClientMessage( cl, &net_message );
					svgame.globals->frametime = host.frametime;
					svgame.globals->time = sv.time;
				}
			}

			// fragmentation/reassembly sending takes priority over all game messages, want this in the future?
			if( Netchan_IncomingReady( &cl->netchan ))
			{
				if( Netchan_CopyNormalFragments( &cl->netchan, &net_message ))
				{
					BF_Clear( &net_message );
					SV_ExecuteClientMessage( cl, &net_message );
				}

				if( Netchan_CopyFileFragments( &cl->netchan, &net_message ))
				{
					SV_ProcessFile( cl, cl->netchan.incomingfilename );
				}
			}
			break;
		}

		if( i != sv_maxclients->integer )
			continue;
	}
}