示例#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);	
}
示例#2
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 ^= Com_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;
		}

		if (cl.gcmdSentValue)
		{ //hmm, just clear here, I guess.. hoping it will resolve issues with gencmd values sometimes not going through.
			cl.gcmdSendValue = qfalse;
			cl.gcmdSentValue = qfalse;
			cl.gcmdValue = 0;
		}
	}

	//
	// 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
	while ( clc.netchan.unsentFragments ) {
		CL_Netchan_TransmitNextFragment( &clc.netchan );
	}
}