示例#1
0
static void SendAllWaitingData(void)
{
    unsigned int i;

    for (i = 0; i < MAXNETNODES; ++i)
    {
        if (ClientConnected(&clients[i]) && clients[i].ready)
        {
            NET_SV_SendWaitingData(&clients[i]);
        }
    }
}
示例#2
0
static void NET_SV_RunClient(net_client_t *client)
{
    // Run common code

    NET_Conn_Run(&client->connection);
    
    if (client->connection.state == NET_CONN_STATE_DISCONNECTED
     && client->connection.disconnect_reason == NET_DISCONNECT_TIMEOUT)
    {
        NET_SV_BroadcastMessage("Client '%s' timed out and disconnected",
                                client->name);
    }
    
    // Is this client disconnected?

    if (client->connection.state == NET_CONN_STATE_DISCONNECTED)
    {
        // deactivate and free back 

        client->active = false;
        free(client->name);
        NET_FreeAddress(client->addr);

        // Are there any clients left connected?  If not, return the
        // server to the waiting-for-players state.
        //
	// Disconnect any drones still connected.

        if (NET_SV_NumPlayers() <= 0)
        {
            NET_SV_GameEnded();
        }
    }
    
    if (!ClientConnected(client))
    {
        // client has not yet finished connecting

        return;
    }

    if (server_state == SERVER_WAITING_START)
    {
        // Waiting for the game to start

        // Send information once every second

        if (client->last_send_time < 0 
         || I_GetTimeMS() - client->last_send_time > 1000)
        {
            NET_SV_SendWaitingData(client);
            client->last_send_time = I_GetTimeMS();
        }
    }

    if (server_state == SERVER_IN_GAME)
    {
        NET_SV_PumpSendQueue(client);
        NET_SV_CheckDeadlock(client);
    }
}
static void NET_SV_RunClient(net_client_t *client)
{
    // Run common code

    NET_Conn_Run(&client->connection);

    if (client->connection.state == NET_CONN_STATE_DISCONNECTED
     && client->connection.disconnect_reason == NET_DISCONNECT_TIMEOUT)
    {
        NET_Log("server: client at %s timed out",
                NET_AddrToString(client->addr));
        NET_SV_BroadcastMessage("Client '%s' timed out and disconnected",
                                client->name);
    }

    // Is this client disconnected?

    if (client->connection.state == NET_CONN_STATE_DISCONNECTED)
    {
        client->active = false;

        // If we were about to start a game, any player disconnecting
        // should cause an abort.

        if (server_state == SERVER_WAITING_START && !client->drone)
        {
            NET_SV_BroadcastMessage("Game startup aborted because "
                                    "player '%s' disconnected.",
                                    client->name);
            NET_SV_GameEnded();
        }

        free(client->name);
        NET_ReleaseAddress(client->addr);

        // Are there any clients left connected?  If not, return the
        // server to the waiting-for-players state.
        //
	// Disconnect any drones still connected.

        if (NET_SV_NumPlayers() <= 0)
        {
            NET_Log("server: no player clients left, game ended");
            NET_SV_GameEnded();
        }
    }

    if (!ClientConnected(client))
    {
        // client has not yet finished connecting

        return;
    }

    if (server_state == SERVER_WAITING_LAUNCH)
    {
        // Waiting for the game to start

        // Send information once every second

        if (client->last_send_time < 0 
         || I_GetTimeMS() - client->last_send_time > 1000)
        {
            NET_SV_SendWaitingData(client);
            client->last_send_time = I_GetTimeMS();
        }
    }

    if (server_state == SERVER_IN_GAME)
    {
        NET_SV_PumpSendQueue(client);
        NET_SV_CheckDeadlock(client);
    }
}