merged NetConn_SendReliableMessage into NetConn_SendUnreliableMessage, and also merge...
[xonotic/darkplaces.git] / sv_main.c
index 5753085..92e1231 100644 (file)
--- a/sv_main.c
+++ b/sv_main.c
@@ -372,7 +372,6 @@ void SV_SendServerinfo (client_t *client)
        MSG_WriteByte (&client->netconnection->message, svc_signonnum);
        MSG_WriteByte (&client->netconnection->message, 1);
 
-       client->sendsignon = true;
        client->spawned = false;                // need prespawn, spawn, etc
 }
 
@@ -1180,7 +1179,7 @@ SV_SendClientDatagram
 =======================
 */
 static unsigned char sv_sendclientdatagram_buf[NET_MAXMESSAGE]; // FIXME?
-qboolean SV_SendClientDatagram (client_t *client)
+void SV_SendClientDatagram (client_t *client)
 {
        int rate, maxrate, maxsize, maxsize2;
        sizebuf_t msg;
@@ -1219,31 +1218,35 @@ qboolean SV_SendClientDatagram (client_t *client)
        msg.maxsize = maxsize;
        msg.cursize = 0;
 
-       MSG_WriteByte (&msg, svc_time);
-       MSG_WriteFloat (&msg, sv.time);
-
-       // add the client specific data to the datagram
-       SV_WriteClientdataToMessage (client, client->edict, &msg, stats);
-       VM_SV_WriteAutoSentStats (client, client->edict, &msg, stats);
-       SV_WriteEntitiesToClient (client, client->edict, &msg, stats);
-
-       // expand packet size to allow effects to go over the rate limit
-       // (dropping them is FAR too ugly)
-       msg.maxsize = maxsize2;
-
-       // copy the server datagram if there is space
-       // FIXME: put in delayed queue of effects to send
-       if (sv.datagram.cursize > 0 && msg.cursize + sv.datagram.cursize <= msg.maxsize)
-               SZ_Write (&msg, sv.datagram.data, sv.datagram.cursize);
-
-// send the datagram
-       if (NetConn_SendUnreliableMessage (client->netconnection, &msg) == -1)
+       if (host_client->spawned)
        {
-               SV_DropClient (true);// if the message couldn't send, kick off
-               return false;
+               MSG_WriteByte (&msg, svc_time);
+               MSG_WriteFloat (&msg, sv.time);
+
+               // add the client specific data to the datagram
+               SV_WriteClientdataToMessage (client, client->edict, &msg, stats);
+               VM_SV_WriteAutoSentStats (client, client->edict, &msg, stats);
+               SV_WriteEntitiesToClient (client, client->edict, &msg, stats);
+
+               // expand packet size to allow effects to go over the rate limit
+               // (dropping them is FAR too ugly)
+               msg.maxsize = maxsize2;
+
+               // copy the server datagram if there is space
+               // FIXME: put in delayed queue of effects to send
+               if (sv.datagram.cursize > 0 && msg.cursize + sv.datagram.cursize <= msg.maxsize)
+                       SZ_Write (&msg, sv.datagram.data, sv.datagram.cursize);
+       }
+       else if (realtime > client->keepalivetime)
+       {
+               // the player isn't totally in the game yet
+               // send small keepalive messages if too much time has passed
+               client->keepalivetime = realtime + 5;
+               MSG_WriteChar (&msg, svc_nop);
        }
 
-       return true;
+// send the datagram
+       NetConn_SendUnreliableMessage (client->netconnection, &msg);
 }
 
 /*
@@ -1339,30 +1342,6 @@ void SV_UpdateToReliableMessages (void)
 
 /*
 =======================
-SV_SendNop
-
-Send a nop message without trashing or sending the accumulated client
-message buffer
-=======================
-*/
-void SV_SendNop (client_t *client)
-{
-       sizebuf_t       msg;
-       unsigned char           buf[4];
-
-       msg.data = buf;
-       msg.maxsize = sizeof(buf);
-       msg.cursize = 0;
-
-       MSG_WriteChar (&msg, svc_nop);
-
-       if (NetConn_SendUnreliableMessage (client->netconnection, &msg) == -1)
-               SV_DropClient (true);   // if the message couldn't send, kick off
-       client->last_message = realtime;
-}
-
-/*
-=======================
 SV_SendClientMessages
 =======================
 */
@@ -1387,43 +1366,13 @@ void SV_SendClientMessages (void)
                        continue;
                }
 
-               if (host_client->spawned)
-               {
-                       if (!prepared)
-                       {
-                               prepared = true;
-                               // only prepare entities once per frame
-                               SV_PrepareEntitiesForSending();
-                       }
-                       if (!SV_SendClientDatagram (host_client))
-                               continue;
-               }
-               else
-               {
-               // the player isn't totally in the game yet
-               // send small keepalive messages if too much time has passed
-               // send a full message when the next signon stage has been requested
-               // some other message data (name changes, etc) may accumulate
-               // between signon stages
-                       if (!host_client->sendsignon)
-                       {
-                               if (realtime - host_client->last_message > 5)
-                                       SV_SendNop (host_client);
-                               continue;       // don't send out non-signon messages
-                       }
-               }
-
-               if (host_client->netconnection->message.cursize)
+               if (!prepared)
                {
-                       if (!NetConn_CanSendMessage (host_client->netconnection))
-                               continue;
-
-                       if (NetConn_SendReliableMessage (host_client->netconnection, &host_client->netconnection->message) == -1)
-                               SV_DropClient (true);   // if the message couldn't send, kick off
-                       SZ_Clear (&host_client->netconnection->message);
-                       host_client->last_message = realtime;
-                       host_client->sendsignon = false;
+                       prepared = true;
+                       // only prepare entities once per frame
+                       SV_PrepareEntitiesForSending();
                }
+               SV_SendClientDatagram (host_client);
        }
 
 // clear muzzle flashes