int i;
char message[128];
+ // we know that this client has a netconnection and thus is not a bot
+
// edicts get reallocated on level changes, so we need to update it here
client->edict = PRVM_EDICT_NUM((client - svs.clients) + 1);
client->entitydatabase5 = EntityFrame5_AllocDatabase(sv_mempool);
}
- SZ_Clear (&client->message);
- MSG_WriteByte (&client->message, svc_print);
+ SZ_Clear (&client->netconnection->message);
+ MSG_WriteByte (&client->netconnection->message, svc_print);
dpsnprintf (message, sizeof (message), "\002\nServer: %s build %s (progs %i crc)", gamename, buildstring, prog->filecrc);
- MSG_WriteString (&client->message,message);
+ MSG_WriteString (&client->netconnection->message,message);
- // LordHavoc: this does not work on dedicated servers, needs fixing.
+ // FIXME: LordHavoc: this does not work on dedicated servers, needs fixing.
//[515]: init csprogs according to version of svprogs, check the crc, etc.
if(csqc_loaded && (cls.state == ca_dedicated || PRVM_NUM_FOR_EDICT(client->edict) != 1))
{
- MSG_WriteByte (&client->message, svc_stufftext);
+ MSG_WriteByte (&client->netconnection->message, svc_stufftext);
if(SV_InitCmd)
- MSG_WriteString (&client->message, va("csqc_progcrc %i;%s\n", csqc_progcrc.integer, SV_InitCmd));
+ MSG_WriteString (&client->netconnection->message, va("csqc_progcrc %i;%s\n", csqc_progcrc.integer, SV_InitCmd));
else
- MSG_WriteString (&client->message, va("csqc_progcrc %i\n", csqc_progcrc.integer));
+ MSG_WriteString (&client->netconnection->message, va("csqc_progcrc %i\n", csqc_progcrc.integer));
}
- MSG_WriteByte (&client->message, svc_serverinfo);
- MSG_WriteLong (&client->message, Protocol_NumberForEnum(sv.protocol));
- MSG_WriteByte (&client->message, svs.maxclients);
+ MSG_WriteByte (&client->netconnection->message, svc_serverinfo);
+ MSG_WriteLong (&client->netconnection->message, Protocol_NumberForEnum(sv.protocol));
+ MSG_WriteByte (&client->netconnection->message, svs.maxclients);
if (!coop.integer && deathmatch.integer)
- MSG_WriteByte (&client->message, GAME_DEATHMATCH);
+ MSG_WriteByte (&client->netconnection->message, GAME_DEATHMATCH);
else
- MSG_WriteByte (&client->message, GAME_COOP);
+ MSG_WriteByte (&client->netconnection->message, GAME_COOP);
- MSG_WriteString (&client->message,PRVM_GetString(prog->edicts->fields.server->message));
+ MSG_WriteString (&client->netconnection->message,PRVM_GetString(prog->edicts->fields.server->message));
for (i = 1;i < MAX_MODELS && sv.model_precache[i][0];i++)
- MSG_WriteString (&client->message, sv.model_precache[i]);
- MSG_WriteByte (&client->message, 0);
+ MSG_WriteString (&client->netconnection->message, sv.model_precache[i]);
+ MSG_WriteByte (&client->netconnection->message, 0);
for (i = 1;i < MAX_SOUNDS && sv.sound_precache[i][0];i++)
- MSG_WriteString (&client->message, sv.sound_precache[i]);
- MSG_WriteByte (&client->message, 0);
+ MSG_WriteString (&client->netconnection->message, sv.sound_precache[i]);
+ MSG_WriteByte (&client->netconnection->message, 0);
// send music
- MSG_WriteByte (&client->message, svc_cdtrack);
- MSG_WriteByte (&client->message, prog->edicts->fields.server->sounds);
- MSG_WriteByte (&client->message, prog->edicts->fields.server->sounds);
+ MSG_WriteByte (&client->netconnection->message, svc_cdtrack);
+ MSG_WriteByte (&client->netconnection->message, prog->edicts->fields.server->sounds);
+ MSG_WriteByte (&client->netconnection->message, prog->edicts->fields.server->sounds);
// set view
- MSG_WriteByte (&client->message, svc_setview);
- MSG_WriteShort (&client->message, PRVM_NUM_FOR_EDICT(client->edict));
+ MSG_WriteByte (&client->netconnection->message, svc_setview);
+ MSG_WriteShort (&client->netconnection->message, PRVM_NUM_FOR_EDICT(client->edict));
- MSG_WriteByte (&client->message, svc_signonnum);
- MSG_WriteByte (&client->message, 1);
+ MSG_WriteByte (&client->netconnection->message, svc_signonnum);
+ MSG_WriteByte (&client->netconnection->message, 1);
- client->sendsignon = true;
client->spawned = false; // need prespawn, spawn, etc
}
strcpy(client->old_name, "unconnected");
client->spawned = false;
client->edict = PRVM_EDICT_NUM(clientnum+1);
- client->message.data = client->msgbuf;
- client->message.maxsize = sizeof(client->msgbuf);
- client->message.allowoverflow = true; // we can catch it
+ if (client->netconnection)
+ client->netconnection->message.allowoverflow = true; // we can catch it
// updated by receiving "rate" command from client
client->rate = NET_MINRATE;
// no limits for local player
PRVM_ExecuteProgram (prog->globals.server->SetNewParms, "QC function SetNewParms is missing");
for (i=0 ; i<NUM_SPAWN_PARMS ; i++)
client->spawn_parms[i] = (&prog->globals.server->parm1)[i];
- }
- // set up the entity for this client (including .colormap, .team, etc)
- PRVM_ED_ClearEdict(client->edict);
+ // set up the entity for this client (including .colormap, .team, etc)
+ PRVM_ED_ClearEdict(client->edict);
+ }
// don't call SendServerinfo for a fresh botclient because its fields have
// not been set up by the qc yet
=======================
*/
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;
if (sv_maxrate.integer != maxrate)
Cvar_SetValueQuick(&sv_maxrate, maxrate);
+ // this rate limiting does not understand sys_ticrate 0
+ // (but no one should be running that on a server!)
rate = bound(NET_MINRATE, client->rate, maxrate);
rate = (int)(client->rate * sys_ticrate.value);
maxsize = bound(100, rate, 1400);
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, sv.protocol);
}
/*
for (j = 0, client = svs.clients;j < svs.maxclients;j++, client++)
if (client->netconnection)
- SZ_Write (&client->message, sv.reliable_datagram.data, sv.reliable_datagram.cursize);
+ SZ_Write (&client->netconnection->message, sv.reliable_datagram.data, sv.reliable_datagram.cursize);
SZ_Clear (&sv.reliable_datagram);
}
-/*
-=======================
-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
{
int i, prepared = false;
+ if (sv.protocol == PROTOCOL_QUAKEWORLD)
+ Sys_Error("SV_SendClientMessages: no quakeworld support\n");
+
// update frags, names, etc
SV_UpdateToReliableMessages();
if (!host_client->active)
continue;
if (!host_client->netconnection)
- {
- SZ_Clear(&host_client->message);
continue;
- }
- if (host_client->message.overflowed)
+ if (host_client->netconnection->message.overflowed)
{
SV_DropClient (true); // if the message couldn't send, kick off
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->message.cursize || host_client->dropasap)
+ if (!prepared)
{
- if (!NetConn_CanSendMessage (host_client->netconnection))
- continue;
-
- if (host_client->dropasap)
- SV_DropClient (false); // went to another level
- else
- {
- if (NetConn_SendReliableMessage (host_client->netconnection, &host_client->message) == -1)
- SV_DropClient (true); // if the message couldn't send, kick off
- SZ_Clear (&host_client->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
}
-/*
-================
-SV_SendReconnect
-
-Tell all the clients that the server is changing levels
-================
-*/
-void SV_SendReconnect (void)
-{
-#if 1
- MSG_WriteByte(&sv.reliable_datagram, svc_stufftext);
- MSG_WriteString(&sv.reliable_datagram, "reconnect\n");
-#else
- unsigned char data[128];
- sizebuf_t msg;
-
- msg.data = data;
- msg.cursize = 0;
- msg.maxsize = sizeof(data);
-
- MSG_WriteChar (&msg, svc_stufftext);
- MSG_WriteString (&msg, "reconnect\n");
- NetConn_SendToAll (&msg, 5);
-
- if (cls.state != ca_dedicated)
- Cmd_ExecuteString ("reconnect\n", src_command);
-#endif
-}
-
-
/*
================
SV_SaveSpawnparms
//
if (sv.active)
{
- SV_VM_Begin();
- SV_SendReconnect();
- SV_VM_End();
+ client_t *client;
+ for (i = 0, client = svs.clients;i < svs.maxclients;i++, client++)
+ {
+ if (client->netconnection)
+ {
+ MSG_WriteByte(&client->netconnection->message, svc_stufftext);
+ MSG_WriteString(&client->netconnection->message, "reconnect\n");
+ }
+ }
}
else
{
// LordHavoc: for consistency set these here
int num = PRVM_NUM_FOR_EDICT(e) - 1;
+ e->priv.server->move = false; // don't move on first frame
+
if (num >= 0 && num < svs.maxclients)
{
prvm_eval_t *val;