fteqw/engine/common/net_chan.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "quakedef.h"
#ifdef _WIN32
#include "winquake.h"
#else
#include "unistd.h"
#endif
#define PACKET_HEADER 8
/*
packet header
-------------
31 sequence
1 does this message contain a reliable payload
31 acknowledge sequence
1 acknowledge receipt of even/odd message
16 qport (only from client)
15 fragoffset (extension)
1 lastfrag (extension)
The remote connection never knows if it missed a reliable message, the
local side detects that it has been dropped by seeing a sequence acknowledge
higher thatn the last reliable sequence, but without the correct even/odd
bit for the reliable set.
If the sender notices that a reliable message has been dropped, it will be
retransmitted. It will not be retransmitted again until a message after
the retransmit has been acknowledged and the reliable still failed to get there.
if the sequence number is -1, the packet should be handled without a netcon
The reliable message can be added to at any time by doing
MSG_Write* (&netchan->message, <data>).
If the message buffer is overflowed, either by a single message, or by
multiple frames worth piling up while the last reliable transmit goes
unacknowledged, the netchan signals a fatal error.
Reliable messages are always placed first in a packet, then the unreliable
message is included if there is sufficient room.
To the receiver, there is no distinction between the reliable and unreliable
parts of the message, they are just processed out as a single larger message.
Illogical packet sequence numbers cause the packet to be dropped, but do
not kill the connection. This, combined with the tight window of valid
reliable acknowledgement numbers provides protection against malicious
address spoofing.
The qport field is a workaround for bad address translating routers that
sometimes remap the client's source port on a packet during gameplay.
If the base part of the net address matches and the qport matches, then the
channel matches even if the IP port differs. The IP port should be updated
to the new value before sending out any replies.
fragmentation works like IP, offset and morefrags. offset is *8 (decode: (offset&~1)<<2 to avoid stomping on the morefrags flag, this allows really jumbo packets with 18 bits of length)
*/
int net_drop;
cvar_t showpackets = SCVAR("showpackets", "0");
cvar_t showdrop = SCVAR("showdrop", "0");
cvar_t qport = CVARF("qport", "0", CVAR_NOSAVE);
cvar_t net_mtu = CVARD("net_mtu", "1440", "Specifies a maximum udp payload size, above which packets will be fragmented. If routers all worked properly this could be some massive value, and some massive value may work really nicely for lans. Use smaller values than the default if you're connecting through nested tunnels through routers that fail with IP fragmentation.");
cvar_t net_compress = CVARD("net_compress", "0", "Enables huffman compression of network packets.");
cvar_t pext_replacementdeltas = CVAR("pext_replacementdeltas", "1");
cvar_t pext_predinfo = CVAR("debug_pext_predinfo", "0");
/*returns the entire bitmask of supported+enabled extensions*/
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
unsigned int Net_PextMask(int maskset, qboolean fornq)
{
unsigned int mask = 0;
if (maskset == 1) /*FTEX*/
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
#ifdef PEXT_SCALE
mask |= PEXT_SCALE;
#endif
#ifdef PEXT_LIGHTSTYLECOL
mask |= PEXT_LIGHTSTYLECOL;
#endif
#ifdef PEXT_TRANS
mask |= PEXT_TRANS;
#endif
#ifdef PEXT_VIEW2
mask |= PEXT_VIEW2;
#endif
#ifdef PEXT_ACCURATETIMINGS
mask |= PEXT_ACCURATETIMINGS;
#endif
#ifdef PEXT_ZLIBDL
mask |= PEXT_ZLIBDL;
#endif
#ifdef PEXT_FATNESS
mask |= PEXT_FATNESS;
#endif
#ifdef PEXT_HLBSP
mask |= PEXT_HLBSP;
#endif
#ifdef PEXT_Q2BSP
mask |= PEXT_Q2BSP;
#endif
#ifdef PEXT_Q3BSP
mask |= PEXT_Q3BSP;
#endif
#ifdef PEXT_TE_BULLET
mask |= PEXT_TE_BULLET;
#endif
#ifdef PEXT_HULLSIZE
mask |= PEXT_HULLSIZE;
#endif
#ifdef PEXT_SETVIEW
mask |= PEXT_SETVIEW;
#endif
#ifdef PEXT_MODELDBL
mask |= PEXT_MODELDBL;
#endif
#ifdef PEXT_SOUNDDBL
mask |= PEXT_SOUNDDBL;
#endif
#ifdef PEXT_VWEAP
mask |= PEXT_VWEAP;
#endif
#ifdef PEXT_FLOATCOORDS
mask |= PEXT_FLOATCOORDS;
#endif
mask |= PEXT_SPAWNSTATIC2;
mask |= PEXT_COLOURMOD;
mask |= PEXT_SPLITSCREEN;
mask |= PEXT_HEXEN2;
mask |= PEXT_CUSTOMTEMPEFFECTS;
mask |= PEXT_256PACKETENTITIES;
mask |= PEXT_ENTITYDBL;
mask |= PEXT_ENTITYDBL2;
mask |= PEXT_SHOWPIC;
mask |= PEXT_SETATTACHMENT;
#ifdef PEXT_CHUNKEDDOWNLOADS
mask |= PEXT_CHUNKEDDOWNLOADS;
#endif
#ifdef PEXT_CSQC
mask |= PEXT_CSQC;
#endif
#ifdef PEXT_DPFLAGS
mask |= PEXT_DPFLAGS;
#endif
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (fornq)
{
//only ones that are tested
mask &=
#ifdef PEXT_CSQC
PEXT_CSQC |
#endif
#ifdef PEXT_Q2BSP
PEXT_Q2BSP |
#endif
#ifdef PEXT_Q3BSP
PEXT_Q3BSP |
#endif
PEXT_FLOATCOORDS | PEXT_HLBSP;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//these all depend fully upon the player/entity deltas, and don't make sense for NQ. Implement PEXT2_REPLACEMENTDELTAS instead.
mask &= ~(PEXT_SCALE|PEXT_TRANS|PEXT_ACCURATETIMINGS|PEXT_FATNESS|PEXT_HULLSIZE|PEXT_MODELDBL|PEXT_ENTITYDBL|PEXT_ENTITYDBL2|PEXT_COLOURMOD|PEXT_SPAWNSTATIC2|PEXT_256PACKETENTITIES|PEXT_SETATTACHMENT|PEXT_DPFLAGS);
}
}
else if (maskset == 2)
{
mask |= PEXT2_PRYDONCURSOR;
#ifdef PEXT2_VOICECHAT
mask |= PEXT2_VOICECHAT;
#endif
mask |= PEXT2_SETANGLEDELTA;
if (pext_replacementdeltas.ival)
mask |= PEXT2_REPLACEMENTDELTAS;
if (/*fornq &&*/ pext_predinfo.ival)
mask |= PEXT2_PREDINFO;
if (MAX_CLIENTS != QWMAX_CLIENTS)
mask |= PEXT2_MAXPLAYERS;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
//kinda depenant
if (mask & PEXT2_PREDINFO)
mask |= PEXT2_REPLACEMENTDELTAS;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (fornq)
{
//only ones that are tested
mask &= PEXT2_VOICECHAT | PEXT2_REPLACEMENTDELTAS | PEXT2_PREDINFO;
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
}
qc: qc temp-strings are now garbage collected. this makes strzone redundant. net: revert the player angles inversion thing from last build. hack some angles. gonna need to tweak the protocol. net: cl_lerp_players is smoother, and defaulted. lets see how many people complain. cl: fix juddering with chase_active+prediction. cl: download progress where the total size is not known now displays something more sane. cl: fixed some issues with rawinput keyboards. cl: added autoupdate option to the menu. cl: autoupdate defaults to a new 'tested' set of builds, instead of the completely untested svn builds. cl: added 'borderless windowed' option to the menus. works on windows. cl: saved games save a preview screenshot. cl: fix some memory leaks on shutdown. cl: added 'setrenderer random' option, might be useful for modders in that it helps highlight bugs/differences between renderers... qc: r_showbboxes now displays the fields of the various entities. tweaked entity lighting to overbright more gracefully. gl: fixed crepuscular lighting. qcc: added % operator. qcc: added inline keyword. qcc: some fixes for accessors. qccgui: now prompts for exe+basedir. sv: added sv_specprint, ala mvdsv. sv: stats now sent over the unreliable channel instead of the reliable one. this allows them to change more frequently. sv: rewrote speedcheat detection. clients will be throttled instead of kicked. unresponsive clients will be simulated instead of freezing in mid-air. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4829 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-21 18:18:37 +00:00
// else
// mask &= ~PEXT2_PREDINFO;
}
return mask;
}
/*
===============
Netchan_Init
===============
*/
void Netchan_Init (void)
{
static char qportstr[16];
int port;
// pick a port value that should be nice and random
#ifdef _WIN32
port = (time(NULL)) & 0xffff;
#elif defined(NACL)
port = ((int)(getpid()) * time(NULL)) & 0xffff;
#else
port = ((int)(getpid()+getuid()*1000) * time(NULL)) & 0xffff;
#endif
Q_snprintfz(qportstr, sizeof(qportstr), "%i", port);
qport.string = qportstr;
Cvar_Register (&pext_predinfo, "Protocol Extensions");
Cvar_Register (&pext_replacementdeltas, "Protocol Extensions");
Cvar_Register (&showpackets, "Networking");
Cvar_Register (&showdrop, "Networking");
Cvar_Register (&qport, "Networking");
Cvar_Register (&net_mtu, "Networking");
Cvar_Register (&net_compress, "Networking");
}
/*
===============
Netchan_OutOfBand
Sends an out-of-band datagram
================
*/
void Netchan_OutOfBand (netsrc_t sock, netadr_t *adr, int length, qbyte *data)
{
sizebuf_t send;
qbyte send_buf[MAX_QWMSGLEN + PACKET_HEADER];
// write the packet header
memset(&send, 0, sizeof(send));
send.data = send_buf;
send.maxsize = sizeof(send_buf);
send.cursize = 0;
MSG_WriteLong (&send, -1); // -1 sequence means out of band
SZ_Write (&send, data, length);
// send the datagram
//zoid, no input in demo playback mode
#ifndef SERVERONLY
if (!cls.demoplayback)
#endif
NET_SendPacket (sock, send.cursize, send.data, adr);
}
/*
===============
Netchan_OutOfBandPrint
Sends a text message in an out-of-band datagram
================
*/
void VARGS Netchan_OutOfBandPrint (netsrc_t sock, netadr_t *adr, char *format, ...)
{
va_list argptr;
static char string[8192]; // ??? why static?
va_start (argptr, format);
vsnprintf (string,sizeof(string)-1, format,argptr);
va_end (argptr);
Netchan_OutOfBand (sock, adr, strlen(string), (qbyte *)string);
}
#ifndef CLIENTONLY
void VARGS Netchan_OutOfBandTPrintf (netsrc_t sock, netadr_t *adr, int language, translation_t text, ...)
{
va_list argptr;
static char string[8192]; // ??? why static?
const char *format = langtext(text, language);
string[0] = A2C_PRINT;
va_start (argptr, text);
vsnprintf (string+1,sizeof(string)-1, format,argptr);
va_end (argptr);
Netchan_OutOfBand (sock, adr, strlen(string), (qbyte *)string);
}
#endif
/*
==============
Netchan_Setup
called to open a channel to a remote system
==============
*/
void Netchan_Setup (netsrc_t sock, netchan_t *chan, netadr_t *adr, int qport)
{
memset (chan, 0, sizeof(*chan));
chan->sock = sock;
chan->remote_address = *adr;
chan->last_received = realtime;
#ifdef NQPROT
chan->nqreliable_allowed = true;
#endif
chan->message.data = chan->message_buf;
chan->message.allowoverflow = true;
chan->message.maxsize = MAX_QWMSGLEN;
chan->qport = qport;
}
/*
===============
Netchan_CanPacket
Returns true if the bandwidth choke isn't active
================
*/
#define MAX_BACKUP 200
qboolean Netchan_CanPacket (netchan_t *chan, int rate)
{
if (chan->remote_address.type == NA_LOOPBACK)
return true; //don't ever drop packets due to possible routing problems when there is no routing.
if (!rate)
return true;
if (chan->cleartime < realtime + 0.25)//(MAX_BACKUP/(float)rate))
return true;
return false;
}
void Netchan_Block (netchan_t *chan, int bytes, int rate)
{
if (rate)
{
if (chan->cleartime < realtime-0.25) //0.25 allows it to be a little bursty.
chan->cleartime = realtime + (bytes/(float)rate);
else
chan->cleartime += bytes/(float)rate;
}
}
/*
===============
Netchan_CanReliable
Returns true if the bandwidth choke isn't
================
*/
qboolean Netchan_CanReliable (netchan_t *chan, int rate)
{
if (chan->reliable_length)
return false; // waiting for ack
return Netchan_CanPacket (chan, rate);
}
#ifdef SERVERONLY
qboolean ServerPaused(void);
#endif
#ifdef NQPROT
nqprot_t NQNetChan_Process(netchan_t *chan)
{
int header;
int sequence;
int drop;
chan->bytesin += net_message.cursize;
MSG_BeginReading (chan->netprim);
header = LongSwap(MSG_ReadLong());
if (net_message.cursize != (header & NETFLAG_LENGTH_MASK))
return NQP_ERROR; //size was wrong, couldn't have been ours.
if (header & NETFLAG_CTL)
return NQP_ERROR; //huh?
sequence = LongSwap(MSG_ReadLong());
if (header & NETFLAG_ACK)
{
if (sequence == chan->reliable_sequence)
{
chan->reliable_start += MAX_NQDATAGRAM;
if (chan->reliable_start >= chan->reliable_length)
{
chan->reliable_length = 0; //they got the entire message
chan->reliable_start = 0;
}
chan->incoming_reliable_acknowledged = chan->reliable_sequence;
chan->reliable_sequence++;
chan->nqreliable_allowed = true;
chan->last_received = realtime;
}
else if (sequence < chan->reliable_sequence)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
{
if (showdrop.ival)
Con_Printf("Stale ack recieved\n");
}
else if (sequence > chan->reliable_sequence)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
{
if (showdrop.ival)
Con_Printf("Future ack recieved\n");
}
if (showpackets.value)
Con_Printf ("in %s a=%i %i\n"
, chan->sock != NS_SERVER?"s2c":"c2s"
, sequence
, 0);
return NQP_ERROR; //don't try execing the 'payload'. I hate ack packets.
}
if (header & NETFLAG_UNRELIABLE)
{
if (sequence <= chan->incoming_unreliable)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
if (showdrop.ival)
Con_Printf("Stale datagram recieved (%i<=%i)\n", sequence, chan->incoming_unreliable);
return NQP_ERROR;
}
drop = sequence - chan->incoming_unreliable - 1;
if (drop > 0)
{
if (showdrop.ival)
Con_Printf("Dropped %i datagrams (%i - %i)\n", drop, chan->incoming_unreliable+1, sequence-1);
chan->drop_count += drop;
}
chan->incoming_unreliable = sequence;
// chan->frame_latency = chan->frame_latency*OLD_AVG
// + (chan->outgoing_sequence-sequence_ack)*(1.0-OLD_AVG);
chan->frame_rate = chan->frame_rate*OLD_AVG
+ (realtime-chan->last_received)*(1.0-OLD_AVG);
chan->last_received = realtime;
chan->incoming_acknowledged++;
chan->good_count++;
if (showpackets.value)
Con_Printf ("in %s u=%i %i\n"
, chan->sock != NS_SERVER?"s2c":"c2s"
, chan->incoming_unreliable
, net_message.cursize);
return NQP_DATAGRAM;
}
if (header & NETFLAG_DATA)
{
int runt[2];
//always reply. a stale sequence probably means our ack got lost.
runt[0] = BigLong(NETFLAG_ACK | 8);
runt[1] = BigLong(sequence);
NET_SendPacket (chan->sock, 8, runt, &net_from);
if (showpackets.value)
Con_Printf ("out %s a=%i %i\n"
, chan->sock == NS_SERVER?"s2c":"c2s"
, sequence
, 0);
chan->last_received = realtime;
if (sequence == chan->incoming_reliable_sequence)
{
chan->incoming_reliable_sequence++;
if (chan->in_fragment_length + net_message.cursize-8 >= sizeof(chan->in_fragment_buf))
{
chan->fatal_error = true;
return NQP_ERROR;
}
memcpy(chan->in_fragment_buf + chan->in_fragment_length, net_message.data+8, net_message.cursize-8);
chan->in_fragment_length += net_message.cursize-8;
if (header & NETFLAG_EOM)
{
SZ_Clear(&net_message);
SZ_Write(&net_message, chan->in_fragment_buf, chan->in_fragment_length);
chan->in_fragment_length = 0;
MSG_BeginReading(chan->netprim);
if (showpackets.value)
Con_Printf ("in %s r=%i %i\n"
, chan->sock != NS_SERVER?"s2c":"c2s"
, sequence
, net_message.cursize);
return NQP_RELIABLE; //we can read it now
}
}
else
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
{
if (showdrop.ival)
Con_Printf("Stale reliable (%i)\n", sequence);
}
return NQP_ERROR;
}
return NQP_ERROR; //not supported.
}
#endif
/*
===============
Netchan_Transmit
tries to send an unreliable message to a connection, and handles the
transmition / retransmition of the reliable messages.
A 0 length will still generate a packet and deal with the reliable messages.
================
*/
int Netchan_Transmit (netchan_t *chan, int length, qbyte *data, int rate)
{
sizebuf_t send;
qbyte send_buf[MAX_OVERALLMSGLEN + PACKET_HEADER];
qboolean send_reliable;
char remote_adr[MAX_ADR_SIZE];
unsigned w1, w2;
int i;
#ifdef NQPROT
if (chan->isnqprotocol)
{
int sentsize = 0;
send.data = send_buf;
send.maxsize = MAX_NQMSGLEN + PACKET_HEADER;
send.cursize = 0;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
if ((chan->remote_address.type == NA_TCP || chan->remote_address.type == NA_TCPV6 || chan->remote_address.type == NA_TLSV4 || chan->remote_address.type == NA_TLSV6) && chan->reliable_length)
{
//if over tcp, everything is assumed to be reliable. pretend it got acked.
chan->reliable_length = 0; //they got the entire message
chan->reliable_start = 0;
chan->incoming_reliable_acknowledged = chan->reliable_sequence;
chan->reliable_sequence++;
chan->nqreliable_allowed = true;
}
/*unreliables flood out, but reliables are tied to server sequences*/
if (chan->nqreliable_resendtime < realtime)
chan->nqreliable_allowed = true;
if (chan->nqreliable_allowed)
{
//consume the new reliable when we can.
if (!chan->reliable_length && chan->message.cursize && !chan->nqunreliableonly)
{
memcpy (chan->reliable_buf, chan->message_buf, chan->message.cursize);
chan->reliable_length = chan->message.cursize;
chan->reliable_start = 0;
chan->message.cursize = 0;
}
i = chan->reliable_length - chan->reliable_start;
if (i>0)
{
MSG_WriteLong(&send, 0);
MSG_WriteLong(&send, LongSwap(chan->reliable_sequence));
if (i > MAX_NQDATAGRAM && chan->remote_address.type != NA_TCP)
i = MAX_NQDATAGRAM;
SZ_Write (&send, chan->reliable_buf+chan->reliable_start, i);
if (chan->reliable_start+i == chan->reliable_length)
{
if (send.cursize + length < send.maxsize)
{ //throw the unreliable packet into the same one as the reliable (but not sent reliably)
// SZ_Write (&send, data, length);
// length = 0;
}
*(int*)send_buf = BigLong(NETFLAG_DATA | NETFLAG_EOM | send.cursize);
}
else
*(int*)send_buf = BigLong(NETFLAG_DATA | send.cursize);
NET_SendPacket (chan->sock, send.cursize, send.data, &chan->remote_address);
chan->bytesout += send.cursize;
sentsize += send.cursize;
if (showpackets.value)
Con_Printf ("out %s r s=%i %i\n"
, chan->sock == NS_SERVER?"s2c":"c2s"
, chan->reliable_sequence
, send.cursize);
send.cursize = 0;
chan->nqreliable_allowed = false;
chan->nqreliable_resendtime = realtime + 0.3; //resend reliables after 0.3 seconds. nq transports suck.
}
}
//send out the unreliable (if still unsent)
if (length)
{
MSG_WriteLong(&send, 0);
MSG_WriteLong(&send, LongSwap(chan->outgoing_unreliable));
chan->outgoing_unreliable++;
SZ_Write (&send, data, length);
*(int*)send_buf = BigLong(NETFLAG_UNRELIABLE | send.cursize);
NET_SendPacket (chan->sock, send.cursize, send.data, &chan->remote_address);
sentsize += send.cursize;
if (showpackets.value)
Con_Printf ("out %s u=%i %i\n"
, chan->sock == NS_SERVER?"s2c":"c2s"
, chan->outgoing_unreliable-1
, send.cursize);
send.cursize = 0;
}
chan->bytesout += sentsize;
Netchan_Block(chan, sentsize, rate);
return sentsize;
}
#endif
// check for message overflow
if (chan->message.overflowed)
{
chan->fatal_error = true;
Con_TPrintf ("%s:Outgoing message overflow\n"
, NET_AdrToString (remote_adr, sizeof(remote_adr), &chan->remote_address));
return 0;
}
// if the remote side dropped the last reliable message, resend it
send_reliable = false;
if (chan->incoming_acknowledged > chan->last_reliable_sequence
&& chan->incoming_reliable_acknowledged != chan->reliable_sequence)
send_reliable = true;
// if the reliable transmit buffer is empty, copy the current message out
if (!chan->reliable_length && chan->message.cursize)
{
memcpy (chan->reliable_buf, chan->message_buf, chan->message.cursize);
chan->reliable_length = chan->message.cursize;
chan->message.cursize = 0;
chan->reliable_sequence ^= 1;
send_reliable = true;
}
// write the packet header
send.data = send_buf;
send.maxsize = MAX_QWMSGLEN + PACKET_HEADER;
send.cursize = 0;
w1 = chan->outgoing_sequence | (send_reliable<<31);
w2 = chan->incoming_sequence | (chan->incoming_reliable_sequence<<31);
chan->outgoing_sequence++;
MSG_WriteLong (&send, w1);
MSG_WriteLong (&send, w2);
// send the qport if we are a client
#ifndef SERVERONLY
if (chan->sock == NS_CLIENT)
MSG_WriteShort (&send, cls.qport);
#endif
if (chan->fragmentsize)
{
//allow the max size to be bigger
send.maxsize = MAX_OVERALLMSGLEN + PACKET_HEADER;
MSG_WriteShort(&send, 0);
}
// copy the reliable message to the packet first
if (send_reliable)
{
SZ_Write (&send, chan->reliable_buf, chan->reliable_length);
chan->last_reliable_sequence = chan->outgoing_sequence;
}
// add the unreliable part if space is available
if (send.maxsize - send.cursize >= length)
SZ_Write (&send, data, length);
// send the datagram
i = chan->outgoing_sequence & (MAX_LATENT-1);
chan->outgoing_size[i] = send.cursize;
chan->outgoing_time[i] = realtime;
#ifdef HUFFNETWORK
if (chan->compresstable)
{
//int oldsize = send.cursize;
Huff_CompressPacket(chan->compresstable, &send, 8 + ((chan->sock == NS_CLIENT)?2:0) + (chan->fragmentsize?2:0));
// Con_Printf("%i becomes %i\n", oldsize, send.cursize);
// Huff_DecompressPacket(&send, (chan->sock == NS_CLIENT)?10:8);
}
#endif
//zoid, no input in demo playback mode
#ifndef SERVERONLY
if (!cls.demoplayback)
#endif
{
int hsz = 10 + ((chan->sock == NS_CLIENT)?2:0); /*header size, if fragmentation is in use*/
if ((!chan->fragmentsize) || send.cursize-hsz < ((chan->fragmentsize - hsz)&~7))
NET_SendPacket (chan->sock, send.cursize, send.data, &chan->remote_address);
else
{
int offset = chan->fragmentsize - hsz, no;
qboolean more;
/*switch on the 'more flags' bit, and send the first part*/
send.data[hsz - 2] |= 0x1;
offset &= ~7;
NET_SendPacket (chan->sock, offset + hsz, send.data, &chan->remote_address);
/*send the additional parts, adding new headers within the previous packet*/
while(offset < send.cursize-hsz)
{
no = offset + chan->fragmentsize - hsz;
if (no < send.cursize-hsz)
{
no &= ~7;
more = true;
}
else
{
no = send.cursize-hsz;
more = false;
}
*(int*)&send.data[(offset) + 0] = LittleLong(w1);
*(int*)&send.data[(offset) + 4] = LittleLong(w2);
#ifndef SERVERONLY
if (chan->sock == NS_CLIENT)
*(short*)&send.data[offset + hsz-4] = LittleShort(cls.qport);
#endif
*(short*)&send.data[offset + hsz-2] = LittleShort((offset>>2) | (more?1:0));
NET_SendPacket (chan->sock, (no - offset) + hsz, send.data + offset, &chan->remote_address);
offset = no;
}
}
}
chan->bytesout += send.cursize;
Netchan_Block(chan, send.cursize, rate);
#ifdef SERVERONLY
if (ServerPaused())
chan->cleartime = realtime;
#endif
if (showpackets.value)
Con_Printf ("%f %s --> s=%i(%i) a=%i(%i) %i\n"
, Sys_DoubleTime()
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
, chan->sock == NS_SERVER?"s2c":"c2s"
, chan->outgoing_sequence
, send_reliable
, chan->incoming_sequence
, chan->incoming_reliable_sequence
, send.cursize);
return send.cursize;
}
/*
=================
Netchan_Process
called when the current net_message is from remote_address
modifies net_message so that it points to the packet payload
=================
*/
qboolean Netchan_Process (netchan_t *chan)
{
unsigned sequence, sequence_ack;
unsigned reliable_ack, reliable_message;
char adr[MAX_ADR_SIZE];
int offset;
if (
#ifndef SERVERONLY
!cls.demoplayback &&
#endif
!NET_CompareAdr (&net_from, &chan->remote_address))
return false;
chan->bytesin += net_message.cursize;
// get sequence numbers
MSG_BeginReading (chan->netprim);
sequence = MSG_ReadLong ();
sequence_ack = MSG_ReadLong ();
// skip over the qport if we are a server (its handled elsewhere)
#ifndef CLIENTONLY
if (chan->sock == NS_SERVER)
MSG_ReadShort ();
#endif
if (chan->fragmentsize)
offset = (unsigned short)MSG_ReadShort();
else
offset = 0;
reliable_message = sequence >> 31;
reliable_ack = sequence_ack >> 31;
sequence &= ~(1<<31);
sequence_ack &= ~(1<<31);
if (showpackets.value)
Con_Printf ("%f %s <-- s=%i(%i) a=%i(%i) %i%s\n"
, Sys_DoubleTime()
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 09:55:06 +01:00
, chan->sock == NS_SERVER?"c2s":"s2c"
, sequence
, reliable_message
, sequence_ack
, reliable_ack
, net_message.cursize
, offset?" frag":"");
// get a rate estimation
#if 0
if (chan->outgoing_sequence - sequence_ack < MAX_LATENT)
{
int i;
double time, rate;
i = sequence_ack & (MAX_LATENT - 1);
time = realtime - chan->outgoing_time[i];
time -= 0.1; // subtract 100 ms
if (time <= 0)
{ // gotta be a digital link for <100 ms ping
if (chan->rate > 1.0/5000)
chan->rate = 1.0/5000;
}
else
{
if (chan->outgoing_size[i] < 512)
{ // only deal with small messages
rate = chan->outgoing_size[i]/time;
if (rate > 5000)
rate = 5000;
rate = 1.0/rate;
if (chan->rate > rate)
chan->rate = rate;
}
}
}
#endif
//
// discard stale or duplicated packets
//
if (sequence <= (unsigned)chan->incoming_sequence)
{
if (showdrop.value)
Con_TPrintf ("%s:Out of order packet %i at %i\n"
, NET_AdrToString (adr, sizeof(adr), &chan->remote_address)
, sequence
, chan->incoming_sequence);
return false;
}
if (offset)
{
int len = net_message.cursize - msg_readcount;
qboolean more = false;
if (offset & 1)
{
more = true;
offset &= ~1;
}
offset = offset << 2;
if (offset + len > sizeof(chan->in_fragment_buf)) /*stop the overflow*/
{
if (showdrop.value)
Con_Printf("Dropping packet - too many fragments\n");
return false;
}
if (chan->incoming_unreliable != sequence)
{
if (chan->in_fragment_length && showdrop.ival)
Con_Printf("final fragment lost (%i). dropping entire packet\n", offset);
/*sequence doesn't match, forget the old*/
chan->in_fragment_length = 0;
chan->incoming_unreliable = sequence;
}
if (offset != chan->in_fragment_length)
{
if (showdrop.ival)
Con_Printf("prior fragment lost (%i-%i). dropping entire packet\n", offset, chan->in_fragment_length);
return false; /*dropped one*/
}
memcpy(chan->in_fragment_buf + offset, net_message.data + msg_readcount, len);
chan->in_fragment_length += len;
if (more)
{
/*nothing to process yet*/
return false;
}
memcpy(net_message.data, chan->in_fragment_buf, chan->in_fragment_length);
msg_readcount = 0;
net_message.cursize = chan->in_fragment_length;
if (showpackets.value)
Con_Printf ("<-- s=%i(%i) a=%i(%i) %i Recombined\n"
, sequence
, reliable_message
, sequence_ack
, reliable_ack
, net_message.cursize);
chan->incoming_unreliable = 0;
chan->in_fragment_length = 0;
}
else
{
/*kill any pending reliable*/
chan->incoming_unreliable = 0;
chan->in_fragment_length = 0;
}
//
// dropped packets don't keep the message from being used
//
net_drop = sequence - (chan->incoming_sequence+1);
if (net_drop > 0)
{
chan->drop_count += 1;
if (showdrop.value)
Con_TPrintf ("%s:Dropped %i packets at %i\n"
, NET_AdrToString (adr, sizeof(adr), &chan->remote_address)
, sequence-(chan->incoming_sequence+1)
, sequence);
}
//
// if the current outgoing reliable message has been acknowledged
// clear the buffer to make way for the next
//
if (reliable_ack == (unsigned)chan->reliable_sequence)
chan->reliable_length = 0; // it has been received
//
// if this message contains a reliable message, bump incoming_reliable_sequence
//
chan->incoming_sequence = sequence;
chan->incoming_acknowledged = sequence_ack;
chan->incoming_reliable_acknowledged = reliable_ack;
if (reliable_message)
chan->incoming_reliable_sequence ^= 1;
//
// the message can now be read from the current message pointer
// update statistics counters
//
chan->frame_latency = chan->frame_latency*OLD_AVG
+ (chan->outgoing_sequence-sequence_ack)*(1.0-OLD_AVG);
chan->frame_rate = chan->frame_rate*OLD_AVG
+ (realtime-chan->last_received)*(1.0-OLD_AVG);
chan->good_count += 1;
chan->last_received = realtime;
#ifdef HUFFNETWORK
if (chan->compresstable)
{
// Huff_CompressPacket(&net_message, (chan->sock == NS_SERVER)?10:8);
Huff_DecompressPacket(chan->compresstable, &net_message, msg_readcount);
}
#endif
return true;
}