Xash3D FWGS engine.
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/*
sv_frame.c - server world snapshot
Copyright (C) 2008 Uncle Mike
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 3 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.
*/
#include "common.h"
#include "server.h"
#include "const.h"
#include "net_encode.h"
typedef struct
{
int num_entities;
entity_state_t entities[MAX_VISIBLE_PACKET];
byte sended[MAX_EDICTS_BYTES];
} sv_ents_t;
int c_fullsend; // just a debug counter
int c_notsend;
/*
=======================
SV_EntityNumbers
=======================
*/
static int SV_EntityNumbers( const void *a, const void *b )
{
int ent1, ent2;
ent1 = ((entity_state_t *)a)->number;
ent2 = ((entity_state_t *)b)->number;
// watcom libc compares ents with itself
if( ent1 == ent2 )
return 0;
if( ent1 < ent2 )
return -1;
return 1;
}
/*
=============
SV_AddEntitiesToPacket
=============
*/
static void SV_AddEntitiesToPacket( edict_t *pViewEnt, edict_t *pClient, client_frame_t *frame, sv_ents_t *ents, qboolean from_client )
{
edict_t *ent;
byte *clientpvs;
byte *clientphs;
qboolean fullvis = false;
sv_client_t *cl = NULL;
qboolean player;
entity_state_t *state;
int e;
// during an error shutdown message we may need to transmit
// the shutdown message after the server has shutdown, so
// specifically check for it
if( sv.state == ss_dead )
return;
cl = SV_ClientFromEdict( pClient, true );
ASSERT( cl != NULL );
// portals can't change hostflags
if( from_client )
{
// setup hostflags
if( FBitSet( cl->flags, FCL_LOCAL_WEAPONS ))
SetBits( sv.hostflags, SVF_SKIPLOCALHOST );
else ClearBits( sv.hostflags, SVF_SKIPLOCALHOST );
// reset viewents each frame
cl->num_viewents = 0;
}
svgame.dllFuncs.pfnSetupVisibility( pViewEnt, pClient, &clientpvs, &clientphs );
if( !clientpvs ) fullvis = true;
// g-cont: of course we can send world but not want to do it :-)
for( e = 1; e < svgame.numEntities; e++ )
{
byte *pset;
ent = EDICT_NUM( e );
// don't double add an entity through portals (in case this already added)
if( CHECKVISBIT( ents->sended, e ))
continue;
if( e >= 1 && e <= svs.maxclients )
player = 1;
else player = 0;
if( player )
{
sv_client_t *cl = &svs.clients[e - 1];
if( cl->state != cs_spawned )
continue;
if( FBitSet( cl->flags, FCL_HLTV_PROXY ))
continue;
}
if( FBitSet( ent->v.effects, EF_REQUEST_PHS ))
pset = clientphs;
else pset = clientpvs;
state = &ents->entities[ents->num_entities];
// add entity to the net packet
if( svgame.dllFuncs.pfnAddToFullPack( state, e, ent, pClient, sv.hostflags, player, pset ))
{
// to prevent adds it twice through portals
SETVISBIT( ents->sended, e );
if( SV_IsValidEdict( ent->v.aiment ) && FBitSet( ent->v.aiment->v.effects, EF_MERGE_VISIBILITY ))
{
if( cl->num_viewents < MAX_VIEWENTS )
{
cl->viewentity[cl->num_viewents] = ent->v.aiment;
cl->num_viewents++;
}
}
// if we are full, silently discard entities
if( ents->num_entities < ( MAX_VISIBLE_PACKET - 1 ))
{
ents->num_entities++; // entity accepted
c_fullsend++; // debug counter
}
else
{
// visibility list is full
// continue counting entities,
// so we know how many it's ovreflowed
c_notsend++;
}
}
if( fullvis ) continue; // portal ents will be added anyway, ignore recursion
// if it's a portal entity, add everything visible from its camera position
if( from_client && FBitSet( ent->v.effects, EF_MERGE_VISIBILITY ))
{
SetBits( sv.hostflags, SVF_MERGE_VISIBILITY );
SV_AddEntitiesToPacket( ent, pClient, frame, ents, false );
ClearBits( sv.hostflags, SVF_MERGE_VISIBILITY );
}
}
}
/*
=============================================================================
Encode a client frame onto the network channel
=============================================================================
*/
/*
=============
SV_FindBestBaseline
trying to deltas with previous entities
=============
*/
int SV_FindBestBaseline( sv_client_t *cl, int index, entity_state_t **baseline, entity_state_t *to, client_frame_t *frame, qboolean player )
{
int bestBitCount;
int i, bitCount;
int bestfound, j;
bestBitCount = j = Delta_TestBaseline( *baseline, to, player, sv.time );
bestfound = index;
// lookup backward for previous 64 states and try to interpret current delta as baseline
for( i = index - 1; bestBitCount > 0 && i >= 0 && ( index - i ) < ( MAX_CUSTOM_BASELINES - 1 ); i-- )
{
// don't worry about underflow in circular buffer
entity_state_t *test = &svs.packet_entities[(frame->first_entity+i) % svs.num_client_entities];
if( to->entityType == test->entityType )
{
bitCount = Delta_TestBaseline( test, to, player, sv.time );
if( bitCount < bestBitCount )
{
bestBitCount = bitCount;
bestfound = i;
}
}
}
// using delta from previous entity as baseline for current
if( index != bestfound )
*baseline = &svs.packet_entities[(frame->first_entity+bestfound) % svs.num_client_entities];
return index - bestfound;
}
/*
=============
SV_FindBestBaselineForStatic
trying to deltas with previous static entities
=============
*/
int SV_FindBestBaselineForStatic( int index, entity_state_t **baseline, entity_state_t *to )
{
int bestBitCount;
int i, bitCount;
int bestfound, j;
bestBitCount = j = Delta_TestBaseline( *baseline, to, false, sv.time );
bestfound = index;
// lookup backward for previous 64 states and try to interpret current delta as baseline
for( i = index - 1; bestBitCount > 0 && i >= 0 && ( index - i ) < ( MAX_CUSTOM_BASELINES - 1 ); i-- )
{
// don't worry about underflow in circular buffer
entity_state_t *test = &svs.static_entities[i];
bitCount = Delta_TestBaseline( test, to, false, sv.time );
if( bitCount < bestBitCount )
{
bestBitCount = bitCount;
bestfound = i;
}
}
// using delta from previous entity as baseline for current
if( index != bestfound )
*baseline = &svs.static_entities[bestfound];
return index - bestfound;
}
/*
=============
SV_EmitPacketEntities
Writes a delta update of an entity_state_t list to the message->
=============
*/
static void SV_EmitPacketEntities( sv_client_t *cl, client_frame_t *to, sizebuf_t *msg )
{
entity_state_t *oldent, *newent;
int oldindex, newindex;
int i, oldnum, newnum;
qboolean player;
int oldmax;
client_frame_t *from;
// this is the frame that we are going to delta update from
if( cl->delta_sequence != -1 )
{
from = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK];
oldmax = from->num_entities;
// the snapshot's entities may still have rolled off the buffer, though
if( from->first_entity <= ( svs.next_client_entities - svs.num_client_entities ))
{
Con_DPrintf( S_WARN "%s: delta request from out of date entities.\n", cl->name );
MSG_BeginServerCmd( msg, svc_packetentities );
MSG_WriteUBitLong( msg, to->num_entities - 1, MAX_VISIBLE_PACKET_BITS );
from = NULL;
oldmax = 0;
}
else
{
MSG_BeginServerCmd( msg, svc_deltapacketentities );
MSG_WriteUBitLong( msg, to->num_entities - 1, MAX_VISIBLE_PACKET_BITS );
MSG_WriteByte( msg, cl->delta_sequence );
}
}
else
{
from = NULL;
oldmax = 0;
MSG_BeginServerCmd( msg, svc_packetentities );
MSG_WriteUBitLong( msg, to->num_entities - 1, MAX_VISIBLE_PACKET_BITS );
}
newent = NULL;
oldent = NULL;
newindex = 0;
oldindex = 0;
while( newindex < to->num_entities || oldindex < oldmax )
{
if( newindex >= to->num_entities )
{
newnum = MAX_ENTNUMBER;
player = false;
}
else
{
newent = &svs.packet_entities[(to->first_entity+newindex) % svs.num_client_entities];
player = SV_IsPlayerIndex( newent->number );
newnum = newent->number;
}
if( oldindex >= oldmax )
{
oldnum = MAX_ENTNUMBER;
}
else
{
oldent = &svs.packet_entities[(from->first_entity+oldindex) % svs.num_client_entities];
oldnum = oldent->number;
}
if( newnum == oldnum )
{
// delta update from old position
// because the force parm is false, this will not result
// in any bytes being emited if the entity has not changed at all
MSG_WriteDeltaEntity( oldent, newent, msg, false, player, sv.time, 0 );
oldindex++;
newindex++;
continue;
}
if( newnum < oldnum )
{
entity_state_t *baseline = &svs.baselines[newnum];
const char *classname = SV_ClassName( EDICT_NUM( newnum ));
int offset = 0;
// trying to reduce message by select optimal baseline
if( !sv_instancedbaseline.value || !sv.num_instanced || sv.last_valid_baseline > newnum )
{
offset = SV_FindBestBaseline( cl, newindex, &baseline, newent, to, player );
}
else
{
for( i = 0; i < sv.num_instanced; i++ )
{
if( !Q_strcmp( classname, sv.instanced[i].classname ))
{
baseline = &sv.instanced[i].baseline;
offset = -i - 1; // to avoid zero offset
break;
}
}
}
// this is a new entity, send it from the baseline
MSG_WriteDeltaEntity( baseline, newent, msg, true, player, sv.time, offset );
newindex++;
continue;
}
if( newnum > oldnum )
{
edict_t *ed = EDICT_NUM( oldent->number );
qboolean force = false;
// check if entity completely removed from server
if( ed->free || FBitSet( ed->v.flags, FL_KILLME ))
force = true;
// remove from message
MSG_WriteDeltaEntity( oldent, NULL, msg, force, false, sv.time, 0 );
oldindex++;
continue;
}
}
MSG_WriteUBitLong( msg, LAST_EDICT, MAX_ENTITY_BITS ); // end of packetentities
}
/*
=============
SV_EmitEvents
=============
*/
static void SV_EmitEvents( sv_client_t *cl, client_frame_t *to, sizebuf_t *msg )
{
event_state_t *es;
event_info_t *info;
entity_state_t *state;
event_args_t nullargs;
int ev_count = 0;
int count, ent_index;
int i, j, ev;
memset( &nullargs, 0, sizeof( nullargs ));
es = &cl->events;
// count events
for( ev = 0; ev < MAX_EVENT_QUEUE; ev++ )
{
if( es->ei[ev].index )
ev_count++;
}
// nothing to send
if( !ev_count ) return; // nothing to send
if ( ev_count >= MAX_EVENT_QUEUE / 2 )
ev_count = ( MAX_EVENT_QUEUE / 2 ) - 1;
for( i = 0; i < MAX_EVENT_QUEUE; i++ )
{
info = &es->ei[i];
if( info->index == 0 )
continue;
ent_index = info->entity_index;
for( j = 0; j < to->num_entities; j++ )
{
state = &svs.packet_entities[(to->first_entity+j) % svs.num_client_entities];
if( state->number == ent_index )
break;
}
if( j < to->num_entities )
{
info->packet_index = j;
info->args.ducking = 0;
if( !FBitSet( info->args.flags, FEVENT_ORIGIN ))
VectorClear( info->args.origin );
if( !FBitSet( info->args.flags, FEVENT_ANGLES ))
VectorClear( info->args.angles );
VectorClear( info->args.velocity );
}
else
{
// couldn't find
info->packet_index = to->num_entities;
info->args.entindex = ent_index;
}
}
MSG_BeginServerCmd( msg, svc_event ); // create message
MSG_WriteUBitLong( msg, ev_count, 5 ); // up to MAX_EVENT_QUEUE events
for( count = i = 0; i < MAX_EVENT_QUEUE; i++ )
{
info = &es->ei[i];
if( info->index == 0 )
{
info->packet_index = -1;
info->entity_index = -1;
continue;
}
// only send if there's room
if( count < ev_count )
{
MSG_WriteUBitLong( msg, info->index, MAX_EVENT_BITS ); // 1024 events
if( info->packet_index == -1 )
{
MSG_WriteOneBit( msg, 0 );
}
else
{
MSG_WriteOneBit( msg, 1 );
MSG_WriteUBitLong( msg, info->packet_index, MAX_ENTITY_BITS );
if( !memcmp( &nullargs, &info->args, sizeof( event_args_t )))
{
MSG_WriteOneBit( msg, 0 );
}
else
{
MSG_WriteOneBit( msg, 1 );
MSG_WriteDeltaEvent( msg, &nullargs, &info->args );
}
}
if( info->fire_time )
{
MSG_WriteOneBit( msg, 1 );
MSG_WriteWord( msg, ( info->fire_time * 100.0f ));
}
else MSG_WriteOneBit( msg, 0 );
}
info->index = 0;
info->packet_index = -1;
info->entity_index = -1;
count++;
}
}
/*
=============
SV_EmitPings
=============
*/
void SV_EmitPings( sizebuf_t *msg )
{
sv_client_t *cl;
int packet_loss;
int i, ping;
MSG_BeginServerCmd( msg, svc_pings );
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( cl->state != cs_spawned )
continue;
SV_GetPlayerStats( cl, &ping, &packet_loss );
// there are 25 bits for each client
MSG_WriteOneBit( msg, 1 );
MSG_WriteUBitLong( msg, i, MAX_CLIENT_BITS );
MSG_WriteUBitLong( msg, ping, 12 );
MSG_WriteUBitLong( msg, packet_loss, 7 );
}
// end marker
MSG_WriteOneBit( msg, 0 );
}
/*
==================
SV_WriteClientdataToMessage
==================
*/
void SV_WriteClientdataToMessage( sv_client_t *cl, sizebuf_t *msg )
{
clientdata_t nullcd;
clientdata_t *from_cd, *to_cd;
weapon_data_t nullwd;
weapon_data_t *from_wd, *to_wd;
client_frame_t *frame;
edict_t *clent;
int i;
memset( &nullcd, 0, sizeof( nullcd ));
frame = &cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK];
frame->senttime = host.realtime;
frame->ping_time = -1.0f;
clent = cl->edict;
if( cl->chokecount != 0 )
{
MSG_BeginServerCmd( msg, svc_choke );
cl->chokecount = 0;
}
// update client fixangle
switch( clent->v.fixangle )
{
case 1:
MSG_BeginServerCmd( msg, svc_setangle );
MSG_WriteVec3Angles( msg, clent->v.angles );
break;
case 2:
MSG_BeginServerCmd( msg, svc_addangle );
MSG_WriteBitAngle( msg, clent->v.avelocity[YAW], 16 );
clent->v.avelocity[YAW] = 0.0f;
break;
}
clent->v.fixangle = 0; // reset fixangle
memset( &frame->clientdata, 0, sizeof( frame->clientdata ));
// update clientdata_t
svgame.dllFuncs.pfnUpdateClientData( clent, FBitSet( cl->flags, FCL_LOCAL_WEAPONS ), &frame->clientdata );
MSG_BeginServerCmd( msg, svc_clientdata );
if( FBitSet( cl->flags, FCL_HLTV_PROXY )) return; // don't send more nothing
if( cl->delta_sequence == -1 ) from_cd = &nullcd;
else from_cd = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK].clientdata;
to_cd = &frame->clientdata;
if( cl->delta_sequence == -1 )
{
MSG_WriteOneBit( msg, 0 ); // no delta-compression
}
else
{
MSG_WriteOneBit( msg, 1 ); // we are delta-ing from
MSG_WriteByte( msg, cl->delta_sequence );
}
// write clientdata_t
MSG_WriteClientData( msg, from_cd, to_cd, sv.time );
if( FBitSet( cl->flags, FCL_LOCAL_WEAPONS ) && svgame.dllFuncs.pfnGetWeaponData( clent, frame->weapondata ))
{
memset( &nullwd, 0, sizeof( nullwd ));
for( i = 0; i < MAX_LOCAL_WEAPONS; i++ )
{
if( cl->delta_sequence == -1 ) from_wd = &nullwd;
else from_wd = &cl->frames[cl->delta_sequence & SV_UPDATE_MASK].weapondata[i];
to_wd = &frame->weapondata[i];
MSG_WriteWeaponData( msg, from_wd, to_wd, sv.time, i );
}
}
// end marker
MSG_WriteOneBit( msg, 0 );
}
/*
==================
SV_WriteEntitiesToClient
==================
*/
void SV_WriteEntitiesToClient( sv_client_t *cl, sizebuf_t *msg )
{
client_frame_t *frame;
entity_state_t *state;
static sv_ents_t frame_ents;
int i, send_pings;
frame = &cl->frames[cl->netchan.outgoing_sequence & SV_UPDATE_MASK];
send_pings = SV_ShouldUpdatePing( cl );
memset( frame_ents.sended, 0, sizeof( frame_ents.sended ));
ClearBits( sv.hostflags, SVF_MERGE_VISIBILITY );
// clear everything in this snapshot
frame_ents.num_entities = c_fullsend = c_notsend = 0;
// add all the entities directly visible to the eye, which
// may include portal entities that merge other viewpoints
SV_AddEntitiesToPacket( cl->pViewEntity, cl->edict, frame, &frame_ents, true );
if( c_notsend != cl->ignored_ents )
{
if( c_notsend > 0 )
Con_Printf( S_ERROR "Too many entities in visible packet list. Ignored %d entities\n", c_notsend );
cl->ignored_ents = c_notsend;
}
// if there were portals visible, there may be out of order entities
// in the list which will need to be resorted for the delta compression
// to work correctly. This also catches the error condition
// of an entity being included twice.
qsort( frame_ents.entities, frame_ents.num_entities, sizeof( frame_ents.entities[0] ), SV_EntityNumbers );
// it will break all connected clients, but it takes more than one week to overflow it
if(( (uint)svs.next_client_entities ) + frame_ents.num_entities >= 0x7FFFFFFE )
{
svs.next_client_entities = 0;
// delta is broken for now, cannot keep connected clients
SV_FinalMessage( "Server will restart due delta is outdated\n", true );
}
// copy the entity states out
frame->first_entity = svs.next_client_entities;
frame->num_entities = 0;
for( i = 0; i < frame_ents.num_entities; i++ )
{
// add it to the circular packet_entities array
state = &svs.packet_entities[svs.next_client_entities % svs.num_client_entities];
*state = frame_ents.entities[i];
svs.next_client_entities++;
frame->num_entities++;
}
SV_EmitPacketEntities( cl, frame, msg );
SV_EmitEvents( cl, frame, msg );
if( send_pings ) SV_EmitPings( msg );
}
/*
===============================================================================
FRAME UPDATES
===============================================================================
*/
/*
=======================
SV_SendClientDatagram
=======================
*/
void SV_SendClientDatagram( sv_client_t *cl )
{
byte msg_buf[MAX_DATAGRAM];
sizebuf_t msg;
MSG_Init( &msg, "Datagram", msg_buf, sizeof( msg_buf ));
// always send servertime at new frame
MSG_BeginServerCmd( &msg, svc_time );
MSG_WriteFloat( &msg, sv.time );
SV_WriteClientdataToMessage( cl, &msg );
SV_WriteEntitiesToClient( cl, &msg );
// copy the accumulated multicast datagram
// for this client out to the message
if( MSG_CheckOverflow( &cl->datagram ))
{
Con_Printf( S_WARN "%s overflowed for %s\n", MSG_GetName( &cl->datagram ), cl->name );
}
else
{
if( MSG_GetNumBytesWritten( &cl->datagram ) < MSG_GetNumBytesLeft( &msg ))
MSG_WriteBits( &msg, MSG_GetData( &cl->datagram ), MSG_GetNumBitsWritten( &cl->datagram ));
else Con_DPrintf( S_WARN "Ignoring unreliable datagram for %s, would overflow on msg\n", cl->name );
}
MSG_Clear( &cl->datagram );
if( MSG_CheckOverflow( &msg ))
{
// must have room left for the packet header
Con_Printf( S_ERROR "%s overflowed for %s\n", MSG_GetName( &msg ), cl->name );
MSG_Clear( &msg );
}
// send the datagram
Netchan_TransmitBits( &cl->netchan, MSG_GetNumBitsWritten( &msg ), MSG_GetData( &msg ));
}
/*
=======================
SV_UpdateUserInfo
=======================
*/
void SV_UpdateUserInfo( sv_client_t *cl )
{
SV_FullClientUpdate( cl, &sv.reliable_datagram );
ClearBits( cl->flags, FCL_RESEND_USERINFO );
cl->next_sendinfotime = host.realtime + 1.0;
}
/*
=======================
SV_UpdateToReliableMessages
=======================
*/
void SV_UpdateToReliableMessages( void )
{
sv_client_t *cl;
int i;
// check for changes to be sent over the reliable streams to all clients
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( !cl->edict ) continue; // not in game yet
if( cl->state != cs_spawned )
continue;
if( FBitSet( cl->flags, FCL_RESEND_USERINFO ) && cl->next_sendinfotime <= host.realtime )
{
if( MSG_GetNumBytesLeft( &sv.reliable_datagram ) >= ( Q_strlen( cl->userinfo ) + 6 ))
SV_UpdateUserInfo( cl );
}
if( FBitSet( cl->flags, FCL_RESEND_MOVEVARS ))
{
SV_FullUpdateMovevars( cl, &cl->netchan.message );
ClearBits( cl->flags, FCL_RESEND_MOVEVARS );
}
}
// clear the server datagram if it overflowed.
if( MSG_CheckOverflow( &sv.datagram ))
{
Con_DPrintf( S_ERROR "sv.datagram overflowed!\n" );
MSG_Clear( &sv.datagram );
}
// clear the server datagram if it overflowed.
if( MSG_CheckOverflow( &sv.spec_datagram ))
{
Con_DPrintf( S_ERROR "sv.spec_datagram overflowed!\n" );
MSG_Clear( &sv.spec_datagram );
}
// now send the reliable and server datagrams to all clients.
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( cl->state < cs_connected || FBitSet( cl->flags, FCL_FAKECLIENT ))
continue; // reliables go to all connected or spawned
if( MSG_GetNumBytesWritten( &sv.reliable_datagram ) < MSG_GetNumBytesLeft( &cl->netchan.message ))
MSG_WriteBits( &cl->netchan.message, MSG_GetBuf( &sv.reliable_datagram ), MSG_GetNumBitsWritten( &sv.reliable_datagram ));
else Netchan_CreateFragments( &cl->netchan, &sv.reliable_datagram );
if( MSG_GetNumBytesWritten( &sv.datagram ) < MSG_GetNumBytesLeft( &cl->datagram ))
MSG_WriteBits( &cl->datagram, MSG_GetBuf( &sv.datagram ), MSG_GetNumBitsWritten( &sv.datagram ));
else Con_DPrintf( S_WARN "Ignoring unreliable datagram for %s, would overflow\n", cl->name );
if( FBitSet( cl->flags, FCL_HLTV_PROXY ))
{
if( MSG_GetNumBytesWritten( &sv.spec_datagram ) < MSG_GetNumBytesLeft( &cl->datagram ))
MSG_WriteBits( &cl->datagram, MSG_GetBuf( &sv.spec_datagram ), MSG_GetNumBitsWritten( &sv.spec_datagram ));
else Con_DPrintf( S_WARN "Ignoring spectator datagram for %s, would overflow\n", cl->name );
}
}
// now clear the reliable and datagram buffers.
MSG_Clear( &sv.reliable_datagram );
MSG_Clear( &sv.spec_datagram );
MSG_Clear( &sv.datagram );
}
/*
=======================
SV_SendClientMessages
=======================
*/
void SV_SendClientMessages( void )
{
sv_client_t *cl;
int i;
double updaterate_time;
double time_until_next_message;
if( sv.state == ss_dead )
return;
SV_UpdateToReliableMessages ();
// send a message to each connected client
for( i = 0, sv.current_client = svs.clients; i < svs.maxclients; i++, sv.current_client++ )
{
cl = sv.current_client;
if( cl->state <= cs_zombie || FBitSet( cl->flags, FCL_FAKECLIENT ))
continue;
if( FBitSet( cl->flags, FCL_SKIP_NET_MESSAGE ))
{
ClearBits( cl->flags, FCL_SKIP_NET_MESSAGE );
continue;
}
if( !host_limitlocal->value && NET_IsLocalAddress( cl->netchan.remote_address ))
SetBits( cl->flags, FCL_SEND_NET_MESSAGE );
if( cl->state == cs_spawned )
{
// Try to send a message as soon as we can.
// If the target time for sending is within the next frame interval ( based on last frame ),
// trigger the send now. Note that in single player,
// FCL_SEND_NET_MESSAGE flag is also set any time a packet arrives from the client.
time_until_next_message = cl->next_messagetime - ( host.realtime + sv.frametime );
if( time_until_next_message <= 0.0 )
SetBits( cl->flags, FCL_SEND_NET_MESSAGE );
else if( time_until_next_message > 2.0 ) // something got hosed
SetBits( cl->flags, FCL_SEND_NET_MESSAGE );
}
// if the reliable message overflowed, drop the client
if( MSG_CheckOverflow( &cl->netchan.message ))
{
MSG_Clear( &cl->netchan.message );
MSG_Clear( &cl->datagram );
SV_BroadcastPrintf( NULL, "%s overflowed\n", cl->name );
Con_DPrintf( S_ERROR "reliable overflow for %s\n", cl->name );
SV_DropClient( cl, false );
SetBits( cl->flags, FCL_SEND_NET_MESSAGE );
cl->netchan.cleartime = 0.0; // don't choke this message
}
else if( FBitSet( cl->flags, FCL_SEND_NET_MESSAGE ))
{
// If we haven't gotten a message in sv_failuretime seconds, then stop sending messages to this client
// until we get another packet in from the client. This prevents crash/drop and reconnect where they are
// being hosed with "sequenced packet without connection" packets.
if( sv_failuretime.value < ( host.realtime - cl->netchan.last_received ))
ClearBits( cl->flags, FCL_SEND_NET_MESSAGE );
}
// only send messages if the client has sent one
// and the bandwidth is not choked
if( FBitSet( cl->flags, FCL_SEND_NET_MESSAGE ))
{
// bandwidth choke active?
if( !Netchan_CanPacket( &cl->netchan, cl->state == cs_spawned ))
{
cl->chokecount++;
continue;
}
// now that we were able to send, reset timer to point to next possible send time.
// check here also because sv_max/minupdaterate could been changed in runtime
updaterate_time = bound( 1.0 / sv_maxupdaterate.value, cl->cl_updaterate, 1.0 / sv_minupdaterate.value );
cl->next_messagetime = host.realtime + sv.frametime + updaterate_time;
ClearBits( cl->flags, FCL_SEND_NET_MESSAGE );
// NOTE: we should send frame even if server is not simulated to prevent overflow
if( cl->state == cs_spawned )
SV_SendClientDatagram( cl );
else Netchan_TransmitBits( &cl->netchan, 0, NULL ); // just update reliable
}
}
// reset current client
sv.current_client = NULL;
}
/*
=======================
SV_SendMessagesToAll
e.g. before changing level
=======================
*/
void SV_SendMessagesToAll( void )
{
sv_client_t *cl;
int i;
if( sv.state == ss_dead )
return;
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( cl->state >= cs_connected )
SetBits( cl->flags, FCL_SEND_NET_MESSAGE );
}
SV_SendClientMessages();
}
/*
=======================
SV_SkipUpdates
used before changing level
=======================
*/
void SV_SkipUpdates( void )
{
sv_client_t *cl;
int i;
if( sv.state == ss_dead )
return;
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( cl->state != cs_spawned || FBitSet( cl->flags, FCL_FAKECLIENT ))
continue;
SetBits( cl->flags, FCL_SKIP_NET_MESSAGE );
}
}
/*
=======================
SV_InactivateClients
Purpose: Prepare for level transition, etc.
=======================
*/
void SV_InactivateClients( void )
{
int i;
sv_client_t *cl;
if( sv.state == ss_dead )
return;
// send a message to each connected client
for( i = 0, cl = svs.clients; i < svs.maxclients; i++, cl++ )
{
if( !cl->state || !cl->edict )
continue;
if( !cl->edict )
continue;
if( FBitSet( cl->edict->v.flags, FL_FAKECLIENT ))
{
SV_DropClient( cl, false );
continue;
}
if( cl->state > cs_connected )
cl->state = cs_connected;
COM_ClearCustomizationList( &cl->customdata, false );
memset( cl->physinfo, 0, MAX_PHYSINFO_STRING );
// NOTE: many mods sending messages that must be applied on a next level
// e.g. CryOfFear sending HideHud and PlayMp3 that affected after map change
if( svgame.globals->changelevel )
continue;
MSG_Clear( &cl->netchan.message );
MSG_Clear( &cl->datagram );
}
}