Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "client_pch.h"
#include "sound.h"
#include <inetchannel.h>
#include "checksum_engine.h"
#include "con_nprint.h"
#include "r_local.h"
#include "gl_lightmap.h"
#include "console.h"
#include "traceinit.h"
#include "cl_demo.h"
#include "cdll_engine_int.h"
#include "debugoverlay.h"
#include "filesystem_engine.h"
#include "icliententity.h"
#include "dt_recv_eng.h"
#include "vgui_baseui_interface.h"
#include "testscriptmgr.h"
#include <tier0/vprof.h>
#include <proto_oob.h>
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "gl_matsysiface.h"
#include "staticpropmgr.h"
#include "ispatialpartitioninternal.h"
#include "cbenchmark.h"
#include "vox.h"
#include "LocalNetworkBackdoor.h"
#include <tier0/icommandline.h>
#include "GameEventManager.h"
#include "host_saverestore.h"
#include "ivideomode.h"
#include "host_phonehome.h"
#include "decal.h"
#include "sv_rcon.h"
#include "cl_rcon.h"
#include "vgui_baseui_interface.h"
#include "snd_audio_source.h"
#include "iregistry.h"
#include "sys.h"
#include <vstdlib/random.h>
#include "tier0/etwprof.h"
#include "tier0/vcrmode.h"
#include "sys_dll.h"
#include "video/ivideoservices.h"
#include "cl_steamauth.h"
#include "filesystem/IQueuedLoader.h"
#include "tier2/tier2.h"
#include "host_state.h"
#include "enginethreads.h"
#include "vgui/ISystem.h"
#include "pure_server.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "LoadScreenUpdate.h"
#include "tier0/systeminformation.h"
#include "steam/steam_api.h"
#include "SourceAppInfo.h"
#include "cl_steamauth.h"
#include "sv_steamauth.h"
#include "engine/ivmodelinfo.h"
#ifdef _X360
#include "xbox/xbox_launch.h"
#endif
#if defined( REPLAY_ENABLED )
#include "replay_internal.h"
#endif
#include "language.h"
5 years ago
#include "igame.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IVEngineClient *engineClient;
void R_UnloadSkys( void );
void CL_ResetEntityBits( void );
void EngineTool_UpdateScreenshot();
void WriteConfig_f( ConVar *var, const char *pOldString );
// If we get more than 250 messages in the incoming buffer queue, dump any above this #
#define MAX_INCOMING_MESSAGES 250
// Size of command send buffer
#define MAX_CMD_BUFFER 4000
CGlobalVarsBase g_ClientGlobalVariables( true );
IVideoRecorder *g_pVideoRecorder = NULL;
extern ConVar rcon_password;
extern ConVar host_framerate;
extern ConVar cl_clanid;
ConVar sv_unlockedchapters( "sv_unlockedchapters", "1", FCVAR_ARCHIVE | FCVAR_ARCHIVE_XBOX, "Highest unlocked game chapter." );
static ConVar tv_nochat ( "tv_nochat", "0", FCVAR_ARCHIVE | FCVAR_USERINFO, "Don't receive chat messages from other SourceTV spectators" );
static ConVar cl_LocalNetworkBackdoor( "cl_localnetworkbackdoor", "1", 0, "Enable network optimizations for single player games." );
static ConVar cl_ignorepackets( "cl_ignorepackets", "0", FCVAR_CHEAT, "Force client to ignore packets (for debugging)." );
static ConVar cl_playback_screenshots( "cl_playback_screenshots", "0", 0, "Allows the client to playback screenshot and jpeg commands in demos." );
#if defined( STAGING_ONLY ) || defined( _DEBUG )
static ConVar cl_block_usercommand( "cl_block_usercommand", "0", FCVAR_CHEAT, "Force client to not send usercommand (for debugging)." );
#endif // STAGING_ONLY || _DEBUG
ConVar dev_loadtime_map_start( "dev_loadtime_map_start", "0.0", FCVAR_HIDDEN);
ConVar dev_loadtime_map_elapsed( "dev_loadtime_map_elapsed", "0.0", FCVAR_HIDDEN );
MovieInfo_t cl_movieinfo;
// FIXME: put these on hunk?
dlight_t cl_dlights[MAX_DLIGHTS];
dlight_t cl_elights[MAX_ELIGHTS];
CFastPointLeafNum g_DLightLeafAccessors[MAX_DLIGHTS];
CFastPointLeafNum g_ELightLeafAccessors[MAX_ELIGHTS];
bool cl_takesnapshot = false;
static bool cl_takejpeg = false;
static bool cl_takesnapshot_internal = false;
static int cl_jpegquality = DEFAULT_JPEG_QUALITY;
static ConVar jpeg_quality( "jpeg_quality", "90", 0, "jpeg screenshot quality." );
static int cl_snapshotnum = 0;
static char cl_snapshotname[MAX_OSPATH];
static char cl_snapshot_subdirname[MAX_OSPATH];
// Must match game .dll definition
// HACK HACK FOR E3 -- Remove this after E3
#define HIDEHUD_ALL ( 1<<2 )
void PhonemeMP3Shutdown( void );
struct ResourceLocker
{
ResourceLocker()
{
g_pFileSystem->AsyncFinishAll();
g_pFileSystem->AsyncSuspend();
// Need to temporarily disable queued material system, then lock it
m_QMS = Host_AllowQueuedMaterialSystem( false );
m_MatLock = g_pMaterialSystem->Lock();
}
~ResourceLocker()
{
// Restore QMS
materials->Unlock( m_MatLock );
Host_AllowQueuedMaterialSystem( m_QMS );
g_pFileSystem->AsyncResume();
// ??? What? Why?
//// Need to purge cached materials due to a sv_pure change.
//g_pMaterialSystem->UncacheAllMaterials();
}
bool m_QMS;
MaterialLock_t m_MatLock;
};
// Reloads a list of files if they are still loaded
void CL_ReloadFilesInList( IFileList *pFilesToReload )
{
if ( !pFilesToReload )
{
return;
}
ResourceLocker crashPreventer;
// Handle materials..
materials->ReloadFilesInList( pFilesToReload );
// Handle models.. NOTE: this MUST come after materials->ReloadFilesInList because the
// models need to know which materials got flushed.
modelloader->ReloadFilesInList( pFilesToReload );
S_ReloadFilesInList( pFilesToReload );
// Let the client at it (for particles)
if ( g_ClientDLL )
{
g_ClientDLL->ReloadFilesInList( pFilesToReload );
}
}
void CL_HandlePureServerWhitelist( CPureServerWhitelist *pWhitelist, /* out */ IFileList *&pFilesToReload )
{
// Free the old whitelist and get the new one.
if ( cl.m_pPureServerWhitelist )
cl.m_pPureServerWhitelist->Release();
cl.m_pPureServerWhitelist = pWhitelist;
if ( cl.m_pPureServerWhitelist )
cl.m_pPureServerWhitelist->AddRef();
g_pFileSystem->RegisterFileWhitelist( pWhitelist, &pFilesToReload );
// Now that we've flushed any files that shouldn't have been on disk, we should have a CRC
// set that we can check with the server.
cl.m_bCheckCRCsWithServer = true;
}
void PrintSvPureWhitelistClassification( const CPureServerWhitelist *pWhiteList )
{
if ( pWhiteList == NULL )
{
Msg( "The server is using sv_pure -1 (no file checking).\n" );
return;
}
// Load up the default whitelist
CPureServerWhitelist *pStandardList = CPureServerWhitelist::Create( g_pFullFileSystem );
pStandardList->Load( 0 );
if ( *pStandardList == *pWhiteList )
{
Msg( "The server is using sv_pure 0. (Enforcing consistency for select files only)\n" );
}
else
{
pStandardList->Load( 2 );
if ( *pStandardList == *pWhiteList )
{
Msg( "The server is using sv_pure 2. (Fully pure)\n" );
}
else
{
Msg( "The server is using sv_pure 1. (Custom pure server rules.)\n" );
}
}
pStandardList->Release();
}
void CL_PrintWhitelistInfo()
{
PrintSvPureWhitelistClassification( cl.m_pPureServerWhitelist );
if ( cl.m_pPureServerWhitelist )
{
cl.m_pPureServerWhitelist->PrintWhitelistContents();
}
}
// Console command to force a whitelist on the system.
#ifdef _DEBUG
void whitelist_f( const CCommand &args )
{
int pureLevel = 2;
if ( args.ArgC() == 2 )
{
pureLevel = atoi( args[1] );
}
else
{
Warning( "Whitelist 0, 1, or 2\n" );
}
if ( pureLevel == 0 )
{
Warning( "whitelist 0: CL_HandlePureServerWhitelist( NULL )\n" );
IFileList *pFilesToReload = NULL;
CL_HandlePureServerWhitelist( NULL, pFilesToReload );
CL_ReloadFilesInList( pFilesToReload );
}
else
{
CPureServerWhitelist *pWhitelist = CPureServerWhitelist::Create( g_pFileSystem );
pWhitelist->Load( pureLevel == 1 );
IFileList *pFilesToReload = NULL;
CL_HandlePureServerWhitelist( pWhitelist, pFilesToReload );
CL_ReloadFilesInList( pFilesToReload );
pWhitelist->Release();
}
}
ConCommand whitelist( "whitelist", whitelist_f );
#endif
const CPrecacheUserData* CL_GetPrecacheUserData( INetworkStringTable *table, int index )
{
int testLength;
const CPrecacheUserData *data = ( CPrecacheUserData * )table->GetStringUserData( index, &testLength );
if ( data )
{
ErrorIfNot(
testLength == sizeof( *data ),
("CL_GetPrecacheUserData(%d,%d) - length (%d) invalid.", table->GetTableId(), index, testLength)
);
}
return data;
}
//-----------------------------------------------------------------------------
// Purpose: setup the demo flag, split from CL_IsHL2Demo so CL_IsHL2Demo can be inline
//-----------------------------------------------------------------------------
static bool s_bIsHL2Demo = false;
void CL_InitHL2DemoFlag()
{
#if defined(_X360)
s_bIsHL2Demo = false;
#else
static bool initialized = false;
if ( !initialized )
{
if ( Steam3Client().SteamApps() && !Q_stricmp( COM_GetModDirectory(), "hl2" ) )
{
initialized = true;
// if user didn't buy HL2 yet, this must be the free demo
if ( VCRGetMode() != VCR_Playback )
{
s_bIsHL2Demo = !Steam3Client().SteamApps()->BIsSubscribedApp( GetAppSteamAppId( k_App_HL2 ) );
}
#if !defined( NO_VCR )
VCRGenericValue( "e", &s_bIsHL2Demo, sizeof( s_bIsHL2Demo ) );
#endif
}
if ( !Q_stricmp( COM_GetModDirectory(), "hl2" ) && CommandLine()->CheckParm( "-demo" ) )
{
s_bIsHL2Demo = true;
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the user is playing the HL2 Demo (rather than the full game)
//-----------------------------------------------------------------------------
bool CL_IsHL2Demo()
{
CL_InitHL2DemoFlag();
return s_bIsHL2Demo;
}
static bool s_bIsPortalDemo = false;
void CL_InitPortalDemoFlag()
{
#if defined(_X360)
s_bIsPortalDemo = false;
#else
static bool initialized = false;
if ( !initialized )
{
if ( Steam3Client().SteamApps() && !Q_stricmp( COM_GetModDirectory(), "portal" ) )
{
initialized = true;
// if user didn't buy Portal yet, this must be the free demo
if ( VCRGetMode() != VCR_Playback )
{
s_bIsPortalDemo = !Steam3Client().SteamApps()->BIsSubscribedApp( GetAppSteamAppId( k_App_PORTAL ) );
}
#if !defined( NO_VCR )
VCRGenericValue( "e", &s_bIsPortalDemo, sizeof( s_bIsPortalDemo ) );
#endif
}
if ( !Q_stricmp( COM_GetModDirectory(), "portal" ) && CommandLine()->CheckParm( "-demo" ) )
{
s_bIsPortalDemo = true;
}
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the user is playing the Portal Demo (rather than the full game)
//-----------------------------------------------------------------------------
bool CL_IsPortalDemo()
{
CL_InitPortalDemoFlag();
return s_bIsPortalDemo;
}
#ifdef _XBOX
extern void Host_WriteConfiguration( const char *dirname, const char *filename );
//-----------------------------------------------------------------------------
// Convar callback to write the user configuration
//-----------------------------------------------------------------------------
void WriteConfig_f( ConVar *var, const char *pOldString )
{
Host_WriteConfiguration( "xboxuser.cfg" );
}
#endif
//-----------------------------------------------------------------------------
// Purpose: If the client is in the process of connecting and the cl.signon hits
// is complete, make sure the client thinks its totally connected.
//-----------------------------------------------------------------------------
void CL_CheckClientState( void )
{
// Setup the local network backdoor (we do this each frame so it can be toggled on and off).
bool useBackdoor = cl_LocalNetworkBackdoor.GetInt() &&
(cl.m_NetChannel ? cl.m_NetChannel->IsLoopback() : false) &&
sv.IsActive() &&
!demorecorder->IsRecording() &&
!demoplayer->IsPlayingBack() &&
Host_IsSinglePlayerGame();
CL_SetupLocalNetworkBackDoor( useBackdoor );
}
//-----------------------------------------------------------------------------
// bool CL_CheckCRCs( const char *pszMap )
//-----------------------------------------------------------------------------
bool CL_CheckCRCs( const char *pszMap )
{
CRC32_t mapCRC; // If this is the worldmap, CRC against server's map
MD5Value_t mapMD5;
V_memset( mapMD5.bits, 0, MD5_DIGEST_LENGTH );
// Don't verify CRC if we are running a local server (i.e., we are playing single player, or we are the server in multiplay
if ( sv.IsActive() ) // Single player
return true;
if ( IsX360() )
{
return true;
}
bool couldHash = false;
if ( g_ClientGlobalVariables.network_protocol > PROTOCOL_VERSION_17 )
{
couldHash = MD5_MapFile( &mapMD5, pszMap );
}
else
{
CRC32_Init(&mapCRC);
couldHash = CRC_MapFile( &mapCRC, pszMap );
}
if (!couldHash )
{
// Does the file exist?
FileHandle_t fp = 0;
int nSize = -1;
nSize = COM_OpenFile( pszMap, &fp );
if ( fp )
g_pFileSystem->Close( fp );
if ( nSize != -1 )
{
COM_ExplainDisconnection( true, "Couldn't CRC map %s, disconnecting\n", pszMap);
Host_Error( "Bad map" );
}
else
{
COM_ExplainDisconnection( true, "Missing map %s, disconnecting\n", pszMap);
Host_Error( "Map is missing" );
}
return false;
}
bool hashValid = false;
if ( g_ClientGlobalVariables.network_protocol > PROTOCOL_VERSION_17 )
{
hashValid = MD5_Compare( cl.serverMD5, mapMD5 );
}
// Hacked map
if ( !hashValid && !demoplayer->IsPlayingBack())
{
if ( IsX360() )
{
Warning( "Disconnect: BSP CRC failed!\n" );
}
COM_ExplainDisconnection( true, "Your map [%s] differs from the server's.\n", pszMap );
Host_Error( "Client's map differs from the server's" );
return false;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : nMaxClients -
//-----------------------------------------------------------------------------
void CL_ReallocateDynamicData( int maxclients )
{
Assert( entitylist );
if ( entitylist )
{
entitylist->SetMaxEntities( MAX_EDICTS );
}
}
/*
=================
CL_ReadPackets
Updates the local time and reads/handles messages on client net connection.
=================
*/
void CL_ReadPackets ( bool bFinalTick )
{
VPROF_BUDGET( "CL_ReadPackets", VPROF_BUDGETGROUP_OTHER_NETWORKING );
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
if ( !Host_ShouldRun() )
return;
// update client times/tick
cl.oldtickcount = cl.GetServerTickCount();
if ( !cl.IsPaused() )
{
cl.SetClientTickCount( cl.GetClientTickCount() + 1 );
// While clock correction is off, we have the old behavior of matching the client and server clocks.
if ( !CClockDriftMgr::IsClockCorrectionEnabled() )
cl.SetServerTickCount( cl.GetClientTickCount() );
g_ClientGlobalVariables.tickcount = cl.GetClientTickCount();
g_ClientGlobalVariables.curtime = cl.GetTime();
}
// 0 or tick_rate if simulating
g_ClientGlobalVariables.frametime = cl.GetFrameTime();
// read packets, if any in queue
if ( demoplayer->IsPlayingBack() && cl.m_NetChannel )
{
tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "ReadPacket" );
// process data from demo file
cl.m_NetChannel->ProcessPlayback();
}
else
{
if ( !cl_ignorepackets.GetInt() )
{
tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "ProcessSocket" );
// process data from net socket
NET_ProcessSocket( NS_CLIENT, &cl );
}
}
// check timeout, but not if running _DEBUG engine
#if !defined( _DEBUG )
// Only check on final frame because that's when the server might send us a packet in single player. This avoids
// a bug where if you sit in the game code in the debugger then you get a timeout here on resuming the engine
// because the timestep is > 1 tick because of the debugging delay but the server hasn't sent the next packet yet. ywb 9/5/03
if ( (cl.m_NetChannel?cl.m_NetChannel->IsTimedOut():false) &&
bFinalTick &&
!demoplayer->IsPlayingBack() &&
cl.IsConnected() )
{
ConMsg ("\nServer connection timed out.\n");
// Show the vgui dialog on timeout
COM_ExplainDisconnection( false, "Lost connection to server.");
if ( IsPC() )
{
EngineVGui()->ShowErrorMessage();
}
Host_Disconnect( true, "Lost connection" );
return;
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CL_ClearState ( void )
{
// clear out the current whitelist
IFileList *pFilesToReload = NULL;
CL_HandlePureServerWhitelist( NULL, pFilesToReload );
CL_ReloadFilesInList( pFilesToReload );
CL_ResetEntityBits();
R_UnloadSkys();
// clear decal index directories
Decal_Init();
StaticPropMgr()->LevelShutdownClient();
// shutdown this level in the client DLL
if ( g_ClientDLL )
{
if ( host_state.worldmodel )
{
char mapname[256];
CL_SetupMapName( modelloader->GetName( host_state.worldmodel ), mapname, sizeof( mapname ) );
phonehome->Message( IPhoneHome::PHONE_MSG_MAPEND, mapname );
}
audiosourcecache->LevelShutdown();
g_ClientDLL->LevelShutdown();
}
R_LevelShutdown();
if ( IsX360() )
{
// Reset material system temporary memory (frees up memory for map loading)
bool bOnLevelShutdown = true;
materials->ResetTempHWMemory( bOnLevelShutdown );
}
if ( g_pLocalNetworkBackdoor )
g_pLocalNetworkBackdoor->ClearState();
// clear other arrays
memset (cl_dlights, 0, sizeof(cl_dlights));
memset (cl_elights, 0, sizeof(cl_elights));
// Wipe the hunk ( unless the server is active )
Host_FreeStateAndWorld( false );
Host_FreeToLowMark( false );
PhonemeMP3Shutdown();
// Wipe the remainder of the structure.
cl.Clear();
}
//-----------------------------------------------------------------------------
// Purpose: Used for sorting sounds
// Input : &sound1 -
// &sound2 -
// Output : static bool
//-----------------------------------------------------------------------------
static bool CL_SoundMessageLessFunc( SoundInfo_t const &sound1, SoundInfo_t const &sound2 )
{
return sound1.nSequenceNumber < sound2.nSequenceNumber;
}
static CUtlRBTree< SoundInfo_t, int > g_SoundMessages( 0, 0, CL_SoundMessageLessFunc );
extern ConVar snd_show;
//-----------------------------------------------------------------------------
// Purpose: Add sound to queue
// Input : sound -
//-----------------------------------------------------------------------------
void CL_AddSound( const SoundInfo_t &sound )
{
g_SoundMessages.Insert( sound );
}
//-----------------------------------------------------------------------------
// Purpose: Play sound packet
// Input : sound -
//-----------------------------------------------------------------------------
void CL_DispatchSound( const SoundInfo_t &sound )
{
int nSoundNum = sound.nSoundNum;
CSfxTable *pSfx;
char name[ MAX_QPATH ];
name[ 0 ] = 0;
if ( sound.bIsSentence )
{
// make dummy sfx for sentences
const char *pSentenceName = VOX_SentenceNameFromIndex( sound.nSoundNum );
if ( !pSentenceName )
{
pSentenceName = "";
}
V_snprintf( name, sizeof( name ), "%c%s", CHAR_SENTENCE, pSentenceName );
pSfx = S_DummySfx( name );
}
else
{
V_strncpy( name, cl.GetSoundName( sound.nSoundNum ), sizeof( name ) );
const char *pchTranslatedName = g_ClientDLL->TranslateEffectForVisionFilter( "sounds", name );
if ( V_strcmp( pchTranslatedName, name ) != 0 )
{
V_strncpy( name, pchTranslatedName, sizeof( name ) );
nSoundNum = cl.LookupSoundIndex( name );
}
pSfx = cl.GetSound( nSoundNum );
}
if ( snd_show.GetInt() >= 2 )
{
DevMsg( "%i (seq %i) %s : src %d : ch %d : %d dB : vol %.2f : time %.3f (%.4f delay) @%.1f %.1f %.1f\n",
host_framecount,
sound.nSequenceNumber,
name,
sound.nEntityIndex,
sound.nChannel,
sound.Soundlevel,
sound.fVolume,
cl.GetTime(),
sound.fDelay,
sound.vOrigin.x,
sound.vOrigin.y,
sound.vOrigin.z );
}
StartSoundParams_t params;
params.staticsound = (sound.nChannel == CHAN_STATIC) ? true : false;
params.soundsource = sound.nEntityIndex;
params.entchannel = params.staticsound ? CHAN_STATIC : sound.nChannel;
params.pSfx = pSfx;
params.origin = sound.vOrigin;
params.fvol = sound.fVolume;
params.soundlevel = sound.Soundlevel;
params.flags = sound.nFlags;
params.pitch = sound.nPitch;
params.specialdsp = sound.nSpecialDSP;
params.fromserver = true;
params.delay = sound.fDelay;
// we always want to do this when this flag is set - even if the delay is zero we need to precisely
// schedule this sound
if ( sound.nFlags & SND_DELAY )
{
// anything adjusted less than 100ms forward was probably scheduled this frame
if ( sound.fDelay > -0.100f )
{
float soundtime = cl.m_flLastServerTickTime + sound.fDelay;
// this adjusts for host_thread_mode or any other cases where we're running more than one
// tick at a time, but we get network updates on the first tick
soundtime -= ((g_ClientGlobalVariables.simTicksThisFrame-1) * host_state.interval_per_tick);
// this sound was networked over from the server, use server clock
params.delay = S_ComputeDelayForSoundtime( soundtime, CLOCK_SYNC_SERVER );
#if 0
static float lastSoundTime = 0;
Msg("[%.3f] Play %s at %.3f %.1fsms delay\n", soundtime - lastSoundTime, name, soundtime, params.delay * 1000.0f );
lastSoundTime = soundtime;
#endif
if ( params.delay <= 0 )
{
// leave a little delay to flag the channel in the low-level sound system
params.delay = 1e-6f;
}
}
else
{
params.delay = sound.fDelay;
}
}
params.speakerentity = sound.nSpeakerEntity;
// Give the client DLL a chance to run arbitrary code to affect the sound parameters before we
// play.
g_ClientDLL->ClientAdjustStartSoundParams( params );
if ( params.staticsound )
{
S_StartSound( params );
}
else
{
// Don't actually play non-static sounds if playing a demo and skipping ahead
// but always stop sounds
if ( demoplayer->IsSkipping() && !(sound.nFlags&SND_STOP) )
{
return;
}
S_StartSound( params );
}
}
//-----------------------------------------------------------------------------
// Purpose: Called after reading network messages to play sounds encoded in the network packet
//-----------------------------------------------------------------------------
void CL_DispatchSounds( void )
{
int i;
// Walk list in sequence order
i = g_SoundMessages.FirstInorder();
while ( i != g_SoundMessages.InvalidIndex() )
{
SoundInfo_t const *msg = &g_SoundMessages[ i ];
Assert( msg );
if ( msg )
{
// Play the sound
CL_DispatchSound( *msg );
}
i = g_SoundMessages.NextInorder( i );
}
// Reset the queue each time we empty it!!!
g_SoundMessages.RemoveAll();
}
//-----------------------------------------------------------------------------
// Retry last connection (e.g., after we enter a password)
//-----------------------------------------------------------------------------
void CL_Retry()
{
if ( !cl.m_szRetryAddress[ 0 ] )
{
ConMsg( "Can't retry, no previous connection\n" );
return;
}
// Check that we can add the two execution markers
bool bCanAddExecutionMarkers = Cbuf_HasRoomForExecutionMarkers( 2 );
ConMsg( "Commencing connection retry to %s\n", cl.m_szRetryAddress );
// We need to temporarily disable this execution marker so the connect command succeeds if it was executed by the server.
// We would still need this even if we called CL_Connect directly because the connect process may execute commands which we want to succeed.
const char *pszCommand = va( "connect %s %s\n", cl.m_szRetryAddress, cl.m_sRetrySourceTag.String() );
if ( cl.m_bRestrictServerCommands && bCanAddExecutionMarkers )
Cbuf_AddTextWithMarkers( eCmdExecutionMarker_Disable_FCVAR_SERVER_CAN_EXECUTE, pszCommand, eCmdExecutionMarker_Enable_FCVAR_SERVER_CAN_EXECUTE );
else
Cbuf_AddText( pszCommand );
}
CON_COMMAND_F( retry, "Retry connection to last server.", FCVAR_DONTRECORD | FCVAR_SERVER_CAN_EXECUTE | FCVAR_CLIENTCMD_CAN_EXECUTE )
{
CL_Retry();
}
/*
=====================
CL_Connect_f
User command to connect to server
=====================
*/
void CL_Connect( const char *address, const char *pszSourceTag )
{
// If it's not a single player connection to "localhost", initialize networking & stop listenserver
if ( Q_strncmp( address, "localhost", 9 ) )
{
Host_Disconnect(false);
// allow remote
NET_SetMutiplayer( true );
// start progress bar immediately for remote connection
EngineVGui()->EnabledProgressBarForNextLoad();
SCR_BeginLoadingPlaque();
EngineVGui()->UpdateProgressBar(PROGRESS_BEGINCONNECT);
}
else
{
// we are connecting/reconnecting to local game
// so don't stop listenserver
cl.Disconnect( "Connecting to local host", false );
}
// This happens as part of the load process anyway, but on slower systems it causes the server to timeout the
// connection. Use the opportunity to flush anything before starting a new connection.
UpdateMaterialSystemConfig();
cl.Connect( address, pszSourceTag );
// Reset error conditions
gfExtendedError = false;
}
CON_COMMAND_F( connect, "Connect to specified server.", FCVAR_DONTRECORD )
{
// Default command processing considers ':' a command separator,
// and we donly want spaces to count. So we'll need to re-split the arg string
CUtlVector<char*> vecArgs;
V_SplitString( args.ArgS(), " ", vecArgs );
// How many arguments?
if ( vecArgs.Count() == 1 )
{
CL_Connect( vecArgs[0], "" );
}
else if ( vecArgs.Count() == 2 )
{
CL_Connect( vecArgs[0], vecArgs[1] );
}
else
{
ConMsg( "Usage: connect <server>\n" );
}
vecArgs.PurgeAndDeleteElementsArray();
5 years ago
}
CON_COMMAND_F( redirect, "Redirect client to specified server.", FCVAR_DONTRECORD | FCVAR_SERVER_CAN_EXECUTE )
{
if ( !CBaseClientState::ConnectMethodAllowsRedirects() )
{
ConMsg( "redirect: Current connection method does not allow silent redirects.\n");
return;
}
// Default command processing considers ':' a command separator,
// and we donly want spaces to count. So we'll need to re-split the arg string
CUtlVector<char*> vecArgs;
V_SplitString( args.ArgS(), " ", vecArgs );
if ( vecArgs.Count() == 1 )
{
CL_Connect( vecArgs[0], "redirect" );
}
else
{
ConMsg( "Usage: redirect <server>\n" );
}
vecArgs.PurgeAndDeleteElements();
}
//-----------------------------------------------------------------------------
// Takes the map name, strips path and extension
//-----------------------------------------------------------------------------
void CL_SetupMapName( const char* pName, char* pFixedName, int maxlen )
{
const char* pSlash = strrchr( pName, '\\' );
const char* pSlash2 = strrchr( pName, '/' );
if (pSlash2 > pSlash)
pSlash = pSlash2;
if (pSlash)
++pSlash;
else
pSlash = pName;
Q_strncpy( pFixedName, pSlash, maxlen );
char* pExt = strchr( pFixedName, '.' );
if (pExt)
*pExt = 0;
}
CPureServerWhitelist* CL_LoadWhitelist( INetworkStringTable *pTable, const char *pName )
{
// If there is no entry for the pure server whitelist, then sv_pure is off and the client can do whatever it wants.
int iString = pTable->FindStringIndex( pName );
if ( iString == INVALID_STRING_INDEX )
return NULL;
int dataLen;
const void *pData = pTable->GetStringUserData( iString, &dataLen );
if ( pData )
{
CUtlBuffer buf( pData, dataLen, CUtlBuffer::READ_ONLY );
CPureServerWhitelist *pWhitelist = CPureServerWhitelist::Create( g_pFullFileSystem );
pWhitelist->Decode( buf );
return pWhitelist;
}
else
{
return NULL;
}
}
void CL_CheckForPureServerWhitelist( /* out */ IFileList *&pFilesToReload )
{
#ifdef DISABLE_PURE_SERVER_STUFF
return;
#endif
// Don't do sv_pure stuff in SP games or HLTV/replay
if ( cl.m_nMaxClients <= 1 || cl.ishltv || demoplayer->IsPlayingBack()
#ifdef REPLAY_ENABLED
|| cl.isreplay
#endif // ifdef REPLAY_ENABLED
)
return;
CPureServerWhitelist *pWhitelist = NULL;
if ( cl.m_pServerStartupTable )
pWhitelist = CL_LoadWhitelist( cl.m_pServerStartupTable, "PureServerWhitelist" );
PrintSvPureWhitelistClassification( pWhitelist );
CL_HandlePureServerWhitelist( pWhitelist, pFilesToReload );
if ( pWhitelist )
{
pWhitelist->Release();
}
}
int CL_GetServerQueryPort()
{
// Yes, this is ugly getting this data out of a string table. Would be better to have it in our network protocol,
// but we don't have a way to change the protocol without breaking things for people.
if ( !cl.m_pServerStartupTable )
return 0;
int iString = cl.m_pServerStartupTable->FindStringIndex( "QueryPort" );
if ( iString == INVALID_STRING_INDEX )
return 0;
int dataLen;
const void *pData = cl.m_pServerStartupTable->GetStringUserData( iString, &dataLen );
if ( pData && dataLen == sizeof( int ) )
return *((const int*)pData);
else
return 0;
}
/*
==================
CL_RegisterResources
Clean up and move to next part of sequence.
==================
*/
void CL_RegisterResources( void )
{
// All done precaching.
host_state.SetWorldModel( cl.GetModel( 1 ) );
if ( !host_state.worldmodel )
{
Host_Error( "CL_RegisterResources: host_state.worldmodel/cl.GetModel( 1 )==NULL\n" );
}
// Force main window to repaint... (only does something if running shaderapi
videomode->InvalidateWindow();
}
void CL_FullyConnected( void )
{
CETWScope timer( "CL_FullyConnected" );
EngineVGui()->UpdateProgressBar( PROGRESS_FULLYCONNECTED );
// This has to happen here, in phase 3, because it is in this phase
// that raycasts against the world is supported (owing to the fact
// that the world entity has been created by this point)
StaticPropMgr()->LevelInitClient();
if ( IsX360() )
{
// Notify the loader the end of the loading context, preloads are about to be purged
g_pQueuedLoader->EndMapLoading( false );
}
// flush client-side dynamic models that have no refcount
modelloader->FlushDynamicModels();
// loading completed
// can NOW safely purge unused models and their data hierarchy (materials, shaders, etc)
modelloader->PurgeUnusedModels();
// Purge the preload stores, oreder is critical
g_pMDLCache->ShutdownPreloadData();
// NOTE: purposely disabling for singleplayer, memory spike causing issues, preload's stay in
// UNDONE: discard preload for TF to save memory
// g_pFileSystem->DiscardPreloadData();
// We initialize this list before the load, but don't perform reloads until after flushes have happened to avoid
// unnecessary reloads of items that wont be used on this map.
if ( cl.m_pPendingPureFileReloads )
{
CL_ReloadFilesInList( cl.m_pPendingPureFileReloads );
cl.m_pPendingPureFileReloads->Release();
cl.m_pPendingPureFileReloads = NULL;
}
// ***************************************************************
// NO MORE PRELOAD DATA AVAILABLE PAST THIS POINT!!!
// ***************************************************************
g_ClientDLL->LevelInitPostEntity();
// communicate to tracker that we're in a game
int ip = cl.m_NetChannel->GetRemoteAddress().GetIPNetworkByteOrder();
short port = cl.m_NetChannel->GetRemoteAddress().GetPort();
if (!port)
{
ip = net_local_adr.GetIPNetworkByteOrder();
port = net_local_adr.GetPort();
}
int iQueryPort = CL_GetServerQueryPort();
EngineVGui()->NotifyOfServerConnect(com_gamedir, ip, port, iQueryPort);
GetTestScriptMgr()->CheckPoint( "FinishedMapLoad" );
EngineVGui()->UpdateProgressBar( PROGRESS_READYTOPLAY );
if ( !IsX360() || cl.m_nMaxClients == 1 )
{
// Need this to persist for multiplayer respawns, 360 can't reload
CM_DiscardEntityString();
}
g_pMDLCache->EndMapLoad();
#if defined( _MEMTEST )
Cbuf_AddText( "mem_dump\n" );
#endif
if ( developer.GetInt() > 0 )
{
ConDMsg( "Signon traffic \"%s\": incoming %s, outgoing %s\n",
cl.m_NetChannel->GetName(),
Q_pretifymem( cl.m_NetChannel->GetTotalData( FLOW_INCOMING ), 3 ),
Q_pretifymem( cl.m_NetChannel->GetTotalData( FLOW_OUTGOING ), 3 ) );
}
if ( IsX360() )
{
// Reset material system temporary memory (once loading is complete), ready for in-map use
bool bOnLevelShutdown = false;
materials->ResetTempHWMemory( bOnLevelShutdown );
}
// allow normal screen updates
SCR_EndLoadingPlaque();
EndLoadingUpdates();
// FIXME: Please oh please move this out of this spot...
// It so does not belong here. Instead, we want some phase of the
// client DLL where it knows its read in all entities
if ( IsPC() )
{
int i;
if( (i = CommandLine()->FindParm( "-buildcubemaps" )) != 0 )
{
int numIterations = 1;
if( CommandLine()->ParmCount() > i + 1 )
{
numIterations = atoi( CommandLine()->GetParm(i+1) );
}
if( numIterations == 0 )
{
numIterations = 1;
}
char cmd[1024] = { 0 };
V_snprintf( cmd, sizeof( cmd ), "buildcubemaps %u\nquit\n", numIterations );
Cbuf_AddText( cmd );
}
else if( CommandLine()->FindParm( "-navanalyze" ) )
{
Cbuf_AddText( "nav_edit 1;nav_analyze_scripted\n" );
}
else if( CommandLine()->FindParm( "-navforceanalyze" ) )
{
Cbuf_AddText( "nav_edit 1;nav_analyze_scripted force\n" );
}
else if ( CommandLine()->FindParm("-exit") )
{
Cbuf_AddText( "quit\n" );
}
}
// background maps are for main menu UI, QMS not needed or used, easier context
if ( !engineClient->IsLevelMainMenuBackground() )
{
// map load complete, safe to allow QMS
Host_AllowQueuedMaterialSystem( true );
}
// This is a Hack, but we need to suppress rendering for a bit in single player to let values settle on the client
if ( (cl.m_nMaxClients == 1) && !demoplayer->IsPlayingBack() )
{
scr_nextdrawtick = host_tickcount + TIME_TO_TICKS( 0.25f );
}
#ifdef _X360
// At this point, check for a valid controller connection. If it's been lost, then we need to pop our game UI up
XINPUT_CAPABILITIES caps;
if ( XInputGetCapabilities( XBX_GetPrimaryUserId(), XINPUT_FLAG_GAMEPAD, &caps ) == ERROR_DEVICE_NOT_CONNECTED )
{
EngineVGui()->ActivateGameUI();
}
#endif // _X360
// Now that we're connected, toggle the clan tag so it gets sent to the server
int id = cl_clanid.GetInt();
cl_clanid.SetValue( 0 );
cl_clanid.SetValue( id );
MemAlloc_CompactHeap();
extern double g_flAccumulatedModelLoadTime;
extern double g_flAccumulatedSoundLoadTime;
extern double g_flAccumulatedModelLoadTimeStudio;
extern double g_flAccumulatedModelLoadTimeVCollideSync;
extern double g_flAccumulatedModelLoadTimeVCollideAsync;
extern double g_flAccumulatedModelLoadTimeVirtualModel;
extern double g_flAccumulatedModelLoadTimeStaticMesh;
extern double g_flAccumulatedModelLoadTimeBrush;
extern double g_flAccumulatedModelLoadTimeSprite;
extern double g_flAccumulatedModelLoadTimeMaterialNamesOnly;
// extern double g_flLoadStudioHdr;
COM_TimestampedLog( "Sound Loading time %.4f", g_flAccumulatedSoundLoadTime );
COM_TimestampedLog( "Model Loading time %.4f", g_flAccumulatedModelLoadTime );
COM_TimestampedLog( " Model Loading time studio %.4f", g_flAccumulatedModelLoadTimeStudio );
COM_TimestampedLog( " Model Loading time GetVCollide %.4f -sync", g_flAccumulatedModelLoadTimeVCollideSync );
COM_TimestampedLog( " Model Loading time GetVCollide %.4f -async", g_flAccumulatedModelLoadTimeVCollideAsync );
COM_TimestampedLog( " Model Loading time GetVirtualModel %.4f", g_flAccumulatedModelLoadTimeVirtualModel );
COM_TimestampedLog( " Model loading time Mod_GetModelMaterials only %.4f", g_flAccumulatedModelLoadTimeMaterialNamesOnly );
COM_TimestampedLog( " Model Loading time world %.4f", g_flAccumulatedModelLoadTimeBrush );
COM_TimestampedLog( " Model Loading time sprites %.4f", g_flAccumulatedModelLoadTimeSprite );
COM_TimestampedLog( " Model Loading time meshes %.4f", g_flAccumulatedModelLoadTimeStaticMesh );
// COM_TimestampedLog( " Model Loading time meshes studiohdr load %.4f", g_flLoadStudioHdr );
COM_TimestampedLog( "*** Map Load Complete" );
float map_loadtime_start = dev_loadtime_map_start.GetFloat();
if (map_loadtime_start > 0.0)
{
float elapsed = Plat_FloatTime() - map_loadtime_start;
dev_loadtime_map_elapsed.SetValue( elapsed );
// Clear this for next time so we know we did.
dev_loadtime_map_start.SetValue( 0.0f );
}
}
/*
=====================
CL_NextDemo
Called to play the next demo in the demo loop
=====================
*/
void CL_NextDemo (void)
{
char str[1024];
if (cl.demonum == -1)
return; // don't play demos
SCR_BeginLoadingPlaque ();
if ( cl.demos[cl.demonum].IsEmpty() || cl.demonum == MAX_DEMOS )
{
cl.demonum = 0;
if ( cl.demos[cl.demonum].IsEmpty() )
{
scr_disabled_for_loading = false;
ConMsg ("No demos listed with startdemos\n");
cl.demonum = -1;
return;
}
else if ( !demoplayer->ShouldLoopDemos() )
{
cl.demonum = -1;
scr_disabled_for_loading = false;
Host_Disconnect( true );
demoplayer->OnLastDemoInLoopPlayed();
return;
}
}
Q_snprintf (str,sizeof( str ), "%s %s", CommandLine()->FindParm("-timedemoloop") ? "timedemo" : "playdemo", cl.demos[cl.demonum].Get());
Cbuf_AddText (str);
cl.demonum++;
}
ConVar cl_screenshotname( "cl_screenshotname", "", 0, "Custom Screenshot name" );
// We'll take a snapshot at the next available opportunity
void CL_TakeScreenshot(const char *name)
{
cl_takesnapshot = true;
cl_takejpeg = false;
cl_takesnapshot_internal = false;
if ( name != NULL )
{
Q_strncpy( cl_snapshotname, name, sizeof( cl_snapshotname ) );
}
else
{
cl_snapshotname[0] = 0;
if ( Q_strlen( cl_screenshotname.GetString() ) > 0 )
{
Q_snprintf( cl_snapshotname, sizeof( cl_snapshotname ), "%s", cl_screenshotname.GetString() );
}
}
cl_snapshot_subdirname[0] = 0;
}
CON_COMMAND_F( screenshot, "Take a screenshot.", FCVAR_CLIENTCMD_CAN_EXECUTE )
{
GetTestScriptMgr()->SetWaitCheckPoint( "screenshot" );
// Don't playback screenshots unless specifically requested.
if ( demoplayer->IsPlayingBack() && !cl_playback_screenshots.GetBool() )
return;
if( args.ArgC() == 2 )
{
CL_TakeScreenshot( args[ 1 ] );
}
else
{
CL_TakeScreenshot( NULL );
}
}
CON_COMMAND_F( devshots_screenshot, "Used by the -makedevshots system to take a screenshot. For taking your own screenshots, use the 'screenshot' command instead.", FCVAR_DONTRECORD )
{
CL_TakeScreenshot( NULL );
// See if we got a subdirectory to store the devshots in
if ( args.ArgC() == 2 )
{
Q_strncpy( cl_snapshot_subdirname, args[1], sizeof( cl_snapshot_subdirname ) );
// Use the first available shot in each subdirectory
cl_snapshotnum = 0;
}
}
// We'll take a snapshot at the next available opportunity
void CL_TakeJpeg(const char *name, int quality)
{
// Don't playback screenshots unless specifically requested.
if ( demoplayer->IsPlayingBack() && !cl_playback_screenshots.GetBool() )
return;
cl_takesnapshot = true;
cl_takejpeg = true;
cl_jpegquality = clamp( quality, 1, 100 );
cl_takesnapshot_internal = false;
if ( name != NULL )
{
Q_strncpy( cl_snapshotname, name, sizeof( cl_snapshotname ) );
}
else
{
cl_snapshotname[0] = 0;
}
}
CON_COMMAND( jpeg, "Take a jpeg screenshot: jpeg <filename> <quality 1-100>." )
{
if( args.ArgC() >= 2 )
{
if ( args.ArgC() == 3 )
{
CL_TakeJpeg( args[ 1 ], Q_atoi( args[2] ) );
}
else
{
CL_TakeJpeg( args[ 1 ], jpeg_quality.GetInt() );
}
}
else
{
CL_TakeJpeg( NULL, jpeg_quality.GetInt() );
}
}
static void screenshot_internal( const CCommand &args )
{
if( args.ArgC() != 2 )
{
Assert( args.ArgC() >= 2 );
Warning( "__screenshot_internal - wrong number of arguments" );
return;
}
Q_strncpy( cl_snapshotname, args[1], ARRAYSIZE(cl_snapshotname) );
cl_takesnapshot = true;
cl_takejpeg = true;
cl_jpegquality = 70;
cl_takesnapshot_internal = true;
}
ConCommand screenshot_internal_command( "__screenshot_internal", screenshot_internal, "Internal command to take a screenshot without renumbering or notifying Steam.", FCVAR_DONTRECORD | FCVAR_HIDDEN );
void CL_TakeSnapshotAndSwap()
{
tmZone( TELEMETRY_LEVEL0, TMZF_NONE, "%s", __FUNCTION__ );
bool bReadPixelsFromFrontBuffer = g_pMaterialSystemHardwareConfig->ReadPixelsFromFrontBuffer();
if ( bReadPixelsFromFrontBuffer )
{
Shader_SwapBuffers();
}
if (cl_takesnapshot)
{
// Disable threading for the duration of the screenshots, because we need to get pointers to the (complete)
// back buffer right now.
bool bEnabled = materials->AllowThreading( false, g_nMaterialSystemThread );
char base[MAX_OSPATH];
char filename[MAX_OSPATH];
IClientEntity *world = entitylist->GetClientEntity( 0 );
g_pFileSystem->CreateDirHierarchy( "screenshots", "DEFAULT_WRITE_PATH" );
if ( cl_takesnapshot_internal )
{
// !KLUDGE! Don't save this screenshot to steam
ConVarRef cl_savescreenshotstosteam( "cl_savescreenshotstosteam" );
bool bSaveValue = cl_savescreenshotstosteam.GetBool();
cl_savescreenshotstosteam.SetValue( false );
Q_snprintf( filename, sizeof( filename ), "screenshots/%s.jpg", cl_snapshotname );
videomode->TakeSnapshotJPEG( filename, cl_jpegquality );
cl_savescreenshotstosteam.SetValue( bSaveValue );
}
else
{
if ( world && world->GetModel() )
{
Q_FileBase( modelloader->GetName( ( model_t *)world->GetModel() ), base, sizeof( base ) );
if ( IsX360() )
{
// map name has an additional extension
V_StripExtension( base, base, sizeof( base ) );
}
}
else
{
Q_strncpy( base, "Snapshot", sizeof( base ) );
}
char extension[MAX_OSPATH];
Q_snprintf( extension, sizeof( extension ), "%s.%s", GetPlatformExt(), cl_takejpeg ? "jpg" : "tga" );
// Using a subdir? If so, create it
if ( cl_snapshot_subdirname[0] )
{
Q_snprintf( filename, sizeof( filename ), "screenshots/%s/%s", base, cl_snapshot_subdirname );
g_pFileSystem->CreateDirHierarchy( filename, "DEFAULT_WRITE_PATH" );
}
if ( cl_snapshotname[0] )
{
Q_strncpy( base, cl_snapshotname, sizeof( base ) );
Q_snprintf( filename, sizeof( filename ), "screenshots/%s%s", base, extension );
int iNumber = 0;
char renamedfile[MAX_OSPATH];
while ( 1 )
{
Q_snprintf( renamedfile, sizeof( renamedfile ), "screenshots/%s_%04d%s", base, iNumber++, extension );
if( !g_pFileSystem->GetFileTime( renamedfile ) )
break;
}
if ( iNumber > 0 && g_pFileSystem->GetFileTime( filename ) )
{
g_pFileSystem->RenameFile(filename, renamedfile);
}
cl_screenshotname.SetValue( "" );
}
else
{
while( 1 )
{
if ( cl_snapshot_subdirname[0] )
{
Q_snprintf( filename, sizeof( filename ), "screenshots/%s/%s/%s%04d%s", base, cl_snapshot_subdirname, base, cl_snapshotnum++, extension );
}
else
{
Q_snprintf( filename, sizeof( filename ), "screenshots/%s%04d%s", base, cl_snapshotnum++, extension );
}
if( !g_pFileSystem->GetFileTime( filename ) )
{
// woo hoo! The file doesn't exist already, so use it.
break;
}
}
}
if ( cl_takejpeg )
{
videomode->TakeSnapshotJPEG( filename, cl_jpegquality );
g_ServerRemoteAccess.UploadScreenshot( filename );
}
else
{
videomode->TakeSnapshotTGA( filename );
}
}
cl_takesnapshot = false;
cl_takesnapshot_internal = false;
GetTestScriptMgr()->CheckPoint( "screenshot" );
// Restore threading if it was previously enabled (if it wasn't this will do nothing).
materials->AllowThreading( bEnabled, g_nMaterialSystemThread );
}
// If recording movie and the console is totally up, then write out this frame to movie file.
if ( cl_movieinfo.IsRecording() && !Con_IsVisible() && !scr_drawloading )
{
videomode->WriteMovieFrame( cl_movieinfo );
++cl_movieinfo.movieframe;
}
if( !bReadPixelsFromFrontBuffer )
{
Shader_SwapBuffers();
}
// take a screenshot for savegames if necessary
saverestore->UpdateSaveGameScreenshots();
// take screenshot for bx movie maker
EngineTool_UpdateScreenshot();
}
static float s_flPreviousHostFramerate = 0;
ConVar cl_simulate_no_quicktime( "cl_simulate_no_quicktime", "0", FCVAR_HIDDEN );
void CL_StartMovie( const char *filename, int flags, int nWidth, int nHeight, float flFrameRate, int nJpegQuality, VideoSystem_t videoSystem )
{
Assert( g_pVideoRecorder == NULL );
// StartMove depends on host_framerate not being 0.
s_flPreviousHostFramerate = host_framerate.GetFloat();
host_framerate.SetValue( flFrameRate );
cl_movieinfo.Reset();
Q_strncpy( cl_movieinfo.moviename, filename, sizeof( cl_movieinfo.moviename ) );
cl_movieinfo.type = flags;
cl_movieinfo.jpeg_quality = nJpegQuality;
bool bSuccess = true;
if ( cl_movieinfo.DoVideo() || cl_movieinfo.DoVideoSound() )
{
// HACK: THIS MUST MATCH snd_device.h. Should be exposed more cleanly!!!
#define SOUND_DMA_SPEED 44100 // hardware playback rate
// MGP - switched over to using valve video services from avi
if ( videoSystem == VideoSystem::NONE && g_pVideo )
{
// Find a video system based on features if they didn't specify a specific one.
VideoSystemFeature_t neededFeatures = VideoSystemFeature::NO_FEATURES;
if ( cl_movieinfo.DoVideo() )
neededFeatures |= VideoSystemFeature::ENCODE_VIDEO_TO_FILE;
if ( cl_movieinfo.DoVideoSound() )
neededFeatures |= VideoSystemFeature::ENCODE_AUDIO_TO_FILE;
videoSystem = g_pVideo->FindNextSystemWithFeature( neededFeatures );
}
if ( !cl_simulate_no_quicktime.GetBool() && g_pVideo && videoSystem != VideoSystem::NONE )
{
g_pVideoRecorder = g_pVideo->CreateVideoRecorder( videoSystem );
if ( g_pVideoRecorder != NULL )
{
VideoFrameRate_t theFps;
if ( IsIntegralValue( flFrameRate ) )
{
theFps.SetFPS( RoundFloatToInt( flFrameRate ), false );
}
else if ( IsIntegralValue( flFrameRate * 1001.0f / 1000.0f ) ) // 1001 is the ntsc divisor (30*1000/1001 = 29.97, etc)
{
theFps.SetFPS( RoundFloatToInt( flFrameRate + 0.05f ), true );
}
else
{
theFps.SetFPS( RoundFloatToInt( flFrameRate ), false );
}
const int nSize = 256;
CFmtStrN<nSize> fmtFullFilename( "%s%c%s", com_gamedir, CORRECT_PATH_SEPARATOR, filename );
char szFullFilename[nSize];
V_FixupPathName( szFullFilename, nSize, fmtFullFilename.Access() );
#ifdef USE_WEBM_FOR_REPLAY
V_DefaultExtension( szFullFilename, ".webm", sizeof( szFullFilename ) );
#else
V_DefaultExtension( szFullFilename, ".mp4", sizeof( szFullFilename ) );
#endif
g_pVideoRecorder->CreateNewMovieFile( szFullFilename, cl_movieinfo.DoVideoSound() );
#ifdef USE_WEBM_FOR_REPLAY
g_pVideoRecorder->SetMovieVideoParameters( VideoEncodeCodec::WEBM_CODEC, nJpegQuality, nWidth, nHeight, theFps );
#else
g_pVideoRecorder->SetMovieVideoParameters( VideoEncodeCodec::DEFAULT_CODEC, nJpegQuality, nWidth, nHeight, theFps );
#endif
if ( cl_movieinfo.DoVideo() )
{
g_pVideoRecorder->SetMovieSourceImageParameters( VideoEncodeSourceFormat::BGR_24BIT, nWidth, nHeight );
}
if ( cl_movieinfo.DoVideoSound() )
{
g_pVideoRecorder->SetMovieSourceAudioParameters( AudioEncodeSourceFormat::AUDIO_16BIT_PCMStereo, SOUND_DMA_SPEED, AudioEncodeOptions::LIMIT_AUDIO_TRACK_TO_VIDEO_DURATION );
}
}
else
{
bSuccess = false;
}
}
else
{
bSuccess = false;
}
}
if ( bSuccess )
{
SND_MovieStart();
}
else
{
#ifdef USE_WEBM_FOR_REPLAY
Warning( "Failed to launch startmovie!\n" );
#else
Warning( "Failed to launch startmovie! If you are trying to use h264, please make sure you have QuickTime installed.\n" );
#endif
CL_EndMovie();
}
}
void CL_EndMovie()
{
if ( !CL_IsRecordingMovie() )
return;
host_framerate.SetValue( s_flPreviousHostFramerate );
s_flPreviousHostFramerate = 0.0f;
SND_MovieEnd();
if ( g_pVideoRecorder && ( cl_movieinfo.DoVideo() || cl_movieinfo.DoVideoSound() ) )
{
g_pVideoRecorder->FinishMovie();
g_pVideo->DestroyVideoRecorder( g_pVideoRecorder );
g_pVideoRecorder = NULL;
}
cl_movieinfo.Reset();
}
bool CL_IsRecordingMovie()
{
return cl_movieinfo.IsRecording();
}
/*
===============
CL_StartMovie_f
Sets the engine up to dump frames
===============
*/
CON_COMMAND_F( startmovie, "Start recording movie frames.", FCVAR_DONTRECORD )
{
if ( cmd_source != src_command )
return;
if( args.ArgC() < 2 )
{
ConMsg( "startmovie <filename>\n [\n" );
ConMsg( " (default = TGAs + .wav file)\n" );
#ifdef USE_WEBM_FOR_REPLAY
ConMsg( " webm = WebM encoded audio and video\n" );
#else
ConMsg( " h264 = H.264-encoded audio and video (must have QuickTime installed!)\n" );
#endif
ConMsg( " raw = TGAs + .wav file, same as default\n" );
ConMsg( " tga = TGAs\n" );
ConMsg( " jpg/jpeg = JPegs\n" );
ConMsg( " wav = Write .wav audio file\n" );
ConMsg( " jpeg_quality nnn = set jpeq quality to nnn (range 1 to 100), default %d\n", DEFAULT_JPEG_QUALITY );
ConMsg( " ]\n" );
ConMsg( "examples:\n" );
ConMsg( " startmovie testmovie jpg wav jpeg_qality 75\n" );
#ifdef USE_WEBM_FOR_REPLAY
ConMsg( " startmovie testmovie webm\n" );
#else
ConMsg( " startmovie testmovie h264 <--- requires QuickTime\n" );
ConMsg( "AVI is no longer supported.\n" );
#endif
return;
}
if ( CL_IsRecordingMovie() )
{
ConMsg( "Already recording movie!\n" );
return;
}
int flags = MovieInfo_t::FMOVIE_TGA | MovieInfo_t::FMOVIE_WAV;
VideoSystem_t videoSystem = VideoSystem::NONE;
int nJpegQuality = DEFAULT_JPEG_QUALITY;
if ( args.ArgC() > 2 )
{
flags = 0;
for ( int i = 2; i < args.ArgC(); ++i )
{
if ( !Q_stricmp( args[ i ], "avi" ) )
{
//flags |= MovieInfo_t::FMOVIE_VID | MovieInfo_t::FMOVIE_VIDSOUND;
//videoSystem = VideoSystem::AVI;
#ifdef USE_WEBM_FOR_REPLAY
Warning( "AVI is not supported on this platform! Use \"webm\".\n" );
#else
Warning( "AVI is no longer supported! Make sure QuickTime is installed and use \"h264\" - if you install QuickTime, you will need to reboot before using startmovie.\n" );
#endif
return;
}
#ifdef USE_WEBM_FOR_REPLAY
else if ( !Q_stricmp( args[ i ], "webm" ) )
{
flags |= MovieInfo_t::FMOVIE_VID | MovieInfo_t::FMOVIE_VIDSOUND;
videoSystem = VideoSystem::WEBM;
}
else if ( !Q_stricmp( args[ i ], "h264" ) )
{
Warning( "h264 is not supported on this platform! Use \"webm\".\n" );
return;
}
#else
else if ( !Q_stricmp( args[ i ], "h264" ) )
{
flags |= MovieInfo_t::FMOVIE_VID | MovieInfo_t::FMOVIE_VIDSOUND;
videoSystem = VideoSystem::QUICKTIME;
}
else if ( !Q_stricmp( args[ i ], "webm" ) )
{
Warning( "WebM is not supported on this platform! Make sure QuickTime is installed and use \"h264\" - if you install QuickTime, you will need to reboot before using startmovie.\n" );
return;
}
#endif
if ( !Q_stricmp( args[ i ], "raw" ) )
{
flags |= MovieInfo_t::FMOVIE_TGA | MovieInfo_t::FMOVIE_WAV;
}
if ( !Q_stricmp( args[ i ], "tga" ) )
{
flags |= MovieInfo_t::FMOVIE_TGA;
}
if ( !Q_stricmp( args[ i ], "jpeg" ) || !Q_stricmp( args[ i ], "jpg" ) )
{
flags &= ~MovieInfo_t::FMOVIE_TGA;
flags |= MovieInfo_t::FMOVIE_JPG;
}
if ( !Q_stricmp( args[ i ], "jpeg_quality" ) )
{
nJpegQuality = clamp( Q_atoi( args[ ++i ] ), 1, 100 );
}
if ( !Q_stricmp( args[ i ], "wav" ) )
{
flags |= MovieInfo_t::FMOVIE_WAV;
}
}
}
if ( flags == 0 )
{
#ifdef USE_WEBM_FOR_REPLAY
Warning( "Missing or unknown recording types, must specify one or both of 'webm' or 'raw'\n" );
#else
Warning( "Missing or unknown recording types, must specify one or both of 'h264' or 'raw'\n" );
#endif
return;
}
float flFrameRate = host_framerate.GetFloat();
if ( flFrameRate == 0.0f )
{
flFrameRate = 30.0f;
}
CL_StartMovie( args[ 1 ], flags, videomode->GetModeStereoWidth(), videomode->GetModeStereoHeight(), flFrameRate, nJpegQuality, videoSystem );
ConMsg( "Started recording movie, frames will record after console is cleared...\n" );
}
//-----------------------------------------------------------------------------
// Ends frame dumping
//-----------------------------------------------------------------------------
CON_COMMAND_F( endmovie, "Stop recording movie frames.", FCVAR_DONTRECORD )
{
if( !CL_IsRecordingMovie() )
{
ConMsg( "No movie started.\n" );
}
else
{
CL_EndMovie();
ConMsg( "Stopped recording movie...\n" );
}
}
/*
=====================
CL_Rcon_f
Send the rest of the command line over as
an unconnected command.
=====================
*/
CON_COMMAND_F( rcon, "Issue an rcon command.", FCVAR_DONTRECORD )
{
char message[1024]; // Command message
char szParam[ 256 ];
message[0] = 0;
for (int i=1 ; i<args.ArgC() ; i++)
{
const char *pParam = args[i];
// put quotes around empty arguments so we can pass things like this: rcon sv_password ""
// otherwise the "" on the end is lost
if ( strchr( pParam, ' ' ) || ( Q_strlen( pParam ) == 0 ) )
{
Q_snprintf( szParam, sizeof( szParam ), "\"%s\"", pParam );
Q_strncat( message, szParam, sizeof( message ), COPY_ALL_CHARACTERS );
}
else
{
Q_strncat( message, pParam, sizeof( message ), COPY_ALL_CHARACTERS );
}
if ( i != ( args.ArgC() - 1 ) )
{
Q_strncat (message, " ", sizeof( message ), COPY_ALL_CHARACTERS);
}
}
RCONClient().SendCmd( message );
}
CON_COMMAND_F( box, "Draw a debug box.", FCVAR_CHEAT )
{
if( args.ArgC() != 7 )
{
ConMsg ("box x1 y1 z1 x2 y2 z2\n");
return;
}
Vector mins, maxs;
for (int i = 0; i < 3; ++i)
{
mins[i] = atof(args[i + 1]);
maxs[i] = atof(args[i + 4]);
}
CDebugOverlay::AddBoxOverlay( vec3_origin, mins, maxs, vec3_angle, 255, 0, 0, 0, 100 );
}
/*
==============
CL_View_f
Debugging changes the view entity to the specified index
===============
*/
CON_COMMAND_F( cl_view, "Set the view entity index.", FCVAR_CHEAT )
{
int nNewView;
if( args.ArgC() != 2 )
{
ConMsg ("cl_view entity#\nCurrent %i\n", cl.m_nViewEntity );
return;
}
if ( cl.m_nMaxClients > 1 )
return;
nNewView = atoi( args[1] );
if (!nNewView)
return;
if ( nNewView > entitylist->GetHighestEntityIndex() )
return;
cl.m_nViewEntity = nNewView;
videomode->MarkClientViewRectDirty(); // Force recalculation
ConMsg("View entity set to %i\n", nNewView);
}
static int CL_AllocLightFromArray( dlight_t *pLights, int lightCount, int key )
{
int i;
// first look for an exact key match
if (key)
{
for ( i = 0; i < lightCount; i++ )
{
if (pLights[i].key == key)
return i;
}
}
// then look for anything else
for ( i = 0; i < lightCount; i++ )
{
if (pLights[i].die < cl.GetTime())
return i;
}
return 0;
}
bool g_bActiveDlights = false;
bool g_bActiveElights = false;
/*
===============
CL_AllocDlight
===============
*/
dlight_t *CL_AllocDlight (int key)
{
int i = CL_AllocLightFromArray( cl_dlights, MAX_DLIGHTS, key );
dlight_t *dl = &cl_dlights[i];
R_MarkDLightNotVisible( i );
memset (dl, 0, sizeof(*dl));
dl->key = key;
r_dlightchanged |= (1 << i);
r_dlightactive |= (1 << i);
g_bActiveDlights = true;
return dl;
}
/*
===============
CL_AllocElight
===============
*/
dlight_t *CL_AllocElight (int key)
{
int i = CL_AllocLightFromArray( cl_elights, MAX_ELIGHTS, key );
dlight_t *el = &cl_elights[i];
memset (el, 0, sizeof(*el));
el->key = key;
g_bActiveElights = true;
return el;
}
/*
===============
CL_DecayLights
===============
*/
void CL_DecayLights (void)
{
int i;
dlight_t *dl;
float time;
time = cl.GetFrameTime();
if ( time <= 0.0f )
return;
g_bActiveDlights = false;
g_bActiveElights = false;
dl = cl_dlights;
r_dlightchanged = 0;
r_dlightactive = 0;
for (i=0 ; i<MAX_DLIGHTS ; i++, dl++)
{
if (!dl->IsRadiusGreaterThanZero())
{
R_MarkDLightNotVisible( i );
continue;
}
if ( dl->die < cl.GetTime() )
{
r_dlightchanged |= (1 << i);
dl->radius = 0;
}
else if (dl->decay)
{
r_dlightchanged |= (1 << i);
dl->radius -= time*dl->decay;
if (dl->radius < 0)
{
dl->radius = 0;
}
}
if (dl->IsRadiusGreaterThanZero())
{
g_bActiveDlights = true;
r_dlightactive |= (1 << i);
}
else
{
R_MarkDLightNotVisible( i );
}
}
dl = cl_elights;
for (i=0 ; i<MAX_ELIGHTS ; i++, dl++)
{
if (!dl->IsRadiusGreaterThanZero())
continue;
if (dl->die < cl.GetTime())
{
dl->radius = 0;
continue;
}
dl->radius -= time*dl->decay;
if (dl->radius < 0)
{
dl->radius = 0;
}
if ( dl->IsRadiusGreaterThanZero() )
{
g_bActiveElights = true;
}
}
}
void CL_ExtraMouseUpdate( float frametime )
{
// Not ready for commands yet.
if ( !cl.IsActive() )
return;
if ( !Host_ShouldRun() )
return;
// Don't create usercmds here during playback, they were encoded into the packet already
#if defined( REPLAY_ENABLED )
if ( demoplayer->IsPlayingBack() && !cl.ishltv && !cl.isreplay )
return;
#else
if ( demoplayer->IsPlayingBack() && !cl.ishltv )
return;
#endif
// Have client .dll create and store usercmd structure
g_ClientDLL->ExtraMouseSample( frametime, !cl.m_bPaused );
}
/*
=================
CL_SendMove
Constructs the movement command and sends it to the server if it's time.
=================
*/
void CL_SendMove( void )
{
#if defined( STAGING_ONLY ) || defined( _DEBUG )
if ( cl_block_usercommand.GetBool() )
return;
#endif // STAGING_ONLY || _DEBUG
byte data[ MAX_CMD_BUFFER ];
int nextcommandnr = cl.lastoutgoingcommand + cl.chokedcommands + 1;
// send the client update packet
CLC_Move moveMsg;
moveMsg.m_DataOut.StartWriting( data, sizeof( data ) );
// Determine number of backup commands to send along
int cl_cmdbackup = 2;
moveMsg.m_nBackupCommands = clamp( cl_cmdbackup, 0, MAX_BACKUP_COMMANDS );
// How many real new commands have queued up
moveMsg.m_nNewCommands = 1 + cl.chokedcommands;
moveMsg.m_nNewCommands = clamp( moveMsg.m_nNewCommands, 0, MAX_NEW_COMMANDS );
int numcmds = moveMsg.m_nNewCommands + moveMsg.m_nBackupCommands;
int from = -1; // first command is deltaed against zeros
bool bOK = true;
for ( int to = nextcommandnr - numcmds + 1; to <= nextcommandnr; to++ )
{
bool isnewcmd = to >= (nextcommandnr - moveMsg.m_nNewCommands + 1);
// first valid command number is 1
bOK = bOK && g_ClientDLL->WriteUsercmdDeltaToBuffer( &moveMsg.m_DataOut, from, to, isnewcmd );
from = to;
}
if ( bOK )
{
// only write message if all usercmds were written correctly, otherwise parsing would fail
cl.m_NetChannel->SendNetMsg( moveMsg );
}
}
void CL_Move(float accumulated_extra_samples, bool bFinalTick )
{
if ( !cl.IsConnected() )
return;
if ( !Host_ShouldRun() )
return;
tmZoneFiltered( TELEMETRY_LEVEL0, 50, TMZF_NONE, "%s", __FUNCTION__ );
// only send packets on the final tick in one engine frame
bool bSendPacket = true;
// Don't create usercmds here during playback, they were encoded into the packet already
if ( demoplayer->IsPlayingBack() )
{
#if defined( REPLAY_ENABLED )
if ( cl.ishltv || cl.isreplay )
#else
if ( cl.ishltv )
#endif
{
// still do it when playing back a HLTV/replay demo
bSendPacket = false;
}
else
{
return;
}
}
// don't send packets if update time not reached or chnnel still sending
// in loopback mode don't send only if host_limitlocal is enabled
if ( ( !cl.m_NetChannel->IsLoopback() || host_limitlocal.GetInt() ) &&
( ( net_time < cl.m_flNextCmdTime ) || !cl.m_NetChannel->CanPacket() || !bFinalTick ) )
{
bSendPacket = false;
}
if ( cl.IsActive() )
{
VPROF( "CL_Move" );
int nextcommandnr = cl.lastoutgoingcommand + cl.chokedcommands + 1;
// Have client .dll create and store usercmd structure
g_ClientDLL->CreateMove(
nextcommandnr,
host_state.interval_per_tick - accumulated_extra_samples,
!cl.IsPaused() );
// Store new usercmd to dem file
if ( demorecorder->IsRecording() )
{
// Back up one because we've incremented outgoing_sequence each frame by 1 unit
demorecorder->RecordUserInput( nextcommandnr );
}
if ( bSendPacket )
{
CL_SendMove();
}
else
{
// netchanll will increase internal outgoing sequnce number too
cl.m_NetChannel->SetChoked();
// Mark command as held back so we'll send it next time
cl.chokedcommands++;
}
}
if ( !bSendPacket )
return;
// Request non delta compression if high packet loss, show warning message
bool hasProblem = cl.m_NetChannel->IsTimingOut() && !demoplayer->IsPlayingBack() && cl.IsActive();
// Request non delta compression if high packet loss, show warning message
if ( hasProblem )
{
con_nprint_t np;
np.time_to_live = 1.0;
np.index = 2;
np.fixed_width_font = false;
np.color[ 0 ] = 1.0;
np.color[ 1 ] = 0.2;
np.color[ 2 ] = 0.2;
float flTimeOut = cl.m_NetChannel->GetTimeoutSeconds();
Assert( flTimeOut != -1.0f );
float flRemainingTime = flTimeOut - cl.m_NetChannel->GetTimeSinceLastReceived();
Con_NXPrintf( &np, "WARNING: Connection Problem" );
np.index = 3;
Con_NXPrintf( &np, "Auto-disconnect in %.1f seconds", flRemainingTime );
cl.ForceFullUpdate(); // sets m_nDeltaTick to -1
}
if ( cl.IsActive() )
{
NET_Tick mymsg( cl.m_nDeltaTick, host_frametime_unbounded, host_frametime_stddeviation );
cl.m_NetChannel->SendNetMsg( mymsg );
}
//COM_Log( "cl.log", "Sending command number %i(%i) to server\n", cl.m_NetChan->m_nOutSequenceNr, cl.m_NetChan->m_nOutSequenceNr & CL_UPDATE_MASK );
// Remember outgoing command that we are sending
cl.lastoutgoingcommand = cl.m_NetChannel->SendDatagram( NULL );
cl.chokedcommands = 0;
// calc next packet send time
if ( cl.IsActive() )
{
// use full update rate when active
float commandInterval = 1.0f / cl_cmdrate->GetFloat();
float maxDelta = min ( host_state.interval_per_tick, commandInterval );
float delta = clamp( (float)(net_time - cl.m_flNextCmdTime), 0.0f, maxDelta );
cl.m_flNextCmdTime = net_time + commandInterval - delta;
}
else
{
// during signon process send only 5 packets/second
cl.m_flNextCmdTime = net_time + ( 1.0f / 5.0f );
}
}
#define TICK_INTERVAL (host_state.interval_per_tick)
#define ROUND_TO_TICKS( t ) ( TICK_INTERVAL * TIME_TO_TICKS( t ) )
void CL_LatchInterpolationAmount()
{
if ( !cl.IsConnected() )
return;
float dt = cl.m_NetChannel->GetTimeSinceLastReceived();
float flClientInterpolationAmount = ROUND_TO_TICKS( cl.GetClientInterpAmount() );
float flInterp = 0.0f;
if ( flClientInterpolationAmount > 0.001 )
{
flInterp = clamp( dt / flClientInterpolationAmount, 0.0f, 3.0f );
}
cl.m_NetChannel->SetInterpolationAmount( flInterp );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pMessage -
//-----------------------------------------------------------------------------
void CL_HudMessage( const char *pMessage )
{
if ( g_ClientDLL )
{
g_ClientDLL->HudText( pMessage );
}
}
CON_COMMAND_F( cl_showents, "Dump entity list to console.", FCVAR_CHEAT )
{
for ( int i = 0; i < entitylist->GetMaxEntities(); i++ )
{
char entStr[256], classStr[256];
IClientNetworkable *pEnt;
if((pEnt = entitylist->GetClientNetworkable(i)) != NULL)
{
entStr[0] = 0;
Q_snprintf(classStr, sizeof( classStr ), "'%s'", pEnt->GetClientClass()->m_pNetworkName);
}
else
{
Q_snprintf(entStr, sizeof( entStr ), "(missing), ");
Q_snprintf(classStr, sizeof( classStr ), "(missing)");
}
if ( pEnt )
ConMsg("Ent %3d: %s class %s\n", i, entStr, classStr);
}
}
//-----------------------------------------------------------------------------
// Purpose: returns true if the background level should be loaded on startup
//-----------------------------------------------------------------------------
bool CL_ShouldLoadBackgroundLevel( const CCommand &args )
{
if ( InEditMode() )
return false;
// If TF2 and PC we don't want to load the background map.
bool bIsTF2 = false;
if ( ( Q_stricmp( COM_GetModDirectory(), "tf" ) == 0 ) || ( Q_stricmp( COM_GetModDirectory(), "tf_beta" ) == 0 ) )
{
bIsTF2 = true;
}
if ( bIsTF2 && IsPC() )
return false;
if ( args.ArgC() == 2 )
{
// presence of args identifies an end-of-game situation
if ( IsX360() )
{
// 360 needs to get UI in the correct state to transition to the Background level
// from the credits.
EngineVGui()->OnCreditsFinished();
return true;
}
if ( !Q_stricmp( args[1], "force" ) )
{
// Adrian: Have to do this so the menu shows up if we ever call this while in a level.
Host_Disconnect( true );
// pc can't get into background maps fast enough, so just show main menu
return false;
}
if ( !Q_stricmp( args[1], "playendgamevid" ) )
{
// Bail back to the menu and play the end game video.
CommandLine()->AppendParm( "-endgamevid", NULL );
CommandLine()->RemoveParm( "-recapvid" );
game->PlayStartupVideos();
CommandLine()->RemoveParm( "-endgamevid" );
cl.Disconnect( "Finished playing end game videos", true );
return false;
}
if ( !Q_stricmp( args[1], "playrecapvid" ) )
{
// Bail back to the menu and play the recap video
CommandLine()->AppendParm( "-recapvid", NULL );
CommandLine()->RemoveParm( "-endgamevid" );
HostState_Restart();
return false;
}
}
// if force is set, then always return true
if (CommandLine()->CheckParm("-forcestartupmenu"))
return true;
// don't load the map in developer or console mode
if ( developer.GetInt() ||
CommandLine()->CheckParm("-console") ||
CommandLine()->CheckParm("-dev") )
return false;
// don't load the map if we're going straight into a level
if ( CommandLine()->CheckParm("+map") ||
CommandLine()->CheckParm("+connect") ||
CommandLine()->CheckParm("+playdemo") ||
CommandLine()->CheckParm("+timedemo") ||
CommandLine()->CheckParm("+timedemoquit") ||
CommandLine()->CheckParm("+load") ||
CommandLine()->CheckParm("-makereslists"))
return false;
#ifdef _X360
// check if we are accepting an invite
if ( XboxLaunch()->GetLaunchFlags() & LF_INVITERESTART )
return false;
#endif
// nothing else is going on, so load the startup level
return true;
}
#define DEFAULT_BACKGROUND_NAME "background01"
int g_iRandomChapterIndex = -1;
int CL_GetBackgroundLevelIndex( int nNumChapters )
{
if ( g_iRandomChapterIndex != -1 )
return g_iRandomChapterIndex;
int iChapterIndex = sv_unlockedchapters.GetInt();
if ( iChapterIndex <= 0 )
{
// expected to be [1..N]
iChapterIndex = 1;
}
if ( sv_unlockedchapters.GetInt() >= ( nNumChapters-1 ) )
{
RandomSeed( Plat_MSTime() );
g_iRandomChapterIndex = iChapterIndex = RandomInt( 1, nNumChapters );
}
return iChapterIndex;
}
//-----------------------------------------------------------------------------
// Purpose: returns the name of the background level to load
//-----------------------------------------------------------------------------
void CL_GetBackgroundLevelName( char *pszBackgroundName, int bufSize, bool bMapName )
{
Q_strncpy( pszBackgroundName, DEFAULT_BACKGROUND_NAME, bufSize );
KeyValues *pChapterFile = new KeyValues( pszBackgroundName );
if ( pChapterFile->LoadFromFile( g_pFileSystem, "scripts/ChapterBackgrounds.txt" ) )
{
KeyValues *pChapterRoot = pChapterFile;
const char *szChapterIndex;
int nNumChapters = 1;
KeyValues *pChapters = pChapterFile->GetNextKey();
if ( bMapName && pChapters )
{
const char *pszName = pChapters->GetName();
if ( pszName && pszName[0] && !Q_strncmp( "BackgroundMaps", pszName, 14 ) )
{
pChapterRoot = pChapters;
pChapters = pChapters->GetFirstSubKey();
}
else
{
pChapters = NULL;
}
}
else
{
pChapters = NULL;
}
if ( !pChapters )
{
pChapters = pChapterFile->GetFirstSubKey();
}
// Find the highest indexed chapter
while ( pChapters )
{
szChapterIndex = pChapters->GetName();
if ( szChapterIndex )
{
int nChapter = atoi(szChapterIndex);
if( nChapter > nNumChapters )
nNumChapters = nChapter;
}
pChapters = pChapters->GetNextKey();
}
int nChapterToLoad = CL_GetBackgroundLevelIndex( nNumChapters );
// Find the chapter background with this index
char buf[4];
Q_snprintf( buf, sizeof(buf), "%d", nChapterToLoad );
KeyValues *pLoadChapter = pChapterRoot->FindKey(buf);
// Copy the background name
if ( pLoadChapter )
{
Q_strncpy( pszBackgroundName, pLoadChapter->GetString(), bufSize );
}
}
pChapterFile->deleteThis();
}
//-----------------------------------------------------------------------------
// Purpose: Callback to open the game menus
//-----------------------------------------------------------------------------
void CL_CheckToDisplayStartupMenus( const CCommand &args )
{
if ( CL_ShouldLoadBackgroundLevel( args ) )
{
char szBackgroundName[_MAX_PATH];
CL_GetBackgroundLevelName( szBackgroundName, sizeof(szBackgroundName), true );
char cmd[_MAX_PATH];
Q_snprintf( cmd, sizeof(cmd), "map_background %s\n", szBackgroundName );
Cbuf_AddText( cmd );
}
}
static float s_fDemoRevealGameUITime = -1;
float s_fDemoPlayMusicTime = -1;
static bool s_bIsRavenHolmn = false;
//-----------------------------------------------------------------------------
// Purpose: run the special demo logic when transitioning from the trainstation levels
//----------------------------------------------------------------------------
void CL_DemoTransitionFromTrainstation()
{
// kick them out to GameUI instead and bring up the chapter page with raveholm unlocked
sv_unlockedchapters.SetValue(6); // unlock ravenholm
Cbuf_AddText( "sv_cheats 1; fadeout 1.5; sv_cheats 0;");
Cbuf_Execute();
s_fDemoRevealGameUITime = Sys_FloatTime() + 1.5;
s_bIsRavenHolmn = false;
}
void CL_DemoTransitionFromRavenholm()
{
Cbuf_AddText( "sv_cheats 1; fadeout 2; sv_cheats 0;");
Cbuf_Execute();
s_fDemoRevealGameUITime = Sys_FloatTime() + 1.9;
s_bIsRavenHolmn = true;
}
void CL_DemoTransitionFromTestChmb()
{
Cbuf_AddText( "sv_cheats 1; fadeout 2; sv_cheats 0;");
Cbuf_Execute();
s_fDemoRevealGameUITime = Sys_FloatTime() + 1.9;
}
//-----------------------------------------------------------------------------
// Purpose: make the gameui appear after a certain interval
//----------------------------------------------------------------------------
void V_RenderVGuiOnly();
bool V_CheckGamma();
void CL_DemoCheckGameUIRevealTime( )
{
if ( s_fDemoRevealGameUITime > 0 )
{
if ( s_fDemoRevealGameUITime < Sys_FloatTime() )
{
s_fDemoRevealGameUITime = -1;
SCR_BeginLoadingPlaque();
Cbuf_AddText( "disconnect;");
CCommand args;
CL_CheckToDisplayStartupMenus( args );
s_fDemoPlayMusicTime = Sys_FloatTime() + 1.0;
}
}
if ( s_fDemoPlayMusicTime > 0 )
{
V_CheckGamma();
V_RenderVGuiOnly();
if ( s_fDemoPlayMusicTime < Sys_FloatTime() )
{
s_fDemoPlayMusicTime = -1;
EngineVGui()->ActivateGameUI();
if ( CL_IsHL2Demo() )
{
if ( s_bIsRavenHolmn )
{
Cbuf_AddText( "play music/ravenholm_1.mp3;" );
}
else
{
EngineVGui()->ShowNewGameDialog(6);// bring up the new game dialog in game UI
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: setup a debug string that is uploaded on crash
//----------------------------------------------------------------------------
extern bool g_bV3SteamInterface;
char g_minidumpinfo[ 4096 ] = {0};
PAGED_POOL_INFO_t g_pagedpoolinfo = { 0 };
void DisplaySystemVersion( char *osversion, int maxlen );
void CL_SetPagedPoolInfo()
{
if ( IsX360() )
return;
#if !defined( _X360 ) && !defined(NO_STEAM) && !defined(SWDS)
Plat_GetPagedPoolInfo( &g_pagedpoolinfo );
#endif
}
void CL_SetSteamCrashComment()
{
if ( IsX360() )
return;
char map[ 80 ];
char videoinfo[ 2048 ];
char misc[ 256 ];
char driverinfo[ 2048 ];
char osversion[ 256 ];
map[ 0 ] = 0;
driverinfo[ 0 ] = 0;
videoinfo[ 0 ] = 0;
misc[ 0 ] = 0;
osversion[ 0 ] = 0;
if ( host_state.worldmodel )
{
CL_SetupMapName( modelloader->GetName( host_state.worldmodel ), map, sizeof( map ) );
}
DisplaySystemVersion( osversion, sizeof( osversion ) );
MaterialAdapterInfo_t info;
materials->GetDisplayAdapterInfo( materials->GetCurrentAdapter(), info );
const char *dxlevel = "Unk";
int nDxLevel = g_pMaterialSystemHardwareConfig->GetDXSupportLevel();
if ( g_pMaterialSystemHardwareConfig )
{
dxlevel = COM_DXLevelToString( nDxLevel ) ;
}
// Make a string out of the high part and low parts of driver version
char szDXDriverVersion[ 64 ];
Q_snprintf( szDXDriverVersion, sizeof( szDXDriverVersion ), "%ld.%ld.%ld.%ld",
( long )( info.m_nDriverVersionHigh>>16 ),
( long )( info.m_nDriverVersionHigh & 0xffff ),
( long )( info.m_nDriverVersionLow>>16 ),
( long )( info.m_nDriverVersionLow & 0xffff ) );
Q_snprintf( driverinfo, sizeof(driverinfo), "Driver Name: %s\nDriver Version: %s\nVendorId / DeviceId: 0x%x / 0x%x\nSubSystem / Rev: 0x%x / 0x%x\nDXLevel: %s [%d]\nVid: %i x %i",
info.m_pDriverName,
szDXDriverVersion,
info.m_VendorID,
info.m_DeviceID,
info.m_SubSysID,
info.m_Revision,
dxlevel ? dxlevel : "Unk", nDxLevel,
videomode->GetModeWidth(), videomode->GetModeHeight() );
ConVarRef mat_picmip( "mat_picmip" );
ConVarRef mat_forceaniso( "mat_forceaniso" );
ConVarRef mat_trilinear( "mat_trilinear" );
ConVarRef mat_antialias( "mat_antialias" );
ConVarRef mat_aaquality( "mat_aaquality" );
ConVarRef r_shadowrendertotexture( "r_shadowrendertotexture" );
ConVarRef r_flashlightdepthtexture( "r_flashlightdepthtexture" );
#ifndef _X360
ConVarRef r_waterforceexpensive( "r_waterforceexpensive" );
#endif
ConVarRef r_waterforcereflectentities( "r_waterforcereflectentities" );
ConVarRef mat_vsync( "mat_vsync" );
ConVarRef r_rootlod( "r_rootlod" );
ConVarRef mat_reducefillrate( "mat_reducefillrate" );
ConVarRef mat_motion_blur_enabled( "mat_motion_blur_enabled" );
ConVarRef mat_queue_mode( "mat_queue_mode" );
#ifdef _X360
Q_snprintf( videoinfo, sizeof(videoinfo), "picmip: %i forceansio: %i trilinear: %i antialias: %i vsync: %i rootlod: %i reducefillrate: %i\n"\
"shadowrendertotexture: %i r_flashlightdepthtexture %i waterforcereflectentities: %i mat_motion_blur_enabled: %i",
mat_picmip.GetInt(), mat_forceaniso.GetInt(), mat_trilinear.GetInt(), mat_antialias.GetInt(), mat_aaquality.GetInt(),
mat_vsync.GetInt(), r_rootlod.GetInt(), mat_reducefillrate.GetInt(),
r_shadowrendertotexture.GetInt(), r_flashlightdepthtexture.GetInt(),
r_waterforcereflectentities.GetInt(),
mat_motion_blur_enabled.GetInt() );
#else
Q_snprintf( videoinfo, sizeof(videoinfo), "picmip: %i forceansio: %i trilinear: %i antialias: %i vsync: %i rootlod: %i reducefillrate: %i\n"\
"shadowrendertotexture: %i r_flashlightdepthtexture %i waterforceexpensive: %i waterforcereflectentities: %i mat_motion_blur_enabled: %i mat_queue_mode %i",
mat_picmip.GetInt(), mat_forceaniso.GetInt(), mat_trilinear.GetInt(), mat_antialias.GetInt(),
mat_vsync.GetInt(), r_rootlod.GetInt(), mat_reducefillrate.GetInt(),
r_shadowrendertotexture.GetInt(), r_flashlightdepthtexture.GetInt(),
r_waterforceexpensive.GetInt(), r_waterforcereflectentities.GetInt(),
mat_motion_blur_enabled.GetInt(), mat_queue_mode.GetInt() );
#endif
int latency = 0;
if ( cl.m_NetChannel )
{
latency = (int)( 1000.0f * cl.m_NetChannel->GetAvgLatency( FLOW_OUTGOING ) );
}
Q_snprintf( misc, sizeof( misc ), "skill:%i rate %i update %i cmd %i latency %i msec",
skill.GetInt(),
cl_rate->GetInt(),
(int)cl_updaterate->GetFloat(),
(int)cl_cmdrate->GetFloat(),
latency
);
const char *pNetChannel = "Not Connected";
if ( cl.m_NetChannel )
{
pNetChannel = cl.m_NetChannel->GetRemoteAddress().ToString();
}
CL_SetPagedPoolInfo();
Q_snprintf( g_minidumpinfo, sizeof(g_minidumpinfo),
"Map: %s\n"\
"Game: %s\n"\
"Build: %i\n"\
"Misc: %s\n"\
"Net: %s\n"\
"cmdline:%s\n"\
"driver: %s\n"\
"video: %s\n"\
"OS: %s\n",
map, com_gamedir, build_number(), misc, pNetChannel, CommandLine()->GetCmdLine(), driverinfo, videoinfo, osversion );
char full[ 4096 ];
Q_snprintf( full, sizeof( full ), "%sPP PAGES: used: %d, free %d\n", g_minidumpinfo, (int)g_pagedpoolinfo.numPagesUsed, (int)g_pagedpoolinfo.numPagesFree );
#ifndef NO_STEAM
SteamAPI_SetMiniDumpComment( full );
#endif
}
//
// register commands
//
static ConCommand startupmenu( "startupmenu", &CL_CheckToDisplayStartupMenus, "Opens initial menu screen and loads the background bsp, but only if no other level is being loaded, and we're not in developer mode." );
ConVar cl_language( "cl_language", "english", FCVAR_USERINFO, "Language (from HKCU\\Software\\Valve\\Steam\\Language)" );
void CL_InitLanguageCvar()
{
if ( Steam3Client().SteamApps() )
{
cl_language.SetValue( Steam3Client().SteamApps()->GetCurrentGameLanguage() );
}
else
{
char *szLang = getenv("LANG");
if ( CommandLine()->CheckParm( "-language" ) )
cl_language.SetValue( CommandLine()->ParmValue( "-language", "english") );
else if( szLang )
{
ELanguage lang = PchLanguageICUCodeToELanguage(szLang, k_Lang_English);
char *szShortLang = GetLanguageShortName(lang);
cl_language.SetValue( szShortLang );
}
else
cl_language.SetValue( "english" );
5 years ago
}
}
void CL_ChangeCloudSettingsCvar( IConVar *var, const char *pOldValue, float flOldValue );
ConVar cl_cloud_settings( "cl_cloud_settings", "1", FCVAR_HIDDEN, "Cloud enabled from (from HKCU\\Software\\Valve\\Steam\\Apps\\appid\\Cloud)", CL_ChangeCloudSettingsCvar );
void CL_ChangeCloudSettingsCvar( IConVar *var, const char *pOldValue, float flOldValue )
{
// !! bug do i need to do something linux-wise here.
if ( IsPC() && Steam3Client().SteamRemoteStorage() )
{
ConVarRef ref( var->GetName() );
Steam3Client().SteamRemoteStorage()->SetCloudEnabledForApp( ref.GetBool() );
if ( cl_cloud_settings.GetInt() == STEAMREMOTESTORAGE_CLOUD_ON && flOldValue == STEAMREMOTESTORAGE_CLOUD_OFF )
{
// If we were just turned on, get our configuration from remote storage.
engineClient->ReadConfiguration( false );
engineClient->ClientCmd_Unrestricted( "refresh_options_dialog" );
}
}
}
void CL_InitCloudSettingsCvar()
{
if ( IsPC() && Steam3Client().SteamRemoteStorage() )
{
int iCloudSettings = STEAMREMOTESTORAGE_CLOUD_OFF;
if ( Steam3Client().SteamRemoteStorage()->IsCloudEnabledForApp() )
iCloudSettings = STEAMREMOTESTORAGE_CLOUD_ON;
cl_cloud_settings.SetValue( iCloudSettings );
}
else
{
// If not on PC or steam not available, set to 0 to make sure no replication occurs or is attempted
cl_cloud_settings.SetValue( STEAMREMOTESTORAGE_CLOUD_OFF );
}
}
/*
=================
CL_Init
=================
*/
void CL_Init (void)
{
cl.Clear();
CL_InitLanguageCvar();
CL_InitCloudSettingsCvar();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CL_Shutdown( void )
{
}
CON_COMMAND_F( cl_fullupdate, "Forces the server to send a full update packet", FCVAR_CHEAT )
{
cl.ForceFullUpdate();
}
#ifdef STAGING_ONLY
CON_COMMAND( cl_download, "Downloads a file from server." )
{
if ( args.ArgC() != 2 )
return;
if ( !cl.m_NetChannel )
return;
cl.m_NetChannel->RequestFile( args[ 1 ] ); // just for testing stuff
}
#endif // STAGING_ONLY
CON_COMMAND_F( setinfo, "Adds a new user info value", FCVAR_CLIENTCMD_CAN_EXECUTE )
{
if ( args.ArgC() != 3 )
{
Msg("Syntax: setinfo <key> <value>\n");
return;
}
const char *name = args[ 1 ];
const char *value = args[ 2 ];
// Prevent players manually changing their name (their Steam account provides it now)
if ( Q_stricmp( name, "name" ) == 0 )
return;
// Discard any convar change request if contains funky characters
bool bFunky = false;
for (const char *s = name ; *s != '\0' ; ++s )
{
if ( !V_isalnum(*s) && *s != '_' )
{
bFunky = true;
break;
}
}
if ( bFunky )
{
Msg( "Ignoring convar change request for variable '%s', which contains invalid character(s)\n", name );
return;
}
ConCommandBase *pCommand = g_pCVar->FindCommandBase( name );
ConVarRef sv_cheats( "sv_cheats" );
if ( pCommand )
{
if ( pCommand->IsCommand() )
{
Msg("Name %s is already registered as console command\n", name );
return;
}
if ( !pCommand->IsFlagSet(FCVAR_USERINFO) )
{
Msg("Convar %s is already registered but not as user info value\n", name );
return;
}
if ( pCommand->IsFlagSet( FCVAR_NOT_CONNECTED ) )
{
#ifndef DEDICATED
// Connected to server?
if ( cl.IsConnected() )
{
extern IBaseClientDLL *g_ClientDLL;
if ( pCommand->IsFlagSet( FCVAR_USERINFO ) && g_ClientDLL && g_ClientDLL->IsConnectedUserInfoChangeAllowed( NULL ) )
{
// Client.dll is allowing the convar change
}
else
{
ConMsg( "Can't change %s when playing, disconnect from the server or switch team to spectators\n", pCommand->GetName() );
return;
}
}
#endif
}
if ( IsPC() )
{
#if !defined(NO_STEAM)
EUniverse eUniverse = GetSteamUniverse();
if ( (( eUniverse != k_EUniverseBeta ) && ( eUniverse != k_EUniverseDev )) && pCommand->IsFlagSet( FCVAR_DEVELOPMENTONLY ) )
return;
#endif
}
if ( pCommand->IsFlagSet( FCVAR_CHEAT ) && sv_cheats.GetBool() == 0 )
{
Msg("Convar %s is marked as cheat and cheats are off\n", name );
return;
}
}
else
{
// cvar not found, create it now
char *pszString = V_strdup( name );
pCommand = new ConVar( pszString, "", FCVAR_USERINFO, "Custom user info value" );
}
ConVar *pConVar = (ConVar*)pCommand;
pConVar->SetValue( value );
if ( cl.IsConnected() )
{
// send changed cvar to server
NET_SetConVar convar( name, value );
cl.m_NetChannel->SendNetMsg( convar );
}
}
CON_COMMAND( cl_precacheinfo, "Show precache info (client)." )
{
if ( args.ArgC() == 2 )
{
cl.DumpPrecacheStats( args[ 1 ] );
return;
}
// Show all data
cl.DumpPrecacheStats( MODEL_PRECACHE_TABLENAME );
cl.DumpPrecacheStats( DECAL_PRECACHE_TABLENAME );
cl.DumpPrecacheStats( SOUND_PRECACHE_TABLENAME );
cl.DumpPrecacheStats( GENERIC_PRECACHE_TABLENAME );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *object -
// stringTable -
// stringNumber -
// *newString -
// *newData -
//-----------------------------------------------------------------------------
void Callback_ModelChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
if ( stringTable == cl.m_pModelPrecacheTable )
{
// Index 0 is always NULL, just ignore it
// Index 1 == the world, don't
if ( stringNumber > 1 )
{
// DevMsg( "Preloading model %s\n", newString );
cl.SetModel( stringNumber );
}
}
else
{
Assert( 0 ) ; // Callback_*Changed called with wrong stringtable
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *object -
// stringTable -
// stringNumber -
// *newString -
// *newData -
//-----------------------------------------------------------------------------
void Callback_GenericChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
if ( stringTable == cl.m_pGenericPrecacheTable )
{
// Index 0 is always NULL, just ignore it
if ( stringNumber >= 1 )
{
cl.SetGeneric( stringNumber );
}
}
else
{
Assert( 0 ) ; // Callback_*Changed called with wrong stringtable
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *object -
// stringTable -
// stringNumber -
// *newString -
// *newData -
//-----------------------------------------------------------------------------
void Callback_SoundChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
if ( stringTable == cl.m_pSoundPrecacheTable )
{
// Index 0 is always NULL, just ignore it
if ( stringNumber >= 1 )
{
cl.SetSound( stringNumber );
}
}
else
{
Assert( 0 ) ; // Callback_*Changed called with wrong stringtable
}
}
void Callback_DecalChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
if ( stringTable == cl.m_pDecalPrecacheTable )
{
cl.SetDecal( stringNumber );
}
else
{
Assert( 0 ) ; // Callback_*Changed called with wrong stringtable
}
}
void Callback_InstanceBaselineChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
Assert( stringTable == cl.m_pInstanceBaselineTable );
// cl.UpdateInstanceBaseline( stringNumber );
}
void Callback_UserInfoChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
Assert( stringTable == cl.m_pUserInfoTable );
// stringnumber == player slot
player_info_t *player = (player_info_t*)newData;
if ( !player )
return; // player left the game
// request custom user files if necessary
for ( int i=0; i<MAX_CUSTOM_FILES; i++ )
{
cl.CheckOthersCustomFile( player->customFiles[i] );
}
// fire local client event game event
IGameEvent * event = g_GameEventManager.CreateEvent( "player_info" );
if ( event )
{
event->SetInt( "userid", player->userID );
event->SetInt( "friendsid", player->friendsID );
event->SetInt( "index", stringNumber );
event->SetString( "name", player->name );
event->SetString( "networkid", player->guid );
event->SetBool( "bot", player->fakeplayer );
g_GameEventManager.FireEventClientSide( event );
}
}
void Callback_DynamicModelsChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
#ifndef SWDS
extern IVModelInfoClient *modelinfoclient;
if ( modelinfoclient )
{
modelinfoclient->OnDynamicModelsStringTableChange( stringNumber, newString, newData );
}
#endif
}
void CL_HookClientStringTables()
{
// install hooks
int numTables = cl.m_StringTableContainer->GetNumTables();
for ( int i =0; i<numTables; i++)
{
// iterate through server tables
CNetworkStringTable *pTable =
(CNetworkStringTable*)cl.m_StringTableContainer->GetTable( i );
if ( !pTable )
continue;
cl.HookClientStringTable( pTable->GetTableName() );
}
}
// Installs the all, and invokes cb for all existing items
void CL_InstallAndInvokeClientStringTableCallbacks()
{
// install hooks
int numTables = cl.m_StringTableContainer->GetNumTables();
for ( int i =0; i<numTables; i++)
{
// iterate through server tables
CNetworkStringTable *pTable =
(CNetworkStringTable*)cl.m_StringTableContainer->GetTable( i );
if ( !pTable )
continue;
pfnStringChanged pOldFunction = pTable->GetCallback();
cl.InstallStringTableCallback( pTable->GetTableName() );
pfnStringChanged pNewFunction = pTable->GetCallback();
if ( !pNewFunction )
continue;
// We already had it installed (e.g., from client .dll) so all of the callbacks have been called and don't need a second dose
if ( pNewFunction == pOldFunction )
continue;
for ( int j = 0; j < pTable->GetNumStrings(); ++j )
{
int userDataSize;
const void *pUserData = pTable->GetStringUserData( j, &userDataSize );
(*pNewFunction)( NULL, pTable, j, pTable->GetString( j ), pUserData );
}
}
}
// Singleton client state
CClientState cl;