//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //===========================================================================// #include "client_pch.h" #include "sound.h" #include #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 #include #include "materialsystem/imaterialsystemhardwareconfig.h" #include "gl_matsysiface.h" #include "staticpropmgr.h" #include "ispatialpartitioninternal.h" #include "cbenchmark.h" #include "vox.h" #include "LocalNetworkBackdoor.h" #include #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 #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" #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 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 \n" ); } vecArgs.PurgeAndDeleteElementsArray(); } 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 vecArgs; V_SplitString( args.ArgS(), " ", vecArgs ); if ( vecArgs.Count() == 1 ) { CL_Connect( vecArgs[0], "redirect" ); } else { ConMsg( "Usage: redirect \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 ." ) { 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 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 \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 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 ; iIsRadiusGreaterThanZero()) { 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 ; iIsRadiusGreaterThanZero()) 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" ); } } 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 \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; icustomFiles[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; iGetTable( 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; iGetTable( 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;