"", // 47
"", // 48
"", // 49
- "svc_unusedlh1", // 50 //
+ "svc_downloaddata", // 50 // [int] start [short] size [variable length] data
"svc_updatestatubyte", // 51 // [byte] stat [byte] value
"svc_effect", // 52 // [vector] org [byte] modelindex [byte] startframe [byte] framecount [byte] framerate
"svc_effect2", // 53 // [vector] org [short] modelindex [short] startframe [byte] framecount [byte] framerate
cvar_t cl_sound_ric2 = {0, "cl_sound_ric2", "weapons/ric2.wav", "sound to play with 5% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
cvar_t cl_sound_ric3 = {0, "cl_sound_ric3", "weapons/ric3.wav", "sound to play with 10% chance during TE_SPIKE/TE_SUPERSPIKE (empty cvar disables sound)"};
cvar_t cl_sound_r_exp3 = {0, "cl_sound_r_exp3", "weapons/r_exp3.wav", "sound to play during TE_EXPLOSION and related effects (empty cvar disables sound)"};
+cvar_t cl_serverextension_download = {0, "cl_serverextension_download", "0", "indicates whether the server supports the download command"};
+cvar_t cl_joinbeforedownloadsfinish = {0, "cl_joinbeforedownloadsfinish", "1", "if non-zero the game will begin after the map is loaded before other downloads finish"};
+cvar_t cl_nettimesyncmode = {0, "cl_nettimesyncmode", "2", "selects method of time synchronization in client with regard to server packets, values are: 0 = no sync, 1 = exact sync (reset timing each packet), 2 = loose sync (reset timing only if it is out of bounds), 3 = tight sync and bounding"};
static qboolean QW_CL_CheckOrDownloadFile(const char *filename);
static void QW_CL_RequestNextDownload(void);
*/
static unsigned char olddata[NET_MAXMESSAGE];
-void CL_KeepaliveMessage (void)
+void CL_KeepaliveMessage (qboolean readmessages)
{
float time;
static double nextmsg = -1;
if (sv.active || !cls.netcon || cls.protocol == PROTOCOL_QUAKEWORLD)
return;
-// read messages from server, should just be nops
- oldreadcount = msg_readcount;
- oldbadread = msg_badread;
- old = net_message;
- memcpy(olddata, net_message.data, net_message.cursize);
-
- NetConn_ClientFrame();
-
- msg_readcount = oldreadcount;
- msg_badread = oldbadread;
- net_message = old;
- memcpy(net_message.data, olddata, net_message.cursize);
+ if (readmessages)
+ {
+ // read messages from server, should just be nops
+ oldreadcount = msg_readcount;
+ oldbadread = msg_badread;
+ old = net_message;
+ memcpy(olddata, net_message.data, net_message.cursize);
+
+ NetConn_ClientFrame();
+
+ msg_readcount = oldreadcount;
+ msg_badread = oldbadread;
+ net_message = old;
+ memcpy(net_message.data, olddata, net_message.cursize);
+ }
if (cls.netcon && (time = Sys_DoubleTime()) >= nextmsg)
{
Mem_Free(cls.qw_downloadmemory);
cls.qw_downloadmemory = NULL;
}
+
+ // done loading
+ cl.loadfinished = true;
break;
case dl_sound:
if (cls.qw_downloadnumber == 0)
// read the fragment out of the packet
MSG_ReadBytes(size, cls.qw_downloadmemory + cls.qw_downloadmemorycursize);
cls.qw_downloadmemorycursize += size;
+ cls.qw_downloadspeedcount += size;
cls.qw_downloadpercent = percent;
if (nummodels==MAX_MODELS)
Host_Error("Server sent too many model precaches");
if (strlen(str) >= MAX_QPATH)
- Host_Error("Server sent a precache name of %i characters (max %i)", strlen(str), MAX_QPATH - 1);
+ Host_Error("Server sent a precache name of %i characters (max %i)", (int)strlen(str), MAX_QPATH - 1);
strlcpy(cl.model_name[nummodels], str, sizeof (cl.model_name[nummodels]));
}
if (numsounds==MAX_SOUNDS)
Host_Error("Server sent too many sound precaches");
if (strlen(str) >= MAX_QPATH)
- Host_Error("Server sent a precache name of %i characters (max %i)", strlen(str), MAX_QPATH - 1);
+ Host_Error("Server sent a precache name of %i characters (max %i)", (int)strlen(str), MAX_QPATH - 1);
strlcpy(cl.sound_name[numsounds], str, sizeof (cl.sound_name[numsounds]));
}
cl.activeweapon = cl.stats[STAT_ACTIVEWEAPON];
}
+void CL_BeginDownloads(qboolean aborteddownload)
+{
+ // quakeworld works differently
+ if (cls.protocol == PROTOCOL_QUAKEWORLD)
+ return;
+
+ // TODO: this would be a good place to do curl downloads
+
+ if (cl.downloadcsqc)
+ {
+ size_t progsize;
+ cl.downloadcsqc = false;
+ if (cls.netcon
+ && !sv.active
+ && csqc_progname.string
+ && csqc_progname.string[0]
+ && csqc_progcrc.integer >= 0
+ && cl_serverextension_download.integer
+ && (FS_CRCFile(csqc_progname.string, &progsize) != csqc_progcrc.integer || ((int)progsize != csqc_progsize.integer && csqc_progsize.integer != -1))
+ && !FS_FileExists(va("dlcache/%s.%i.%i", csqc_progname.string, csqc_progsize.integer, csqc_progcrc.integer)))
+ Cmd_ForwardStringToServer(va("download %s", csqc_progname.string));
+ }
+
+ if (cl.loadmodel_current < cl.loadmodel_total)
+ {
+ // loading models
+
+ for (;cl.loadmodel_current < cl.loadmodel_total;cl.loadmodel_current++)
+ {
+ if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw)
+ continue;
+ if (cls.signon < SIGNONS)
+ CL_KeepaliveMessage(true);
+ cl.model_precache[cl.loadmodel_current] = Mod_ForName(cl.model_name[cl.loadmodel_current], false, false, cl.loadmodel_current == 1);
+ if (cl.model_precache[cl.loadmodel_current] && cl.model_precache[cl.loadmodel_current]->Draw && cl.loadmodel_current == 1)
+ {
+ // we now have the worldmodel so we can set up the game world
+ cl.entities[0].render.model = cl.worldmodel = cl.model_precache[1];
+ CL_UpdateRenderEntity(&cl.entities[0].render);
+ R_Modules_NewMap();
+ // check memory integrity
+ Mem_CheckSentinelsGlobal();
+ if (!cl.loadfinished && cl_joinbeforedownloadsfinish.integer)
+ {
+ cl.loadfinished = true;
+ // now issue the spawn to move on to signon 3 like normal
+ if (cls.netcon)
+ Cmd_ForwardStringToServer("spawn");
+ }
+ }
+ }
+
+ // finished loading models
+ }
+
+ if (cl.loadsound_current < cl.loadsound_total)
+ {
+ // loading sounds
+
+ for (;cl.loadsound_current < cl.loadsound_total;cl.loadsound_current++)
+ {
+ if (cl.sound_precache[cl.loadsound_current] && S_IsSoundPrecached(cl.sound_precache[cl.loadsound_current]))
+ continue;
+ if (cls.signon < SIGNONS)
+ CL_KeepaliveMessage(true);
+ // Don't lock the sfx here, S_ServerSounds already did that
+ cl.sound_precache[cl.loadsound_current] = S_PrecacheSound(cl.sound_name[cl.loadsound_current], false, false);
+ }
+
+ // finished loading sounds
+ }
+
+ // note: the reason these loops skip already-loaded things is that it
+ // enables this command to be issued during the game if desired
+
+ if (cl.downloadmodel_current < cl.loadmodel_total)
+ {
+ // loading models
+
+ for (;cl.downloadmodel_current < cl.loadmodel_total;cl.downloadmodel_current++)
+ {
+ if (aborteddownload)
+ {
+ if (cl.downloadmodel_current == 1)
+ {
+ // the worldmodel failed, but we need to set up anyway
+ cl.entities[0].render.model = cl.worldmodel = cl.model_precache[1];
+ CL_UpdateRenderEntity(&cl.entities[0].render);
+ R_Modules_NewMap();
+ // check memory integrity
+ Mem_CheckSentinelsGlobal();
+ if (!cl.loadfinished && cl_joinbeforedownloadsfinish.integer)
+ {
+ cl.loadfinished = true;
+ // now issue the spawn to move on to signon 3 like normal
+ if (cls.netcon)
+ Cmd_ForwardStringToServer("spawn");
+ }
+ }
+ aborteddownload = false;
+ continue;
+ }
+ if (cl.model_precache[cl.downloadmodel_current] && cl.model_precache[cl.downloadmodel_current]->Draw)
+ continue;
+ if (cls.signon < SIGNONS)
+ CL_KeepaliveMessage(true);
+ if (!FS_FileExists(cl.model_name[cl.downloadmodel_current]))
+ {
+ if (cl.downloadmodel_current == 1)
+ Con_Printf("Map %s not found\n", cl.model_name[cl.downloadmodel_current]);
+ else
+ Con_Printf("Model %s not found\n", cl.model_name[cl.downloadmodel_current]);
+ // regarding the * check: don't try to download submodels
+ if (cl_serverextension_download.integer && cls.netcon && cl.model_name[cl.downloadmodel_current][0] != '*' && !sv.active)
+ {
+ Cmd_ForwardStringToServer(va("download %s", cl.model_name[cl.downloadmodel_current]));
+ // we'll try loading again when the download finishes
+ return;
+ }
+ }
+ cl.model_precache[cl.downloadmodel_current] = Mod_ForName(cl.model_name[cl.downloadmodel_current], false, false, cl.downloadmodel_current == 1);
+ if (cl.downloadmodel_current == 1)
+ {
+ // we now have the worldmodel so we can set up the game world
+ cl.entities[0].render.model = cl.worldmodel = cl.model_precache[1];
+ CL_UpdateRenderEntity(&cl.entities[0].render);
+ R_Modules_NewMap();
+ // check memory integrity
+ Mem_CheckSentinelsGlobal();
+ if (!cl.loadfinished && cl_joinbeforedownloadsfinish.integer)
+ {
+ cl.loadfinished = true;
+ // now issue the spawn to move on to signon 3 like normal
+ if (cls.netcon)
+ Cmd_ForwardStringToServer("spawn");
+ }
+ }
+ }
+
+ // finished loading models
+ }
+
+ if (cl.downloadsound_current < cl.loadsound_total)
+ {
+ // loading sounds
+
+ for (;cl.downloadsound_current < cl.loadsound_total;cl.downloadsound_current++)
+ {
+ char soundname[MAX_QPATH];
+ if (aborteddownload)
+ {
+ aborteddownload = false;
+ continue;
+ }
+ if (cl.sound_precache[cl.downloadsound_current] && S_IsSoundPrecached(cl.sound_precache[cl.downloadsound_current]))
+ continue;
+ if (cls.signon < SIGNONS)
+ CL_KeepaliveMessage(true);
+ dpsnprintf(soundname, sizeof(soundname), "sound/%s", cl.sound_name[cl.downloadsound_current]);
+ if (!FS_FileExists(soundname) && !FS_FileExists(cl.sound_name[cl.downloadsound_current]))
+ {
+ Con_Printf("Sound %s not found\n", soundname);
+ if (cl_serverextension_download.integer && cls.netcon && !sv.active)
+ {
+ Cmd_ForwardStringToServer(va("download %s", soundname));
+ // we'll try loading again when the download finishes
+ return;
+ }
+ }
+ // Don't lock the sfx here, S_ServerSounds already did that
+ cl.sound_precache[cl.downloadsound_current] = S_PrecacheSound(cl.sound_name[cl.downloadsound_current], false, false);
+ }
+
+ // finished loading sounds
+ }
+
+ if (!cl.loadfinished)
+ {
+ cl.loadfinished = true;
+
+ // check memory integrity
+ Mem_CheckSentinelsGlobal();
+
+ // now issue the spawn to move on to signon 3 like normal
+ if (cls.netcon)
+ Cmd_ForwardStringToServer("spawn");
+ }
+}
+
+void CL_BeginDownloads_f(void)
+{
+ CL_BeginDownloads(false);
+}
+
+void CL_StopDownload(int size, int crc)
+{
+ if (cls.qw_downloadmemory && cls.qw_downloadmemorycursize == size && CRC_Block(cls.qw_downloadmemory, size) == crc)
+ {
+ int existingcrc;
+ size_t existingsize;
+ const char *extension;
+
+ // finished file
+ // save to disk only if we don't already have it
+ // (this is mainly for playing back demos)
+ existingcrc = FS_CRCFile(cls.qw_downloadname, &existingsize);
+ if (existingsize)
+ {
+ if ((int)existingsize != size || existingcrc != crc)
+ {
+ // we have a mismatching file, pick another name for it
+ char name[MAX_QPATH*2];
+ dpsnprintf(name, sizeof(name), "dlcache/%s.%i.%i", cls.qw_downloadname, size, crc);
+ if (!FS_FileExists(name))
+ {
+ Con_Printf("Downloaded \"%s\" (%i bytes, %i CRC)\n", name, size, crc);
+ FS_WriteFile(name, cls.qw_downloadmemory, cls.qw_downloadmemorycursize);
+ }
+ }
+ }
+ else
+ {
+ // we either don't have it or have a mismatching file...
+ // so it's time to accept the file
+ // but if we already have a mismatching file we need to rename
+ // this new one, and if we already have this file in renamed form,
+ // we do nothing
+ Con_Printf("Downloaded \"%s\" (%i bytes, %i CRC)\n", cls.qw_downloadname, size, crc);
+ FS_WriteFile(cls.qw_downloadname, cls.qw_downloadmemory, cls.qw_downloadmemorycursize);
+ extension = FS_FileExtension(cls.qw_downloadname);
+ if (!strcasecmp(extension, "pak") || !strcasecmp(extension, "pk3"))
+ FS_Rescan();
+ }
+ }
+
+ if (cls.qw_downloadmemory)
+ Mem_Free(cls.qw_downloadmemory);
+ cls.qw_downloadmemory = NULL;
+ cls.qw_downloadname[0] = 0;
+ cls.qw_downloadmemorymaxsize = 0;
+ cls.qw_downloadmemorycursize = 0;
+ cls.qw_downloadpercent = 0;
+}
+
+void CL_ParseDownload(void)
+{
+ int i, start, size;
+ unsigned char data[65536];
+ start = MSG_ReadLong();
+ size = (unsigned short)MSG_ReadShort();
+
+ // record the start/size information to ack in the next input packet
+ for (i = 0;i < CL_MAX_DOWNLOADACKS;i++)
+ {
+ if (!cls.dp_downloadack[i].start && !cls.dp_downloadack[i].size)
+ {
+ cls.dp_downloadack[i].start = start;
+ cls.dp_downloadack[i].size = size;
+ break;
+ }
+ }
+
+ MSG_ReadBytes(size, data);
+
+ if (!cls.qw_downloadname[0])
+ {
+ if (size > 0)
+ Con_Printf("CL_ParseDownload: received %i bytes with no download active\n", size);
+ return;
+ }
+
+ if (start + size > cls.qw_downloadmemorymaxsize)
+ Host_Error("corrupt download message\n");
+
+ // only advance cursize if the data is at the expected position
+ // (gaps are unacceptable)
+ memcpy(cls.qw_downloadmemory + start, data, size);
+ cls.qw_downloadmemorycursize = start + size;
+ cls.qw_downloadpercent = (int)floor((start+size) * 100.0 / cls.qw_downloadmemorymaxsize);
+ cls.qw_downloadpercent = bound(0, cls.qw_downloadpercent, 100);
+ cls.qw_downloadspeedcount += size;
+}
+
+void CL_DownloadBegin_f(void)
+{
+ int size = atoi(Cmd_Argv(1));
+
+ if (size < 0 || size > 1<<30 || FS_CheckNastyPath(Cmd_Argv(2), false))
+ {
+ Con_Printf("cl_downloadbegin: received bogus information\n");
+ CL_StopDownload(0, 0);
+ return;
+ }
+
+ if (cls.qw_downloadname[0])
+ Con_Printf("Download of %s aborted\n", cls.qw_downloadname);
+
+ CL_StopDownload(0, 0);
+
+ // we're really beginning a download now, so initialize stuff
+ strlcpy(cls.qw_downloadname, Cmd_Argv(2), sizeof(cls.qw_downloadname));
+ cls.qw_downloadmemorymaxsize = size;
+ cls.qw_downloadmemory = Mem_Alloc(cls.permanentmempool, cls.qw_downloadmemorymaxsize);
+ cls.qw_downloadnumber++;
+
+ Cmd_ForwardStringToServer("sv_startdownload");
+}
+
+void CL_StopDownload_f(void)
+{
+ if (cls.qw_downloadname[0])
+ {
+ Con_Printf("Download of %s aborted\n", cls.qw_downloadname);
+ CL_StopDownload(0, 0);
+ }
+ CL_BeginDownloads(true);
+}
+
+void CL_DownloadFinished_f(void)
+{
+ if (Cmd_Argc() < 3)
+ {
+ Con_Printf("Malformed cl_downloadfinished command\n");
+ return;
+ }
+ CL_StopDownload(atoi(Cmd_Argv(1)), atoi(Cmd_Argv(2)));
+ CL_BeginDownloads(false);
+}
+
/*
=====================
CL_SignonReply
MSG_WriteByte (&cls.netcon->message, clc_stringcmd);
MSG_WriteString (&cls.netcon->message, "prespawn");
}
+ else // playing a demo... make sure loading occurs as soon as possible
+ CL_BeginDownloads(false);
break;
case 2:
MSG_WriteByte (&cls.netcon->message, clc_stringcmd);
MSG_WriteString (&cls.netcon->message, va("rate %i", cl_rate.integer));
- MSG_WriteByte (&cls.netcon->message, clc_stringcmd);
- MSG_WriteString (&cls.netcon->message, "spawn");
+ // LordHavoc: changed to begin a loading stage and issue this when done
+ //MSG_WriteByte (&cls.netcon->message, clc_stringcmd);
+ //MSG_WriteString (&cls.netcon->message, "spawn");
+
+ // execute cl_begindownloads next frame after this message is sent
+ // (so that the server can see the player name while downloading)
+ Cbuf_AddText("\ncl_begindownloads\n");
}
break;
// check memory integrity
Mem_CheckSentinelsGlobal();
+ // clear cl_serverextension cvars
+ Cvar_SetValueQuick(&cl_serverextension_download, 0);
+
//
// wipe the client_state_t struct
//
if (protocol == PROTOCOL_QUAKEWORLD)
{
+ char gamedir[1][MAX_QPATH];
+
cl.qw_servercount = MSG_ReadLong();
str = MSG_ReadString();
Con_Printf("server gamedir is %s\n", str);
+ strlcpy(gamedir[0], str, sizeof(gamedir[0]));
// change gamedir if needed
- FS_ChangeGameDir(str);
+ if (!FS_ChangeGameDirs(1, gamedir, true, false))
+ Host_Error("CL_ParseServerInfo: unable to switch to server specified gamedir");
cl.gametype = GAME_DEATHMATCH;
cl.maxclients = 32;
MSG_WriteString(&cls.netcon->message, va("soundlist %i %i", cl.qw_servercount, 0));
}
+ cl.loadfinished = false;
+
cls.state = ca_connected;
cls.signon = 1;
if (nummodels==MAX_MODELS)
Host_Error ("Server sent too many model precaches");
if (strlen(str) >= MAX_QPATH)
- Host_Error ("Server sent a precache name of %i characters (max %i)", strlen(str), MAX_QPATH - 1);
+ Host_Error ("Server sent a precache name of %i characters (max %i)", (int)strlen(str), MAX_QPATH - 1);
strlcpy (cl.model_name[nummodels], str, sizeof (cl.model_name[nummodels]));
}
// parse sound precache list
if (numsounds==MAX_SOUNDS)
Host_Error("Server sent too many sound precaches");
if (strlen(str) >= MAX_QPATH)
- Host_Error("Server sent a precache name of %i characters (max %i)", strlen(str), MAX_QPATH - 1);
+ Host_Error("Server sent a precache name of %i characters (max %i)", (int)strlen(str), MAX_QPATH - 1);
strlcpy (cl.sound_name[numsounds], str, sizeof (cl.sound_name[numsounds]));
}
cl.sfx_r_exp3 = S_PrecacheSound(cl_sound_r_exp3.string, false, true);
// now we try to load everything that is new
-
- // world model
- CL_KeepaliveMessage ();
- cl.model_precache[1] = Mod_ForName(cl.model_name[1], false, false, true);
- if (cl.model_precache[1]->Draw == NULL)
- Con_Printf("Map %s not found\n", cl.model_name[1]);
-
- // normal models
- for (i=2 ; i<nummodels ; i++)
- {
- CL_KeepaliveMessage();
- if ((cl.model_precache[i] = Mod_ForName(cl.model_name[i], false, false, false))->Draw == NULL)
- Con_Printf("Model %s not found\n", cl.model_name[i]);
- }
-
- // sounds
- for (i=1 ; i<numsounds ; i++)
- {
- CL_KeepaliveMessage();
- // Don't lock the sfx here, S_ServerSounds already did that
- cl.sound_precache[i] = S_PrecacheSound (cl.sound_name[i], true, false);
- }
-
- // we now have the worldmodel so we can set up the game world
- cl.entities[0].render.model = cl.worldmodel = cl.model_precache[1];
- CL_UpdateRenderEntity(&cl.entities[0].render);
- R_Modules_NewMap();
+ cl.loadmodel_current = 1;
+ cl.downloadmodel_current = 1;
+ cl.loadmodel_total = nummodels;
+ cl.loadsound_current = 1;
+ cl.downloadsound_current = 1;
+ cl.loadsound_total = numsounds;
+ cl.downloadcsqc = true;
+ cl.loadfinished = false;
}
// check memory integrity
if (!s->active)
return;
- if (s->modelindex >= MAX_MODELS && (65536-s->modelindex) >= MAX_MODELS)
+ if (s->modelindex >= MAX_MODELS)
Host_Error("CL_ValidateState: modelindex (%i) >= MAX_MODELS (%i)\n", s->modelindex, MAX_MODELS);
// colormap is client index + 1
VectorCopy(ent->state_current.origin, ent->persistent.neworigin);
VectorCopy(ent->state_current.angles, ent->persistent.newangles);
}
+ // trigger muzzleflash effect if necessary
+ if (ent->state_current.effects & EF_MUZZLEFLASH)
+ ent->persistent.muzzleflash = 1;
}
/*
ent->state_baseline.origin[i] = MSG_ReadCoord(cls.protocol);
ent->state_baseline.angles[i] = MSG_ReadAngle(cls.protocol);
}
- CL_ValidateState(&ent->state_baseline);
ent->state_previous = ent->state_current = ent->state_baseline;
}
// viewzoom interpolation
cl.mviewzoom[0] = (float) max(cl.stats[STAT_VIEWZOOM], 2) * (1.0f / 255.0f);
-
- // force a recalculation of the player prediction
- cl.movement_replay = true;
}
/*
Matrix4x4_CreateFromQuakeEntity(&ent->render.matrix, ent->state_baseline.origin[0], ent->state_baseline.origin[1], ent->state_baseline.origin[2], ent->state_baseline.angles[0], ent->state_baseline.angles[1], ent->state_baseline.angles[2], 1);
CL_UpdateRenderEntity(&ent->render);
- // This is definitely cheating...
- if (ent->render.model == NULL)
- cl.num_static_entities--;
+ // This is definitely a cheesy way to conserve resources...
+ //if (ent->render.model == NULL)
+ // cl.num_static_entities--;
}
/*
color[2] = MSG_ReadCoord(cls.protocol) * (2.0f / 1.0f);
CL_ParticleExplosion(pos);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_AllocLightFlash(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
break;
color[1] = MSG_ReadByte() * (2.0f / 255.0f);
color[2] = MSG_ReadByte() * (2.0f / 255.0f);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_AllocLightFlash(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
break;
color[1] = MSG_ReadByte() * (2.0f / 255.0f);
color[2] = MSG_ReadByte() * (2.0f / 255.0f);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_AllocLightFlash(NULL, &tempmatrix, radius, color[0], color[1], color[2], radius / velspeed, velspeed, 0, -1, true, 1, 0.25, 1, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
break;
case TE_FLAMEJET:
color[1] = tempcolor[1] * (2.0f / 255.0f);
color[2] = tempcolor[2] * (2.0f / 255.0f);
Matrix4x4_CreateTranslate(&tempmatrix, pos[0], pos[1], pos[2]);
- CL_AllocDlight(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
+ CL_AllocLightFlash(NULL, &tempmatrix, 350, color[0], color[1], color[2], 700, 0.5, 0, -1, true, 1, 0.25, 0.25, 1, 1, LIGHTFLAG_NORMALMODE | LIGHTFLAG_REALTIMEMODE);
S_StartSound(-1, 0, cl.sfx_r_exp3, pos, 1, 1);
break;
}
}
+void CL_ParseTrailParticles(void)
+{
+ int entityindex;
+ int effectindex;
+ vec3_t start, end;
+ entityindex = (unsigned short)MSG_ReadShort();
+ if (entityindex >= MAX_EDICTS)
+ entityindex = 0;
+ if (entityindex >= cl.max_entities)
+ CL_ExpandEntities(entityindex);
+ effectindex = (unsigned short)MSG_ReadShort();
+ MSG_ReadVector(start, cls.protocol);
+ MSG_ReadVector(end, cls.protocol);
+ CL_ParticleEffect(effectindex, VectorDistance(start, end), start, end, vec3_origin, vec3_origin, entityindex > 0 ? cl.entities + entityindex : NULL, 0);
+}
+
+void CL_ParsePointParticles(void)
+{
+ int effectindex, count;
+ vec3_t origin, velocity;
+ effectindex = (unsigned short)MSG_ReadShort();
+ MSG_ReadVector(origin, cls.protocol);
+ MSG_ReadVector(velocity, cls.protocol);
+ count = (unsigned short)MSG_ReadShort();
+ CL_ParticleEffect(effectindex, count, origin, origin, velocity, velocity, NULL, 0);
+}
+
// look for anything interesting like player IP addresses or ping reports
qboolean CL_ExaminePrintString(const char *text)
{
{
for (charindex = 0;cl.scores[cl.parsingtextplayerindex].name[charindex] == t[charindex];charindex++)
;
- if (cl.scores[cl.parsingtextplayerindex].name[charindex] == 0 && t[charindex] == '\n')
+ // note: the matching algorithm stops at the end of the player name because some servers append text such as " READY" after the player name in the scoreboard but not in the ping report
+ //if (cl.scores[cl.parsingtextplayerindex].name[charindex] == 0 && t[charindex] == '\n')
+ if (t[charindex] == '\n')
{
cl.scores[cl.parsingtextplayerindex].qw_ping = bound(0, ping, 9999);
for (cl.parsingtextplayerindex++;cl.parsingtextplayerindex < cl.maxclients && !cl.scores[cl.parsingtextplayerindex].name[0];cl.parsingtextplayerindex++)
return true;
}
+static void CL_NetworkTimeReceived(double newtime)
+{
+ if (cl_nolerp.integer || cls.timedemo || (cl.islocalgame && !sv_fixedframeratesingleplayer.integer))
+ cl.mtime[1] = cl.mtime[0] = newtime;
+ else
+ {
+ cl.mtime[1] = max(cl.mtime[0], newtime - 0.1);
+ cl.mtime[0] = newtime;
+ }
+ if (cl_nettimesyncmode.integer == 3)
+ cl.time = cl.mtime[1];
+ if (cl_nettimesyncmode.integer == 2)
+ {
+ if (cl.time < cl.mtime[1] || cl.time > cl.mtime[0])
+ cl.time = cl.mtime[1];
+ }
+ else if (cl_nettimesyncmode.integer == 1)
+ cl.time = cl.mtime[1];
+ // this packet probably contains a player entity update, so we will need
+ // to update the prediction
+ cl.movement_needupdate = true;
+ // this may get updated later in parsing by svc_clientdata
+ cl.onground = false;
+ // if true the cl.viewangles are interpolated from cl.mviewangles[]
+ // during this frame
+ // (makes spectating players much smoother and prevents mouse movement from turning)
+ cl.fixangle[1] = cl.fixangle[0];
+ cl.fixangle[0] = false;
+ if (!cls.demoplayback)
+ VectorCopy(cl.mviewangles[0], cl.mviewangles[1]);
+}
+
#define SHOWNET(x) if(cl_shownet.integer==2)Con_Printf("%3i:%s\n", msg_readcount-1, x);
//[515]: csqc
cl.last_received_message = realtime;
+ if (cls.netcon && cls.signon < SIGNONS)
+ CL_KeepaliveMessage(false);
+
//
// if recording demos, copy the message out
//
if (cls.protocol == PROTOCOL_QUAKEWORLD)
{
- cl.mtime[1] = cl.mtime[0];
- cl.mtime[0] = realtime; // qw has no clock
- cl.movement_needupdate = true;
- cl.onground = false; // since there's no clientdata parsing, clear the onground flag here
- // if true the cl.viewangles are interpolated from cl.mviewangles[]
- // during this frame
- // (makes spectating players much smoother and prevents mouse movement from turning)
- cl.fixangle[1] = cl.fixangle[0];
- cl.fixangle[0] = false;
- if (!cls.demoplayback)
- VectorCopy(cl.mviewangles[0], cl.mviewangles[1]);
-
- // force a recalculation of the player prediction
- cl.movement_replay = true;
+ CL_NetworkTimeReceived(realtime); // qw has no clock
// slightly kill qw player entities each frame
for (i = 1;i < cl.maxclients;i++)
cl.qw_num_nails = 0;
// fade weapon view kick
- cl.qw_weaponkick = min(cl.qw_weaponkick + 10 * (cl.time - cl.oldtime), 0);
+ cl.qw_weaponkick = min(cl.qw_weaponkick + 10 * bound(0, cl.time - cl.oldtime, 0.1), 0);
while (1)
{
break;
case svc_time:
- cl.mtime[1] = cl.mtime[0];
- cl.mtime[0] = MSG_ReadFloat ();
- cl.movement_needupdate = true;
- // if true the cl.viewangles are interpolated from cl.mviewangles[]
- // during this frame
- // (makes spectating players much smoother and prevents mouse movement from turning)
- cl.fixangle[1] = cl.fixangle[0];
- cl.fixangle[0] = false;
- if (!cls.demoplayback)
- VectorCopy(cl.mviewangles[0], cl.mviewangles[1]);
+ CL_NetworkTimeReceived(MSG_ReadFloat());
break;
case svc_clientdata:
case svc_csqcentities:
CSQC_ReadEntities();
break;
+ case svc_downloaddata:
+ CL_ParseDownload();
+ break;
+ case svc_trailparticles:
+ CL_ParseTrailParticles();
+ break;
+ case svc_pointparticles:
+ CL_ParsePointParticles();
+ break;
}
}
}
- CL_UpdateItemsAndWeapon();
+ if (cls.signon == SIGNONS)
+ CL_UpdateItemsAndWeapon();
EntityFrameQuake_ISeeDeadEntities();
void CL_Parse_ErrorCleanUp(void)
{
- if (cls.qw_downloadmemory)
- {
- Mem_Free(cls.qw_downloadmemory);
- cls.qw_downloadmemory = NULL;
- }
- cls.qw_downloadpercent = 0;
+ CL_StopDownload(0, 0);
QW_CL_StopUpload();
}
Cvar_RegisterVariable(&cl_sound_ric3);
Cvar_RegisterVariable(&cl_sound_r_exp3);
+ Cvar_RegisterVariable(&cl_joinbeforedownloadsfinish);
+
+ // server extension cvars set by commands issued from the server during connect
+ Cvar_RegisterVariable(&cl_serverextension_download);
+
+ Cvar_RegisterVariable(&cl_nettimesyncmode);
+
Cmd_AddCommand("nextul", QW_CL_NextUpload, "sends next fragment of current upload buffer (screenshot for example)");
Cmd_AddCommand("stopul", QW_CL_StopUpload, "aborts current upload (screenshot for example)");
Cmd_AddCommand("skins", QW_CL_Skins_f, "downloads missing qw skins from server");
Cmd_AddCommand("changing", QW_CL_Changing_f, "sent by qw servers to tell client to wait for level change");
+ Cmd_AddCommand("cl_begindownloads", CL_BeginDownloads_f, "used internally by darkplaces client while connecting (causes loading of models and sounds or triggers downloads for missing ones)");
+ Cmd_AddCommand("cl_downloadbegin", CL_DownloadBegin_f, "(networking) informs client of download file information, client replies with sv_startsoundload to begin the transfer");
+ Cmd_AddCommand("stopdownload", CL_StopDownload_f, "terminates a download");
+ Cmd_AddCommand("cl_downloadfinished", CL_DownloadFinished_f, "signals that a download has finished and provides the client with file size and crc to check its integrity");
}
void CL_Parse_Shutdown(void)