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//========= Copyright 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef DEDICATED
#include "screen.h"
#include "cl_main.h"
#include "iprediction.h"
#include "proto_oob.h"
#include "demo.h"
#include "tier0/icommandline.h"
#include "ispatialpartitioninternal.h"
#include "GameEventManager.h"
#include "cdll_engine_int.h"
#include "voice.h"
#include "host_cmd.h"
#include "server.h"
#include "convar.h"
#include "dt_recv_eng.h"
#include "dt_common_eng.h"
#include "LocalNetworkBackdoor.h"
#include "vox.h"
#include "sound.h"
#include "r_efx.h"
#include "r_local.h"
#include "decal_private.h"
#include "vgui_baseui_interface.h"
#include "host_state.h"
#include "cl_ents_parse.h"
#include "eiface.h"
#include "server.h"
#include "cl_demoactionmanager.h"
#include "decal.h"
#include "r_decal.h"
#include "materialsystem/imaterial.h"
#include "EngineSoundInternal.h"
#include "master.h"
#include "ivideomode.h"
#include "download.h"
#include "GameUI/IGameUI.h"
#if defined( REPLAY_ENABLED )
#include "replayhistorymanager.h"
#endif
#include "cl_demo.h"
#include "audio_pch.h"
#include "paint.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IVEngineClient *engineClient;
extern CNetworkStringTableContainer *networkStringTableContainerClient; extern CNetworkStringTableContainer *networkStringTableContainerServer;
static ConVar cl_allowupload ( "cl_allowupload", "1", FCVAR_ARCHIVE, "Client uploads customization files" ); static ConVar cl_voice_filter( "cl_voice_filter", "", 0, "Filter voice by name substring" ); // filter incoming voice data
ConVar cl_voice_hltv_buffer_time("cl_voice_hltv_buffer_time", "0.3", 0, "Amount of time between receiving voice data and playing the audio in hltv"); ConVar cl_voice_buffer_time("cl_voice_buffer_time", "0.04", 0, "Amount of time between receiving voice data and playing the audio"); extern ConCommand quit;
void CClientState::ConnectionClosing( const char * reason ) { // if connected, shut down host
if ( m_nSignonState > SIGNONSTATE_NONE ) { ConMsg( "Disconnect: %s.\n", reason ); if ( !Q_stricmp( reason, INVALID_STEAM_TICKET ) ) { g_eSteamLoginFailure = STEAMLOGINFAILURE_BADTICKET; } else if ( !Q_stricmp( reason, INVALID_STEAM_LOGON ) ) { g_eSteamLoginFailure = STEAMLOGINFAILURE_NOSTEAMLOGIN; } else if ( !Q_stricmp( reason, INVALID_STEAM_LOGGED_IN_ELSEWHERE ) ) { g_eSteamLoginFailure = STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE; } else if ( !Q_stricmp( reason, INVALID_STEAM_VACBANSTATE ) ) { g_eSteamLoginFailure = STEAMLOGINFAILURE_VACBANNED; } else { g_eSteamLoginFailure = STEAMLOGINFAILURE_NONE; }
// If the reason is a localized string, pass it raw.
if ( reason && reason[0] == '#' ) COM_ExplainDisconnection( true, "%s", reason ); else COM_ExplainDisconnection( true, "Disconnect: %s.\n", reason );
SCR_EndLoadingPlaque(); Host_Disconnect(true);
if ( (reason != NULL) && (Q_stricmp( reason, "Server shutting down" ) == 0) && //if disconnect reason is server shutdown
(CommandLine()->FindParm( "-quitonservershutdown" ) != 0) ) //and we want to quit the game whenever the server shuts down (assists quick iteration)
{ Host_Shutdown(); //quit the game
} } }
void CClientState::ConnectionCrashed( const char * reason ) { // if connected, shut down host
if ( m_nSignonState > SIGNONSTATE_NONE ) {
// If the reason is a localized string, pass it raw.
if(reason && reason[0] == '#') COM_ExplainDisconnection( true, "%s", reason ); else COM_ExplainDisconnection( true, "Disconnect: %s.\n", reason );
SCR_EndLoadingPlaque(); Host_Disconnect(true); } }
void CClientState::FileRequested(const char *fileName, unsigned int transferID, bool isReplayDemoFile ) { ConMsg( "File '%s' requested from server %s.\n", fileName, m_NetChannel->GetAddress() );
if ( !cl_allowupload.GetBool() ) { ConMsg( "File uploading disabled.\n" ); m_NetChannel->DenyFile( fileName, transferID, isReplayDemoFile ); return; }
// TODO check if file valid for uploading
m_NetChannel->SendFile( fileName, transferID, isReplayDemoFile ); }
void CClientState::FileReceived( const char * fileName, unsigned int transferID, bool isReplayDemoFile ) { // check if the client donwload manager requested this file
CL_FileReceived( fileName, transferID, isReplayDemoFile ); }
void CClientState::FileDenied(const char *fileName, unsigned int transferID, bool isReplayDemoFile ) { // check if the file download manager requested that file
CL_FileDenied( fileName, transferID, isReplayDemoFile ); }
void CClientState::PacketStart( int incoming_sequence, int outgoing_acknowledged ) { // Ack'd incoming messages.
m_nCurrentSequence = incoming_sequence; command_ack = outgoing_acknowledged; }
void CClientState::PacketEnd() { //
// we don't know if it is ok to save a demo message until
// after we have parsed the frame
//
// Play any sounds we received this packet
CL_DispatchSounds(); // Did we get any messages this tick (i.e., did we call PreEntityPacketReceived)?
if ( GetServerTickCount() != m_nDeltaTick ) return;
// How many commands total did we run this frame
int commands_acknowledged = command_ack - last_command_ack;
// COM_Log( "GetBaseLocalClient().log", "Server ack'd %i commands this frame\n", commands_acknowledged );
//Msg( "%i/%i CL_PostReadMessages: last ack %i most recent %i acked %i commands\n",
// host_framecount, GetBaseLocalClient().tickcount,
// GetBaseLocalClient().last_command_ack,
// GetBaseLocalClient().netchan->outgoing_sequence - 1,
// commands_acknowledged );
// Highest command parsed from messages
last_command_ack = command_ack; last_server_tick = GetServerTickCount(); // Let prediction copy off pristine data and report any errors, etc.
g_pClientSidePrediction->PostNetworkDataReceived( commands_acknowledged );
demoaction->DispatchEvents(); }
void CClientState::Disconnect( bool bShowMainMenu ) { CBaseClientState::Disconnect( bShowMainMenu );
if ( m_bSplitScreenUser ) return;
// clear any map hacks
{ static ConVarRef map_wants_save_disable( "map_wants_save_disable" ); map_wants_save_disable.SetValue( 0 ); }
// stop any demo activities
demoplayer->StopPlayback(); demorecorder->StopRecording();
#if defined( REPLAY_ENABLED )
extern IReplayHistoryManager *g_pClientReplayHistoryManager; g_pClientReplayHistoryManager->StopDownloads(); #endif
S_StopAllSounds( true ); R_DecalTermAll();
if ( m_nMaxClients > 1 ) { if ( EngineVGui()->IsConsoleVisible() == false ) { // start progress bar immediately for multiplayer level transitions
EngineVGui()->EnabledProgressBarForNextLoad(); } }
CL_ClearState();
// End any in-progress downloads
CL_HTTPStop_f();
// stop loading progress bar
if ( bShowMainMenu ) { SCR_EndLoadingPlaque(); }
// notify game ui dll of out-of-in-game status
EngineVGui()->NotifyOfServerDisconnect();
HostState_OnClientDisconnected();
// if we played a demo from the startdemos list, play next one
if ( GetBaseLocalClient().demonum != -1 ) { CL_NextDemo(); } }
static bool s_bClientWaitingForHltvReplayTick = false;
bool CClientState::NETMsg_Tick( const CNETMsg_Tick& msg ) { if ( g_ClientDLL ) { // Notify the client that we are just about to tick over.
g_ClientDLL->OnTickPre( host_tickcount ); }
int tick = msg.tick();
{ if ( m_nHltvReplayDelay ) { if ( !msg.hltv_replay_flags() ) DevMsg( "%d. Msg_Tick %d cl:delayed sv:real-time\n", GetClientTickCount(), tick ); } else { if ( msg.hltv_replay_flags() ) DevMsg( "%d. Msg_Tick %d cl:real-time sv:replay\n", GetClientTickCount(), tick ); } }
if ( m_nHltvReplayDelay && !msg.hltv_replay_flags() ) { // client is in hltv replay state, but server doesn't remember it - maybe there was a connection issue or something.
DevMsg( "Inconsistent Client Replay state: tick without replay during replay. Force Stop Replay.\n" ); s_bClientWaitingForHltvReplayTick = true; StopHltvReplay(); }
m_NetChannel->SetRemoteFramerate( CNETMsg_Tick_t::FrametimeToFloat( msg.host_computationtime() ), CNETMsg_Tick_t::FrametimeToFloat( msg.host_computationtime_std_deviation() ), CNETMsg_Tick_t::FrametimeToFloat( msg.host_framestarttime_std_deviation() ) );
m_ClockDriftMgr.SetServerTick( tick );
// Remember this for GetLastTimeStamp().
m_flLastServerTickTime = tick * host_state.interval_per_tick;
// Use the server tick while reading network data (used for interpolation samples, etc).
g_ClientGlobalVariables.tickcount = tick; g_ClientGlobalVariables.curtime = tick * host_state.interval_per_tick; g_ClientGlobalVariables.frametime = (tick - oldtickcount) * host_state.interval_per_tick; // We used to call GetFrameTime() here, but 'insimulation' is always
// true so we have this code right in here to keep it simple.
if ( s_bClientWaitingForHltvReplayTick && g_ClientDLL ) { if ( m_nHltvReplayDelay ) { // we're starting replay. Clean up decals from the future
R_DecalTermNew( host_state.worldmodel->brush.pShared, tick ); } g_ClientDLL->OnHltvReplayTick(); s_bClientWaitingForHltvReplayTick = false; }
return true; }
bool CClientState::NETMsg_StringCmd( const CNETMsg_StringCmd& msg ) { // Even though this is just forwarding to the base class, do not remove this function.
// There are multiple implementations of CClientState and the one in cl_null.cpp
// stubs this function out as a simple 'return true;'.
return BaseClass::NETMsg_StringCmd( msg ); }
bool CClientState::SVCMsg_ServerInfo( const CSVCMsg_ServerInfo& msg ) { // Reset client state
CL_ClearState();
if ( !CBaseClientState::SVCMsg_ServerInfo( msg ) ) { Disconnect(true); return false; }
if ( demoplayer->IsPlayingBack() ) { // Because a server doesn't run during
// demoplayback, but the decal system relies on this...
m_nServerCount = gHostSpawnCount; } else { // tell demo recorder that new map is loaded and we are receiving
// it's signon data (will be written into extra demo header file)
demorecorder->SetSignonState( SIGNONSTATE_NEW ); }
// is server a HLTV proxy ?
ishltv = msg.is_hltv();
#if defined( REPLAY_ENABLED )
// is server a replay proxy ?
isreplay = msg.is_replay(); #endif
// The CRC of the server map must match the CRC of the client map. or else
// the client is probably cheating.
serverCRC = msg.map_crc(); // The client side DLL CRC check.
serverClientSideDllCRC = msg.client_crc();
g_ClientGlobalVariables.maxClients = m_nMaxClients; g_ClientGlobalVariables.network_protocol = msg.protocol();
#ifdef SHARED_NET_STRING_TABLES
// use same instance of StringTableContainer as the server does
m_StringTableContainer = networkStringTableContainerServer; CL_HookClientStringTables(); #else
// use own instance of StringTableContainer
m_StringTableContainer = networkStringTableContainerClient; #endif
CL_ReallocateDynamicData( m_nMaxClients );
if ( sv.IsPaused() ) { if ( msg.tick_interval() != host_state.interval_per_tick ) { Host_Error( "Expecting interval_per_tick %f, got %f\n", host_state.interval_per_tick, msg.tick_interval() ); return false; } } else { host_state.interval_per_tick = msg.tick_interval(); }
// Re-init hud video, especially if we changed game directories
ClientDLL_HudVidInit();
// Don't verify the map and player .mdl crc's until after any missing resources have
// been downloaded. This will still occur before requesting the rest of the signon.
gHostSpawnCount = m_nServerCount;
videomode->MarkClientViewRectDirty(); // leave intermission full screen
return true; }
bool CClientState::SVCMsg_ClassInfo( const CSVCMsg_ClassInfo& msg ) { if ( msg.create_on_client() ) { if ( !demoplayer->IsPlayingBack() ) { // Create all of the send tables locally
DataTable_CreateClientTablesFromServerTables();
// Now create all of the server classes locally, too
DataTable_CreateClientClassInfosFromServerClasses( this );
// store the current data tables in demo file to make sure
// they are the same during playback
demorecorder->RecordServerClasses( serverGameDLL->GetAllServerClasses() ); }
LinkClasses(); // link server and client classes
} else { CBaseClientState::SVCMsg_ClassInfo( msg ); } bool bAllowMismatches = ( g_pClientDemoPlayer && g_pClientDemoPlayer->IsPlayingBack() ); if ( !RecvTable_CreateDecoders( serverGameDLL->GetStandardSendProxies(), bAllowMismatches ) ) // create receive table decoders
{ Host_EndGame( true, "CL_ParseClassInfo_EndClasses: CreateDecoders failed.\n" ); return false; }
if ( !demoplayer->IsPlayingBack() ) { CLocalNetworkBackdoor::InitFastCopy(); }
return true; }
bool CClientState::SVCMsg_SetPause( const CSVCMsg_SetPause& msg ) { CBaseClientState::SVCMsg_SetPause( msg );
return true; }
bool CClientState::SVCMsg_VoiceInit( const CSVCMsg_VoiceInit& msg ) { #if !defined( NO_VOICE )
if( msg.codec().size() == 0 ) { Voice_Deinit(); } else { #define SPEEX_QUALITY 4
Voice_Init( msg.codec().c_str(), msg.has_version() ? msg.version() : SPEEX_QUALITY ); } #endif
return true; }
ConVar voice_debugfeedback( "voice_debugfeedback", "0" );
bool CClientState::SVCMsg_VoiceData( const CSVCMsg_VoiceData &msg ) { #if defined ( _GAMECONSOLE )
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i ) { if ( msg.client() == GetLocalClient( i ).m_nPlayerSlot ) return true; }
ConVarRef voice_verbose( "voice_verbose" ); if ( voice_verbose.GetBool() ) { Msg( "* CClientState::ProcessVoiceData: playing SVC_VoiceData from %s with %u bytes\n", msg.GetNetChannel()->GetAddress(), msg.voice_data_size() ); }
Audio_GetXVoice()->PlayIncomingVoiceData( msg.xuid(), (const byte*)&msg.voice_data[0], msg.voice_data_size(), bAudible ); if ( voice_debugfeedback.GetBool() ) { Msg( "%f Received voice from: %d [%d bytes]\n", realtime, msg->m_nFromClient + 1, dwLength ); } return true; #endif
#if !defined( NO_VOICE )
if ( voice_debugfeedback.GetBool() ) { Msg( "Received voice from: %d\n", msg.client() + 1 ); }
int iEntity = msg.client() + 1; if ( iEntity == (m_nPlayerSlot + 1) ) { Voice_LocalPlayerTalkingAck( m_nSplitScreenSlot ); }
player_info_t playerinfo; engineClient->GetPlayerInfo( iEntity, &playerinfo );
CSteamID voicePlayer( playerinfo.xuid );
if ( Q_strlen( cl_voice_filter.GetString() ) > 0 && Q_strstr( playerinfo.name, cl_voice_filter.GetString() ) == NULL ) return true;
// Data length can be zero when the server is just acking a client's voice data.
if ( msg.voice_data().size() == 0 ) return true;
if ( !Voice_SystemEnabled() ) return true;
bool bIsCaster = msg.has_caster() && msg.caster();
// if this voice data is for a caster that is not enabled, then bail
if ( bIsCaster && !Voice_CasterEnabled( voicePlayer.GetAccountID() ) ) return true;
// if voice is enabled or it's a caster and caster voice is enabled.
if ( Voice_Enabled() || ( Voice_CasterEnabled( voicePlayer.GetAccountID() ) && bIsCaster ) ) { // Have we already initialized the channels for this guy?
int nChannel = Voice_GetChannel( iEntity ); if ( nChannel == VOICE_CHANNEL_ERROR ) { // Create a channel in the voice engine and a channel in the sound engine for this guy.
float flBufferTime = GetBaseLocalClient().ishltv ? cl_voice_hltv_buffer_time.GetFloat() : cl_voice_buffer_time.GetFloat(); nChannel = Voice_AssignChannel( iEntity, msg.proximity(), bIsCaster, flBufferTime ); if ( nChannel == VOICE_CHANNEL_ERROR ) { // If they used -nosound, then it's not a problem.
if ( S_IsInitted() ) { ConDMsg( "ProcessVoiceData: Voice_AssignChannel failed for client %d!\n", iEntity - 1 ); } return true; } }
// Give the voice engine the data (it in turn gives it to the mixer for the sound engine).
Voice_AddIncomingData( nChannel, &msg.voice_data()[0], msg.voice_data().size(), msg.has_section_number() ? msg.section_number() : 0, msg.has_sequence_bytes() ? msg.sequence_bytes() : 0, msg.has_uncompressed_sample_offset() ? msg.uncompressed_sample_offset() : 0, ( msg.has_format() && ( msg.format() == VOICEDATA_FORMAT_STEAM ) ) ? VoiceFormat_Steam : VoiceFormat_Engine ); }
#endif
return true; };
bool CClientState::SVCMsg_Prefetch( const CSVCMsg_Prefetch& msg ) { char const *soundname = GetBaseLocalClient().GetSoundName( msg.sound_index() ); if ( soundname && soundname [ 0 ] ) { EngineSoundClient()->PrefetchSound( soundname ); } return true; }
bool CClientState::SVCMsg_Sounds( const CSVCMsg_Sounds& msg ) { SoundInfo_t defaultSound;
SoundInfo_t *pDeltaSound = &defaultSound; SoundInfo_t sound;
int nNumSounds = msg.sounds_size(); for ( int i=0; i<nNumSounds; i++ ) { const CSVCMsg_Sounds::sounddata_t& SoundData = msg.sounds( i );
sound.ReadDelta( pDeltaSound, SoundData );
pDeltaSound = &sound; // copy delta values
if ( msg.reliable_sound() ) { // client is incrementing the reliable sequence numbers itself
m_nSoundSequence = ( m_nSoundSequence + 1 ) & SOUND_SEQNUMBER_MASK; Assert ( sound.nSequenceNumber == 0 ); sound.nSequenceNumber = m_nSoundSequence; }
// Add all received sounds to sorted queue (sounds may arrive in multiple messages),
// will be processed after all packets have been completely parsed
CL_AddSound( sound ); }
// check given length against read bits
return true; }
bool CClientState::SVCMsg_FixAngle( const CSVCMsg_FixAngle &msg ) { const CMsgQAngle& angle = msg.angle(); QAngle qangle( angle.x(), angle.y(), angle.z() );
for (int i=0 ; i<3 ; i++) { // Clamp between -180 and 180
if (qangle[i]>180) { qangle[i] -= 360; } }
if ( msg.relative() ) { // Update running counter
addangletotal += qangle[YAW];
AddAngle a; a.total = addangletotal; a.starttime = m_flLastServerTickTime;
addangle.AddToTail( a ); } else {
viewangles = qangle; }
return true; }
bool CClientState::SVCMsg_CrosshairAngle( const CSVCMsg_CrosshairAngle& msg ) { const CMsgQAngle& angle = msg.angle(); const QAngle qangle( angle.x(), angle.y(), angle.z() );
g_ClientDLL->SetCrosshairAngle( qangle );
return true; }
bool CClientState::SVCMsg_BSPDecal( const CSVCMsg_BSPDecal& msg ) { model_t * model;
if ( msg.entity_index() ) { model = GetModel( msg.model_index() ); } else { model = host_state.worldmodel; if ( !model ) { Warning( "ProcessBSPDecal: Trying to project on world before host_state.worldmodel is set!!!\n" ); } }
if ( model == NULL ) { IMaterial *mat = Draw_DecalMaterial( msg.decal_texture_index() ); char const *matname = "???"; if ( mat ) { matname = mat->GetName(); }
Warning( "Warning! Static BSP decal (%s), on NULL model index %i for entity index %i.\n", matname, msg.model_index(), msg.entity_index() ); return true; }
if (r_decals.GetInt()) { const CMsgVector& pos = msg.pos(); const Vector vecPos( pos.x(), pos.y(), pos.z() );
g_pEfx->DecalShoot( msg.decal_texture_index(), msg.entity_index(), model, vec3_origin, vec3_angle, vecPos, NULL, msg.low_priority() ? 0 : FDECAL_PERMANENT ); }
return true; }
bool CClientState::SVCMsg_GameEvent(const CSVCMsg_GameEvent& msg) { IGameEvent *event = g_GameEventManager.UnserializeEvent( msg );
if ( !event ) { DevMsg("CClientState::ProcessGameEvent: UnserializeKeyValue failed.\n" ); return true; }
if ( msg.passthrough() == 1 ) { // this should only come to clients while they have replay in progress
event->SetBool( "realtime_passthrough", true ); }
g_GameEventManager.FireEventClientSide( event );
return true; }
bool CClientState::SVCMsg_UserMessage( const CSVCMsg_UserMessage &msg) { if ( !g_ClientDLL->DispatchUserMessage( msg.msg_type(), msg.passthrough(), msg.msg_data().size(), &msg.msg_data()[0] ) ) { ConMsg( "Couldn't dispatch user message (%i)\n", msg.msg_type() ); return false; }
return true; }
bool CClientState::SVCMsg_EntityMsg( const CSVCMsg_EntityMsg& msg ) { // Look up entity
IClientNetworkable *entity = entitylist->GetClientNetworkable( msg.ent_index() );
if ( !entity ) { int idx = queuedmessage.AddToTail();
CQueuedEntityMessage *pMessage = &queuedmessage[idx]; pMessage->m_msg.CopyFrom( msg ); return true; }
// route to entity
MDLCACHE_CRITICAL_SECTION_( g_pMDLCache );
bf_read entMsg; entMsg.StartReading( msg.ent_data().data(), msg.ent_data().size() ); entity->ReceiveMessage( msg.class_id(), entMsg );
return true; }
bool CClientState::SVCMsg_PacketEntities( const CSVCMsg_PacketEntities &msg ) { CL_PreprocessEntities(); // setup client prediction
if ( !msg.is_delta() ) { // Delta too old or is initial message
// we can start recording now that we've received an uncompressed packet
demorecorder->SetSignonState( SIGNONSTATE_FULL );
// Tell prediction that we're recreating entities due to an uncompressed packet arriving
if ( g_pClientSidePrediction ) { g_pClientSidePrediction->OnReceivedUncompressedPacket(); } } else { if ( m_nDeltaTick == -1 ) { // we requested a full update but still got a delta compressed packet. ignore it.
return true; } } TRACE_PACKET(( "CL Receive (%d <-%d)\n", m_nCurrentSequence, msg.delta_from() )); TRACE_PACKET(( "CL Num Ents (%d)\n", msg.updated_entries() ));
if ( g_pLocalNetworkBackdoor ) { if ( m_nSignonState == SIGNONSTATE_SPAWN ) { // We are done with signon sequence.
SetSignonState( SIGNONSTATE_FULL, m_nServerCount, NULL ); }
// ignore message, all entities are transmitted using fast local memcopy routines
m_nDeltaTick = GetServerTickCount(); return true; }
if ( !CL_ProcessPacketEntities( msg ) ) return false;
return CBaseClientState::SVCMsg_PacketEntities( msg ); }
bool CClientState::SVCMsg_TempEntities( const CSVCMsg_TempEntities &msg ) { bool bReliable = msg.reliable();
float fire_time = GetBaseLocalClient().GetTime();
// delay firing temp ents by cl_interp in multiplayer or demoplayback
if ( GetBaseLocalClient().m_nMaxClients > 1 || demoplayer->IsPlayingBack() ) { float flInterpAmount = GetClientInterpAmount(); fire_time += flInterpAmount; }
int numEntries = msg.num_entries(); if ( numEntries == 0 ) { bReliable = true; numEntries = 1; }
int flags = bReliable ? FEV_RELIABLE : 0;
// Don't actually queue unreliable events if playing a demo and skipping ahead
if ( !bReliable && demoplayer->IsSkipping() ) { return true; }
bf_read buffer( &msg.entity_data()[0], msg.entity_data().size() );
int classID = -1; void *from = NULL; C_ServerClassInfo *pServerClass = NULL; ClientClass *pClientClass = NULL; ALIGN4 unsigned char data[CEventInfo::MAX_EVENT_DATA] ALIGN4_POST; bf_write toBuf( data, sizeof(data) ); CEventInfo *ei = NULL;
CUtlFixedLinkedList< CEventInfo > &eventList = GetBaseLocalClient().events;
class CAutoCleanupHandle { public: explicit CAutoCleanupHandle( SerializedEntityHandle_t handle ) : m_Handle( handle ) { } ~CAutoCleanupHandle() { g_pSerializedEntities->ReleaseSerializedEntity( m_Handle ); } private: SerializedEntityHandle_t m_Handle; };
SerializedEntityHandle_t incoming = g_pSerializedEntities->AllocateSerializedEntity(__FILE__, __LINE__); CAutoCleanupHandle cleanup( incoming );
for (int i = 0; i < numEntries; i++ ) { float delay = 0.0f;
if ( buffer.ReadOneBit() ) { delay = (float)buffer.ReadSBitLong( 8 ) / 100.0f; }
toBuf.Reset();
SerializedEntityHandle_t merged = g_pSerializedEntities->AllocateSerializedEntity(__FILE__, __LINE__);
if ( buffer.ReadOneBit() ) { from = NULL; // full update
classID = buffer.ReadUBitLong( m_nServerClassBits ); // classID
// Look up the client class, etc.
// Match the server classes to the client classes.
pServerClass = m_pServerClasses ? &m_pServerClasses[ classID - 1 ] : NULL;
if ( !pServerClass ) { DevMsg("CL_QueueEvent: missing server class info for %i.\n", classID - 1 ); return false; }
// See if the client .dll has a handler for this class
pClientClass = FindClientClass( pServerClass->m_ClassName );
if ( !pClientClass || !pClientClass->m_pRecvTable ) { DevMsg("CL_QueueEvent: missing client receive table for %s.\n", pServerClass->m_ClassName ); return false; }
// Incoming data
RecvTable_ReadFieldList( pClientClass->m_pRecvTable, buffer, incoming, -1, false ); RecvTable_MergeDeltas( pClientClass->m_pRecvTable, SERIALIZED_ENTITY_HANDLE_INVALID, incoming, merged ); } else { Assert( eventList.Tail() != eventList.InvalidIndex() );
CEventInfo *previous = &eventList[ eventList.Tail() ];
RecvTable_ReadFieldList( pClientClass->m_pRecvTable, buffer, incoming, -1, false ); RecvTable_MergeDeltas( pClientClass->m_pRecvTable, previous->m_Packed, incoming, merged ); }
// Add a slot
ei = &GetBaseLocalClient().events[ GetBaseLocalClient().events.AddToTail() ];
Assert( ei );
ei->classID = classID; ei->fire_delay = fire_time + delay; ei->flags = flags; ei->pClientClass = pClientClass; ei->m_Packed = merged; }
return true; }
bool CClientState::SVCMsg_PaintmapData( const CSVCMsg_PaintmapData& msg ) { int nDword = ( Bits2Bytes( msg.paintmap().size() ) + 3 ) / 4; CUtlVector< uint32 > data; data.SetCount( nDword );
bf_read dataIn; dataIn.ReadBits( const_cast<char*>(msg.paintmap().data()), msg.paintmap().size() ); //handle endian issue between platforms
CByteswap swap; swap.ActivateByteSwapping( !CByteswap::IsMachineBigEndian() ); swap.SwapBufferToTargetEndian( data.Base(), data.Base(), nDword );
if ( data.Count() > 0 ) { g_PaintManager.LoadPaintmapDataRLE( data ); }
return true; }
bool CClientState::SVCMsg_HltvReplay( const CSVCMsg_HltvReplay &msg ) { VPROF( "HltvReplayStart" ); DevMsg( "%d. Msg_HltvReplay %s->%s\n", GetClientTickCount(), m_nHltvReplayDelay ? "replay" : "real-time", msg.delay() ? "replay" : "real-time" ); int nWasDelay = m_nHltvReplayDelay; m_nHltvReplayDelay = msg.delay(); m_nHltvReplayStopAt = msg.replay_stop_at(); m_nHltvReplayStartAt = msg.replay_start_at(); float flRate = msg.replay_slowdown_rate(); if ( flRate > 0 ) { m_nHltvReplaySlowdownBeginAt = msg.replay_slowdown_begin(); m_nHltvReplaySlowdownEndAt = msg.replay_slowdown_end(); m_flHltvReplaySlowdownRate = flRate; } else { m_nHltvReplaySlowdownBeginAt = 0; m_nHltvReplaySlowdownEndAt = 0; m_flHltvReplaySlowdownRate = 1.0f; } if ( g_ClientDLL ) { g_ClientDLL->OnHltvReplay( msg ); s_bClientWaitingForHltvReplayTick = true; // waiting for a tick message after the hltv replay either starts or stops: it will carry the new tick to time replay fades etc.
} if ( !m_nHltvReplayDelay != !nWasDelay ) { // clean up frame history, because we're about to start new history.
// this is only useful when we're switching the timeline between HLTV and non-HLTV streams:
// the same frame encodes different information in these two modes, and we can't decode delta frames in one timeline based on the full frames in another.
// It's tolerable from networking perspective because every time we switch the mode, the server forces a full frame update immediately after this message.
// It's NOT VALID to delete client frames when we don't switch the modes, because the server WILL NOT send a full frame update
DeleteClientFrames( -1 ); } return true; }
#endif // swds
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