Counter Strike : Global Offensive Source Code
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//===== Copyright 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "client_pch.h"
#include "sound.h"
#include <inetchannel.h>
#include <time.h>
#include "checksum_engine.h"
#include "con_nprint.h"
#include "r_local.h"
#include "gl_lightmap.h"
#include "console.h"
#include "traceinit.h"
#include "cl_demo.h"
#include "cdll_engine_int.h"
#include "debugoverlay.h"
#include "filesystem_engine.h"
#include "icliententity.h"
#include "dt_recv_eng.h"
#include "vgui_baseui_interface.h"
#include "testscriptmgr.h"
#include <tier0/vprof.h>
#include <proto_oob.h>
#include "materialsystem/imaterialsystemhardwareconfig.h"
#include "gl_matsysiface.h"
#include "staticpropmgr.h"
#include "ispatialpartitioninternal.h"
#include "cbenchmark.h"
#include "vox.h"
#include "LocalNetworkBackdoor.h"
#include <tier0/icommandline.h>
#include "GameEventManager.h"
#include "host_saverestore.h"
#include "ivideomode.h"
#include "host_phonehome.h"
#include "decal.h"
#include "sv_rcon.h"
#include "cl_rcon.h"
#include "vgui_baseui_interface.h"
#include "snd_audio_source.h"
#include "iregistry.h"
#include "sys.h"
#include <vstdlib/random.h>
#include "tier0/etwprof.h"
#include "SteamInterface.h"
#include "sys_dll.h"
#include "avi/iavi.h"
#include "cl_steamauth.h"
#include "filesystem/IQueuedLoader.h"
#include "matchmaking/imatchframework.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_texturelistpanel.h"
#include "enginethreads.h"
#include "tier1/characterset.h"
#include "const.h"
#include "audio/private/snd_sfx.h"
#include "MapReslistGenerator.h"
#ifdef _X360
#include "xbox/xbox_launch.h"
#endif
#if defined( REPLAY_ENABLED )
#include "replayhistorymanager.h"
#endif
#include "ConfigManager.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();
// 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 );
AVIHandle_t g_hCurrentAVI = AVIHANDLE_INVALID;
extern ConVar rcon_password;
extern ConVar host_framerate;
extern ConVar cl_clanid;
ConVar sv_unlockedchapters( "sv_unlockedchapters", "1", FCVAR_ARCHIVE, "Highest unlocked game chapter." );
static ConVar tv_nochat ( "tv_nochat", "0", FCVAR_ARCHIVE | FCVAR_USERINFO, "Don't receive chat messages from other GOTV spectators" );
// ZOID: Disabled cl_LocalNetworkBackdoor from the cell optimization code, Dussault is going to fix this later
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." );
// Exposing connectivity trouble as a convar so we can display info in the client
ConVar cl_connection_trouble_info( "cl_connection_trouble_info", "", FCVAR_HIDDEN, "How long until we timeout on our network connection because of connectivity loss (empty if no problem)" );
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];
int g_ActiveDLightIndex[MAX_DLIGHTS];
int g_ActiveELightIndex[MAX_ELIGHTS];
int g_nNumActiveDLights = 0;
int g_nNumActiveELights = 0;
extern bool g_bClearingClientState;
bool cl_takesnapshot = false;
bool cl_takejpeg = 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];
char cl_snapshot_fullpathname[MAX_OSPATH];
static ConVar cl_retire_low_priority_lights( "cl_retire_low_priority_lights", "0", 0, "Low priority dlights are replaced by high priority ones" );
// Must match game .dll definition
// HACK HACK FOR E3 -- Remove this after E3
#define HIDEHUD_ALL ( 1<<2 )
//
// This is called when a client receives the whitelist from a pure server (on map change).
// Each pure server (and each map on the server) has a whitelist that says which files a
// client is allowed to load off disk. When the client gets the whitelist, it must
// flush out any files that it has loaded previously that were NOT in the Steam cache.
//
// -- pseudocode --
// for all loaded resources (models/sounds/materials/scripts)
// for each file related to this resource
// if (file is not in whitelist)
// if (file was loaded off disk instead of coming from the Steam cache)
// flush the file
//
// Note: It could also check in here that the on-disk file is actually different
// than the Steam one. If it happens to have the same CRC, then there's no need
// to do all the flushing.
//
void CL_HandlePureServerWhitelist( CPureServerWhitelist *pWhitelist )
{
// Free the old whitelist and get the new one.
if ( GetBaseLocalClient().m_pPureServerWhitelist )
GetBaseLocalClient().m_pPureServerWhitelist->Release();
GetBaseLocalClient().m_pPureServerWhitelist = pWhitelist;
IFileList *pForceMatchList = NULL;
IFileList *pAllowFromDiskList = NULL;
if ( pWhitelist )
{
pForceMatchList = pWhitelist->GetForceMatchList();
pAllowFromDiskList = pWhitelist->GetAllowFromDiskList();
}
if ( !IsPC() )
{
if ( pForceMatchList )
pForceMatchList->Release();
if ( pAllowFromDiskList )
pAllowFromDiskList->Release();
return;
}
// we wont reload any files.
IFileList *pFilesToReload;
g_pFileSystem->RegisterFileWhitelist( pForceMatchList, pAllowFromDiskList, &pFilesToReload );
GetBaseLocalClient().m_bCheckCRCsWithServer = true;
}
void CL_PrintWhitelistInfo()
{
if ( GetBaseLocalClient().m_pPureServerWhitelist )
{
if ( GetBaseLocalClient().m_pPureServerWhitelist->IsInFullyPureMode() )
{
Msg( "The server is using sv_pure = 2.\n" );
}
else
{
Msg( "The server is using sv_pure = 1.\n" );
GetBaseLocalClient().m_pPureServerWhitelist->PrintWhitelistContents();
}
}
else
{
Msg( "The server is using sv_pure = 0 (no whitelist).\n" );
}
}
// 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" );
CL_HandlePureServerWhitelist( NULL );
}
else
{
CPureServerWhitelist *pWhitelist = CPureServerWhitelist::Create( g_pFileSystem );
if( pureLevel == 2 )
{
Warning( "whitelist 2: pWhitelist->EnableFullyPureMode()\n" );
pWhitelist->EnableFullyPureMode();
}
else
{
Warning( "whitelist 1: loading pure_server_whitelist.txt\n" );
KeyValues *kv = new KeyValues( "" );
bool bLoaded = kv->LoadFromFile( g_pFileSystem, "pure_server_whitelist.txt", "game" );
if ( bLoaded )
bLoaded = pWhitelist->LoadFromKeyValues( kv );
if ( !bLoaded )
Warning( "Error loading pure_server_whitelist.txt\n" );
kv->deleteThis();
}
CL_HandlePureServerWhitelist( pWhitelist );
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(_GAMECONSOLE)
s_bIsHL2Demo = false;
#else
static bool initialized = false;
if ( !initialized )
{
#ifndef NO_STEAM
if ( Steam3Client().SteamApps() && !Q_stricmp( COM_GetModDirectory(), "hl2" ) && g_pFileSystem->IsSteam() )
{
initialized = true;
// if user didn't buy HL2 yet, this must be the free demo
s_bIsHL2Demo = !Steam3Client().SteamApps()->BIsSubscribedApp( GetAppSteamAppId( k_App_HL2 ) );
}
#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(_GAMECONSOLE) || defined( NO_STEAM )
s_bIsPortalDemo = false;
#else
static bool initialized = false;
if ( !initialized )
{
if ( Steam3Client().SteamApps() && !Q_stricmp( COM_GetModDirectory(), "portal" ) && g_pFileSystem->IsSteam() )
{
initialized = true;
// if user didn't buy Portal yet, this must be the free demo
s_bIsPortalDemo = !Steam3Client().SteamApps()->BIsSubscribedApp( GetAppSteamAppId( k_App_PORTAL ) );
}
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;
}
//-----------------------------------------------------------------------------
// Purpose: If the client is in the process of connecting and the GetBaseLocalClient().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() &&
(GetBaseLocalClient().m_NetChannel ? GetBaseLocalClient().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 )
{
if ( IsGameConsole() )
{
// Console does not need to CRC map/dlls (slows loading), closed data system
return true;
}
// If we are on PC cross-playing with a console, then don't perform CRC check
if ( !GetBaseLocalClient().serverCRC && !GetBaseLocalClient().serverClientSideDllCRC )
return true;
VPROF_BUDGET( "CL_CheckCRCs", VPROF_BUDGETGROUP_STEAM );
CRC32_t mapCRC; // If this is the worldmap, CRC agains server's map
// 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;
CRC32_Init(&mapCRC);
if ( !CRC_MapFile( &mapCRC, pszMap ) )
{
// 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);
}
else
{
COM_ExplainDisconnection( true, "Missing map %s, disconnecting\n", pszMap);
}
Host_Error( "Disconnected" );
return false;
}
// Hacked map
if ( GetBaseLocalClient().serverCRC != mapCRC )
{
if ( demoplayer && demoplayer->IsPlayingBack() )
{
Msg( "Client map CRC mismatch, %lu local != %lu demo.\n", mapCRC, GetBaseLocalClient().serverCRC );
}
else
{
COM_ExplainDisconnection( true, "Your map [%s] differs from the server's.\n", pszMap );
Host_Error( "Disconnected" );
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.
=================
*/
ConVar net_earliertempents( "net_earliertempents", "0", FCVAR_CHEAT );
void CL_ReadPackets ( bool bFinalTick )
{
VPROF_BUDGET( "CL_ReadPackets", VPROF_BUDGETGROUP_OTHER_NETWORKING );
// Before parsing any messages, assume we're in split player "slot 0"
splitscreen->SetActiveSplitScreenPlayerSlot( 0 );
splitscreen->SetLocalPlayerIsResolvable( __FILE__, __LINE__, false );
if ( !Host_ShouldRun() )
return;
splitscreen->SetLocalPlayerIsResolvable( __FILE__, __LINE__, true );
CClientState &cl = GetBaseLocalClient();
// If we're fully connected, but still showing loading plaque, tick it once per frame
if ( cl.IsActive() && scr_drawloading )
{
EngineVGui()->UpdateProgressBar( PROGRESS_DEFAULT );
}
// 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 )
{
// process data from demo file
cl.m_NetChannel->ProcessPlayback();
}
else
{
if ( !cl_ignorepackets.GetInt() )
{
// process data from net socket
NET_ProcessSocket( NS_CLIENT, &cl );
if( net_earliertempents.GetBool() )
{
CL_FireEvents();
}
}
}
// check timeout, but not if running _DEBUG engine
bool bAllowTimeout = true;
#if defined( _DEBUG )
bAllowTimeout = false;
#endif
// 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 ( bFinalTick &&
!demoplayer->IsPlayingBack() &&
cl.IsConnected() )
{
bool bDisconnected = false;
if ( cl.m_NetChannel )
{
if ( bAllowTimeout && cl.m_NetChannel->IsTimedOut() )
{
bDisconnected = true;
ConMsg ("\nServer connection timed out.\n");
// Show the vgui dialog on timeout
COM_ExplainDisconnection( false, "Connection to server timed out.");
}
// Check for Steam mediated socket disconnection
else if ( cl.m_NetChannel->IsRemoteDisconnected() )
{
bDisconnected = true;
ConMsg ("\nServer shutting down\n");
// Show the vgui dialog on timeout
COM_ExplainDisconnection( false, "Server shutting down");
}
}
if ( bDisconnected )
{
if ( IsPC() )
{
EngineVGui()->ShowErrorMessage();
}
Host_Disconnect (true);
return;
}
}
splitscreen->SetLocalPlayerIsResolvable( __FILE__, __LINE__, false );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CL_ClearState ( void )
{
// clear out the current whitelist
CL_HandlePureServerWhitelist( NULL );
CL_TextureListPanel_ClearState();
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 ( g_pLocalNetworkBackdoor )
g_pLocalNetworkBackdoor->ClearState();
// clear other arrays
memset (cl_dlights, 0, sizeof(cl_dlights));
memset (cl_elights, 0, sizeof(cl_elights));
g_bActiveDlights = false;
g_bActiveElights = false;
r_dlightchanged = 0;
r_dlightactive = 0;
int i;
for ( i=0; i<MAX_DLIGHTS; ++i )
{
g_DLightLeafAccessors[i].Reset();
}
for ( i=0; i<MAX_ELIGHTS; ++i )
{
g_ELightLeafAccessors[i].Reset();
}
g_bClearingClientState = true;
// Wipe the hunk ( unless the server is active )
// Make sure world is set if we have the models stringtable
// This fixes a bug where you would fail to connect to a server due to, e.g., sv_consistency failure,
// The client would Host_Error. The CM_FreeMap would have been called, but the worldmodel itself would not have
// been unreferenced, which would make it possible to not load the collision data for the next connection, causing a crash.
model_t *pWorldModel = GetBaseLocalClient().GetModel( 1 );
if ( pWorldModel && !host_state.worldmodel )
{
host_state.SetWorldModel( pWorldModel );
}
g_bClearingClientState = false;
Host_FreeStateAndWorld( false );
Host_FreeToLowMark( false );
// Wipe the remainder of the structure.
GetBaseLocalClient().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 );
#ifndef LINUX
extern ConVar snd_show;
#endif
//-----------------------------------------------------------------------------
// Purpose: Add sound to queue
// Input : sound -
//-----------------------------------------------------------------------------
void CL_AddSound( const SoundInfo_t &sound )
{
g_SoundMessages.Insert( sound );
}
void CL_SndShow( const char *pName, const SoundInfo_t &pSound )
{
#ifndef LINUX
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,
pSound.nSequenceNumber,
pName,
pSound.nEntityIndex,
pSound.nChannel,
pSound.Soundlevel,
pSound.fVolume,
GetBaseLocalClient().GetTime(),
pSound.fDelay,
pSound.vOrigin.x,
pSound.vOrigin.y,
pSound.vOrigin.z );
}
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Play sound packet
// Input : sound -
//-----------------------------------------------------------------------------
void CL_DispatchSound( const SoundInfo_t &sound )
{
StartSoundParams_t params;
// 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 ( fabs(sound.fDelay) < 0.100f )
{
float soundtime = GetBaseLocalClient().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);
#if 0
static float lastSoundTime = 0;
Msg("[%.3f] Play %s at %.3f\n", soundtime - lastSoundTime, name, soundtime );
lastSoundTime = soundtime;
#endif
// this sound was networked over from the server, use server clock
params.delay = S_ComputeDelayForSoundtime( soundtime, CLOCK_SYNC_SERVER );
if ( params.delay < 0 )
{
params.delay = 0;
}
}
else
{
params.delay = sound.fDelay;
}
}
// copy emitter params
params.staticsound = (sound.nChannel == CHAN_STATIC) ? true : false;
params.soundsource = sound.nEntityIndex;
params.entchannel = params.staticsound ? CHAN_STATIC : sound.nChannel;
params.origin = sound.vOrigin;
params.fvol = sound.fVolume;
params.soundlevel = sound.Soundlevel;
params.flags = sound.nFlags;
params.pitch = sound.nPitch;
params.fromserver = true;
params.delay = sound.fDelay;
params.speakerentity = sound.nSpeakerEntity;
params.m_bIsScriptHandle = ( sound.nFlags & SND_IS_SCRIPTHANDLE ) ? true : false ;
// handle soundentries separately
if ( params.m_bIsScriptHandle )
{
// Don't actually play sounds if playing a demo and skipping ahead
// but always stop sounds
if ( demoplayer->IsSkipping() && !(sound.nFlags&SND_STOP) )
{
return;
}
params.m_nSoundScriptHash = ( HSOUNDSCRIPTHASH ) sound.nSoundNum;
S_StartSoundEntry( params, sound.nRandomSeed, false );
return;
}
// get actual soundfile for old style
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 = "";
}
Q_snprintf( name, sizeof( name ), "%c%s", CHAR_SENTENCE, pSentenceName );
pSfx = S_DummySfx( name );
}
else
{
pSfx = GetBaseLocalClient().GetSound( sound.nSoundNum );
if ( ( pSfx != NULL ) && pSfx->m_bIsLateLoad )
{
DevMsg(" Entity '%d' created the late load.\n", sound.nEntityIndex );
}
Q_strncpy( name, GetBaseLocalClient().GetSoundName( sound.nSoundNum ), sizeof( name ) );
}
params.pSfx = pSfx;
CL_SndShow( name, sound );
// Don't actually play 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()
{
CClientState &cl =GetBaseLocalClient();
if ( cl.m_Remote.Count() <= 0 )
{
ConMsg( "Can't retry, no previous connection\n" );
return;
}
ConMsg( "Commencing connection retry to " );
CUtlString cnx;
for ( int i = 0; i < cl.m_Remote.Count(); ++i )
{
const Remote_t &remote = cl.m_Remote.Get( i );
ConMsg( "%s(%s)", remote.m_szAlias.String(), remote.m_szRetryAddress.String() );
//cnx += va( "\"%s\" ", remote.m_szRetryAddress.String() );
cnx += va( "%s ", remote.m_szRetryAddress.String() );
}
ConMsg( "\n" );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), va( "connect %s\n", cnx.String() ) );
}
//REMOVED FOR PORTAL2:
CON_COMMAND_F( retry, "Retry connection to last server.", FCVAR_DONTRECORD | FCVAR_SERVER_CAN_EXECUTE | FCVAR_CLIENTCMD_CAN_EXECUTE )
{
CL_Retry();
}
void SplitString( char const *pchString, CUtlVector< CUtlString > &list )
{
characterset_t breakOnSpaces;
CharacterSetBuild( &breakOnSpaces, " " );
char token[ 1024 ] = { 0 };
const char *pIn = pchString;
char *pOut = token;
while ( *pIn &&
( ( pOut - token ) < sizeof( token ) - 1 ) )
{
if ( IN_CHARACTERSET( breakOnSpaces, *pIn ) )
{
*pOut = 0;
list.AddToTail( CUtlString( token ) );
pOut = token;
// Skip the space
++pIn;
continue;
}
*pOut++ = *pIn++;
}
*pOut = 0;
if ( Q_strlen( token ) > 0 )
{
list.AddToTail( CUtlString( token ) );
}
}
/*
=====================
CL_Connect_f
User command to connect to server
=====================
*/
CON_COMMAND_F( connect, "Connect to specified server.", FCVAR_DONTRECORD )
{
if ( args.ArgC() < 2 )
{
ConMsg( "Usage: connect <server>\n" );
return;
}
if ( !net_time && !NET_IsMultiplayer() )
{
ConMsg( "Deferring connect command!\n" );
return;
}
char const *pchArgs = args.ArgS();
CUtlVector< CUtlString > argValues;
SplitString( pchArgs, argValues );
if ( argValues.Count() != 1 &&
argValues.Count() != 2 &&
argValues.Count() != 3 )
{
ConMsg( "connect: can't parse '%s'\n", pchArgs );
return;
}
// If it's not a single player connection to "localhost", initialize networking & stop listenserver
if ( !StringHasPrefixCaseSensitive( argValues[ 0 ].String(), "localhost" ) )
{
Host_Disconnect(false);
// allow remote
NET_SetMultiplayer( 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
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetLocalClient().Disconnect( false );
}
}
// When using '+connect ip:port' in a Steam URL 'steam://run/730//+connect ip:port', we can't use the : character.
// Support using '?' instead and replace all '?' with ':' in the string.
char strAddress[2][64];
int addressCount = 0;
const char* szJoinType = "UnknownJoinType";
for ( int i = 0; i < argValues.Count(); i++ )
{
// Any params starting with dash are join type
if ( argValues[ i ].String()[0] == '-' && argValues[ i ].String()[1] )
{
szJoinType = argValues[ i ].String()+1;
}
else
{
if ( addressCount >= 2 )
continue;
V_strncpy( strAddress[ i ], argValues[ i ].String(), sizeof( strAddress[ i ] ));
char* qmindex = strAddress[ i ];
addressCount++;
while ( ( qmindex = strchr( qmindex ,'?') ) != NULL )
{
*qmindex = ':';
}
}
}
GetBaseLocalClient().Connect( strAddress[ 0 ], addressCount == 2 ? strAddress[ 1 ] : strAddress[ 0 ], szJoinType );
// Reset error conditions
gfExtendedError = false;
}
/*
=====================
CL_Connect_SplitScreen_f
User command to connect to server with multiple players
=====================
*/
CON_COMMAND_F( connect_splitscreen, "Connect to specified server. With multiple players.", FCVAR_DONTRECORD | FCVAR_RELEASE | FCVAR_HIDDEN )
{
if ( args.ArgC() < 3 )
{
ConMsg( "Usage: connect <server> <# of players>\n" );
return;
}
char const *pchArgs = args.ArgS();
CUtlVector< CUtlString > argValues;
SplitString( pchArgs, argValues );
if ( argValues.Count() != 2 &&
argValues.Count() != 3 )
{
ConMsg( "connect_splitscreen: can't parse '%s'\n", pchArgs );
return;
}
int last = argValues.Count() - 1;
int numPlayers = Q_atoi( argValues[ last ].String() );
if ( numPlayers <= 0 )
{
ConMsg( "Must have at least one player.\n" );
return;
}
if ( numPlayers > host_state.max_splitscreen_players )
{
ConMsg( "Too many players\n" );
return;
}
// If it's not a single player connection to "localhost", initialize networking & stop listenserver
if ( !StringHasPrefixCaseSensitive( argValues[ 0 ].String(), "localhost" ) )
{
if ( !IsGameConsole() )
return;
Host_Disconnect(false);
// allow remote
NET_SetMultiplayer( 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
FOR_EACH_VALID_SPLITSCREEN_PLAYER( hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetLocalClient().Disconnect( false );
}
}
const char* szJoinType = "UnknownJoinType";
for ( int i = 0; i < argValues.Count(); i++ )
{
// Any params starting with dash are join type
if ( argValues[ i ].String()[0] == '-' && argValues[ i ].String()[1] )
{
szJoinType = argValues[ i ].String()+1;
}
}
GetBaseLocalClient().ConnectSplitScreen( argValues[ 0 ].String(), argValues.Count() == 3 ? argValues[ 1 ].String() : argValues[ 0 ].String(), numPlayers, szJoinType );
// Reset error conditions
gfExtendedError = false;
}
#if defined( _X360 ) && !defined( _CERT )
//-----------------------------------------------------------------------------
// Caller must provide secure address string. Establishes connection.
// Returns TRUE if successful. Non-shipping development helper only.
//-----------------------------------------------------------------------------
static bool XLSP_StartConnection( const char *pXLSPAddress, char *pOutAddress, int outAddressSize, unsigned int timeout = 10 * 1000 )
{
// remove the possible port
int nPort = -1;
char cleanAddress[128];
V_strncpy( cleanAddress, pXLSPAddress, sizeof( cleanAddress ) );
char *pPort = strchr( cleanAddress, ':' );
if ( pPort )
{
*pPort++ = '\0';
if ( pPort[0] )
{
nPort = atoi( pPort );
}
}
IN_ADDR xlspAddress;
int ip4[4];
sscanf( cleanAddress, "%d.%d.%d.%d", &ip4[0], &ip4[1], &ip4[2], &ip4[3] );
xlspAddress.S_un.S_un_b.s_b1 = ip4[0];
xlspAddress.S_un.S_un_b.s_b2 = ip4[1];
xlspAddress.S_un.S_un_b.s_b3 = ip4[2];
xlspAddress.S_un.S_un_b.s_b4 = ip4[3];
// track and free last known secure address
static IN_ADDR s_lastSecureAddress;
if ( s_lastSecureAddress.S_un.S_addr != 0x0 )
{
XNetUnregisterInAddr( s_lastSecureAddress );
s_lastSecureAddress.S_un.S_addr = 0x0;
}
IN_ADDR secureAddress;
DWORD dwResult = XNetServerToInAddr( xlspAddress, g_pMatchFramework->GetMatchTitle()->GetTitleServiceID(), &secureAddress );
if ( dwResult != ERROR_SUCCESS )
{
Warning( "Failed to resolve XLSP secure address for %d.%d.%d.%d\n",
xlspAddress.S_un.S_un_b.s_b1,
xlspAddress.S_un.S_un_b.s_b2,
xlspAddress.S_un.S_un_b.s_b3,
xlspAddress.S_un.S_un_b.s_b4 );
return false;
}
s_lastSecureAddress = secureAddress;
Msg( "Attempting connection to XLSP title server using, XLSP:%d.%d.%d.%d -> Secure:%d.%d.%d.%d\n",
xlspAddress.S_un.S_un_b.s_b1,
xlspAddress.S_un.S_un_b.s_b2,
xlspAddress.S_un.S_un_b.s_b3,
xlspAddress.S_un.S_un_b.s_b4,
secureAddress.S_un.S_un_b.s_b1,
secureAddress.S_un.S_un_b.s_b2,
secureAddress.S_un.S_un_b.s_b3,
secureAddress.S_un.S_un_b.s_b4 );
// Connect to server
int iResult;
if ( ( iResult = XNetConnect( secureAddress ) ) != 0 )
{
Warning( "XNetConnect: failed with %d.\n", iResult );
return false;
}
// Wait for the SG connection to complete
unsigned long startTime = Plat_MSTime();
while ( ( dwResult = XNetGetConnectStatus( secureAddress ) ) == XNET_CONNECT_STATUS_PENDING )
{
if ( ( Plat_MSTime() - startTime ) > timeout )
{
Warning( "XNetConnect: Timeout, took longer than %ums to complete.\n", timeout );
return false;
}
Sleep( 100 );
}
if ( dwResult != XNET_CONNECT_STATUS_CONNECTED )
{
Warning( "XNetGetConnectStatus: connection failed with %d.\n", dwResult );
return false;
}
if ( nPort != -1 )
{
V_snprintf(
pOutAddress,
outAddressSize,
"%d.%d.%d.%d:%d",
secureAddress.S_un.S_un_b.s_b1,
secureAddress.S_un.S_un_b.s_b2,
secureAddress.S_un.S_un_b.s_b3,
secureAddress.S_un.S_un_b.s_b4,
nPort );
}
else
{
V_snprintf(
pOutAddress,
outAddressSize,
"%d.%d.%d.%d",
secureAddress.S_un.S_un_b.s_b1,
secureAddress.S_un.S_un_b.s_b2,
secureAddress.S_un.S_un_b.s_b3,
secureAddress.S_un.S_un_b.s_b4 );
}
Msg( "Connected to XLSP title server.\n" );
return true;
}
#endif
#if defined( _X360 ) && !defined( _CERT )
//-----------------------------------------------------------------------------
// Assume non-numeric name string address represents XLSP because system link
// can only be IP4. Resolve name to secure IP4.
// Returns -1 if error, Returns 0 if not XLSP, Returns 1 if valid.
// Non-shipping development helper only.
//-----------------------------------------------------------------------------
static int XLSP_NameToAddress( const char *pAddress, char *pOutAddress, int outAddressSize )
{
// want string names, but not this one
if ( StringHasPrefixCaseSensitive( pAddress, "localhost" ) )
{
return 0;
}
// do not use DNS, not trying to resolve the name
netadr_t netadr;
netadr.SetFromString( pAddress, false );
if ( netadr.IsBaseAdrValid() )
{
// not a string name, ignore
return 0;
}
// remove the possible port
int nPort = -1;
char cleanAddress[128];
V_strncpy( cleanAddress, pAddress, sizeof( cleanAddress ) );
char *pPort = strchr( cleanAddress, ':' );
if ( pPort )
{
*pPort++ = '\0';
if ( pPort[0] )
{
nPort = atoi( pPort );
}
}
XTITLE_SERVER_INFO serverInfos[XTITLE_SERVER_MAX_LSP_INFO];
V_memset( serverInfos, 0, sizeof( serverInfos ) );
// get a title server enumerator
IN_ADDR serverAddr = { 0 };
bool bFound = false;
DWORD dwBufferSize = 0;
HANDLE hServerEnum = INVALID_HANDLE_VALUE;
DWORD dwServerCount = 0;
DWORD dwResult = XTitleServerCreateEnumerator( NULL, XTITLE_SERVER_MAX_LSP_INFO, &dwBufferSize, &hServerEnum );
if ( dwResult == ERROR_SUCCESS )
{
// synchronous population
dwResult = XEnumerate( hServerEnum, serverInfos, sizeof( serverInfos ), &dwServerCount, NULL );
CloseHandle( hServerEnum );
if ( dwResult == ERROR_SUCCESS )
{
// iterate all known servers, try and find match
for ( unsigned int i = 0; i < dwServerCount; i++ )
{
// get the clean name
char cleanName[XTITLE_SERVER_MAX_SERVER_INFO_LEN];
V_strncpy( cleanName, serverInfos[i].szServerInfo, sizeof( cleanName ) );
char *pArgs = V_stristr( cleanName, "**" );
if ( pArgs )
{
*pArgs = '\0';
}
if ( !V_stricmp( cleanAddress, cleanName ) )
{
serverAddr = serverInfos[i].inaServer;
bFound = true;
break;
}
}
}
}
if ( !bFound )
{
return -1;
}
if ( nPort != -1 )
{
V_snprintf(
pOutAddress,
outAddressSize,
"%d.%d.%d.%d:%d",
serverAddr.S_un.S_un_b.s_b1,
serverAddr.S_un.S_un_b.s_b2,
serverAddr.S_un.S_un_b.s_b3,
serverAddr.S_un.S_un_b.s_b4,
nPort );
}
else
{
V_snprintf(
pOutAddress,
outAddressSize,
"%d.%d.%d.%d",
serverAddr.S_un.S_un_b.s_b1,
serverAddr.S_un.S_un_b.s_b2,
serverAddr.S_un.S_un_b.s_b3,
serverAddr.S_un.S_un_b.s_b4 );
}
// success
return 1;
}
#endif
#if defined( _X360 ) && !defined( _CERT )
// Non-shipping development helper only.
CON_COMMAND( xlsp_list_servers, "Spew XLSP title servers" )
{
XTITLE_SERVER_INFO serverInfos[XTITLE_SERVER_MAX_LSP_INFO];
V_memset( serverInfos, 0, sizeof( serverInfos ) );
// get a title server enumerator
DWORD dwBufferSize = 0;
HANDLE hServerEnum = INVALID_HANDLE_VALUE;
DWORD dwResult = XTitleServerCreateEnumerator( NULL, XTITLE_SERVER_MAX_LSP_INFO, &dwBufferSize, &hServerEnum );
if ( dwResult != ERROR_SUCCESS )
{
Warning( "XTitleServerCreateEnumerator: failed with 0x%0x.\n", dwResult );
return;
}
// synchronous population
DWORD dwServerCount = 0;
dwResult = XEnumerate( hServerEnum, serverInfos, sizeof( serverInfos ), &dwServerCount, NULL );
CloseHandle( hServerEnum );
if ( dwResult != ERROR_SUCCESS || !dwServerCount )
{
Msg( "No XLSP servers found.\n" );
return;
}
// iterate and spew
Msg( "\nXLSP Title Servers:\n" );
for ( DWORD i = 0; i < dwServerCount; ++i )
{
// decode private additional args
char *pToken = V_stristr( serverInfos[i].szServerInfo, "**" );
if ( !pToken )
{
// bad non-conformant syntax, unknown
continue;
}
*pToken = '\0';
pToken += 2;
// change to whitespace for easy tokenization
char argString[XTITLE_SERVER_MAX_SERVER_INFO_LEN];
V_strncpy( argString, pToken, sizeof( argString ) );
pToken = argString;
while ( 1 )
{
pToken = strchr( pToken, '_' );
if ( !pToken )
{
break;
}
*pToken++ = ' ';
}
// get the port and range
int nPort = 0;
int nNumPorts = 0;
int nMasterPort = 0;
int nNumMasterPorts = 0;
sscanf( argString, "%d %d %d %d", &nMasterPort, &nNumMasterPorts, &nPort, &nNumPorts );
// send an async QOS probe to XLSP SG and wait
DWORD serviceID = g_pMatchFramework->GetMatchTitle()->GetTitleServiceID();
XNQOS *pXNQOS = NULL;
DWORD wRttMinInMsecs = 0;
DWORD wRttMedInMsecs = 0;
DWORD dwUpBitsPerSec = 0;
DWORD dwDnBitsPerSec = 0;
dwResult = XNetQosLookup( 0, NULL, NULL, NULL, 1, &serverInfos[i].inaServer, &serviceID, 8, 0, 0, NULL, &pXNQOS );
if ( dwResult == ERROR_SUCCESS )
{
while ( pXNQOS->cxnqosPending != 0 )
{
Sleep( 100 );
}
if ( pXNQOS->axnqosinfo[0].bFlags & XNET_XNQOSINFO_COMPLETE )
{
// meaningful results
wRttMinInMsecs = pXNQOS->axnqosinfo[0].wRttMinInMsecs;
wRttMedInMsecs = pXNQOS->axnqosinfo[0].wRttMedInMsecs;
dwUpBitsPerSec = pXNQOS->axnqosinfo[0].dwUpBitsPerSec;
dwDnBitsPerSec = pXNQOS->axnqosinfo[0].dwDnBitsPerSec;
}
XNetQosRelease( pXNQOS );
pXNQOS = NULL;
}
// spew
Msg( "Virtual IP4 RTT AvgRTT Upstream Dnstream\n" );
Msg( "--------------- ------ ------ -------- --------\n" );
Msg( "%3d.%3d.%3d.%3d %4dms %4dms %4dkbps %4dkbps \"%s\"\n",
serverInfos[i].inaServer.S_un.S_un_b.s_b1,
serverInfos[i].inaServer.S_un.S_un_b.s_b2,
serverInfos[i].inaServer.S_un.S_un_b.s_b3,
serverInfos[i].inaServer.S_un.S_un_b.s_b4,
wRttMinInMsecs,
wRttMedInMsecs,
dwUpBitsPerSec/1024,
dwDnBitsPerSec/1024,
serverInfos[i].szServerInfo );
Msg( " Title Server Ports: [%d..%d]\n", nPort, nPort + nNumPorts - 1 );
Msg( " Master Server Ports: [%d..%d]\n", nMasterPort, nMasterPort + nNumMasterPorts - 1 );
}
}
#endif
#if defined( _X360 ) && !defined( _CERT )
// Non-shipping development helper only.
CON_COMMAND_F( connect_xlsp, "Direct connection to specified xlsp server.", FCVAR_DONTRECORD )
{
// must have xlsp port specifier
if ( args.ArgC() < 4 || args.Arg( 2 )[0] != ':' )
{
ConMsg( "Usage: connect_xlsp <xlsp_server:port> [# of players]\n" );
return;
}
// the tokenizer breaks the address up if a port is provided, we need to reassemble.
char address[128];
V_strcpy_safe( address, args.Arg( 1 ) );
Q_strcat( address, args.Arg( 2 ), sizeof( address ) );
Q_strcat( address, args.Arg( 3 ), sizeof( address ) );
int numPlayers = 1;
if ( args.ArgC() >= 5 )
{
numPlayers = atoi( args.Arg( 4 ) );
}
// due to dev purposes, do xlsp resolve synchronously
char xlspAddress[128];
char secureAddress[128];
int result = XLSP_NameToAddress( address, xlspAddress, sizeof( xlspAddress ) );
if ( result > 0 )
{
// have valid xlsp, establish connection
if ( !XLSP_StartConnection( xlspAddress, secureAddress, sizeof( secureAddress ) ) )
{
// failed
Warning( "Could not connect to XLSP server %s.\n", address );
return;
}
// address has been convoluted to the XLSP secure private address
V_strncpy( address, secureAddress, sizeof( address ) );
}
else if ( result == 0 )
{
Warning( "Not an XLSP server address %s.\n", address );
return;
}
else
{
Warning( "No XLSP server found matching %s.\n", address );
return;
}
CCommand newArgs;
newArgs.Tokenize( CFmtStr( "connect_splitscreen %s %d", secureAddress, numPlayers ) );
connect_splitscreen( newArgs );
}
#endif
//-----------------------------------------------------------------------------
// 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()
{
#ifdef DISABLE_PURE_SERVER_STUFF
return;
#endif
// Don't do sv_pure stuff in SP games or HLTV/replay
if ( GetBaseLocalClient().m_nMaxClients <= 1 || GetBaseLocalClient().ishltv
#ifdef REPLAY_ENABLED
|| GetBaseLocalClient().isreplay
#endif // ifdef REPLAY_ENABLED
)
return;
CPureServerWhitelist *pWhitelist = NULL;
if ( GetBaseLocalClient().m_pServerStartupTable )
pWhitelist = CL_LoadWhitelist( GetBaseLocalClient().m_pServerStartupTable, "PureServerWhitelist" );
if ( pWhitelist )
{
if ( pWhitelist->IsInFullyPureMode() )
Msg( "Got pure server whitelist: sv_pure = 2.\n" );
else
Msg( "Got pure server whitelist: sv_pure = 1.\n" );
CL_HandlePureServerWhitelist( pWhitelist );
}
else
{
Msg( "No pure server whitelist. sv_pure = 0\n" );
CL_HandlePureServerWhitelist( NULL );
}
}
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 ( !GetBaseLocalClient().m_pServerStartupTable )
return 0;
int iString = GetBaseLocalClient().m_pServerStartupTable->FindStringIndex( "QueryPort" );
if ( iString == INVALID_STRING_INDEX )
return 0;
int dataLen;
const void *pData = GetBaseLocalClient().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( GetBaseLocalClient().GetModel( 1 ) );
if ( !host_state.worldmodel )
{
Host_Error( "CL_RegisterResources: host_state.worldmodel/GetBaseLocalClient().GetModel( 1 )==NULL\n" );
}
// Force main window to repaint... (only does something if running shaderapi
videomode->InvalidateWindow();
}
#ifndef DEDICATED
class CEngineReliableAvatarCallback_t
{
public:
CEngineReliableAvatarCallback_t() : m_steamID( Steam3Client().SteamUser()->GetSteamID() )
, m_CallbackPersonaStateChanged( this, &CEngineReliableAvatarCallback_t::Steam_OnPersonaStateChanged )
, m_CallbackAvatarImageLoaded( this, &CEngineReliableAvatarCallback_t::Steam_OnAvatarImageLoaded )
{
}
void UploadMyOwnAvatarToGameServer();
private:
STEAM_CALLBACK( CEngineReliableAvatarCallback_t, Steam_OnPersonaStateChanged, PersonaStateChange_t, m_CallbackPersonaStateChanged );
STEAM_CALLBACK( CEngineReliableAvatarCallback_t, Steam_OnAvatarImageLoaded, AvatarImageLoaded_t, m_CallbackAvatarImageLoaded );
CSteamID m_steamID;
};
void CEngineReliableAvatarCallback_t::Steam_OnAvatarImageLoaded( AvatarImageLoaded_t *pParam )
{
if ( pParam && ( pParam->m_steamID == m_steamID ) )
UploadMyOwnAvatarToGameServer();
}
void CEngineReliableAvatarCallback_t::Steam_OnPersonaStateChanged( PersonaStateChange_t *pParam )
{
if ( pParam && ( pParam->m_nChangeFlags & k_EPersonaChangeAvatar ) && ( pParam->m_ulSteamID == m_steamID.ConvertToUint64() ) )
UploadMyOwnAvatarToGameServer();
}
void CEngineReliableAvatarCallback_t::UploadMyOwnAvatarToGameServer()
{
if ( GetBaseLocalClient().IsActive() )
{
// Kick off upload for our own avatar data now
if ( CNETMsg_PlayerAvatarData_t *pMsgMyAvatarData = GetBaseLocalClient().AllocOwnPlayerAvatarData() )
{
GetBaseLocalClient().m_NetChannel->EnqueueVeryLargeAsyncTransfer( *pMsgMyAvatarData );
delete pMsgMyAvatarData;
}
}
}
#endif
void CL_FullyConnected( void )
{
CETWScope timer( "CL_FullyConnected" );
EngineVGui()->UpdateProgressBar( PROGRESS_FULLYCONNECTED );
// This has to happen HERE. ***** PRIOR TO g_pQueuedLoader->EndMapLoading() *****
// 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 ( IsGameConsole() )
{
// Notify the loader the end of the loading context, preloads are about to be purged
g_pQueuedLoader->EndMapLoading( false );
if ( IsPS3() )
{
// PS3 static prop lighting (legacy async IO still in flight catching
// non reslist-lighting buffers) is writing data into raw pointers
// to RSX memory which have been acquired before material system
// switches to multithreaded mode. During switch to multithreaded
// mode RSX moves its memory so pointers become invalid and thus
// all IO must be finished and callbacks fired before
// Host_AllowQueuedMaterialSystem
g_pFullFileSystem->AsyncFinishAll();
}
}
// loading completed
// flush client-side dynamic models that have no refcount
modelloader->FlushDynamicModels();
// can NOW safely purge unused models and their data hierarchy (materials, shaders, etc)
modelloader->PurgeUnusedModels();
#ifdef _PS3
g_pMaterialSystem->CompactRsxLocalMemory( "FULLY CONNECTED0" );
#endif
// loading is complete, hint the view model cache to its initial state and evict everybody
// this is a safety catch for any view models that leaked in, the eviction should be a near no-op
modelloader->EvictAllWeaponsFromModelCache( true );
// Purge the preload stores, oreder is critical
g_pMDLCache->ShutdownPreloadData();
// NOTE: purposely disabling...
// THIS IS A BAD THING, so purposely disabled... it saves a few MB that otherwise prevents a bunch of hitchy sync i/o during gameplay.
// Also, memory spike causing issues, so preload's stay in
// This may show up on the memory users, and the preloads can be made smaller, or maybe accidentally too large, but ditching them is not the right thing to do.
// g_pFileSystem->DiscardPreloadData();
// ***************************************************************
// NO MORE PRELOAD DATA AVAILABLE PAST THIS POINT!!!
// ***************************************************************
g_ClientDLL->LevelInitPostEntity();
// communicate to tracker that we're in a game
// WHY ARE WE USING NETWORK BYTE ORDER HERE?
uint32 ip = 0;
uint16 port = 0;
ns_address remoteAdr = GetBaseLocalClient().m_NetChannel->GetRemoteAddress();
if ( remoteAdr.IsType<netadr_t>() )
{
ip = remoteAdr.AsType<netadr_t>().GetIPNetworkByteOrder();
port = remoteAdr.AsType<netadr_t>().GetPort();
if (!port)
{
ip = net_local_adr.GetIPNetworkByteOrder();
port = net_local_adr.GetPort();
}
}
else
{
#ifdef _DEBUG
Warning( "CL_FullyConnected - NotifyOfServerConnect assumes remote host is always IPv4 address, but we're connected to %s\n", ns_address_render( remoteAdr ).String() );
#endif
}
int iQueryPort = CL_GetServerQueryPort();
EngineVGui()->NotifyOfServerConnect(com_gamedir, ip, port, iQueryPort);
GetTestScriptMgr()->CheckPoint( "FinishedMapLoad" );
EngineVGui()->UpdateProgressBar( PROGRESS_READYTOPLAY );
if ( ( !IsX360() && !IsPS3() ) || GetBaseLocalClient().m_nMaxClients == 1 )
{
// Need this to persist for multiplayer respawns, 360 can't reload
// [mhansen] PS3 is failing to reload also. We should probably figure out why that is
// but keeping it around should fix it for now.
CM_DiscardEntityString();
}
g_pMDLCache->EndMapLoad();
#if defined( _MEMTEST )
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "mem_dump\n" );
#endif
if ( developer.GetInt() > 0 )
{
CClientState &cl = GetBaseLocalClient();
ConDMsg( "Signon traffic \"%s\": incoming %s [%d pkts], outgoing %s [%d pkts]\n",
GetBaseLocalClient().m_NetChannel->GetName(),
Q_pretifymem( cl.m_NetChannel->GetTotalData( FLOW_INCOMING ), 3 ),
cl.m_NetChannel->GetTotalPackets( FLOW_INCOMING ),
Q_pretifymem( cl.m_NetChannel->GetTotalData( FLOW_OUTGOING ), 3 ),
cl.m_NetChannel->GetTotalPackets( FLOW_OUTGOING ) );
}
if ( IsX360() )
{
// Reset material system temporary memory (once loading is complete), ready for in-map use
bool bOnLevelShutdown = false;
materials->ResetTempHWMemory( bOnLevelShutdown );
}
// matsys gets a hint that loading operations have ceased and gameplay is about to start
g_pMaterialSystem->OnLevelLoadingComplete();
// allow normal screen updates
SCR_EndLoadingPlaque();
EndLoadingUpdates();
#ifdef _PS3
g_pMaterialSystem->CompactRsxLocalMemory( "FULLY CONNECTED" );
#endif
// background maps are for main menu UI, QMS not needed or used, easier context
if ( !engineClient->IsLevelMainMenuBackground() )
{
// map load complete, safe to allow QMS
ConVarRef mat_queue_mode( "mat_queue_mode" );
if ( mat_queue_mode.GetInt() != 0 )
{
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 ( (GetBaseLocalClient().m_nMaxClients == 1) && !demoplayer->IsPlayingBack() )
{
scr_nextdrawtick = host_tickcount + TIME_TO_TICKS( 0.25f );
}
#ifdef _X360
// At the conclusion of loading with a valid user check for a valid controller connection.
// If it's been lost, then we need to pop our game UI up
for ( DWORD k = 0; k < XBX_GetNumGameUsers(); ++ k )
{
int iController = XBX_GetUserId( k );
if ( iController != XBX_INVALID_USER_ID )
{
XINPUT_CAPABILITIES caps;
if ( XInputGetCapabilities( iController, XINPUT_FLAG_GAMEPAD, &caps ) == ERROR_DEVICE_NOT_CONNECTED )
{
EngineVGui()->ActivateGameUI();
break;
}
}
}
#endif
// Now that we're connected, toggle the clan tag so it gets sent to the server
//ConVarRef cl_clanid( "cl_clanid" );
//const char *pClanID = cl_clanid.GetString();
//cl_clanid.SetValue( 0 );
//cl_clanid.SetValue( id );
SplitScreenConVarRef varOption( "cl_clanid" );
const char *pClanID = varOption.GetString( 0 );
varOption.SetValue( 0, pClanID );
g_pMemAlloc->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" );
// The reslist generator can't start its timeout until the level loading is absolutely finished
MapReslistGenerator().OnFullyConnected();
if ( CommandLine()->FindParm( "-profilemapload" ) )
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "quit\n" );
}
if ( CommandLine()->FindParm( "-interactivecaster" ) )
{
engineClient->ClientCmd( "cameraman_request" );
}
#ifndef DEDICATED
// Register a listener that will be uploading our own avatar data to the game server
static CEngineReliableAvatarCallback_t s_EngineReliableAvatarCallback;
s_EngineReliableAvatarCallback.UploadMyOwnAvatarToGameServer();
#endif
}
/*
=====================
CL_NextDemo
Called to play the next demo in the demo loop
=====================
*/
void CL_NextDemo (void)
{
char str[1024];
if (GetBaseLocalClient().demonum == -1)
return; // don't play demos
SCR_BeginLoadingPlaque ();
if (!GetBaseLocalClient().demos[GetBaseLocalClient().demonum][0] || GetBaseLocalClient().demonum == MAX_DEMOS)
{
GetBaseLocalClient().demonum = 0;
if (!GetBaseLocalClient().demos[GetBaseLocalClient().demonum][0])
{
scr_disabled_for_loading = false;
ConMsg ("No demos listed with startdemos\n");
GetBaseLocalClient().demonum = -1;
return;
}
}
Q_snprintf (str,sizeof( str ), "playdemo %s", GetBaseLocalClient().demos[GetBaseLocalClient().demonum]);
Cbuf_AddText( Cbuf_GetCurrentPlayer(), str );
GetBaseLocalClient().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_snapshot_fullpathname[0] = 0;
cl_takejpeg = 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_snapshot_fullpathname[0] = 0;
cl_takejpeg = true;
cl_jpegquality = clamp( quality, 1, 100 );
if ( name != NULL )
{
Q_strncpy( cl_snapshotname, name, sizeof( cl_snapshotname ) );
}
else
{
cl_snapshotname[0] = 0;
}
}
CON_COMMAND( jpeg, "Take a jpeg screenshot: jpeg <filename> <quality 1-100>." )
{
if( args.ArgC() >= 2 )
{
if ( args.ArgC() == 3 )
{
CL_TakeJpeg( args[ 1 ], Q_atoi( args[2] ) );
}
else
{
CL_TakeJpeg( args[ 1 ], jpeg_quality.GetInt() );
}
}
else
{
CL_TakeJpeg( NULL, jpeg_quality.GetInt() );
}
}
static ConVar host_syncfps( "host_syncfps", "0", FCVAR_DEVELOPMENTONLY, "Synchronize real render time to host_framerate if possible." );
// [mhansen] Added a screen shot dump when the fps gets low
static ConVar fps_screenshot_threshold("fps_screenshot_threshold", "-1", FCVAR_CHEAT, "Dump a screenshot when the FPS drops below the given value.");
static ConVar fps_screenshot_frequency("fps_screenshot_frequency", "10", FCVAR_CHEAT, "While the fps is below the threshold we will dump a screen shot this often in seconds (i.e. 10 = screen shot every 10 seconds when under the given fps.)");
void CL_TakeSnapshotAndSwap()
{
bool bReadPixelsFromFrontBuffer = g_pMaterialSystemHardwareConfig->ReadPixelsFromFrontBuffer();
if ( bReadPixelsFromFrontBuffer )
{
Shader_SwapBuffers();
}
// [mhansen] Added a screen shot dump when the fps gets low
if ( fps_screenshot_threshold.GetInt() > 0 )
{
static float sLastRealTime = 0.0f;
float realFrameTime = realtime - sLastRealTime;
sLastRealTime = realtime;
static float timer = 0.0f;
float screenshotFrameTime = 1.0f / fps_screenshot_threshold.GetFloat();
if ( realFrameTime > screenshotFrameTime && realFrameTime < 10.0f )
{
if ( timer >= 0.0f )
{
// Figure out a good name
//Q_snprintf( cl_snapshotname, sizeof( cl_snapshotname ), "fps_%.2f", (1.0f / realFrameTime) );
cl_takesnapshot = true;
timer -= fps_screenshot_frequency.GetFloat();
}
}
if (timer < 0.0f)
{
timer += realFrameTime;
}
}
if (cl_takesnapshot)
{
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_snapshot_fullpathname[0] )
{
char dir[MAX_OSPATH];
V_ExtractFilePath( cl_snapshot_fullpathname, dir, MAX_OSPATH );
g_pFileSystem->CreateDirHierarchy( dir );
}
if ( world && world->GetModel() )
{
Q_FileBase( modelloader->GetName( ( model_t *)world->GetModel() ), base, sizeof( base ) );
if ( PLATFORM_EXT[0] )
{
// 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] )
{
#if defined( PLATFORM_X360 )
if ( ( tolower( cl_snapshotname[0] ) == 'd' ) && ( cl_snapshotname[1] == ':' ) && ( cl_snapshotname[2] == '\\' ) )
{
// Filename begins with "d:\" on X360, so assume the user knows what they're doing and has specified the full absolute filename.
V_strcpy( filename, cl_snapshotname );
remove( filename );
}
else
#endif
{
Q_strncpy( base, cl_snapshotname, sizeof( base ) );
Q_snprintf( filename, sizeof( filename ), "screenshots/%s%s", base, extension );
// See if the base file already exists and rename if so and if possible.
if( g_pFileSystem->GetFileTime( filename ) != 0 )
{
char renamedfile[MAX_OSPATH];
// Only loop until we hit 9999 (incremented to 10000 afterwards). More screen shots than that, out of luck.
for( int iNumber = 0; iNumber < 10000 ; iNumber++)
{
Q_snprintf( renamedfile, sizeof( renamedfile ), "screenshots/%s_%04d%s", base, iNumber, extension );
// GetFileTime() is used as a file exists check
if( !g_pFileSystem->GetFileTime( renamedfile ) )
{
g_pFileSystem->RenameFile(filename, renamedfile, "DEFAULT_WRITE_PATH");
break;
}
}
// Note: If we have 10000 files, just overwrite the base entry
}
}
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, "DEFAULT_WRITE_PATH" ) )
{
// woo hoo! The file doesn't exist already, so use it.
break;
}
}
}
if ( cl_snapshot_fullpathname[0] )
{
V_strncpy( filename, cl_snapshot_fullpathname, MAX_OSPATH );
cl_snapshot_fullpathname[0] = 0;
}
if ( cl_takejpeg )
{
videomode->TakeSnapshotJPEG( filename, cl_jpegquality );
g_ServerRemoteAccess.UploadScreenshot( filename );
}
else
{
videomode->TakeSnapshotTGA( filename );
}
cl_takesnapshot = false;
GetTestScriptMgr()->CheckPoint( "screenshot" );
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;
}
static double flLastTime = 0.0f;
bool bSyncFramerate = false;
if ( host_syncfps.GetBool() &&
host_framerate.GetFloat() != 0.0f )
{
bSyncFramerate = true;
}
if ( bSyncFramerate )
{
double curtime = Plat_FloatTime();
double dt = MIN( curtime - flLastTime, MAX_FRAMETIME );
double desiredInterval = 1.0 / fabsf( host_framerate.GetFloat() );
double flSleepInterval = desiredInterval - dt;
if ( flSleepInterval > 0.0f )
{
Sys_Sleep( (int)( flSleepInterval * 1000.0f ) );
}
}
if( !bReadPixelsFromFrontBuffer )
{
Shader_SwapBuffers();
}
if ( bSyncFramerate )
{
flLastTime = Plat_FloatTime();
}
// take a screenshot for savegames if necessary
saverestore->UpdateSaveGameScreenshots();
// take screenshot for bx movie maker
EngineTool_UpdateScreenshot();
}
static float s_flPreviousHostFramerate = 0;
void CL_StartMovie( const char *filename, int flags, int nWidth, int nHeight, float flFrameRate, int jpeg_quality )
{
Assert( g_hCurrentAVI == AVIHANDLE_INVALID );
// 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 = jpeg_quality;
if ( cl_movieinfo.DoAVI() || cl_movieinfo.DoAVISound() )
{
// HACK: THIS MUST MATCH snd_device.h. Should be exposed more cleanly!!!
#define SOUND_DMA_SPEED 44100 // hardware playback rate
AVIParams_t params;
Q_strncpy( params.m_pFileName, filename, sizeof( params.m_pFileName ) );
Q_strncpy( params.m_pPathID, "MOD", sizeof( params.m_pPathID ) );
params.m_nNumChannels = 2;
params.m_nSampleBits = 16;
params.m_nSampleRate = SOUND_DMA_SPEED;
params.m_nWidth = nWidth;
params.m_nHeight = nHeight;
if ( IsIntegralValue( flFrameRate ) )
{
params.m_nFrameRate = RoundFloatToInt( flFrameRate );
params.m_nFrameScale = 1;
}
else if ( IsIntegralValue( flFrameRate * 1001.0f / 1000.0f ) ) // 1001 is the ntsc divisor (30*1000/1001 = 29.97, etc)
{
params.m_nFrameRate = RoundFloatToInt( flFrameRate * 1001 );
params.m_nFrameScale = 1001;
}
else
{
// arbitrarily choosing 1000 as the divisor
params.m_nFrameRate = RoundFloatToInt( flFrameRate * 1000 );
params.m_nFrameScale = 1000;
}
g_hCurrentAVI = avi->StartAVI( params );
}
SND_MovieStart();
}
void CL_EndMovie()
{
if ( !CL_IsRecordingMovie() )
return;
host_framerate.SetValue( s_flPreviousHostFramerate );
s_flPreviousHostFramerate = 0.0f;
SND_MovieEnd();
if ( cl_movieinfo.DoAVI() || cl_movieinfo.DoAVISound() )
{
avi->FinishAVI( g_hCurrentAVI );
g_hCurrentAVI = AVIHANDLE_INVALID;
}
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( args.ArgC() < 2 )
{
ConMsg( "startmovie <filename>\n [\n" );
ConMsg( " (default = TGAs + .wav file)\n" );
ConMsg( " avi = AVI + AVISOUND\n" );
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( "e.g.: startmovie testmovie jpg wav jpeg_qality 75\n" );
ConMsg( "Using AVI will bring up a dialog for choosing the codec, which may not show if you are running the engine in fullscreen mode!\n" );
return;
}
if ( CL_IsRecordingMovie() )
{
ConMsg( "Already recording movie!\n" );
return;
}
int flags = MovieInfo_t::FMOVIE_TGA | MovieInfo_t::FMOVIE_WAV;
int jpeg_quality = 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_AVI | MovieInfo_t::FMOVIE_AVISOUND;
}
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" ) )
{
jpeg_quality = clamp( Q_atoi( args[ ++i ] ), 1, 100 );
}
if ( !Q_stricmp( args[ i ], "wav" ) )
{
flags |= MovieInfo_t::FMOVIE_WAV;
}
}
}
if ( flags == 0 )
{
Warning( "Missing or unknown recording types, must specify one or both of 'avi' or 'raw'\n" );
return;
}
float flFrameRate = host_framerate.GetFloat();
if ( flFrameRate == 0.0f )
{
flFrameRate = 30.0f;
}
CL_StartMovie( args[ 1 ], flags, videomode->GetModeWidth(), videomode->GetModeHeight(), flFrameRate, jpeg_quality );
ConMsg( "Started recording movie, frames will record after console is cleared...\n" );
}
//-----------------------------------------------------------------------------
// Ends frame dumping
//-----------------------------------------------------------------------------
CON_COMMAND_F( endmovie, "Stop recording movie frames.", FCVAR_DONTRECORD )
{
if( !CL_IsRecordingMovie() )
{
ConMsg( "No movie started.\n" );
}
else
{
CL_EndMovie();
ConMsg( "Stopped recording movie...\n" );
}
}
/*
=====================
CL_Rcon_f
Send the rest of the command line over as
an unconnected command.
=====================
*/
CON_COMMAND_F( rcon, "Issue an rcon command.", FCVAR_DONTRECORD )
{
char message[1024]; // Command message
char szParam[ 256 ];
message[0] = 0;
for (int i=1 ; i<args.ArgC() ; i++)
{
const char *pParam = args[i];
// put quotes around empty arguments so we can pass things like this: rcon sv_password ""
// otherwise the "" on the end is lost
if ( strchr( pParam, ' ' ) || ( Q_strlen( pParam ) == 0 ) )
{
Q_snprintf( szParam, sizeof( szParam ), "\"%s\"", pParam );
Q_strncat( message, szParam, sizeof( message ), COPY_ALL_CHARACTERS );
}
else
{
Q_strncat( message, pParam, sizeof( message ), COPY_ALL_CHARACTERS );
}
if ( i != ( args.ArgC() - 1 ) )
{
Q_strncat (message, " ", sizeof( message ), COPY_ALL_CHARACTERS);
}
}
RCONClient().SendCmd( message );
}
CON_COMMAND_F( box, "Draw a debug box.", FCVAR_CHEAT )
{
if( args.ArgC() != 7 )
{
ConMsg ("box x1 y1 z1 x2 y2 z2\n");
return;
}
Vector mins, maxs;
for (int i = 0; i < 3; ++i)
{
mins[i] = atof(args[i + 1]);
maxs[i] = atof(args[i + 4]);
}
CDebugOverlay::AddBoxOverlay( vec3_origin, mins, maxs, vec3_angle, 255, 0, 0, 0, 100 );
}
/*
==============
CL_View_f
Debugging changes the view entity to the specified index
===============
*/
CON_COMMAND_F( cl_view, "Set the view entity index.", FCVAR_CHEAT )
{
int nNewView;
if( args.ArgC() != 2 )
{
ConMsg ("cl_view entity#\nCurrent %i\n", GetLocalClient().GetViewEntity() );
return;
}
// Only valid in single player!!!
if ( GetBaseLocalClient().m_nMaxClients > 1 )
return;
nNewView = atoi( args[1] );
if (!nNewView)
return;
if ( nNewView > entitylist->GetHighestEntityIndex() )
return;
GetLocalClient().m_nViewEntity = nNewView;
videomode->MarkClientViewRectDirty(); // Force recalculation
ConMsg("View entity set to %i\n", nNewView);
}
bool IsLowPriorityLight( int key )
{
return ( key >= LIGHT_INDEX_LOW_PRIORITY );
}
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 < GetBaseLocalClient().GetTime())
return i;
}
if ( cl_retire_low_priority_lights.GetBool() && !IsLowPriorityLight( key ) )
{
// find the smallest radius low priority light
int iSmallest = -1;
float fSmallestRadius = 0;
for ( i = 1; i < lightCount; i++ ) // skip light zero since it's the default overflow one
{
if ( IsLowPriorityLight( pLights[i].key ) )
{
if ( fSmallestRadius == 0 || pLights[i].radius < fSmallestRadius )
{
fSmallestRadius = pLights[i].radius;
iSmallest = i;
}
}
}
if (iSmallest != -1)
{
return iSmallest;
}
}
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)
{
float time;
time = GetBaseLocalClient().GetFrameTime();
if ( time <= 0.0f )
return;
CL_UpdateDAndELights( true );
}
void CL_UpdateDAndELights( bool bUpdateDecay )
{
int i;
dlight_t *dl;
float time;
time = GetBaseLocalClient().GetFrameTime();
g_bActiveDlights = false;
g_bActiveElights = false;
dl = cl_dlights;
r_dlightchanged = 0;
r_dlightactive = 0;
g_nNumActiveDLights = 0;
for ( i=0 ; i<MAX_DLIGHTS ; i++, dl++ )
{
if ( !dl->IsRadiusGreaterThanZero() )
{
R_MarkDLightNotVisible( i );
continue;
}
if ( dl->die < GetBaseLocalClient().GetTime() )
{
r_dlightchanged |= (1 << i);
dl->radius = 0;
}
else if ( dl->decay && bUpdateDecay )
{
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);
g_ActiveDLightIndex[g_nNumActiveDLights] = i;
g_nNumActiveDLights++;
}
else
{
R_MarkDLightNotVisible( i );
}
}
g_nNumActiveELights = 0;
dl = cl_elights;
for ( i=0 ; i<MAX_ELIGHTS ; i++, dl++ )
{
if ( !dl->IsRadiusGreaterThanZero() )
continue;
if ( dl->die < GetBaseLocalClient().GetTime() )
{
dl->radius = 0;
continue;
}
if ( bUpdateDecay )
{
dl->radius -= time*dl->decay;
}
if ( dl->radius < 0 )
{
dl->radius = 0;
}
if ( dl->IsRadiusGreaterThanZero() )
{
g_bActiveElights = true;
g_ActiveELightIndex[g_nNumActiveELights] = i;
g_nNumActiveELights++;
}
}
}
void CL_ExtraMouseUpdate( float frametime )
{
if ( !Host_ShouldRun() )
return;
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
// Not ready for commands yet.
if ( !GetLocalClient().IsActive() )
continue;
// Don't create usercmds here during playback, they were encoded into the packet already
if ( demoplayer->IsPlayingBack() && !GetLocalClient().ishltv
# ifdef REPLAY_ENABLED
&& !GetLocalClient().isreplay
# endif
)
continue;
// Have client .dll create and store usercmd structure
g_ClientDLL->ExtraMouseSample( frametime,
!GetLocalClient().m_bPaused
);
}
}
/*
=================
CL_SendMove
Constructs the movement command and sends it to the server if it's time.
=================
*/
void CL_SendMove( void )
{
int nextcommandnr = GetBaseLocalClient().lastoutgoingcommand + GetBaseLocalClient().chokedcommands + 1;
int nChokedCommands = GetBaseLocalClient().chokedcommands;
// send the client update packet
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
if ( splitscreen->IsDisconnecting( i ) )
continue;
bf_write DataOut;
byte data[ MAX_CMD_BUFFER ];
CCLCMsg_Move_t moveMsg;
DataOut.StartWriting( data, sizeof( data ) );
// Determine number of backup commands to send along
int cl_cmdbackup = 2;
int nBackupCommands = clamp( cl_cmdbackup, 0, MAX_BACKUP_COMMANDS );
// How many real new commands have queued up
int nNewCommands = clamp( nChokedCommands + 1, 0, MAX_NEW_COMMANDS );
moveMsg.set_num_backup_commands( nBackupCommands );
moveMsg.set_num_new_commands( nNewCommands );
int numcmds = nNewCommands + 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 - nNewCommands + 1);
// first valid command number is 1
bOK = bOK && g_ClientDLL->WriteUsercmdDeltaToBuffer( i, &DataOut, from, to, isnewcmd );
from = to;
}
if ( bOK )
{
moveMsg.set_data( ( const char * )DataOut.GetData(), DataOut.GetNumBytesWritten() );
// only write message if all CUserCmds were written correctly, otherwise parsing would fail
GetLocalClient().m_NetChannel->SendNetMsg( moveMsg );
}
}
}
void CL_Move(float accumulated_extra_samples, bool bFinalTick )
{
CClientState &cl = GetBaseLocalClient();
if ( !cl.IsConnected() )
return;
if ( !Host_ShouldRun() )
return;
// 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 ( cl.ishltv
# ifdef REPLAY_ENABLED
|| cl.isreplay
# endif // ifdef REPLAY_ENABLED
)
{
// 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 CUserCmd structure(s)
FOR_EACH_VALID_SPLITSCREEN_PLAYER( i )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( i );
if ( splitscreen->IsDisconnecting( i ) )
continue;
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
{
// netchannel will increase internal outgoing sequence 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();
// check timeout, but not if running _DEBUG engine
bool bAllowTimeout = true;
#if defined( _DEBUG )
bAllowTimeout = false;
#endif
//
// See sfhud_autodisconnect.cpp for parsing in:
// void SFHudAutodisconnect::ProcessInput( void )
//
// Request non delta compressed update if high packet loss
// show warning message/UI
if ( hasProblem )
{
#if !defined( CSTRIKE15 )
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;
Con_NXPrintf( &np, "WARNING: Connection Problem" );
#endif
if ( bAllowTimeout )
{
float flTimeOut = cl.m_NetChannel->GetTimeoutSeconds();
Assert( flTimeOut != -1.0f );
float flRemainingTime = MAX( flTimeOut - cl.m_NetChannel->GetTimeSinceLastReceived(), 0.0f );
// write time until connection is dropped to a convar
cl_connection_trouble_info.SetValue( CFmtStr( "disconnect(%0.3f)", flRemainingTime ) );
#if !defined( CSTRIKE15 )
np.index = 3;
Con_NXPrintf( &np, "Auto-disconnect in %.1f seconds", flRemainingTime );
#endif
EngineVGui()->NeedConnectionProblemWaitScreen();
}
// sets m_nDeltaTick to -1
cl.ForceFullUpdate( "connection problem" );
}
else
{
// We are no longer timing out
float flLastTransientProblemTime = 0.0f;
if ( cl_connection_trouble_info.GetString()[0] == '@' )
flLastTransientProblemTime = V_atof( cl_connection_trouble_info.GetString() + 1 );
float flTimeNow = Plat_FloatTime(); // See if sufficient time elapsed since we started showing a problem info (don't change the error on user too quickly)
if ( ( flLastTransientProblemTime < flTimeNow - 0.5f ) || ( flLastTransientProblemTime > flTimeNow + 0.5f ) )
{
// Are we experiencing packet loss? (router dropping packets, need to slow down!)
float const flPacketLoss = cl.m_NetChannel->GetAvgLoss( FLOW_INCOMING );
// ... or are we choking (insufficient bandwidth, get better internet!)
float const flPacketChoke = cl.m_NetChannel->GetAvgChoke( FLOW_INCOMING );
if ( flPacketLoss > 0 )
cl_connection_trouble_info.SetValue( CFmtStr( "@%.03f:loss(%.05f)", flTimeNow, flPacketLoss ) );
else if ( flPacketChoke > 0 )
cl_connection_trouble_info.SetValue( CFmtStr( "@%.03f:choke(%.05f)", flTimeNow, flPacketChoke ) );
else if ( cl_connection_trouble_info.GetString()[ 0 ] )
cl_connection_trouble_info.SetValue( "" );
}
}
if ( cl.IsActive() )
{
int tick = cl.m_nDeltaTick;
CNETMsg_Tick_t mymsg( tick, host_frameendtime_computationduration, host_frametime_stddeviation, host_framestarttime_stddeviation );
if ( cl.GetHltvReplayDelay() )
{
mymsg.set_hltv_replay_flags( 1 ); // signal that this ack is from hltv replay
}
cl.m_NetChannel->SendNetMsg( mymsg );
}
//COM_Log( "cl.log", "Sending command number %i(%i) to server\n", cl.m_NetChan->m_nOutSequenceNr, GetLocalClient().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( 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()
{
CClientState &cl = GetBaseLocalClient();
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 )
{
// portal2 is not using a background map
return false;
if ( CommandLine()->CheckParm( "-nostartupmenu" ) )
return false;
if ( CommandLine()->CheckParm("-makereslists") )
return false;
if ( InEditMode() )
return false;
if ( args.ArgC() == 2 )
{
// presence of args identifies an end-of-game situation
if ( IsGameConsole() )
{
// Console needs to get UI in the correct state to transition to the Background level
// from the credits.
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" );
HostState_Restart();
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;
}
}
// 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") )
return false;
// nothing else is going on, so load the startup level
return true;
}
#define DEFAULT_BACKGROUND_NAME "background01"
int CL_GetBackgroundLevelIndex( int nNumChapters )
{
int iChapterIndex = sv_unlockedchapters.GetInt();
iChapterIndex = MIN( iChapterIndex, nNumChapters );
if ( iChapterIndex <= 0 )
{
// expected to be [1..N]
iChapterIndex = 1;
}
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] && StringHasPrefix( pszName, "BackgroundMaps" ) )
{
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();
}
//-----------------------------------------------------------------------------
// A random number at startup (sequential for 360), drives the product
// startup screen choice.
//-----------------------------------------------------------------------------
#define NUM_STARTUP_IMAGES 2
unsigned int CL_GetStartupIndex()
{
static unsigned int nWhich = 0;
if ( !nWhich )
{
// once set, stays set to the same value for this entire session
int nOverride = CommandLine()->ParmValue( "-startup", 0 );
if ( nOverride > 0 )
{
nWhich = clamp( nOverride, 1, NUM_STARTUP_IMAGES );
}
else
{
nWhich = Plat_GetClockStart();
nWhich = ( nWhich % NUM_STARTUP_IMAGES ) + 1;
}
}
return nWhich;
}
//-----------------------------------------------------------------------------
// Isolated startup from menu backgrounds, which are not used for startup but
// may be used for different cases. Needs to be the same for everybody, isolated here.
//-----------------------------------------------------------------------------
void CL_GetStartupImage( char *pOutBuffer, int nOutBufferSize )
{
#if defined( CSTRIKE15)
// CStrike15 uses a specific startup image instead of the random image.
// CSGO always uses a widescreen format image, regardless of the screen resolution,
// to match how the Scaleform background is drawn. CVideoMode_Common::DrawStartupGraphic
// takes care of repositioning and scaling this image to match the method
// used in Scaleform.
V_strncpy( pOutBuffer, "console/background01_widescreen", nOutBufferSize );
#else
const AspectRatioInfo_t &aspectRatioInfo = materials->GetAspectRatioInfo();
int nWhich = CL_GetStartupIndex();
V_snprintf( pOutBuffer, nOutBufferSize, "console/portal2_product_%d%s", nWhich, ( aspectRatioInfo.m_bIsWidescreen ? "_widescreen" : "" ) );
#endif // CSTRIKE15
}
//-----------------------------------------------------------------------------
// Purpose: Callback to open the game menus
//-----------------------------------------------------------------------------
void CL_CheckToDisplayStartupMenus( const CCommand &args )
{
if ( CL_ShouldLoadBackgroundLevel( args ) )
{
char szBackgroundName[256];
CL_GetBackgroundLevelName( szBackgroundName, sizeof(szBackgroundName), true );
char cmd[256];
Q_snprintf( cmd, sizeof(cmd), "map_background %s\n", szBackgroundName );
Cbuf_AddText( Cbuf_GetCurrentPlayer(), 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( Cbuf_GetCurrentPlayer(), "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( Cbuf_GetCurrentPlayer(), "sv_cheats 1; fadeout 2; sv_cheats 0;");
Cbuf_Execute();
s_fDemoRevealGameUITime = Sys_FloatTime() + 1.9;
s_bIsRavenHolmn = true;
}
void CL_DemoTransitionFromTestChmb()
{
Cbuf_AddText( Cbuf_GetCurrentPlayer(), "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( Cbuf_GetCurrentPlayer(), "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( Cbuf_GetCurrentPlayer(), "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
//----------------------------------------------------------------------------
char g_minidumpinfo[ 4094 ] = {0};
PAGED_POOL_INFO_t g_pagedpoolinfo = { 0 };
#if !defined( NO_STEAM )
extern bool g_bV3SteamInterface;
#endif
void DisplaySystemVersion( char *osversion, int maxlen );
void CL_SetPagedPoolInfo()
{
if ( IsGameConsole() )
return;
#if !defined( _GAMECONSOLE ) && !defined(NO_STEAM) && !defined(DEDICATED)
Plat_GetPagedPoolInfo( &g_pagedpoolinfo );
#endif
}
void CL_SetSteamCrashComment()
{
if ( IsGameConsole() )
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";
if ( g_pMaterialSystemHardwareConfig )
{
dxlevel = COM_DXLevelToString( g_pMaterialSystemHardwareConfig->GetDXSupportLevel() ) ;
}
// 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\nVid: %i x %i",
info.m_pDriverName,
szDXDriverVersion,
info.m_VendorID,
info.m_DeviceID,
info.m_SubSysID,
info.m_Revision,
dxlevel ? dxlevel : "Unk",
videomode->GetModeWidth(), videomode->GetModeHeight() );
ConVarRef mat_picmip( "mat_picmip" );
ConVarRef mat_forceaniso( "mat_forceaniso" );
ConVarRef mat_antialias( "mat_antialias" );
ConVarRef mat_aaquality( "mat_aaquality" );
ConVarRef r_shadowrendertotexture( "r_shadowrendertotexture" );
ConVarRef r_flashlightdepthtexture( "r_flashlightdepthtexture" );
#ifndef _X360
ConVarRef csm_quality_level( "csm_quality_level" );
ConVarRef r_waterforceexpensive( "r_waterforceexpensive" );
#endif
ConVarRef r_waterforcereflectentities( "r_waterforcereflectentities" );
ConVarRef mat_vsync( "mat_vsync" );
ConVarRef r_rootlod( "r_rootlod" );
ConVarRef mat_motion_blur_enabled( "mat_motion_blur_enabled" );
ConVarRef mat_queue_mode( "mat_queue_mode" );
ConVarRef mat_triplebuffered( "mat_triplebuffered" );
#ifdef _X360
Q_snprintf( videoinfo, sizeof(videoinfo), "picmip: %i forceaniso: %i antialias: %i (%i) vsync: %i rootlod: %i\nshadowrendertotexture: %i r_flashlightdepthtexture %i"\
"waterforcereflectentities: %i mat_motion_blur_enabled: %i mat_triplebuffered: %i",
mat_picmip.GetInt(), mat_forceaniso.GetInt(), mat_antialias.GetInt(), mat_aaquality.GetInt(), mat_vsync.GetInt(), r_rootlod.GetInt(), r_shadowrendertotexture.GetInt(),
r_flashlightdepthtexture.GetInt(), r_waterforcereflectentities.GetInt(), mat_motion_blur_enabled.GetInt(), mat_triplebuffered.GetInt() );
#else
Q_snprintf( videoinfo, sizeof(videoinfo), "picmip: %i\nforceaniso: %i\nantialias: %i (%i)\nvsync: %i\nrootlod: %i\nshadowrendertotexture: %i\nr_flashlightdepthtexture %i\n"\
"waterforceexpensive: %i\nwaterforcereflectentities: %i\nmat_motion_blur_enabled: %i\nmat_queue_mode %i\nmat_triplebuffered: %i\ncsm_quality_level: %i",
mat_picmip.GetInt(), mat_forceaniso.GetInt(), mat_antialias.GetInt(), mat_aaquality.GetInt(), mat_vsync.GetInt(), r_rootlod.GetInt(), r_shadowrendertotexture.GetInt(),
r_flashlightdepthtexture.GetInt(), r_waterforceexpensive.GetInt(), r_waterforcereflectentities.GetInt(), mat_motion_blur_enabled.GetInt(), mat_queue_mode.GetInt(),
mat_triplebuffered.GetInt(), csm_quality_level.GetInt() );
#endif
int latency = 0;
if ( GetBaseLocalClient().m_NetChannel )
{
latency = (int)( 1000.0f * GetBaseLocalClient().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 ( GetBaseLocalClient().m_NetChannel )
{
pNetChannel = GetBaseLocalClient().m_NetChannel->GetAddress();
}
CL_SetPagedPoolInfo();
char am_pm[] = "AM";
struct tm newtime;
Plat_GetLocalTime( &newtime );
if( newtime.tm_hour > 12 ) /* Set up extension. */
Q_strncpy( am_pm, "PM", sizeof( am_pm ) );
if( newtime.tm_hour > 12 ) /* Convert from 24-hour */
newtime.tm_hour -= 12; /* to 12-hour clock. */
if( newtime.tm_hour == 0 ) /*Set hour to 12 if midnight. */
newtime.tm_hour = 12;
char tString[ 128 ];
Plat_GetTimeString( &newtime, tString, sizeof( tString ) );
int tLen = Q_strlen( tString );
if ( tLen > 0 && tString[ tLen - 1 ] == '\n' )
{
tString[ tLen - 1 ] = 0;
}
Q_snprintf( g_minidumpinfo, sizeof(g_minidumpinfo),
"Map: %s\n"\
"Game: %s\n"\
"Build: %i\n"\
"OS: %s\n"\
"Misc: %s\n"\
"Net: %s\n"\
"Time: %s\n"\
"cmdline:%s\n"\
"protocol:%s\n"
"driver: %s\n"\
"video: %s\n"\
"PP PAGES: used: %d, free %d\n",
map, com_gamedir, build_number(), osversion, misc, pNetChannel, tString, CommandLine()->GetCmdLine(), Sys_GetVersionString(),
driverinfo, videoinfo, g_pagedpoolinfo.numPagesUsed, (int)g_pagedpoolinfo.numPagesFree );
#ifndef NO_STEAM
SteamAPI_SetMiniDumpComment( g_minidumpinfo );
#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_HIDDEN, "Language (from Steam API)" );
void CL_InitLanguageCvar()
{
// !! bug do i need to do something linux-wise here.
char language[64];
// Fallback to English
V_strncpy( language, "english", sizeof( language ) );
if ( IsPC() )
{
#if !defined( NO_STEAM )
if ( CommandLine()->CheckParm( "-language" ) )
{
Q_strncpy( language, CommandLine()->ParmValue( "-language", "english"), sizeof( language ) );
}
else
{
// Use steam client language
memset( language, 0, sizeof( language ) );
#ifdef PLATFORM_WINDOWS
vgui::system()->GetRegistryString( "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\Language", language, sizeof( language ) - 1 );
if ( Q_strlen( language ) == 0 || Q_stricmp( language, "unknown" ) == 0 )
{
Q_strncpy( language, "english", sizeof( language ) );
}
#elif defined(OSX)
if ( Steam3Client().SteamApps() )
{
// just follow the language steam wants you to be
const char *lang = Steam3Client().SteamApps()->GetCurrentGameLanguage();
if ( lang && Q_strlen(lang) )
{
Q_strncpy( language, lang, sizeof( language ) );
}
else
Q_strncpy( language, "english", sizeof( language ) );
}
else
{
Q_strncpy( language, "english", sizeof( language ) );
}
#endif
}
#endif
}
else
{
Q_strncpy( language, XBX_GetLanguageString(), sizeof( language ) );
}
cl_language.SetValue( language );
}
void CL_ChangeCloudSettingsCvar( IConVar *var, const char *pOldValue, float flOldValue )
{
// !! bug do i need to do something linux-wise here.
if ( IsPC() && Steam3Client().SteamUtils() )
{
#ifdef PLATFORM_WINDOWS
char szRegistryKeyLocation[ 256 ];
Q_snprintf( szRegistryKeyLocation, sizeof( szRegistryKeyLocation ), "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\Apps\\%d\\Cloud", Steam3Client().SteamUtils()->GetAppID() );
ConVarRef ref( var->GetName() );
vgui::system()->SetRegistryInteger( szRegistryKeyLocation, ref.GetInt() );
#endif
}
}
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_InitCloudSettingsCvar()
{
if ( IsPC() && Steam3Client().SteamUtils() )
{
int iCloudSettings = -1;
#ifdef PLATFORM_WINDOWS
char szRegistryKeyLocation[ 256 ];
Q_snprintf( szRegistryKeyLocation, sizeof( szRegistryKeyLocation ), "HKEY_CURRENT_USER\\Software\\Valve\\Steam\\Apps\\%d\\Cloud", Steam3Client().SteamUtils()->GetAppID() );
bool bFound = vgui::system()->GetRegistryInteger( szRegistryKeyLocation, iCloudSettings );
if ( !bFound )
{
#ifndef PORTAL2
// No key yet, use the uninitialized value
iCloudSettings = -1;
#else
// Portal 2 will cloud everything by default if no registry key
iCloudSettings = STEAMREMOTESTORAGE_CLOUD_ALL;
#endif
}
#if defined( CSTRIKE15 )
// Cloud isn't used in CS:GO for now
// This may eventually become optional, but we need to wipe out people's settings
// So that it's opt-in for existing players in the future
iCloudSettings = 0;
#endif
#else
iCloudSettings = STEAMREMOTESTORAGE_CLOUD_ALL;
#endif
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( 0 );
}
}
/*
=================
CL_Init
=================
*/
void CL_Init( void )
{
for ( int hh = 0; hh < host_state.max_splitscreen_players; ++hh )
{
ACTIVE_SPLITSCREEN_PLAYER_GUARD( hh );
GetLocalClient().Clear();
}
CL_InitLanguageCvar();
CL_InitCloudSettingsCvar();
#if defined( REPLAY_ENABLED )
g_pClientReplayHistoryManager->Init();
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CL_Shutdown( void )
{
#if defined( REPLAY_ENABLED )
g_pClientReplayHistoryManager->Shutdown();
#endif
}
CON_COMMAND_F( cl_fullupdate, "Forces the server to send a full update packet", FCVAR_CHEAT )
{
GetLocalClient().ForceFullUpdate( "cl_fullupdate command" );
}
#ifdef _DEBUG
CON_COMMAND( cl_download, "Downloads a file from server." )
{
if ( args.ArgC() != 2 )
return;
if ( !GetBaseLocalClient().m_NetChannel )
return;
GetBaseLocalClient().m_NetChannel->RequestFile( args[ 1 ], false ); // just for testing stuff
}
#endif // _DEBUG
CON_COMMAND_F( setinfo, "Adds a new user info value", FCVAR_CLIENTCMD_CAN_EXECUTE )
{
if ( args.ArgC() != 3 )
{
Msg("Syntax: setinfo <key> <value>\n");
return;
}
const char *name = args[ 1 ];
const char *value = args[ 2 ];
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 ( GetBaseLocalClient().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 = new char[Q_strlen( name ) + 1];
Q_strcpy( pszString, name );
pCommand = new ConVar( pszString, "", FCVAR_USERINFO, "Custom user info value" );
}
ConVar *pConVar = (ConVar*)pCommand;
pConVar->SetValue( value );
if ( GetBaseLocalClient().IsConnected() )
{
// send changed cvar to server
CNETMsg_SetConVar_t convar( name, pConVar->GetString() );
GetBaseLocalClient().m_NetChannel->SendNetMsg( convar );
}
}
CON_COMMAND( cl_precacheinfo, "Show precache info (client)." )
{
if ( args.ArgC() == 2 )
{
GetBaseLocalClient().DumpPrecacheStats( args[ 1 ] );
return;
}
// Show all data
GetBaseLocalClient().DumpPrecacheStats( MODEL_PRECACHE_TABLENAME );
GetBaseLocalClient().DumpPrecacheStats( DECAL_PRECACHE_TABLENAME );
GetBaseLocalClient().DumpPrecacheStats( SOUND_PRECACHE_TABLENAME );
GetBaseLocalClient().DumpPrecacheStats( GENERIC_PRECACHE_TABLENAME );
}
CON_COMMAND_F( con_min_severity, "Minimum severity level for messages sent to any logging channel: LS_MESSAGE=0, LS_WARNING=1, LS_ASSERT=2, LS_ERROR=3.", FCVAR_CLIENTCMD_CAN_EXECUTE )
{
if ( args.ArgC() > 1 )
{
int nSeverity = V_atoi( args[1] );
clamp( nSeverity, LS_MESSAGE, LS_HIGHEST_SEVERITY );
LoggingSystem_SetGlobalSpewLevel( static_cast<LoggingSeverity_t>( nSeverity ) );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *object -
// stringTable -
// stringNumber -
// *newString -
// *newData -
//-----------------------------------------------------------------------------
void Callback_ModelChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
if ( stringTable == GetBaseLocalClient().m_pModelPrecacheTable )
{
// Index 0 is always NULL, just ignore it
// Index 1 == the world, don't
if ( stringNumber >= 1 )
{
GetBaseLocalClient().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 == GetBaseLocalClient().m_pGenericPrecacheTable )
{
// Index 0 is always NULL, just ignore it
if ( stringNumber >= 1 )
{
GetBaseLocalClient().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 == GetBaseLocalClient().m_pSoundPrecacheTable )
{
// Index 0 is always NULL, just ignore it
if ( stringNumber >= 1 )
{
GetBaseLocalClient().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 == GetBaseLocalClient().m_pDecalPrecacheTable )
{
GetBaseLocalClient().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 == GetBaseLocalClient().m_pInstanceBaselineTable );
GetLocalClient().UpdateInstanceBaseline( stringNumber );
}
void Callback_UserInfoChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
Assert( stringTable == GetBaseLocalClient().m_pUserInfoTable );
// stringnumber == player slot
player_info_t *player = (player_info_t*)newData;
if ( !player )
return; // player left the game
// request custom user files if necessary
for ( int i=0; i<MAX_CUSTOM_FILES; i++ )
{
GetBaseLocalClient().CheckOthersCustomFile( player->customFiles[i] );
}
// fire local client event game event
IGameEvent * event = g_GameEventManager.CreateEvent( "player_info" );
if ( event )
{
event->SetInt( "userid", player->userID );
event->SetInt( "friendsid", player->friendsID );
event->SetUint64( "xuid", player->xuid );
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_DynamicModelChanged( void *object, INetworkStringTable *stringTable, int stringNumber, const char *newString, const void *newData )
{
extern IVModelInfoClient *modelinfoclient;
if ( modelinfoclient )
{
modelinfoclient->OnDynamicModelStringTableChanged( stringNumber, newString, newData );
}
}
void CL_HookClientStringTables()
{
// install hooks
int numTables = GetBaseLocalClient().m_StringTableContainer->GetNumTables();
for ( int i =0; i<numTables; i++)
{
// iterate through server tables
CNetworkStringTable *pTable =
(CNetworkStringTable*)GetBaseLocalClient().m_StringTableContainer->GetTable( i );
if ( !pTable )
continue;
GetBaseLocalClient().HookClientStringTable( pTable->GetTableName() );
}
}
// Installs the all, and invokes cb for all existing items
void CL_InstallAndInvokeClientStringTableCallbacks()
{
VPROF_BUDGET( "CL_InstallAndInvokeClientStringTableCallbacks", VPROF_BUDGETGROUP_OTHER_NETWORKING );
// install hooks
int numTables = GetBaseLocalClient().m_StringTableContainer->GetNumTables();
for ( int i =0; i<numTables; i++)
{
// iterate through server tables
CNetworkStringTable *pTable =
(CNetworkStringTable*)GetBaseLocalClient().m_StringTableContainer->GetTable( i );
if ( !pTable )
continue;
pfnStringChanged pOldFunction = pTable->GetCallback();
GetBaseLocalClient().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;
COM_TimestampedLog( "String Table Callbacks %s - Start", pTable->GetTableName() );
for ( int j = 0; j < pTable->GetNumStrings(); ++j )
{
if ( !( j % 25 ) )
{
EngineVGui()->UpdateProgressBar(PROGRESS_DEFAULT);
}
int userDataSize;
const void *pUserData = pTable->GetStringUserData( j, &userDataSize );
(*pNewFunction)( NULL, pTable, j, pTable->GetString( j ), pUserData );
}
COM_TimestampedLog( "String Table Callbacks %s - Finish", pTable->GetTableName() );
}
}