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