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authorzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
committerzakk <zakk@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-08-26 17:39:27 +0000
commit6bf20c78f5b69d40bcc4931df93d29198435ab67 (patch)
treee3eda937a05d7db42de725b7013bd0344b987f34 /code/server/sv_net_chan.c
parent872d4d7f55af706737ffb361bb76ad13e7496770 (diff)
downloadioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.tar.gz
ioquake3-aero-6bf20c78f5b69d40bcc4931df93d29198435ab67.zip
newlines fixed
git-svn-id: svn://svn.icculus.org/quake3/trunk@6 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'code/server/sv_net_chan.c')
-rwxr-xr-xcode/server/sv_net_chan.c414
1 files changed, 207 insertions, 207 deletions
diff --git a/code/server/sv_net_chan.c b/code/server/sv_net_chan.c
index 180d793..feab271 100755
--- a/code/server/sv_net_chan.c
+++ b/code/server/sv_net_chan.c
@@ -1,207 +1,207 @@
-/*
-===========================================================================
-Copyright (C) 1999-2005 Id Software, Inc.
-
-This file is part of Quake III Arena source code.
-
-Quake III Arena source code is free software; you can redistribute it
-and/or modify it under the terms of the GNU General Public License as
-published by the Free Software Foundation; either version 2 of the License,
-or (at your option) any later version.
-
-Quake III Arena source code is distributed in the hope that it will be
-useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU General Public License for more details.
-
-You should have received a copy of the GNU General Public License
-along with Foobar; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-#include "../game/q_shared.h"
-#include "../qcommon/qcommon.h"
-#include "server.h"
-
-/*
-==============
-SV_Netchan_Encode
-
- // first four bytes of the data are always:
- long reliableAcknowledge;
-
-==============
-*/
-static void SV_Netchan_Encode( client_t *client, msg_t *msg ) {
- long reliableAcknowledge, i, index;
- byte key, *string;
- int srdc, sbit, soob;
-
- if ( msg->cursize < SV_ENCODE_START ) {
- return;
- }
-
- srdc = msg->readcount;
- sbit = msg->bit;
- soob = msg->oob;
-
- msg->bit = 0;
- msg->readcount = 0;
- msg->oob = 0;
-
- reliableAcknowledge = MSG_ReadLong(msg);
-
- msg->oob = soob;
- msg->bit = sbit;
- msg->readcount = srdc;
-
- string = (byte *)client->lastClientCommandString;
- index = 0;
- // xor the client challenge with the netchan sequence number
- key = client->challenge ^ client->netchan.outgoingSequence;
- for (i = SV_ENCODE_START; i < msg->cursize; i++) {
- // modify the key with the last received and with this message acknowledged client command
- if (!string[index])
- index = 0;
- if (string[index] > 127 || string[index] == '%') {
- key ^= '.' << (i & 1);
- }
- else {
- key ^= string[index] << (i & 1);
- }
- index++;
- // encode the data with this key
- *(msg->data + i) = *(msg->data + i) ^ key;
- }
-}
-
-/*
-==============
-SV_Netchan_Decode
-
- // first 12 bytes of the data are always:
- long serverId;
- long messageAcknowledge;
- long reliableAcknowledge;
-
-==============
-*/
-static void SV_Netchan_Decode( client_t *client, msg_t *msg ) {
- int serverId, messageAcknowledge, reliableAcknowledge;
- int i, index, srdc, sbit, soob;
- byte key, *string;
-
- srdc = msg->readcount;
- sbit = msg->bit;
- soob = msg->oob;
-
- msg->oob = 0;
-
- serverId = MSG_ReadLong(msg);
- messageAcknowledge = MSG_ReadLong(msg);
- reliableAcknowledge = MSG_ReadLong(msg);
-
- msg->oob = soob;
- msg->bit = sbit;
- msg->readcount = srdc;
-
- string = (byte *)client->reliableCommands[ reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ];
- index = 0;
- //
- key = client->challenge ^ serverId ^ messageAcknowledge;
- for (i = msg->readcount + SV_DECODE_START; i < msg->cursize; i++) {
- // modify the key with the last sent and acknowledged server command
- if (!string[index])
- index = 0;
- if (string[index] > 127 || string[index] == '%') {
- key ^= '.' << (i & 1);
- }
- else {
- key ^= string[index] << (i & 1);
- }
- index++;
- // decode the data with this key
- *(msg->data + i) = *(msg->data + i) ^ key;
- }
-}
-
-/*
-=================
-SV_Netchan_TransmitNextFragment
-=================
-*/
-void SV_Netchan_TransmitNextFragment( client_t *client ) {
- Netchan_TransmitNextFragment( &client->netchan );
- if (!client->netchan.unsentFragments)
- {
- // make sure the netchan queue has been properly initialized (you never know)
- if (!client->netchan_end_queue) {
- Com_Error(ERR_DROP, "netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment\n");
- }
- // the last fragment was transmitted, check wether we have queued messages
- if (client->netchan_start_queue) {
- netchan_buffer_t *netbuf;
- Com_DPrintf("#462 Netchan_TransmitNextFragment: popping a queued message for transmit\n");
- netbuf = client->netchan_start_queue;
- SV_Netchan_Encode( client, &netbuf->msg );
- Netchan_Transmit( &client->netchan, netbuf->msg.cursize, netbuf->msg.data );
- // pop from queue
- client->netchan_start_queue = netbuf->next;
- if (!client->netchan_start_queue) {
- Com_DPrintf("#462 Netchan_TransmitNextFragment: emptied queue\n");
- client->netchan_end_queue = &client->netchan_start_queue;
- }
- else
- Com_DPrintf("#462 Netchan_TransmitNextFragment: remaining queued message\n");
- Z_Free(netbuf);
- }
- }
-}
-
-
-/*
-===============
-SV_Netchan_Transmit
-TTimo
-https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
-if there are some unsent fragments (which may happen if the snapshots
-and the gamestate are fragmenting, and collide on send for instance)
-then buffer them and make sure they get sent in correct order
-================
-*/
-
-void SV_Netchan_Transmit( client_t *client, msg_t *msg) { //int length, const byte *data ) {
- MSG_WriteByte( msg, svc_EOF );
- if (client->netchan.unsentFragments) {
- netchan_buffer_t *netbuf;
- Com_DPrintf("#462 SV_Netchan_Transmit: unsent fragments, stacked\n");
- netbuf = (netchan_buffer_t *)Z_Malloc(sizeof(netchan_buffer_t));
- // store the msg, we can't store it encoded, as the encoding depends on stuff we still have to finish sending
- MSG_Copy(&netbuf->msg, netbuf->msgBuffer, sizeof( netbuf->msgBuffer ), msg);
- netbuf->next = NULL;
- // insert it in the queue, the message will be encoded and sent later
- *client->netchan_end_queue = netbuf;
- client->netchan_end_queue = &(*client->netchan_end_queue)->next;
- // emit the next fragment of the current message for now
- Netchan_TransmitNextFragment(&client->netchan);
- } else {
- SV_Netchan_Encode( client, msg );
- Netchan_Transmit( &client->netchan, msg->cursize, msg->data );
- }
-}
-
-/*
-=================
-Netchan_SV_Process
-=================
-*/
-qboolean SV_Netchan_Process( client_t *client, msg_t *msg ) {
- int ret;
- ret = Netchan_Process( &client->netchan, msg );
- if (!ret)
- return qfalse;
- SV_Netchan_Decode( client, msg );
- return qtrue;
-}
-
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+
+This file is part of Quake III Arena source code.
+
+Quake III Arena source code is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Quake III Arena source code is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Foobar; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+
+#include "../game/q_shared.h"
+#include "../qcommon/qcommon.h"
+#include "server.h"
+
+/*
+==============
+SV_Netchan_Encode
+
+ // first four bytes of the data are always:
+ long reliableAcknowledge;
+
+==============
+*/
+static void SV_Netchan_Encode( client_t *client, msg_t *msg ) {
+ long reliableAcknowledge, i, index;
+ byte key, *string;
+ int srdc, sbit, soob;
+
+ if ( msg->cursize < SV_ENCODE_START ) {
+ return;
+ }
+
+ srdc = msg->readcount;
+ sbit = msg->bit;
+ soob = msg->oob;
+
+ msg->bit = 0;
+ msg->readcount = 0;
+ msg->oob = 0;
+
+ reliableAcknowledge = MSG_ReadLong(msg);
+
+ msg->oob = soob;
+ msg->bit = sbit;
+ msg->readcount = srdc;
+
+ string = (byte *)client->lastClientCommandString;
+ index = 0;
+ // xor the client challenge with the netchan sequence number
+ key = client->challenge ^ client->netchan.outgoingSequence;
+ for (i = SV_ENCODE_START; i < msg->cursize; i++) {
+ // modify the key with the last received and with this message acknowledged client command
+ if (!string[index])
+ index = 0;
+ if (string[index] > 127 || string[index] == '%') {
+ key ^= '.' << (i & 1);
+ }
+ else {
+ key ^= string[index] << (i & 1);
+ }
+ index++;
+ // encode the data with this key
+ *(msg->data + i) = *(msg->data + i) ^ key;
+ }
+}
+
+/*
+==============
+SV_Netchan_Decode
+
+ // first 12 bytes of the data are always:
+ long serverId;
+ long messageAcknowledge;
+ long reliableAcknowledge;
+
+==============
+*/
+static void SV_Netchan_Decode( client_t *client, msg_t *msg ) {
+ int serverId, messageAcknowledge, reliableAcknowledge;
+ int i, index, srdc, sbit, soob;
+ byte key, *string;
+
+ srdc = msg->readcount;
+ sbit = msg->bit;
+ soob = msg->oob;
+
+ msg->oob = 0;
+
+ serverId = MSG_ReadLong(msg);
+ messageAcknowledge = MSG_ReadLong(msg);
+ reliableAcknowledge = MSG_ReadLong(msg);
+
+ msg->oob = soob;
+ msg->bit = sbit;
+ msg->readcount = srdc;
+
+ string = (byte *)client->reliableCommands[ reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ];
+ index = 0;
+ //
+ key = client->challenge ^ serverId ^ messageAcknowledge;
+ for (i = msg->readcount + SV_DECODE_START; i < msg->cursize; i++) {
+ // modify the key with the last sent and acknowledged server command
+ if (!string[index])
+ index = 0;
+ if (string[index] > 127 || string[index] == '%') {
+ key ^= '.' << (i & 1);
+ }
+ else {
+ key ^= string[index] << (i & 1);
+ }
+ index++;
+ // decode the data with this key
+ *(msg->data + i) = *(msg->data + i) ^ key;
+ }
+}
+
+/*
+=================
+SV_Netchan_TransmitNextFragment
+=================
+*/
+void SV_Netchan_TransmitNextFragment( client_t *client ) {
+ Netchan_TransmitNextFragment( &client->netchan );
+ if (!client->netchan.unsentFragments)
+ {
+ // make sure the netchan queue has been properly initialized (you never know)
+ if (!client->netchan_end_queue) {
+ Com_Error(ERR_DROP, "netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment\n");
+ }
+ // the last fragment was transmitted, check wether we have queued messages
+ if (client->netchan_start_queue) {
+ netchan_buffer_t *netbuf;
+ Com_DPrintf("#462 Netchan_TransmitNextFragment: popping a queued message for transmit\n");
+ netbuf = client->netchan_start_queue;
+ SV_Netchan_Encode( client, &netbuf->msg );
+ Netchan_Transmit( &client->netchan, netbuf->msg.cursize, netbuf->msg.data );
+ // pop from queue
+ client->netchan_start_queue = netbuf->next;
+ if (!client->netchan_start_queue) {
+ Com_DPrintf("#462 Netchan_TransmitNextFragment: emptied queue\n");
+ client->netchan_end_queue = &client->netchan_start_queue;
+ }
+ else
+ Com_DPrintf("#462 Netchan_TransmitNextFragment: remaining queued message\n");
+ Z_Free(netbuf);
+ }
+ }
+}
+
+
+/*
+===============
+SV_Netchan_Transmit
+TTimo
+https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
+if there are some unsent fragments (which may happen if the snapshots
+and the gamestate are fragmenting, and collide on send for instance)
+then buffer them and make sure they get sent in correct order
+================
+*/
+
+void SV_Netchan_Transmit( client_t *client, msg_t *msg) { //int length, const byte *data ) {
+ MSG_WriteByte( msg, svc_EOF );
+ if (client->netchan.unsentFragments) {
+ netchan_buffer_t *netbuf;
+ Com_DPrintf("#462 SV_Netchan_Transmit: unsent fragments, stacked\n");
+ netbuf = (netchan_buffer_t *)Z_Malloc(sizeof(netchan_buffer_t));
+ // store the msg, we can't store it encoded, as the encoding depends on stuff we still have to finish sending
+ MSG_Copy(&netbuf->msg, netbuf->msgBuffer, sizeof( netbuf->msgBuffer ), msg);
+ netbuf->next = NULL;
+ // insert it in the queue, the message will be encoded and sent later
+ *client->netchan_end_queue = netbuf;
+ client->netchan_end_queue = &(*client->netchan_end_queue)->next;
+ // emit the next fragment of the current message for now
+ Netchan_TransmitNextFragment(&client->netchan);
+ } else {
+ SV_Netchan_Encode( client, msg );
+ Netchan_Transmit( &client->netchan, msg->cursize, msg->data );
+ }
+}
+
+/*
+=================
+Netchan_SV_Process
+=================
+*/
+qboolean SV_Netchan_Process( client_t *client, msg_t *msg ) {
+ int ret;
+ ret = Netchan_Process( &client->netchan, msg );
+ if (!ret)
+ return qfalse;
+ SV_Netchan_Decode( client, msg );
+ return qtrue;
+}
+