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/*
===========================================================================
Return to Castle Wolfenstein single player GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company.
This file is part of the Return to Castle Wolfenstein single player GPL Source Code (“RTCW SP Source Code”).
RTCW SP 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 3 of the License, or
(at your option) any later version.
RTCW SP 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 RTCW SP Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the RTCW SP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW SP Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
// cl_parse.c -- parse a message received from the server
#include "client.h"
char *svc_strings[256] = {
"svc_bad",
"svc_nop",
"svc_gamestate",
"svc_configstring",
"svc_baseline",
"svc_serverCommand",
"svc_download",
"svc_snapshot"
};
void SHOWNET( msg_t *msg, char *s ) {
if ( cl_shownet->integer >= 2 ) {
Com_Printf( "%3i %3i:%s\n", msg->readcount - 1, msg->cursize, s );
}
}
/*
=========================================================================
MESSAGE PARSING
=========================================================================
*/
/*
==================
CL_DeltaEntity
Parses deltas from the given base and adds the resulting entity
to the current frame
==================
*/
void CL_DeltaEntity( msg_t *msg, clSnapshot_t *frame, int newnum, entityState_t *old,
qboolean unchanged ) {
entityState_t *state;
// save the parsed entity state into the big circular buffer so
// it can be used as the source for a later delta
state = &cl.parseEntities[cl.parseEntitiesNum & ( MAX_PARSE_ENTITIES - 1 )];
if ( unchanged ) {
*state = *old;
} else {
MSG_ReadDeltaEntity( msg, old, state, newnum );
}
if ( state->number == ( MAX_GENTITIES - 1 ) ) {
return; // entity was delta removed
}
cl.parseEntitiesNum++;
frame->numEntities++;
}
/*
==================
CL_ParsePacketEntities
==================
*/
void CL_ParsePacketEntities( msg_t *msg, clSnapshot_t *oldframe, clSnapshot_t *newframe ) {
int newnum;
entityState_t *oldstate;
int oldindex, oldnum;
newframe->parseEntitiesNum = cl.parseEntitiesNum;
newframe->numEntities = 0;
// delta from the entities present in oldframe
oldindex = 0;
oldstate = NULL;
if ( !oldframe ) {
oldnum = 99999;
} else {
if ( oldindex >= oldframe->numEntities ) {
oldnum = 99999;
} else {
oldstate = &cl.parseEntities[
( oldframe->parseEntitiesNum + oldindex ) & ( MAX_PARSE_ENTITIES - 1 )];
oldnum = oldstate->number;
}
}
while ( 1 ) {
// read the entity index number
newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );
if ( newnum == ( MAX_GENTITIES - 1 ) ) {
break;
}
if ( msg->readcount > msg->cursize ) {
Com_Error( ERR_DROP,"CL_ParsePacketEntities: end of message" );
}
while ( oldnum < newnum ) {
// one or more entities from the old packet are unchanged
if ( cl_shownet->integer == 3 ) {
Com_Printf( "%3i: unchanged: %i\n", msg->readcount, oldnum );
}
CL_DeltaEntity( msg, newframe, oldnum, oldstate, qtrue );
oldindex++;
if ( oldindex >= oldframe->numEntities ) {
oldnum = 99999;
} else {
oldstate = &cl.parseEntities[
( oldframe->parseEntitiesNum + oldindex ) & ( MAX_PARSE_ENTITIES - 1 )];
oldnum = oldstate->number;
}
}
if ( oldnum == newnum ) {
// delta from previous state
if ( cl_shownet->integer == 3 ) {
Com_Printf( "%3i: delta: %i\n", msg->readcount, newnum );
}
CL_DeltaEntity( msg, newframe, newnum, oldstate, qfalse );
oldindex++;
if ( oldindex >= oldframe->numEntities ) {
oldnum = 99999;
} else {
oldstate = &cl.parseEntities[
( oldframe->parseEntitiesNum + oldindex ) & ( MAX_PARSE_ENTITIES - 1 )];
oldnum = oldstate->number;
}
continue;
}
if ( oldnum > newnum ) {
// delta from baseline
if ( cl_shownet->integer == 3 ) {
Com_Printf( "%3i: baseline: %i\n", msg->readcount, newnum );
}
CL_DeltaEntity( msg, newframe, newnum, &cl.entityBaselines[newnum], qfalse );
continue;
}
}
// any remaining entities in the old frame are copied over
while ( oldnum != 99999 ) {
// one or more entities from the old packet are unchanged
if ( cl_shownet->integer == 3 ) {
Com_Printf( "%3i: unchanged: %i\n", msg->readcount, oldnum );
}
CL_DeltaEntity( msg, newframe, oldnum, oldstate, qtrue );
oldindex++;
if ( oldindex >= oldframe->numEntities ) {
oldnum = 99999;
} else {
oldstate = &cl.parseEntities[
( oldframe->parseEntitiesNum + oldindex ) & ( MAX_PARSE_ENTITIES - 1 )];
oldnum = oldstate->number;
}
}
}
/*
================
CL_ParseSnapshot
If the snapshot is parsed properly, it will be copied to
cl.snap and saved in cl.snapshots[]. If the snapshot is invalid
for any reason, no changes to the state will be made at all.
================
*/
void CL_ParseSnapshot( msg_t *msg ) {
int len;
clSnapshot_t *old;
clSnapshot_t newSnap;
int deltaNum;
int oldMessageNum;
int i, packetNum;
// get the reliable sequence acknowledge number
// NOTE: now sent with all server to client messages
//clc.reliableAcknowledge = MSG_ReadLong( msg );
// read in the new snapshot to a temporary buffer
// we will only copy to cl.snap if it is valid
memset( &newSnap, 0, sizeof( newSnap ) );
// we will have read any new server commands in this
// message before we got to svc_snapshot
newSnap.serverCommandNum = clc.serverCommandSequence;
newSnap.serverTime = MSG_ReadLong( msg );
newSnap.messageNum = clc.serverMessageSequence;
deltaNum = MSG_ReadByte( msg );
if ( !deltaNum ) {
newSnap.deltaNum = -1;
} else {
newSnap.deltaNum = newSnap.messageNum - deltaNum;
}
newSnap.snapFlags = MSG_ReadByte( msg );
// If the frame is delta compressed from data that we
// no longer have available, we must suck up the rest of
// the frame, but not use it, then ask for a non-compressed
// message
if ( newSnap.deltaNum <= 0 ) {
newSnap.valid = qtrue; // uncompressed frame
old = NULL;
clc.demowaiting = qfalse; // we can start recording now
} else {
old = &cl.snapshots[newSnap.deltaNum & PACKET_MASK];
if ( !old->valid ) {
// should never happen
Com_Printf( "Delta from invalid frame (not supposed to happen!).\n" );
} else if ( old->messageNum != newSnap.deltaNum ) {
// The frame that the server did the delta from
// is too old, so we can't reconstruct it properly.
Com_Printf( "Delta frame too old.\n" );
} else if ( cl.parseEntitiesNum - old->parseEntitiesNum > MAX_PARSE_ENTITIES - 128 ) {
Com_Printf( "Delta parseEntitiesNum too old.\n" );
} else {
newSnap.valid = qtrue; // valid delta parse
}
}
// read areamask
len = MSG_ReadByte( msg );
MSG_ReadData( msg, &newSnap.areamask, len );
// read playerinfo
SHOWNET( msg, "playerstate" );
if ( old ) {
MSG_ReadDeltaPlayerstate( msg, &old->ps, &newSnap.ps );
} else {
MSG_ReadDeltaPlayerstate( msg, NULL, &newSnap.ps );
}
// read packet entities
SHOWNET( msg, "packet entities" );
CL_ParsePacketEntities( msg, old, &newSnap );
// if not valid, dump the entire thing now that it has
// been properly read
if ( !newSnap.valid ) {
return;
}
// clear the valid flags of any snapshots between the last
// received and this one, so if there was a dropped packet
// it won't look like something valid to delta from next
// time we wrap around in the buffer
oldMessageNum = cl.snap.messageNum + 1;
if ( newSnap.messageNum - oldMessageNum >= PACKET_BACKUP ) {
oldMessageNum = newSnap.messageNum - ( PACKET_BACKUP - 1 );
}
for ( ; oldMessageNum < newSnap.messageNum ; oldMessageNum++ ) {
cl.snapshots[oldMessageNum & PACKET_MASK].valid = qfalse;
}
// copy to the current good spot
cl.snap = newSnap;
cl.snap.ping = 999;
// calculate ping time
for ( i = 0 ; i < PACKET_BACKUP ; i++ ) {
packetNum = ( clc.netchan.outgoingSequence - 1 - i ) & PACKET_MASK;
if ( cl.snap.ps.commandTime >= cl.outPackets[ packetNum ].p_serverTime ) {
cl.snap.ping = cls.realtime - cl.outPackets[ packetNum ].p_realtime;
break;
}
}
// save the frame off in the backup array for later delta comparisons
cl.snapshots[cl.snap.messageNum & PACKET_MASK] = cl.snap;
if ( cl_shownet->integer == 3 ) {
Com_Printf( " snapshot:%i delta:%i ping:%i\n", cl.snap.messageNum,
cl.snap.deltaNum, cl.snap.ping );
}
cl.newSnapshots = qtrue;
}
//=====================================================================
int cl_connectedToPureServer;
/*
==================
CL_SystemInfoChanged
The systeminfo configstring has been changed, so parse
new information out of it. This will happen at every
gamestate, and possibly during gameplay.
==================
*/
void CL_SystemInfoChanged( void ) {
char *systemInfo;
const char *s, *t;
char key[BIG_INFO_KEY];
char value[BIG_INFO_VALUE];
systemInfo = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SYSTEMINFO ];
cl.serverId = atoi( Info_ValueForKey( systemInfo, "sv_serverid" ) );
// don't set any vars when playing a demo
if ( clc.demoplaying ) {
return;
}
s = Info_ValueForKey( systemInfo, "sv_cheats" );
if ( atoi( s ) == 0 ) {
Cvar_SetCheatState();
}
// check pure server string
s = Info_ValueForKey( systemInfo, "sv_paks" );
t = Info_ValueForKey( systemInfo, "sv_pakNames" );
FS_PureServerSetLoadedPaks( s, t );
s = Info_ValueForKey( systemInfo, "sv_referencedPaks" );
t = Info_ValueForKey( systemInfo, "sv_referencedPakNames" );
FS_PureServerSetReferencedPaks( s, t );
// scan through all the variables in the systeminfo and locally set cvars to match
s = systemInfo;
while ( s ) {
Info_NextPair( &s, key, value );
if ( !key[0] ) {
break;
}
Cvar_Set( key, value );
}
cl_connectedToPureServer = Cvar_VariableValue( "sv_pure" );
}
/*
==================
CL_ParseGamestate
==================
*/
void CL_ParseGamestate( msg_t *msg ) {
int i;
entityState_t *es;
int newnum;
entityState_t nullstate;
int cmd;
char *s;
Con_Close();
clc.connectPacketCount = 0;
// wipe local client state
CL_ClearState();
// a gamestate always marks a server command sequence
clc.serverCommandSequence = MSG_ReadLong( msg );
// parse all the configstrings and baselines
cl.gameState.dataCount = 1; // leave a 0 at the beginning for uninitialized configstrings
while ( 1 ) {
cmd = MSG_ReadByte( msg );
if ( cmd == svc_EOF ) {
break;
}
if ( cmd == svc_configstring ) {
int len;
i = MSG_ReadShort( msg );
if ( i < 0 || i >= MAX_CONFIGSTRINGS ) {
Com_Error( ERR_DROP, "configstring > MAX_CONFIGSTRINGS" );
}
s = MSG_ReadBigString( msg );
len = strlen( s );
if ( len + 1 + cl.gameState.dataCount > MAX_GAMESTATE_CHARS ) {
Com_Error( ERR_DROP, "MAX_GAMESTATE_CHARS exceeded" );
}
// append it to the gameState string buffer
cl.gameState.stringOffsets[ i ] = cl.gameState.dataCount;
memcpy( cl.gameState.stringData + cl.gameState.dataCount, s, len + 1 );
cl.gameState.dataCount += len + 1;
} else if ( cmd == svc_baseline ) {
newnum = MSG_ReadBits( msg, GENTITYNUM_BITS );
if ( newnum < 0 || newnum >= MAX_GENTITIES ) {
Com_Error( ERR_DROP, "Baseline number out of range: %i", newnum );
}
memset( &nullstate, 0, sizeof( nullstate ) );
es = &cl.entityBaselines[ newnum ];
MSG_ReadDeltaEntity( msg, &nullstate, es, newnum );
} else {
Com_Error( ERR_DROP, "CL_ParseGamestate: bad command byte" );
}
}
clc.clientNum = MSG_ReadLong( msg );
// read the checksum feed
clc.checksumFeed = MSG_ReadLong( msg );
// parse serverId and other cvars
CL_SystemInfoChanged();
// reinitialize the filesystem if the game directory has changed
if ( FS_ConditionalRestart( clc.checksumFeed ) ) {
// don't set to true because we yet have to start downloading
// enabling this can cause double loading of a map when connecting to
// a server which has a different game directory set
//clc.downloadRestart = qtrue;
}
// This used to call CL_StartHunkUsers, but now we enter the download state before loading the
// cgame
CL_InitDownloads();
// make sure the game starts
Cvar_Set( "cl_paused", "0" );
}
//=====================================================================
/*
=====================
CL_ParseDownload
A download message has been received from the server
=====================
*/
void CL_ParseDownload( msg_t *msg ) {
int size;
unsigned char data[MAX_MSGLEN];
int block;
// read the data
block = MSG_ReadShort( msg );
if ( !block ) {
// block zero is special, contains file size
clc.downloadSize = MSG_ReadLong( msg );
Cvar_SetValue( "cl_downloadSize", clc.downloadSize );
if ( clc.downloadSize < 0 ) {
Com_Error( ERR_DROP, MSG_ReadString( msg ) );
return;
}
}
size = MSG_ReadShort( msg );
if ( size > 0 ) {
MSG_ReadData( msg, data, size );
}
if ( clc.downloadBlock != block ) {
Com_DPrintf( "CL_ParseDownload: Expected block %d, got %d\n", clc.downloadBlock, block );
return;
}
// open the file if not opened yet
if ( !clc.download ) {
if ( !*clc.downloadTempName ) {
Com_Printf( "Server sending download, but no download was requested\n" );
CL_AddReliableCommand( "stopdl" );
return;
}
clc.download = FS_SV_FOpenFileWrite( clc.downloadTempName );
if ( !clc.download ) {
Com_Printf( "Could not create %s\n", clc.downloadTempName );
CL_AddReliableCommand( "stopdl" );
CL_NextDownload();
return;
}
}
if ( size ) {
FS_Write( data, size, clc.download );
}
CL_AddReliableCommand( va( "nextdl %d", clc.downloadBlock ) );
clc.downloadBlock++;
clc.downloadCount += size;
// So UI gets access to it
Cvar_SetValue( "cl_downloadCount", clc.downloadCount );
if ( !size ) { // A zero length block means EOF
if ( clc.download ) {
FS_FCloseFile( clc.download );
clc.download = 0;
// rename the file
FS_SV_Rename( clc.downloadTempName, clc.downloadName );
}
*clc.downloadTempName = *clc.downloadName = 0;
Cvar_Set( "cl_downloadName", "" );
// send intentions now
// We need this because without it, we would hold the last nextdl and then start
// loading right away. If we take a while to load, the server is happily trying
// to send us that last block over and over.
// Write it twice to help make sure we acknowledge the download
CL_WritePacket();
CL_WritePacket();
// get another file if needed
CL_NextDownload();
}
}
/*
=====================
CL_ParseCommandString
Command strings are just saved off until cgame asks for them
when it transitions a snapshot
=====================
*/
void CL_ParseCommandString( msg_t *msg ) {
char *s;
int seq;
int index;
seq = MSG_ReadLong( msg );
s = MSG_ReadString( msg );
// see if we have already executed stored it off
if ( clc.serverCommandSequence >= seq ) {
return;
}
clc.serverCommandSequence = seq;
index = seq & ( MAX_RELIABLE_COMMANDS - 1 );
Q_strncpyz( clc.serverCommands[ index ], s, sizeof( clc.serverCommands[ index ] ) );
}
/*
=====================
CL_ParseServerMessage
=====================
*/
void CL_ParseServerMessage( msg_t *msg ) {
int cmd;
msg_t msgback;
msgback = *msg;
if ( cl_shownet->integer == 1 ) {
Com_Printf( "%i ",msg->cursize );
} else if ( cl_shownet->integer >= 2 ) {
Com_Printf( "------------------\n" );
}
MSG_Bitstream( msg );
// get the reliable sequence acknowledge number
clc.reliableAcknowledge = MSG_ReadLong( msg );
//
if ( clc.reliableAcknowledge < clc.reliableSequence - MAX_RELIABLE_COMMANDS ) {
clc.reliableAcknowledge = clc.reliableSequence;
}
//
// parse the message
//
while ( 1 ) {
if ( msg->readcount > msg->cursize ) {
Com_Error( ERR_DROP,"CL_ParseServerMessage: read past end of server message" );
break;
}
cmd = MSG_ReadByte( msg );
if ( cmd == svc_EOF ) {
SHOWNET( msg, "END OF MESSAGE" );
break;
}
if ( cl_shownet->integer >= 2 ) {
if ( !svc_strings[cmd] ) {
Com_Printf( "%3i:BAD CMD %i\n", msg->readcount - 1, cmd );
} else {
SHOWNET( msg, svc_strings[cmd] );
}
}
// other commands
switch ( cmd ) {
default:
Com_Error( ERR_DROP,"CL_ParseServerMessage: Illegible server message\n" );
break;
case svc_nop:
break;
case svc_serverCommand:
CL_ParseCommandString( msg );
break;
case svc_gamestate:
CL_ParseGamestate( msg );
break;
case svc_snapshot:
CL_ParseSnapshot( msg );
break;
case svc_download:
CL_ParseDownload( msg );
break;
}
}
}
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