本文整理汇总了C++中MSG_WriteData函数的典型用法代码示例。如果您正苦于以下问题:C++ MSG_WriteData函数的具体用法?C++ MSG_WriteData怎么用?C++ MSG_WriteData使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了MSG_WriteData函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: Netchan_Transmit
/*
===============
Netchan_Transmit
Sends a message to a connection, fragmenting if necessary
A 0 length will still generate a packet.
================
*/
void Netchan_Transmit( netchan_t *chan, int length, const byte *data ) {
msg_t send;
byte send_buf[MAX_PACKETLEN];
if ( length > MAX_MSGLEN ) {
Com_Error( ERR_DROP, "Netchan_Transmit: length = %i", length );
}
chan->unsentFragmentStart = 0;
// fragment large reliable messages
if ( length >= FRAGMENT_SIZE ) {
chan->unsentFragments = qtrue;
chan->unsentLength = length;
Com_Memcpy( chan->unsentBuffer, data, length );
// only send the first fragment now
Netchan_TransmitNextFragment( chan );
return;
}
// write the packet header
MSG_InitOOB (&send, send_buf, sizeof(send_buf));
MSG_WriteLong( &send, chan->outgoingSequence );
chan->outgoingSequence++;
// send the qport if we are a client
if ( chan->sock == NS_CLIENT ) {
MSG_WriteShort( &send, qport->integer );
}
MSG_WriteData( &send, data, length );
// send the datagram
NET_SendPacket( chan->sock, send.cursize, send.data, chan->remoteAddress );
if ( showpackets->integer ) {
Com_Printf( "%s send %4i : s=%i ack=%i\n"
, netsrcString[ chan->sock ]
, send.cursize
, chan->outgoingSequence - 1
, chan->incomingSequence );
}
}
示例2: SV_WriteBinaryMessage
/*
=======================================================================================================================================
SV_WriteBinaryMessage
=======================================================================================================================================
*/
static void SV_WriteBinaryMessage(msg_t *msg, client_t *cl) {
if (!cl->binaryMessageLength) {
return;
}
MSG_Uncompressed(msg);
if ((msg->cursize + cl->binaryMessageLength) >= msg->maxsize) {
cl->binaryMessageOverflowed = qtrue;
return;
}
MSG_WriteData(msg, cl->binaryMessage, cl->binaryMessageLength);
cl->binaryMessageLength = 0;
cl->binaryMessageOverflowed = qfalse;
}
示例3: HL2Rcon_SourceRconSendDataToEachClient
void HL2Rcon_SourceRconSendDataToEachClient( const byte* data, int msglen, int type){
rconUser_t* user;
int i;
msg_t msg;
int32_t *updatelen;
byte sourcemsgbuf[MAX_MSGLEN];
qboolean msgbuild = qfalse;
for(i = 0, user = sourceRcon.activeRconUsers; i < MAX_RCONUSERS; i++, user++ ){
if(!user->streamgamelog && type == SERVERDATA_GAMELOG)
continue;
if(!user->streamlog && type == SERVERDATA_CONLOG)
continue;
if(!user->streamevents && type == SERVERDATA_EVENT)
continue;
if(!msgbuild){
MSG_Init(&msg, sourcemsgbuf, sizeof(sourcemsgbuf));
MSG_WriteLong(&msg, 0); //writing 0 for now
MSG_WriteLong(&msg, 0);
MSG_WriteLong(&msg, type);
if(type == SERVERDATA_EVENT)
MSG_WriteData(&msg, data, msglen);
else
MSG_WriteBigString(&msg, (char*)data);
MSG_WriteByte(&msg, 0);
//Adjust the length
updatelen = (int32_t*)msg.data;
*updatelen = msg.cursize - 4;
msgbuild = qtrue;
}
NET_SendData(user->remote.sock, &msg);
}
}
示例4: SV_WriteVoipToClient
/*
==================
SV_WriteVoipToClient
Check to see if there is any VoIP queued for a client, and send if there is.
==================
*/
void SV_WriteVoipToClient( client_t *cl, msg_t *msg )
{
voipServerPacket_t *packet = &cl->voipPacket[0];
int totalbytes = 0;
int i;
if (*cl->downloadName) {
cl->queuedVoipPackets = 0;
return; // no VoIP allowed if download is going, to save bandwidth.
}
// Write as many VoIP packets as we reasonably can...
for (i = 0; i < cl->queuedVoipPackets; i++, packet++) {
totalbytes += packet->len;
if (totalbytes > MAX_DOWNLOAD_BLKSIZE)
break;
// You have to start with a svc_EOF, so legacy clients drop the
// rest of this packet. Otherwise, those without VoIP support will
// see the svc_voip command, then panic and disconnect.
// Generally we don't send VoIP packets to legacy clients, but this
// serves as both a safety measure and a means to keep demo files
// compatible.
MSG_WriteByte( msg, svc_EOF );
MSG_WriteByte( msg, svc_extension );
MSG_WriteByte( msg, svc_voip );
MSG_WriteShort( msg, packet->sender );
MSG_WriteByte( msg, (byte) packet->generation );
MSG_WriteLong( msg, packet->sequence );
MSG_WriteByte( msg, packet->frames );
MSG_WriteShort( msg, packet->len );
MSG_WriteData( msg, packet->data, packet->len );
}
// !!! FIXME: I hate this queue system.
cl->queuedVoipPackets -= i;
if (cl->queuedVoipPackets > 0) {
memmove( &cl->voipPacket[0], &cl->voipPacket[i],
sizeof (voipServerPacket_t) * i);
}
}
示例5: CL_SendUserinfo
static void CL_SendUserinfo( void ) {
char userinfo[MAX_INFO_STRING];
cvar_t *var;
int i;
if( !cls.userinfo_modified ) {
return;
}
if( cls.userinfo_modified == MAX_PACKET_USERINFOS ) {
size_t len = Cvar_BitInfo( userinfo, CVAR_USERINFO );
Com_DDPrintf( "%s: %u: full update\n", __func__, com_framenum );
MSG_WriteByte( clc_userinfo );
MSG_WriteData( userinfo, len + 1 );
MSG_FlushTo( &cls.netchan->message );
} else if( cls.serverProtocol == PROTOCOL_VERSION_Q2PRO ) {
Com_DDPrintf( "%s: %u: %d updates\n", __func__, com_framenum,
cls.userinfo_modified );
for( i = 0; i < cls.userinfo_modified; i++ ) {
var = cls.userinfo_updates[i];
MSG_WriteByte( clc_userinfo_delta );
MSG_WriteString( var->name );
if( var->flags & CVAR_USERINFO ) {
MSG_WriteString( var->string );
} else {
// no longer in userinfo
MSG_WriteString( NULL );
}
}
MSG_FlushTo( &cls.netchan->message );
} else {
Com_WPrintf( "%s: update count is %d, should never happen.\n",
__func__, cls.userinfo_modified );
}
cls.userinfo_modified = 0;
}
示例6: SV_WriteVoipToClient
/*
==================
SV_WriteVoipToClient
Check to see if there is any VoIP queued for a client, and send if there is.
==================
*/
static void SV_WriteVoipToClient( client_t* cl, msg_s* msg )
{
int totalbytes = 0;
int i;
voipServerPacket_t* packet;
if ( cl->queuedVoipPackets )
{
// Write as many VoIP packets as we reasonably can...
for ( i = 0; i < cl->queuedVoipPackets; i++ )
{
packet = cl->voipPacket[( i + cl->queuedVoipIndex ) % ARRAY_LEN( cl->voipPacket )];
if ( !*cl->downloadName )
{
totalbytes += packet->len;
if ( totalbytes > ( msg->maxsize - msg->cursize ) / 2 )
break;
MSG_WriteByte( msg, svc_voip );
MSG_WriteShort( msg, packet->sender );
MSG_WriteByte( msg, ( byte ) packet->generation );
MSG_WriteLong( msg, packet->sequence );
MSG_WriteByte( msg, packet->frames );
MSG_WriteShort( msg, packet->len );
MSG_WriteBits( msg, packet->flags, VOIP_FLAGCNT );
MSG_WriteData( msg, packet->data, packet->len );
}
free( packet );
}
cl->queuedVoipPackets -= i;
cl->queuedVoipIndex += i;
cl->queuedVoipIndex %= ARRAY_LEN( cl->voipPacket );
}
}
示例7: SV_WriteDownloadToClient
//.........这里部分代码省略.........
curindex = (cl->downloadCurrentBlock % MAX_DOWNLOAD_WINDOW);
if (!cl->downloadBlocks[curindex])
cl->downloadBlocks[curindex] = (unsigned char *)Z_Malloc( MAX_DOWNLOAD_BLKSIZE, TAG_DOWNLOAD, qtrue );
cl->downloadBlockSize[curindex] = FS_Read( cl->downloadBlocks[curindex], MAX_DOWNLOAD_BLKSIZE, cl->download );
if (cl->downloadBlockSize[curindex] < 0) {
// EOF right now
cl->downloadCount = cl->downloadSize;
break;
}
cl->downloadCount += cl->downloadBlockSize[curindex];
// Load in next block
cl->downloadCurrentBlock++;
}
// Check to see if we have eof condition and add the EOF block
if (cl->downloadCount == cl->downloadSize &&
!cl->downloadEOF &&
cl->downloadCurrentBlock - cl->downloadClientBlock < MAX_DOWNLOAD_WINDOW) {
cl->downloadBlockSize[cl->downloadCurrentBlock % MAX_DOWNLOAD_WINDOW] = 0;
cl->downloadCurrentBlock++;
cl->downloadEOF = qtrue; // We have added the EOF block
}
// Loop up to window size times based on how many blocks we can fit in the
// client snapMsec and rate
// based on the rate, how many bytes can we fit in the snapMsec time of the client
// normal rate / snapshotMsec calculation
rate = cl->rate;
if ( sv_maxRate->integer ) {
if ( sv_maxRate->integer < 1000 ) {
Cvar_Set( "sv_MaxRate", "1000" );
}
if ( sv_maxRate->integer < rate ) {
rate = sv_maxRate->integer;
}
}
if (!rate) {
blockspersnap = 1;
} else {
blockspersnap = ( (rate * cl->snapshotMsec) / 1000 + MAX_DOWNLOAD_BLKSIZE ) /
MAX_DOWNLOAD_BLKSIZE;
}
if (blockspersnap < 0)
blockspersnap = 1;
while (blockspersnap--) {
// Write out the next section of the file, if we have already reached our window,
// automatically start retransmitting
if (cl->downloadClientBlock == cl->downloadCurrentBlock)
return; // Nothing to transmit
if (cl->downloadXmitBlock == cl->downloadCurrentBlock) {
// We have transmitted the complete window, should we start resending?
//FIXME: This uses a hardcoded one second timeout for lost blocks
//the timeout should be based on client rate somehow
if (svs.time - cl->downloadSendTime > 1000)
cl->downloadXmitBlock = cl->downloadClientBlock;
else
return;
}
// Send current block
curindex = (cl->downloadXmitBlock % MAX_DOWNLOAD_WINDOW);
MSG_WriteByte( msg, svc_download );
MSG_WriteShort( msg, cl->downloadXmitBlock );
// block zero is special, contains file size
if ( cl->downloadXmitBlock == 0 )
MSG_WriteLong( msg, cl->downloadSize );
MSG_WriteShort( msg, cl->downloadBlockSize[curindex] );
// Write the block
if ( cl->downloadBlockSize[curindex] ) {
MSG_WriteData( msg, cl->downloadBlocks[curindex], cl->downloadBlockSize[curindex] );
}
Com_DPrintf( "clientDownload: %d : writing block %d\n", cl - svs.clients, cl->downloadXmitBlock );
// Move on to the next block
// It will get sent with next snap shot. The rate will keep us in line.
cl->downloadXmitBlock++;
cl->downloadSendTime = svs.time;
}
}
示例8: SV_SendClientGameState
/*
================
SV_SendClientGameState
Sends the first message from the server to a connected client.
This will be sent on the initial connection and upon each new map load.
It will be resent if the client acknowledges a later message but has
the wrong gamestate.
================
*/
void SV_SendClientGameState( client_t *client ) {
int start;
entityState_t *base, nullstate;
msg_t msg;
byte msgBuffer[MAX_MSGLEN];
// MW - my attempt to fix illegible server message errors caused by
// packet fragmentation of initial snapshot.
while(client->state&&client->netchan.unsentFragments)
{
// send additional message fragments if the last message
// was too large to send at once
Com_Printf ("[ISM]SV_SendClientGameState() [2] for %s, writing out old fragments\n", client->name);
SV_Netchan_TransmitNextFragment(&client->netchan);
}
Com_DPrintf ("SV_SendClientGameState() for %s\n", client->name);
Com_DPrintf( "Going from CS_CONNECTED to CS_PRIMED for %s\n", client->name );
client->state = CS_PRIMED;
client->pureAuthentic = 0;
// when we receive the first packet from the client, we will
// notice that it is from a different serverid and that the
// gamestate message was not just sent, forcing a retransmit
client->gamestateMessageNum = client->netchan.outgoingSequence;
MSG_Init( &msg, msgBuffer, sizeof( msgBuffer ) );
// NOTE, MRE: all server->client messages now acknowledge
// let the client know which reliable clientCommands we have received
MSG_WriteLong( &msg, client->lastClientCommand );
// send any server commands waiting to be sent first.
// we have to do this cause we send the client->reliableSequence
// with a gamestate and it sets the clc.serverCommandSequence at
// the client side
SV_UpdateServerCommandsToClient( client, &msg );
// send the gamestate
MSG_WriteByte( &msg, svc_gamestate );
MSG_WriteLong( &msg, client->reliableSequence );
// write the configstrings
for ( start = 0 ; start < MAX_CONFIGSTRINGS ; start++ ) {
if (sv.configstrings[start][0]) {
MSG_WriteByte( &msg, svc_configstring );
MSG_WriteShort( &msg, start );
MSG_WriteBigString( &msg, sv.configstrings[start] );
}
}
// write the baselines
Com_Memset( &nullstate, 0, sizeof( nullstate ) );
for ( start = 0 ; start < MAX_GENTITIES; start++ ) {
base = &sv.svEntities[start].baseline;
if ( !base->number ) {
continue;
}
MSG_WriteByte( &msg, svc_baseline );
MSG_WriteDeltaEntity( &msg, &nullstate, base, qtrue );
}
MSG_WriteByte( &msg, svc_EOF );
MSG_WriteLong( &msg, client - svs.clients);
// write the checksum feed
MSG_WriteLong( &msg, sv.checksumFeed);
//rwwRMG - send info for the terrain
if ( TheRandomMissionManager )
{
z_stream zdata;
// Send the height map
memset(&zdata, 0, sizeof(z_stream));
deflateInit ( &zdata, Z_MAX_COMPRESSION );
unsigned char heightmap[15000];
zdata.next_out = (unsigned char*)heightmap;
zdata.avail_out = 15000;
zdata.next_in = TheRandomMissionManager->GetLandScape()->GetHeightMap();
zdata.avail_in = TheRandomMissionManager->GetLandScape()->GetRealArea();
deflate(&zdata, Z_SYNC_FLUSH);
MSG_WriteShort ( &msg, (unsigned short)zdata.total_out );
MSG_WriteBits ( &msg, 1, 1 );
MSG_WriteData ( &msg, heightmap, zdata.total_out);
//.........这里部分代码省略.........
示例9: CL_WritePacket
/*
===================
CL_WritePacket
Create and send the command packet to the server
Including both the reliable commands and the usercmds
A client packet will contain something like:
4 sequence number
2 qport
4 serverid
4 acknowledged sequence number
4 clc.serverCommandSequence
<optional reliable commands>
1 clc_move or clc_moveNoDelta
1 command count
<count * usercmds>
===================
*/
void CL_WritePacket()
{
msg_t buf;
byte data[ MAX_MSGLEN ];
int i, j;
usercmd_t *cmd, *oldcmd;
usercmd_t nullcmd;
int packetNum;
int oldPacketNum;
int count;
// don't send anything if playing back a demo
if ( clc.demoplaying || cls.state == CA_CINEMATIC )
{
return;
}
memset( &nullcmd, 0, sizeof( nullcmd ) );
oldcmd = &nullcmd;
MSG_Init( &buf, data, sizeof( data ) );
MSG_Bitstream( &buf );
// write the current serverId so the server
// can tell if this is from the current gameState
MSG_WriteLong( &buf, cl.serverId );
// write the last message we received, which can
// be used for delta compression, and is also used
// to tell if we dropped a gamestate
MSG_WriteLong( &buf, clc.serverMessageSequence );
// write the last reliable message we received
MSG_WriteLong( &buf, clc.serverCommandSequence );
// write any unacknowledged clientCommands
// NOTE TTimo: if you verbose this, you will see that there are quite a few duplicates
// typically several unacknowledged cp or userinfo commands stacked up
for ( i = clc.reliableAcknowledge + 1; i <= clc.reliableSequence; i++ )
{
MSG_WriteByte( &buf, clc_clientCommand );
MSG_WriteLong( &buf, i );
MSG_WriteString( &buf, clc.reliableCommands[ i & ( MAX_RELIABLE_COMMANDS - 1 ) ] );
}
// we want to send all the usercmds that were generated in the last
// few packet, so even if a couple packets are dropped in a row,
// all the cmds will make it to the server
if ( cl_packetdup->integer < 0 )
{
Cvar_Set( "cl_packetdup", "0" );
}
else if ( cl_packetdup->integer > 5 )
{
Cvar_Set( "cl_packetdup", "5" );
}
oldPacketNum = ( clc.netchan.outgoingSequence - 1 - cl_packetdup->integer ) & PACKET_MASK;
count = cl.cmdNumber - cl.outPackets[ oldPacketNum ].p_cmdNumber;
if ( count > MAX_PACKET_USERCMDS )
{
count = MAX_PACKET_USERCMDS;
Com_Printf( "MAX_PACKET_USERCMDS" );
}
#ifdef USE_VOIP
if ( clc.voipOutgoingDataSize > 0 )
{
if ( ( clc.voipFlags & VOIP_SPATIAL ) || Com_IsVoipTarget( clc.voipTargets, sizeof( clc.voipTargets ), -1 ) )
{
MSG_WriteByte( &buf, clc_voip );
MSG_WriteByte( &buf, clc.voipOutgoingGeneration );
MSG_WriteLong( &buf, clc.voipOutgoingSequence );
MSG_WriteByte( &buf, clc.voipOutgoingDataFrames );
MSG_WriteData( &buf, clc.voipTargets, sizeof( clc.voipTargets ) );
MSG_WriteByte( &buf, clc.voipFlags );
MSG_WriteShort( &buf, clc.voipOutgoingDataSize );
//.........这里部分代码省略.........
示例10: SV_WriteSnapshotToClient
//.........这里部分代码省略.........
if ( oldframe == NULL ) {
if ( client->demo.demowaiting ) {
// this is a non-delta frame, so we can delta against it in the demo
client->demo.minDeltaFrame = client->netchan.outgoingSequence;
}
client->demo.demowaiting = qfalse;
}
MSG_WriteByte (msg, svc_snapshot);
// NOTE, MRE: now sent at the start of every message from server to client
// let the client know which reliable clientCommands we have received
//MSG_WriteLong( msg, client->lastClientCommand );
// send over the current server time so the client can drift
// its view of time to try to match
if( client->oldServerTime &&
!( client->demo.demorecording && client->demo.isBot ) ) {
// The server has not yet got an acknowledgement of the
// new gamestate from this client, so continue to send it
// a time as if the server has not restarted. Note from
// the client's perspective this time is strictly speaking
// incorrect, but since it'll be busy loading a map at
// the time it doesn't really matter.
MSG_WriteLong (msg, sv.time + client->oldServerTime);
} else {
MSG_WriteLong (msg, sv.time);
}
// what we are delta'ing from
MSG_WriteByte (msg, lastframe);
snapFlags = svs.snapFlagServerBit;
if ( client->rateDelayed ) {
snapFlags |= SNAPFLAG_RATE_DELAYED;
}
if ( client->state != CS_ACTIVE ) {
snapFlags |= SNAPFLAG_NOT_ACTIVE;
}
MSG_WriteByte (msg, snapFlags);
// send over the areabits
MSG_WriteByte (msg, frame->areabytes);
MSG_WriteData (msg, frame->areabits, frame->areabytes);
// delta encode the playerstate
if ( oldframe ) {
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps, frame->pDeltaOneBit, frame->pDeltaNumBit );
#else
MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
#endif
if (frame->ps.m_iVehicleNum)
{ //then write the vehicle's playerstate too
if (!oldframe->ps.m_iVehicleNum)
{ //if last frame didn't have vehicle, then the old vps isn't gonna delta
//properly (because our vps on the client could be anything)
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->vps, NULL, NULL, qtrue );
#else
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->vps, qtrue );
#endif
}
else
{
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate( msg, &oldframe->vps, &frame->vps, frame->pDeltaOneBitVeh, frame->pDeltaNumBitVeh, qtrue );
#else
MSG_WriteDeltaPlayerstate( msg, &oldframe->vps, &frame->vps, qtrue );
#endif
}
}
} else {
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps, NULL, NULL );
#else
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
#endif
if (frame->ps.m_iVehicleNum)
{ //then write the vehicle's playerstate too
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->vps, NULL, NULL, qtrue );
#else
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->vps, qtrue );
#endif
}
}
// delta encode the entities
SV_EmitPacketEntities (oldframe, frame, msg);
// padding for rate debugging
if ( sv_padPackets->integer ) {
for ( i = 0 ; i < sv_padPackets->integer ; i++ ) {
MSG_WriteByte (msg, svc_nop);
}
}
}
示例11: SV_WriteSnapshotToClient
/*
==================
SV_WriteSnapshotToClient
==================
*/
static void SV_WriteSnapshotToClient(client_t *client, msg_t *msg)
{
clientSnapshot_t *frame, *oldframe;
int lastframe;
int snapFlags;
// this is the snapshot we are creating
frame = &client->frames[client->netchan.outgoingSequence & PACKET_MASK];
// try to use a previous frame as the source for delta compressing the snapshot
if (client->deltaMessage <= 0 || client->state != CS_ACTIVE)
{
// client is asking for a retransmit
oldframe = NULL;
lastframe = 0;
}
else if (client->netchan.outgoingSequence - client->deltaMessage >= (PACKET_BACKUP - 3))
{
// client hasn't gotten a good message through in a long time
Com_DPrintf("%s: Delta request from out of date packet.\n", client->name);
oldframe = NULL;
lastframe = 0;
}
else
{
// we have a valid snapshot to delta from
oldframe = &client->frames[client->deltaMessage & PACKET_MASK];
lastframe = client->netchan.outgoingSequence - client->deltaMessage;
// the snapshot's entities may still have rolled off the buffer, though
if (oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities)
{
Com_DPrintf("%s: Delta request from out of date entities.\n", client->name);
oldframe = NULL;
lastframe = 0;
}
}
MSG_WriteByte(msg, svc_snapshot);
// NOTE, MRE: now sent at the start of every message from server to client
// let the client know which reliable clientCommands we have received
//MSG_WriteLong( msg, client->lastClientCommand );
// send over the current server time so the client can drift
// its view of time to try to match
MSG_WriteLong(msg, svs.time);
// what we are delta'ing from
MSG_WriteByte(msg, lastframe);
snapFlags = svs.snapFlagServerBit;
if (client->rateDelayed)
{
snapFlags |= SNAPFLAG_RATE_DELAYED;
}
if (client->state != CS_ACTIVE)
{
snapFlags |= SNAPFLAG_NOT_ACTIVE;
}
MSG_WriteByte(msg, snapFlags);
// send over the areabits
MSG_WriteByte(msg, frame->areabytes);
MSG_WriteData(msg, frame->areabits, frame->areabytes);
//{
//int sz = msg->cursize;
//int usz = msg->uncompsize;
// delta encode the playerstate
if (oldframe)
{
MSG_WriteDeltaPlayerstate(msg, &oldframe->ps, &frame->ps);
}
else
{
MSG_WriteDeltaPlayerstate(msg, NULL, &frame->ps);
}
//Com_Printf( "Playerstate delta size: %f\n", ((msg->cursize - sz) * sv_fps->integer) / 8.f );
//}
// delta encode the entities
SV_EmitPacketEntities(oldframe, frame, msg);
// padding for rate debugging
if (sv_padPackets->integer)
{
int i;
for (i = 0 ; i < sv_padPackets->integer ; i++)
{
MSG_WriteByte(msg, svc_nop);
//.........这里部分代码省略.........
示例12: demoCutWriteDemoHeader
void demoCutWriteDemoHeader(fileHandle_t f, clientConnection_t *clcCut, clientActive_t *clCut) {
byte bufData[MAX_MSGLEN];
msg_t buf;
int i;
int len;
entityState_t *ent;
entityState_t nullstate;
char *s;
// write out the gamestate message
MSG_Init(&buf, bufData, sizeof(bufData));
MSG_Bitstream(&buf);
// NOTE, MRE: all server->client messages now acknowledge
MSG_WriteLong(&buf, clcCut->reliableSequence);
MSG_WriteByte(&buf, svc_gamestate);
MSG_WriteLong(&buf, clcCut->serverCommandSequence);
// configstrings
for (i = 0; i < MAX_CONFIGSTRINGS; i++) {
if (!clCut->gameState.stringOffsets[i]) {
continue;
}
s = clCut->gameState.stringData + clCut->gameState.stringOffsets[i];
MSG_WriteByte(&buf, svc_configstring);
MSG_WriteShort(&buf, i);
MSG_WriteBigString(&buf, s);
}
// baselines
Com_Memset(&nullstate, 0, sizeof(nullstate));
for (i = 0; i < MAX_GENTITIES ; i++) {
ent = &clCut->entityBaselines[i];
if ( !ent->number ) {
continue;
}
MSG_WriteByte(&buf, svc_baseline);
MSG_WriteDeltaEntity(&buf, &nullstate, ent, qtrue);
}
MSG_WriteByte(&buf, svc_EOF);
// finished writing the gamestate stuff
// write the client num
MSG_WriteLong(&buf, clcCut->clientNum);
// write the checksum feed
MSG_WriteLong(&buf, clcCut->checksumFeed);
// RMG stuff
if ( clcCut->rmgHeightMapSize ) {
// Height map
MSG_WriteShort(&buf, (unsigned short)clcCut->rmgHeightMapSize);
MSG_WriteBits(&buf, 0, 1 );
MSG_WriteData(&buf, clcCut->rmgHeightMap, clcCut->rmgHeightMapSize);
// Flatten map
MSG_WriteShort(&buf, (unsigned short)clcCut->rmgHeightMapSize);
MSG_WriteBits(&buf, 0, 1 );
MSG_WriteData(&buf, clcCut->rmgFlattenMap, clcCut->rmgHeightMapSize);
// Seed
MSG_WriteLong (&buf, clcCut->rmgSeed);
// Automap symbols
MSG_WriteShort (&buf, (unsigned short)clcCut->rmgAutomapSymbolCount);
for (i = 0; i < clcCut->rmgAutomapSymbolCount; i ++) {
MSG_WriteByte(&buf, (unsigned char)clcCut->rmgAutomapSymbols[i].mType);
MSG_WriteByte(&buf, (unsigned char)clcCut->rmgAutomapSymbols[i].mSide);
MSG_WriteLong(&buf, (long)clcCut->rmgAutomapSymbols[i].mOrigin[0]);
MSG_WriteLong(&buf, (long)clcCut->rmgAutomapSymbols[i].mOrigin[1]);
}
} else {
MSG_WriteShort (&buf, 0);
}
// finished writing the client packet
MSG_WriteByte(&buf, svc_EOF);
// write it to the demo file
len = LittleLong(clcCut->serverMessageSequence - 1);
FS_Write(&len, 4, f);
len = LittleLong(buf.cursize);
FS_Write(&len, 4, f);
FS_Write(buf.data, buf.cursize, f);
}
示例13: SV_WriteSnapshotToClient
/*
==================
SV_WriteSnapshotToClient
==================
*/
static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
clientSnapshot_t *frame, *oldframe;
int lastframe;
int snapFlags;
// this is the snapshot we are creating
frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];
// try to use a previous frame as the source for delta compressing the snapshot
if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) {
// client is asking for a retransmit
oldframe = NULL;
lastframe = 0;
} else if ( client->netchan.outgoingSequence - client->deltaMessage
>= (PACKET_BACKUP - 3) ) {
// client hasn't gotten a good message through in a long time
Com_DPrintf ("%s: Delta request from out of date packet.\n", client->name);
oldframe = NULL;
lastframe = 0;
} else {
// we have a valid snapshot to delta from
oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
lastframe = client->netchan.outgoingSequence - client->deltaMessage;
// the snapshot's entities may still have rolled off the buffer, though
if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
Com_DPrintf ("%s: Delta request from out of date entities.\n", client->name);
oldframe = NULL;
lastframe = 0;
}
}
MSG_WriteByte (msg, svc_snapshot);
// let the client know which reliable clientCommands we have received
MSG_WriteLong( msg, client->lastClientCommand );
// send over the current server time so the client can drift
// its view of time to try to match
MSG_WriteLong (msg, sv.time);
// we must write a message number, because recorded demos won't have
// the same network message sequences
MSG_WriteLong (msg, client->netchan.outgoingSequence );
MSG_WriteByte (msg, lastframe); // what we are delta'ing from
MSG_WriteLong (msg, client->cmdNum); // we have executed up to here
snapFlags = client->rateDelayed | ( client->droppedCommands << 1 );
client->droppedCommands = 0;
MSG_WriteByte (msg, snapFlags);
// send over the areabits
MSG_WriteByte (msg, frame->areabytes);
MSG_WriteData (msg, frame->areabits, frame->areabytes);
// delta encode the playerstate
if ( oldframe ) {
MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
} else {
MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
}
// delta encode the entities
SV_EmitPacketEntities (oldframe, frame, msg);
}
示例14: demoCutWriteDeltaSnapshot
void demoCutWriteDeltaSnapshot(int firstServerCommand, fileHandle_t f, qboolean forceNonDelta, clientConnection_t *clcCut, clientActive_t *clCut) {
msg_t msgImpl, *msg = &msgImpl;
byte msgData[MAX_MSGLEN];
clSnapshot_t *frame, *oldframe;
int lastframe = 0;
int snapFlags;
MSG_Init(msg, msgData, sizeof(msgData));
MSG_Bitstream(msg);
MSG_WriteLong(msg, clcCut->reliableSequence);
// copy over any commands
for (int serverCommand = firstServerCommand; serverCommand <= clcCut->serverCommandSequence; serverCommand++) {
char *command = clcCut->serverCommands[serverCommand & (MAX_RELIABLE_COMMANDS - 1)];
MSG_WriteByte(msg, svc_serverCommand);
MSG_WriteLong(msg, serverCommand/* + serverCommandOffset*/);
MSG_WriteString(msg, command);
}
// this is the snapshot we are creating
frame = &clCut->snap;
if (clCut->snap.messageNum > 0 && !forceNonDelta) {
lastframe = 1;
oldframe = &clCut->snapshots[(clCut->snap.messageNum - 1) & PACKET_MASK]; // 1 frame previous
if (!oldframe->valid) {
// not yet set
lastframe = 0;
oldframe = NULL;
}
} else {
lastframe = 0;
oldframe = NULL;
}
MSG_WriteByte(msg, svc_snapshot);
// send over the current server time so the client can drift
// its view of time to try to match
MSG_WriteLong(msg, frame->serverTime);
// what we are delta'ing from
MSG_WriteByte(msg, lastframe);
snapFlags = frame->snapFlags;
MSG_WriteByte(msg, snapFlags);
// send over the areabits
MSG_WriteByte(msg, sizeof(frame->areamask));
MSG_WriteData(msg, frame->areamask, sizeof(frame->areamask));
// delta encode the playerstate
if (oldframe) {
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate(msg, &oldframe->ps, &frame->ps, frame->pDeltaOneBit, frame->pDeltaNumBit);
#else
MSG_WriteDeltaPlayerstate(msg, &oldframe->ps, &frame->ps);
#endif
if (frame->ps.m_iVehicleNum) {
//then write the vehicle's playerstate too
if (!oldframe->ps.m_iVehicleNum) {
//if last frame didn't have vehicle, then the old vps isn't gonna delta
//properly (because our vps on the client could be anything)
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate(msg, NULL, &frame->vps, NULL, NULL, qtrue);
#else
MSG_WriteDeltaPlayerstate(msg, NULL, &frame->vps, qtrue);
#endif
} else {
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate(msg, &oldframe->vps, &frame->vps, frame->pDeltaOneBitVeh, frame->pDeltaNumBitVeh, qtrue);
#else
MSG_WriteDeltaPlayerstate(msg, &oldframe->vps, &frame->vps, qtrue);
#endif
}
}
} else {
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate(msg, NULL, &frame->ps, NULL, NULL);
#else
MSG_WriteDeltaPlayerstate(msg, NULL, &frame->ps);
#endif
if (frame->ps.m_iVehicleNum) {
//then write the vehicle's playerstate too
#ifdef _ONEBIT_COMBO
MSG_WriteDeltaPlayerstate(msg, NULL, &frame->vps, NULL, NULL, qtrue);
#else
MSG_WriteDeltaPlayerstate(msg, NULL, &frame->vps, qtrue);
#endif
}
}
// delta encode the entities
demoCutEmitPacketEntities(oldframe, frame, msg, clCut);
MSG_WriteByte(msg, svc_EOF);
demoCutWriteDemoMessage(msg, f, clcCut);
}
示例15: SV_CreateClientGameStateMessage
void SV_CreateClientGameStateMessage( client_t *client, msg_t *msg, qboolean updateServerCommands ) {
int start;
entityState_t *base, nullstate;
// NOTE, MRE: all server->client messages now acknowledge
// let the client know which reliable clientCommands we have received
MSG_WriteLong( msg, client->lastClientCommand );
if ( updateServerCommands ) {
// send any server commands waiting to be sent first.
// we have to do this cause we send the client->reliableSequence
// with a gamestate and it sets the clc.serverCommandSequence at
// the client side
SV_UpdateServerCommandsToClient( client, msg );
}
// send the gamestate
MSG_WriteByte( msg, svc_gamestate );
MSG_WriteLong( msg, client->reliableSequence );
// write the configstrings
for ( start = 0 ; start < MAX_CONFIGSTRINGS ; start++ ) {
if (sv.configstrings[start][0]) {
MSG_WriteByte( msg, svc_configstring );
MSG_WriteShort( msg, start );
MSG_WriteBigString( msg, sv.configstrings[start] );
}
}
// write the baselines
Com_Memset( &nullstate, 0, sizeof( nullstate ) );
for ( start = 0 ; start < MAX_GENTITIES; start++ ) {
base = &sv.svEntities[start].baseline;
if ( !base->number ) {
continue;
}
MSG_WriteByte( msg, svc_baseline );
MSG_WriteDeltaEntity( msg, &nullstate, base, qtrue );
}
MSG_WriteByte( msg, svc_EOF );
MSG_WriteLong( msg, client - svs.clients);
// write the checksum feed
MSG_WriteLong( msg, sv.checksumFeed);
//rwwRMG - send info for the terrain
if ( TheRandomMissionManager )
{
z_stream zdata;
// Send the height map
memset(&zdata, 0, sizeof(z_stream));
deflateInit ( &zdata, Z_BEST_COMPRESSION );
unsigned char heightmap[15000];
zdata.next_out = (unsigned char*)heightmap;
zdata.avail_out = 15000;
zdata.next_in = TheRandomMissionManager->GetLandScape()->GetHeightMap();
zdata.avail_in = TheRandomMissionManager->GetLandScape()->GetRealArea();
deflate(&zdata, Z_SYNC_FLUSH);
MSG_WriteShort ( msg, (unsigned short)zdata.total_out );
MSG_WriteBits ( msg, 1, 1 );
MSG_WriteData ( msg, heightmap, zdata.total_out);
deflateEnd(&zdata);
// Send the flatten map
memset(&zdata, 0, sizeof(z_stream));
deflateInit ( &zdata, Z_BEST_COMPRESSION );
zdata.next_out = (unsigned char*)heightmap;
zdata.avail_out = 15000;
zdata.next_in = TheRandomMissionManager->GetLandScape()->GetFlattenMap();
zdata.avail_in = TheRandomMissionManager->GetLandScape()->GetRealArea();
deflate(&zdata, Z_SYNC_FLUSH);
MSG_WriteShort ( msg, (unsigned short)zdata.total_out );
MSG_WriteBits ( msg, 1, 1 );
MSG_WriteData ( msg, heightmap, zdata.total_out);
deflateEnd(&zdata);
// Seed is needed for misc ents and noise
MSG_WriteLong ( msg, TheRandomMissionManager->GetLandScape()->get_rand_seed ( ) );
SV_WriteRMGAutomapSymbols ( msg );
}
else
{
MSG_WriteShort ( msg, 0 );
}
}