/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. Copyright (C) 2000-2013 Darklegion Development Copyright (C) 2015-2019 GrangerHub This file is part of Tremulous. Tremulous 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. Tremulous 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 Tremulous; if not, see =========================================================================== */ // cl_cgame.c -- client system interaction with client game #include "client.h" #ifdef USE_MUMBLE #include "libmumblelink.h" #endif #include "snd_public.h" /* ==================== CL_GetGameState ==================== */ static void CL_GetGameState( gameState_t *gs ) { *gs = cl.gameState; } /* ==================== CL_GetGlconfig ==================== */ static void CL_GetGlconfig( glconfig_t *glconfig ) { *glconfig = cls.glconfig; } /* ==================== CL_GetUserCmd ==================== */ static bool CL_GetUserCmd( int cmdNumber, usercmd_t *ucmd ) { // cmds[cmdNumber] is the last properly generated command // can't return anything that we haven't created yet if ( cmdNumber > cl.cmdNumber ) Com_Error( ERR_DROP, "CL_GetUserCmd: %i >= %i", cmdNumber, cl.cmdNumber ); // the usercmd has been overwritten in the wrapping // buffer because it is too far out of date if ( cmdNumber <= cl.cmdNumber - CMD_BACKUP ) return false; *ucmd = cl.cmds[ cmdNumber & CMD_MASK ]; return true; } static int CL_GetCurrentCmdNumber( void ) { return cl.cmdNumber; } /* ==================== CL_GetCurrentSnapshotNumber ==================== */ static void CL_GetCurrentSnapshotNumber( int *snapshotNumber, int *serverTime ) { *snapshotNumber = cl.snap.messageNum; *serverTime = cl.snap.serverTime; } /* ==================== CL_GetSnapshot ==================== */ bool CL_GetSnapshot( int snapshotNumber, snapshot_t *snapshot ) { clSnapshot_t *clSnap; if ( snapshotNumber > cl.snap.messageNum ) { Com_Error( ERR_DROP, "CL_GetSnapshot: snapshotNumber > cl.snapshot.messageNum" ); } // if the frame has fallen out of the circular buffer, we can't return it if ( cl.snap.messageNum - snapshotNumber >= PACKET_BACKUP ) return false; // if the frame is not valid, we can't return it clSnap = &cl.snapshots[snapshotNumber & PACKET_MASK]; if ( !clSnap->valid ) return false; // if the entities in the frame have fallen out of their circular buffer, // we can't return it if ( cl.parseEntitiesNum - clSnap->parseEntitiesNum >= MAX_PARSE_ENTITIES ) return false; // write the snapshot snapshot->snapFlags = clSnap->snapFlags; snapshot->ping = clSnap->ping; snapshot->serverTime = clSnap->serverTime; ::memcpy( snapshot->areamask, clSnap->areamask, sizeof( snapshot->areamask ) ); int count = clSnap->numEntities; if ( count > MAX_ENTITIES_IN_SNAPSHOT ) { Com_DPrintf( "CL_GetSnapshot: truncated %i entities to %i\n", count, MAX_ENTITIES_IN_SNAPSHOT ); count = MAX_ENTITIES_IN_SNAPSHOT; } if ( cls.cgInterface == 2 ) { alternateSnapshot_t *altSnapshot = (alternateSnapshot_t *)snapshot; altSnapshot->ps = clSnap->alternatePs; altSnapshot->serverCommandSequence = clSnap->serverCommandNum; altSnapshot->numEntities = count; for ( int i = 0 ; i < count ; i++ ) { entityState_t *es = &cl.parseEntities[ ( clSnap->parseEntitiesNum + i ) & (MAX_PARSE_ENTITIES-1) ]; ::memcpy( &altSnapshot->entities[i], es, (size_t)&((entityState_t *)0)->weaponAnim ); altSnapshot->entities[i].generic1 = es->generic1; } } else { snapshot->ps = clSnap->ps; snapshot->serverCommandSequence = clSnap->serverCommandNum; snapshot->numEntities = count; for ( int i = 0 ; i < count ; i++ ) { snapshot->entities[i] = cl.parseEntities[ ( clSnap->parseEntitiesNum + i ) & (MAX_PARSE_ENTITIES-1) ]; } } // FIXME: configstring changes and server commands!!! return true; } /* ===================== CL_SetUserCmdValue ===================== */ void CL_SetUserCmdValue( int userCmdValue, float sensitivityScale ) { cl.cgameUserCmdValue = userCmdValue; cl.cgameSensitivity = sensitivityScale; } /* ===================== CL_AddCgameCommand ===================== */ void CL_AddCgameCommand( const char *cmdName ) { Cmd_AddCommand( cmdName, NULL ); } /* ===================== CL_ConfigstringModified ===================== */ void CL_ConfigstringModified( void ) { int idx = atoi( Cmd_Argv(1) ); if ( idx < 0 || idx >= MAX_CONFIGSTRINGS ) Com_Error( ERR_DROP, "CL_ConfigstringModified: bad index %i", idx ); // get everything after "cs " const char* s = Cmd_ArgsFrom(2); const char* old = cl.gameState.stringData + cl.gameState.stringOffsets[ idx ]; if ( !strcmp(old, s) ) return; // build the new gameState_t gameState_t oldGs = cl.gameState; ::memset( &cl.gameState, 0, sizeof( cl.gameState ) ); // leave the first 0 for uninitialized strings cl.gameState.dataCount = 1; const char* dup; for ( int i = 0 ; i < MAX_CONFIGSTRINGS ; i++ ) { if ( i == idx ) dup = s; else dup = oldGs.stringData + oldGs.stringOffsets[ i ]; if ( !dup[0] ) continue; // leave with the default empty string int len = strlen(dup); 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, dup, len + 1 ); cl.gameState.dataCount += len + 1; } if ( idx == CS_SYSTEMINFO ) { // parse serverId and other cvars CL_SystemInfoChanged(); } } /* =================== CL_GetServerCommand Set up argc/argv for the given command =================== */ static bool CL_GetServerCommand( int serverCommandNumber ) { const char *s; const char *cmd; static char bigConfigString[BIG_INFO_STRING]; int argc; // if we have irretrievably lost a reliable command, drop the connection if ( serverCommandNumber <= clc.serverCommandSequence - MAX_RELIABLE_COMMANDS ) { // when a demo record was started after the client got a whole bunch of // reliable commands then the client never got those first reliable commands if ( clc.demoplaying ) return false; Com_Error( ERR_DROP, "CL_GetServerCommand: a reliable command was cycled out" ); return false; } if ( serverCommandNumber > clc.serverCommandSequence ) { Com_Error( ERR_DROP, "CL_GetServerCommand: requested a command not received" ); return false; } s = clc.serverCommands[ serverCommandNumber & ( MAX_RELIABLE_COMMANDS - 1 ) ]; clc.lastExecutedServerCommand = serverCommandNumber; Com_DPrintf( "serverCommand: %i : %s\n", serverCommandNumber, s ); rescan: Cmd_TokenizeString( s ); cmd = Cmd_Argv(0); argc = Cmd_Argc(); if ( !strcmp( cmd, "disconnect" ) ) { // allow server to indicate why they were disconnected if ( argc >= 2 ) Com_Error( ERR_SERVERDISCONNECT, "Server disconnected - %s", Cmd_Argv( 1 ) ); else Com_Error( ERR_SERVERDISCONNECT, "Server disconnected" ); } if ( !strcmp( cmd, "bcs0" ) ) { Com_sprintf( bigConfigString, BIG_INFO_STRING, "cs %s \"%s", Cmd_Argv(1), Cmd_Argv(2) ); return false; } if ( !strcmp( cmd, "bcs1" ) ) { s = Cmd_Argv(2); if( strlen(bigConfigString) + strlen(s) >= BIG_INFO_STRING ) Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" ); strcat( bigConfigString, s ); return false; } if ( !strcmp( cmd, "bcs2" ) ) { s = Cmd_Argv(2); if( strlen(bigConfigString) + strlen(s) + 1 >= BIG_INFO_STRING ) Com_Error( ERR_DROP, "bcs exceeded BIG_INFO_STRING" ); strcat( bigConfigString, s ); strcat( bigConfigString, "\"" ); s = bigConfigString; goto rescan; } if ( !strcmp( cmd, "cs" ) ) { CL_ConfigstringModified(); // reparse the string, because CL_ConfigstringModified may have done // another Cmd_TokenizeString() Cmd_TokenizeString( s ); return true; } if ( !strcmp( cmd, "map_restart" ) ) { // clear notify lines and outgoing commands before passing // the restart to the cgame Con_ClearNotify(); // reparse the string, because Con_ClearNotify() may have done another // Cmd_TokenizeString() Cmd_TokenizeString( s ); ::memset( cl.cmds, 0, sizeof( cl.cmds ) ); return true; } // we may want to put a "connect to other server" command here // cgame can now act on the command return true; } /* ==================== CL_CM_LoadMap Just adds default parameters that cgame doesn't need to know about ==================== */ void CL_CM_LoadMap( const char *mapname ) { int checksum; CM_LoadMap( mapname, true, &checksum ); } char * safe_strncpy(char *dest, const char *src, size_t n) { char *ret = dest; while (n > 0 && src[0]) { *ret++ = *src++; --n; } while (n > 0) { *ret++ = '\0'; --n; } return dest; } /* ==================== CL_ShutdonwCGame ==================== */ void CL_ShutdownCGame( void ) { Key_SetCatcher( Key_GetCatcher( ) & ~KEYCATCH_CGAME ); cls.cgameStarted = false; if ( !cls.cgame ) { return; } VM_Call( cls.cgame, CG_SHUTDOWN ); VM_Free( cls.cgame ); cls.cgame = NULL; } static int FloatAsInt( float f ) { floatint_t fi; fi.f = f; return fi.i; } static bool probingCG = false; /* ==================== CL_CgameSystemCalls The cgame module is making a system call ==================== */ intptr_t CL_CgameSystemCalls( intptr_t *args ) { if( cls.cgInterface == 2 && args[0] >= CG_R_SETCLIPREGION && args[0] < CG_MEMSET ) { if( args[0] < CG_S_STOPBACKGROUNDTRACK - 1 ) args[0] += 1; else if( args[0] < CG_S_STOPBACKGROUNDTRACK + 4 ) args[0] += CG_PARSE_ADD_GLOBAL_DEFINE - CG_S_STOPBACKGROUNDTRACK + 1; else if( args[0] < CG_PARSE_ADD_GLOBAL_DEFINE + 4 ) args[0] -= 4; else if( args[0] >= CG_PARSE_SOURCE_FILE_AND_LINE && args[0] <= CG_S_SOUNDDURATION ) args[0] = CG_PARSE_SOURCE_FILE_AND_LINE - 1337 - args[0] ; } switch( args[0] ) { case CG_PRINT: Com_Printf( "%s", (const char*)VMA(1) ); return 0; case CG_ERROR: if( probingCG ) { cls.cgInterface = 2; // this is a 1.1.0 cgame return 0; } Com_Error( ERR_DROP, "%s", (const char*)VMA(1) ); return 0; case CG_MILLISECONDS: return Sys_Milliseconds(); case CG_CVAR_REGISTER: Cvar_Register( (vmCvar_t*)VMA(1), (const char*)VMA(2), (const char*)VMA(3), args[4] ); return 0; case CG_CVAR_UPDATE: Cvar_Update( (vmCvar_t*)VMA(1) ); return 0; case CG_CVAR_SET: Cvar_SetSafe( (const char*)VMA(1), (const char*)VMA(2) ); return 0; case CG_CVAR_VARIABLESTRINGBUFFER: Cvar_VariableStringBuffer( (const char*)VMA(1), (char*)VMA(2), args[3] ); return 0; case CG_ARGC: return Cmd_Argc(); case CG_ARGV: Cmd_ArgvBuffer( args[1], (char*)VMA(2), args[3] ); return 0; case CG_ARGS: Cmd_ArgsBuffer( (char*)VMA(1), args[2] ); return 0; case CG_LITERAL_ARGS: Cmd_LiteralArgsBuffer( (char*)VMA(1), args[2] ); return 0; case CG_FS_FOPENFILE: return FS_FOpenFileByMode( (const char*)VMA(1), (fileHandle_t*)VMA(2), (FS_Mode)args[3] ); case CG_FS_READ: FS_Read( VMA(1), args[2], args[3] ); return 0; case CG_FS_WRITE: FS_Write( VMA(1), args[2], args[3] ); return 0; case CG_FS_FCLOSEFILE: FS_FCloseFile( args[1] ); return 0; case CG_FS_SEEK: return FS_Seek( (fileHandle_t)args[1], args[2], (FS_Origin)args[3] ); case CG_FS_GETFILELIST: return FS_GetFileList( (const char*)VMA(1), (const char*)VMA(2), (char*)VMA(3), args[4] ); case CG_SENDCONSOLECOMMAND: Cbuf_AddText( (const char*)VMA(1) ); return 0; case CG_ADDCOMMAND: CL_AddCgameCommand( (const char*)VMA(1) ); return 0; case CG_REMOVECOMMAND: Cmd_RemoveCommandSafe( (const char*)VMA(1) ); return 0; case CG_SENDCLIENTCOMMAND: CL_AddReliableCommand((const char*)VMA(1), false); return 0; case CG_UPDATESCREEN: // this is used during lengthy level loading, so pump message loop // Com_EventLoop(); // FIXME: if a server restarts here, BAD THINGS HAPPEN! // We can't call Com_EventLoop here, a restart will crash and this _does_ happen // if there is a map change while we are downloading at pk3. // ZOID SCR_UpdateScreen(); return 0; case CG_CM_LOADMAP: CL_CM_LoadMap( (const char*)VMA(1) ); return 0; case CG_CM_NUMINLINEMODELS: return CM_NumInlineModels(); case CG_CM_INLINEMODEL: return CM_InlineModel( args[1] ); case CG_CM_TEMPBOXMODEL: return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), false ); case CG_CM_TEMPCAPSULEMODEL: return CM_TempBoxModel( (const float*)VMA(1), (const float*)VMA(2), true ); case CG_CM_POINTCONTENTS: return CM_PointContents( (const float*)VMA(1), args[2] ); case CG_CM_TRANSFORMEDPOINTCONTENTS: return CM_TransformedPointContents( (const float*)VMA(1), (clipHandle_t)args[2], (const float*)VMA(3), (const float*)VMA(4) ); case CG_CM_BOXTRACE: CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_AABB ); return 0; case CG_CM_CAPSULETRACE: CM_BoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], TT_CAPSULE ); return 0; case CG_CM_TRANSFORMEDBOXTRACE: CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8), (const float*)VMA(9), TT_AABB ); return 0; case CG_CM_TRANSFORMEDCAPSULETRACE: CM_TransformedBoxTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), (float*)VMA(4), (float*)VMA(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8), (const float*)VMA(9), TT_CAPSULE ); return 0; case CG_CM_BISPHERETRACE: CM_BiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7] ); return 0; case CG_CM_TRANSFORMEDBISPHERETRACE: CM_TransformedBiSphereTrace( (trace_t*)VMA(1), (const float*)VMA(2), (const float*)VMA(3), VMF(4), VMF(5), (clipHandle_t)args[6], args[7], (const float*)VMA(8) ); return 0; case CG_CM_MARKFRAGMENTS: { float (&arg2)[3][3] = *reinterpret_cast(VMA(2)); return re.MarkFragments( args[1], arg2, (const float*)VMA(3), args[4], (float*)VMA(5), args[6], (markFragment_t*)VMA(7) ); } case CG_S_STARTSOUND: S_StartSound( (float*)VMA(1), args[2], args[3], (sfxHandle_t)args[4] ); return 0; case CG_S_STARTLOCALSOUND: S_StartLocalSound( (sfxHandle_t)args[1], args[2] ); return 0; case CG_S_CLEARLOOPINGSOUNDS: S_ClearLoopingSounds( (bool)args[1] ); return 0; case CG_S_ADDLOOPINGSOUND: S_AddLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] ); return 0; case CG_S_ADDREALLOOPINGSOUND: S_AddRealLoopingSound( args[1], (const float*)VMA(2), (const float*)VMA(3), (sfxHandle_t)args[4] ); return 0; case CG_S_STOPLOOPINGSOUND: S_StopLoopingSound( args[1] ); return 0; case CG_S_UPDATEENTITYPOSITION: S_UpdateEntityPosition( args[1], (const float*)VMA(2) ); return 0; case CG_S_RESPATIALIZE: { float (&arg3)[3][3] = *reinterpret_cast(VMA(3)); S_Respatialize( args[1], (const float*)VMA(2), arg3, args[4] ); return 0; } case CG_S_REGISTERSOUND: return S_RegisterSound( (const char*)VMA(1), (bool)args[2] ); case CG_S_SOUNDDURATION: return S_SoundDuration( args[1] ); case CG_S_STARTBACKGROUNDTRACK: S_StartBackgroundTrack( (const char*)VMA(1), (const char*)VMA(2) ); return 0; case CG_R_LOADWORLDMAP: re.LoadWorld( (const char*)VMA(1) ); return 0; case CG_R_REGISTERMODEL: return re.RegisterModel( (const char*)VMA(1) ); case CG_R_REGISTERSKIN: return re.RegisterSkin( (const char*)VMA(1) ); case CG_R_REGISTERSHADER: return re.RegisterShader( (const char*)VMA(1) ); case CG_R_REGISTERSHADERNOMIP: return re.RegisterShaderNoMip( (const char*)VMA(1) ); case CG_R_REGISTERFONT: re.RegisterFont( (const char*)VMA(1), args[2], (fontInfo_t*)VMA(3)); return 0; case CG_R_CLEARSCENE: re.ClearScene(); return 0; case CG_R_ADDREFENTITYTOSCENE: re.AddRefEntityToScene( (const refEntity_t*)VMA(1) ); return 0; case CG_R_ADDPOLYTOSCENE: re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), 1 ); return 0; case CG_R_ADDPOLYSTOSCENE: re.AddPolyToScene( (qhandle_t)args[1], args[2], (const polyVert_t*)VMA(3), args[4] ); return 0; case CG_R_LIGHTFORPOINT: return re.LightForPoint( (float*)VMA(1), (float*)VMA(2), (float*)VMA(3), (float*)VMA(4) ); case CG_R_ADDLIGHTTOSCENE: re.AddLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case CG_R_ADDADDITIVELIGHTTOSCENE: re.AddAdditiveLightToScene( (const float*)VMA(1), VMF(2), VMF(3), VMF(4), VMF(5) ); return 0; case CG_R_RENDERSCENE: re.RenderScene( (const refdef_t*)VMA(1) ); return 0; case CG_R_SETCOLOR: re.SetColor( (const float*)VMA(1) ); return 0; case CG_R_SETCLIPREGION: re.SetClipRegion( (const float*)VMA(1) ); return 0; case CG_R_DRAWSTRETCHPIC: re.DrawStretchPic( VMF(1), VMF(2), VMF(3), VMF(4), VMF(5), VMF(6), VMF(7), VMF(8), (qhandle_t)args[9] ); return 0; case CG_R_MODELBOUNDS: re.ModelBounds( (qhandle_t)args[1], (float*)VMA(2), (float*)VMA(3) ); return 0; case CG_R_LERPTAG: return re.LerpTag( (orientation_t*)VMA(1), args[2], args[3], args[4], VMF(5), (const char*)VMA(6) ); case CG_GETGLCONFIG: CL_GetGlconfig( (glconfig_t*)VMA(1) ); return 0; case CG_GETGAMESTATE: CL_GetGameState( (gameState_t*)VMA(1) ); return 0; case CG_GETCURRENTSNAPSHOTNUMBER: CL_GetCurrentSnapshotNumber( (int*)VMA(1), (int*)VMA(2) ); return 0; case CG_GETSNAPSHOT: return CL_GetSnapshot( args[1], (snapshot_t*)VMA(2) ); case CG_GETSERVERCOMMAND: return CL_GetServerCommand( args[1] ); case CG_GETCURRENTCMDNUMBER: return CL_GetCurrentCmdNumber(); case CG_GETUSERCMD: return CL_GetUserCmd( args[1], (usercmd_t*)VMA(2) ); case CG_SETUSERCMDVALUE: CL_SetUserCmdValue( args[1], VMF(2) ); return 0; case CG_MEMORY_REMAINING: return Hunk_MemoryRemaining(); case CG_KEY_ISDOWN: return Key_IsDown( args[1] ); case CG_KEY_GETCATCHER: return Key_GetCatcher(); case CG_KEY_SETCATCHER: // don't allow the cgame module to toggle the console Key_SetCatcher( ( args[1] & ~KEYCATCH_CONSOLE ) | ( Key_GetCatcher() & KEYCATCH_CONSOLE ) ); return 0; case CG_KEY_GETKEY: return Key_GetKey( (const char*)VMA(1) ); case CG_GETDEMOSTATE: return CL_DemoState( ); case CG_GETDEMOPOS: return CL_DemoPos( ); case CG_GETDEMONAME: CL_DemoName( (char*)VMA(1), args[2] ); return 0; case CG_KEY_KEYNUMTOSTRINGBUF: Key_KeynumToStringBuf( args[1], (char*)VMA(2), args[3] ); return 0; case CG_KEY_GETBINDINGBUF: Key_GetBindingBuf( args[1], (char*)VMA(2), args[3] ); return 0; case CG_KEY_SETBINDING: Key_SetBinding( args[1], (const char*)VMA(2) ); return 0; case CG_PARSE_ADD_GLOBAL_DEFINE: return Parse_AddGlobalDefine( (char*)VMA(1) ); case CG_PARSE_LOAD_SOURCE: return Parse_LoadSourceHandle( (const char*)VMA(1) ); case CG_PARSE_FREE_SOURCE: return Parse_FreeSourceHandle( args[1] ); case CG_PARSE_READ_TOKEN: return Parse_ReadTokenHandle( args[1], (pc_token_t*)VMA(2) ); case CG_PARSE_SOURCE_FILE_AND_LINE: return Parse_SourceFileAndLine( args[1], (char*)VMA(2), (int*)VMA(3) ); case CG_KEY_SETOVERSTRIKEMODE: Key_SetOverstrikeMode( (bool)args[1] ); return 0; case CG_KEY_GETOVERSTRIKEMODE: return Key_GetOverstrikeMode( ); case CG_FIELD_COMPLETELIST: Field_CompleteList( (char*)VMA(1) ); return 0; case CG_MEMSET: ::memset( VMA(1), args[2], args[3] ); return 0; case CG_MEMCPY: ::memcpy( VMA(1), VMA(2), args[3] ); return 0; case CG_STRNCPY: safe_strncpy( (char*)VMA(1), (const char*)VMA(2), args[3] ); return args[1]; case CG_SIN: return FloatAsInt( sin( VMF(1) ) ); case CG_COS: return FloatAsInt( cos( VMF(1) ) ); case CG_ATAN2: return FloatAsInt( atan2( VMF(1), VMF(2) ) ); case CG_SQRT: return FloatAsInt( sqrt( VMF(1) ) ); case CG_FLOOR: return FloatAsInt( floor( VMF(1) ) ); case CG_CEIL: return FloatAsInt( ceil( VMF(1) ) ); case CG_ACOS: return FloatAsInt( Q_acos( VMF(1) ) ); case CG_S_STOPBACKGROUNDTRACK: S_StopBackgroundTrack(); return 0; case CG_REAL_TIME: return Com_RealTime( (qtime_t*)VMA(1) ); case CG_SNAPVECTOR: Q_SnapVector((float*)VMA(1)); return 0; case CG_CIN_PLAYCINEMATIC: return CIN_PlayCinematic((const char*)VMA(1), args[2], args[3], args[4], args[5], args[6]); case CG_CIN_STOPCINEMATIC: return CIN_StopCinematic(args[1]); case CG_CIN_RUNCINEMATIC: return CIN_RunCinematic(args[1]); case CG_CIN_DRAWCINEMATIC: CIN_DrawCinematic(args[1]); return 0; case CG_CIN_SETEXTENTS: CIN_SetExtents(args[1], args[2], args[3], args[4], args[5]); return 0; case CG_R_REMAP_SHADER: re.RemapShader( (const char*)VMA(1), (const char*)VMA(2), (const char*)VMA(3) ); return 0; case CG_GET_ENTITY_TOKEN: return re.GetEntityToken( (char*)VMA(1), args[2] ); case CG_R_INPVS: return re.inPVS( (const float*)VMA(1), (const float*)VMA(2) ); default: assert(0); Com_Error( ERR_DROP, "Bad cgame system trap: %ld", (long int) args[0] ); } return 0; } /* ==================== CL_InitCGame Should only be called by CL_StartHunkUsers ==================== */ void CL_InitCGame( void ) { const char *info; const char *mapname; int t1, t2; char backup[ MAX_STRING_CHARS ]; vmInterpret_t interpret; t1 = Sys_Milliseconds(); // find the current mapname info = cl.gameState.stringData + cl.gameState.stringOffsets[ CS_SERVERINFO ]; mapname = Info_ValueForKey( info, "mapname" ); Com_sprintf( cl.mapname, sizeof( cl.mapname ), "maps/%s.bsp", mapname ); // load the dll or bytecode interpret = (vmInterpret_t)Cvar_VariableValue("vm_cgame"); if(cl_connectedToPureServer) { // if sv_pure is set we only allow qvms to be loaded if(interpret != VMI_COMPILED && interpret != VMI_BYTECODE) interpret = VMI_COMPILED; } cls.cgame = VM_Create( "cgame", CL_CgameSystemCalls, interpret ); if ( !cls.cgame ) { Com_Error( ERR_DROP, "VM_Create on cgame failed" ); } clc.state = CA_LOADING; Cvar_VariableStringBuffer( "cl_voipSendTarget", backup, sizeof( backup ) ); Cvar_Set( "cl_voipSendTarget", "" ); // Probe 1.1 or gpp cgame cls.cgInterface = 0; probingCG = true; VM_Call( cls.cgame, CG_VOIP_STRING ); probingCG = false; Cvar_Set( "cl_voipSendTarget", backup ); if ( ( clc.netchan.alternateProtocol == 2 ) != ( cls.cgInterface == 2 ) ) { Com_Error( ERR_DROP, "%s protocol %i, but a cgame module using the %s interface was found", ( clc.demoplaying ? "Demo was recorded using" : "Server uses" ), ( clc.netchan.alternateProtocol == 0 ? PROTOCOL_VERSION : clc.netchan.alternateProtocol == 1 ? 70 : 69 ), ( cls.cgInterface == 2 ? "1.1" : "non-1.1" ) ); } // init for this gamestate // use the lastExecutedServerCommand instead of the serverCommandSequence // otherwise server commands sent just before a gamestate are dropped VM_Call( cls.cgame, CG_INIT, clc.serverMessageSequence, clc.lastExecutedServerCommand, clc.clientNum ); // reset any CVAR_CHEAT cvars registered by cgame if ( !clc.demoplaying && !cl_connectedToCheatServer ) Cvar_SetCheatState(); // we will send a usercmd this frame, which // will cause the server to send us the first snapshot clc.state = CA_PRIMED; t2 = Sys_Milliseconds(); Com_Printf( "CL_InitCGame: %5.2f seconds\n", (t2-t1)/1000.0 ); // have the renderer touch all its images, so they are present // on the card even if the driver does deferred loading re.EndRegistration(); // make sure everything is paged in if (!Sys_LowPhysicalMemory()) { Com_TouchMemory(); CL_ProtocolSpecificCommandsInit(); } // clear anything that got printed Con_ClearNotify (); } /* ==================== CL_GameCommand See if the current console command is claimed by the cgame ==================== */ bool CL_GameCommand( void ) { if ( !cls.cgame ) return false; return (bool)VM_Call( cls.cgame, CG_CONSOLE_COMMAND ); } /* ==================== CL_GameConsoleText ==================== */ void CL_GameConsoleText( void ) { if ( !cls.cgame ) return; VM_Call( cls.cgame, CG_CONSOLE_TEXT ); } /* ===================== CL_CGameRendering ===================== */ void CL_CGameRendering( stereoFrame_t stereo ) { VM_Call( cls.cgame, CG_DRAW_ACTIVE_FRAME, cl.serverTime, stereo, clc.demoplaying ); VM_Debug( 0 ); } /* ================= CL_AdjustTimeDelta Adjust the clients view of server time. We attempt to have cl.serverTime exactly equal the server's view of time plus the timeNudge, but with variable latencies over the internet it will often need to drift a bit to match conditions. Our ideal time would be to have the adjusted time approach, but not pass, the very latest snapshot. Adjustments are only made when a new snapshot arrives with a rational latency, which keeps the adjustment process framerate independent and prevents massive overadjustment during times of significant packet loss or bursted delayed packets. ================= */ #define RESET_TIME 500 void CL_AdjustTimeDelta( void ) { int newDelta; int deltaDelta; cl.newSnapshots = false; // the delta never drifts when replaying a demo if ( clc.demoplaying ) { return; } newDelta = cl.snap.serverTime - cls.realtime; deltaDelta = abs( newDelta - cl.serverTimeDelta ); if ( deltaDelta > RESET_TIME ) { cl.serverTimeDelta = newDelta; cl.oldServerTime = cl.snap.serverTime; // FIXME: is this a problem for cgame? cl.serverTime = cl.snap.serverTime; if ( cl_showTimeDelta->integer ) { Com_Printf( " " ); } } else if ( deltaDelta > 100 ) { // fast adjust, cut the difference in half if ( cl_showTimeDelta->integer ) { Com_Printf( " " ); } cl.serverTimeDelta = ( cl.serverTimeDelta + newDelta ) >> 1; } else { // slow drift adjust, only move 1 or 2 msec // if any of the frames between this and the previous snapshot // had to be extrapolated, nudge our sense of time back a little // the granularity of +1 / -2 is too high for timescale modified frametimes if ( com_timescale->value == 0 || com_timescale->value == 1 ) { if ( cl.extrapolatedSnapshot ) { cl.extrapolatedSnapshot = false; cl.serverTimeDelta -= 2; } else { // otherwise, move our sense of time forward to minimize total latency cl.serverTimeDelta++; } } } if ( cl_showTimeDelta->integer ) { Com_Printf( "%i ", cl.serverTimeDelta ); } } /* ================== CL_FirstSnapshot ================== */ void CL_FirstSnapshot( void ) { // ignore snapshots that don't have entities if ( cl.snap.snapFlags & SNAPFLAG_NOT_ACTIVE ) { return; } clc.state = CA_ACTIVE; // set the timedelta so we are exactly on this first frame cl.serverTimeDelta = cl.snap.serverTime - cls.realtime; cl.oldServerTime = cl.snap.serverTime; clc.timeDemoBaseTime = cl.snap.serverTime; // if this is the first frame of active play, // execute the contents of activeAction now // this is to allow scripting a timedemo to start right // after loading if ( cl_activeAction->string[0] ) { Cbuf_AddText( cl_activeAction->string ); Cvar_Set( "activeAction", "" ); } #ifdef USE_MUMBLE if ((cl_useMumble->integer) && !mumble_islinked()) { int ret = mumble_link(CLIENT_WINDOW_TITLE); Com_Printf("Mumble: Linking to Mumble application %s\n", ret==0?"ok":"failed"); } #endif #ifdef USE_VOIP if (!clc.voipCodecInitialized) { int i; int error; clc.opusEncoder = opus_encoder_create(48000, 1, OPUS_APPLICATION_VOIP, &error); if ( error ) { Com_DPrintf("VoIP: Error opus_encoder_create %d\n", error); return; } for (i = 0; i < MAX_CLIENTS; i++) { clc.opusDecoder[i] = opus_decoder_create(48000, 1, &error); if ( error ) { Com_DPrintf("VoIP: Error opus_decoder_create(%d) %d\n", i, error); return; } clc.voipIgnore[i] = false; clc.voipGain[i] = 1.0f; } clc.voipCodecInitialized = true; clc.voipMuteAll = false; Cmd_AddCommand ("voip", CL_Voip_f); Cvar_Set("cl_voipSendTarget", "spatial"); ::memset(clc.voipTargets, ~0, sizeof(clc.voipTargets)); } #endif } /* ================== CL_SetCGameTime ================== */ void CL_SetCGameTime( void ) { // getting a valid frame message ends the connection process if ( clc.state != CA_ACTIVE ) { if ( clc.state != CA_PRIMED ) { return; } if ( clc.demoplaying ) { // we shouldn't get the first snapshot on the same frame // as the gamestate, because it causes a bad time skip if ( !clc.firstDemoFrameSkipped ) { clc.firstDemoFrameSkipped = true; return; } CL_ReadDemoMessage(); } if ( cl.newSnapshots ) { cl.newSnapshots = false; CL_FirstSnapshot(); } if ( clc.state != CA_ACTIVE ) { return; } } // if we have gotten to this point, cl.snap is guaranteed to be valid if ( !cl.snap.valid ) { Com_Error( ERR_DROP, "CL_SetCGameTime: !cl.snap.valid" ); } // allow pause in single player if ( sv_paused->integer && CL_CheckPaused() && com_sv_running->integer ) { // paused return; } if ( cl.snap.serverTime < cl.oldFrameServerTime ) { Com_Error( ERR_DROP, "cl.snap.serverTime < cl.oldFrameServerTime" ); } cl.oldFrameServerTime = cl.snap.serverTime; // get our current view of time if ( clc.demoplaying && cl_freezeDemo->integer ) { // cl_freezeDemo is used to lock a demo in place for single frame advances } else { // cl_timeNudge is a user adjustable cvar that allows more // or less latency to be added in the interest of better // smoothness or better responsiveness. int tn; tn = cl_timeNudge->integer; if (tn<-30) { tn = -30; } else if (tn>30) { tn = 30; } cl.serverTime = cls.realtime + cl.serverTimeDelta - tn; // guarantee that time will never flow backwards, even if // serverTimeDelta made an adjustment or cl_timeNudge was changed if ( cl.serverTime < cl.oldServerTime ) { cl.serverTime = cl.oldServerTime; } cl.oldServerTime = cl.serverTime; // note if we are almost past the latest frame (without timeNudge), // so we will try and adjust back a bit when the next snapshot arrives if ( cls.realtime + cl.serverTimeDelta >= cl.snap.serverTime - 5 ) { cl.extrapolatedSnapshot = true; } } // if we have gotten new snapshots, drift serverTimeDelta // don't do this every frame, or a period of packet loss would // make a huge adjustment if ( cl.newSnapshots ) { CL_AdjustTimeDelta(); } if ( !clc.demoplaying ) { return; } // if we are playing a demo back, we can just keep reading // messages from the demo file until the cgame definately // has valid snapshots to interpolate between // a timedemo will always use a deterministic set of time samples // no matter what speed machine it is run on, // while a normal demo may have different time samples // each time it is played back if ( cl_timedemo->integer ) { int now = Sys_Milliseconds( ); int frameDuration; if (!clc.timeDemoStart) { clc.timeDemoStart = clc.timeDemoLastFrame = now; clc.timeDemoMinDuration = INT_MAX; clc.timeDemoMaxDuration = 0; } frameDuration = now - clc.timeDemoLastFrame; clc.timeDemoLastFrame = now; // Ignore the first measurement as it'll always be 0 if( clc.timeDemoFrames > 0 ) { if( frameDuration > clc.timeDemoMaxDuration ) clc.timeDemoMaxDuration = frameDuration; if( frameDuration < clc.timeDemoMinDuration ) clc.timeDemoMinDuration = frameDuration; // 255 ms = about 4fps if( frameDuration > UCHAR_MAX ) frameDuration = UCHAR_MAX; clc.timeDemoDurations[ ( clc.timeDemoFrames - 1 ) % MAX_TIMEDEMO_DURATIONS ] = frameDuration; } clc.timeDemoFrames++; cl.serverTime = clc.timeDemoBaseTime + clc.timeDemoFrames * 50; } while ( cl.serverTime >= cl.snap.serverTime ) { // feed another messag, which should change // the contents of cl.snap CL_ReadDemoMessage(); if ( clc.state != CA_ACTIVE ) { return; // end of demo } } }