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authorTim Angus <tim@ngus.net>2005-12-10 03:08:56 +0000
committerTim Angus <tim@ngus.net>2005-12-10 03:08:56 +0000
commit3b447421efc76ba76fbdae62f893fc6916af5433 (patch)
tree035963614a2e6333b6d38667b5142c2c0e7863c7 /ioq3-r437/src/server/sv_net_chan.c
parent08446c16acbbb9a9d12fccb21e27cfa29d076e77 (diff)
* Well I fucked that up then...
Diffstat (limited to 'ioq3-r437/src/server/sv_net_chan.c')
-rw-r--r--ioq3-r437/src/server/sv_net_chan.c207
1 files changed, 0 insertions, 207 deletions
diff --git a/ioq3-r437/src/server/sv_net_chan.c b/ioq3-r437/src/server/sv_net_chan.c
deleted file mode 100644
index d4607d33..00000000
--- a/ioq3-r437/src/server/sv_net_chan.c
+++ /dev/null
@@ -1,207 +0,0 @@
-/*
-===========================================================================
-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 Quake III Arena source code; if not, write to the Free Software
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
-===========================================================================
-*/
-
-#include "../qcommon/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;
-}
-