/* =========================================================================== 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 =========================================================================== */ // client.h -- primary header for client #pragma once #include "../qcommon/q_shared.h" #include "../qcommon/qcommon.h" #include "../cgame/tr_types.h" #include "../renderercommon/tr_public.h" #include "keys.h" #include "snd_public.h" #include "../cgame/cg_public.h" #include "../fgame/bg_public.h" #ifdef USE_CURL #include "cl_curl.h" #endif /* USE_CURL */ #ifdef USE_VOIP #include #endif // file full of random crap that gets used to create cl_guid #define QKEY_FILE "qkey" #define QKEY_SIZE 2048 #define RETRANSMIT_TIMEOUT 3000 // time between connection packet retransmits #ifdef __cplusplus extern "C" { #endif // snapshots are a view of the server at a given time typedef struct { qboolean valid; // cleared if delta parsing was invalid int snapFlags; // rate delayed and dropped commands int serverTime; // server time the message is valid for (in msec) int serverTimeResidual; int messageNum; // copied from netchan->incoming_sequence int deltaNum; // messageNum the delta is from int ping; // time from when cmdNum-1 was sent to time packet was reeceived byte areamask[MAX_MAP_AREA_BYTES]; // portalarea visibility bits int cmdNum; // the next cmdNum the server is expecting playerState_t ps; // complete information about the current player at this time int numEntities; // all of the entities that need to be presented int parseEntitiesNum; // at the time of this snapshot int serverCommandNum; // execute all commands up to this before // making the snapshot current int number_of_sounds; server_sound_t sounds[64]; } clSnapshot_t; /* ============================================================================= the clientActive_t structure is wiped completely at every new gamestate_t, potentially several times during an established connection ============================================================================= */ typedef struct { int p_cmdNumber; // cl.cmdNumber when packet was sent int p_serverTime; // usercmd->serverTime when packet was sent int p_realtime; // cls.realtime when packet was sent usereyes_t p_eyeinfo; // eyeInfo when packet was sent } outPacket_t; // the parseEntities array must be large enough to hold PACKET_BACKUP frames of // entities, so that when a delta compressed message arives from the server // it can be un-deltad from the original #define MAX_PARSE_ENTITIES 2048 extern int g_console_field_width; extern int g_console_charWidth; extern int g_console_charHeight; typedef struct { int timeoutcount; // it requres several frames in a timeout condition // to disconnect, preventing debugging breaks from // causing immediate disconnects on continue clSnapshot_t snap; // latest received from server int serverTime; // may be paused during play int oldServerTime; // to prevent time from flowing bakcwards int serverStartTime; int oldFrameServerTime; // to check tournament restarts int serverTimeDelta; // cl.serverTime = cls.realtime + cl.serverTimeDelta // this value changes as net lag varies qboolean extrapolatedSnapshot; // set if any cgame frame has been forced to extrapolate // cleared when CL_AdjustTimeDelta looks at it qboolean newSnapshots; // set on parse of any valid packet gameState_t gameState; // configstrings char mapname[MAX_QPATH]; // extracted from CS_SERVERINFO int parseEntitiesNum; // index (not anded off) into cl_parse_entities[] int mouseDx[2], mouseDy[2]; // added to by mouse events int mouseIndex; int mousex, mousey; unsigned int mouseButtons; int joystickAxis[MAX_JOYSTICK_AXIS]; // set by joystick events // cmds[cmdNumber] is the predicted command, [cmdNumber-1] is the last // properly generated command usercmd_t cmds[CMD_BACKUP]; // each mesage will send several old cmds int cmdNumber; // incremented each frame, because multiple // frames may need to be packed into a single packet outPacket_t outPackets[PACKET_BACKUP]; // information about each packet we have sent out // the client maintains its own idea of view angles, which are // sent to the server each frame. It is cleared to 0 upon entering each level. // the server sends a delta each frame which is added to the locally // tracked view angles to account for standing on rotating objects, // and teleport direction changes vec3_t viewangles; int serverId; // included in each client message so the server // can tell if it is for a prior map_restart // big stuff at end of structure so most offsets are 15 bits or less clSnapshot_t snapshots[PACKET_BACKUP]; entityState_t entityBaselines[MAX_GENTITIES]; // for delta compression when not in previous frame entityState_t parseEntities[MAX_PARSE_ENTITIES]; } clientActive_t; extern clientActive_t cl; /* ============================================================================= the clientConnection_t structure is wiped when disconnecting from a server, either to go to a full screen console, play a demo, or connect to a different server A connection can be to either a server through the network layer or a demo through a file. ============================================================================= */ #define MAX_TIMEDEMO_DURATIONS 4096 typedef struct { connstate_t state; // connection status int clientNum; int lastPacketSentTime; // for retransmits during connection int lastPacketTime; // for timeouts char servername[MAX_OSPATH]; // name of server from original connect (used by reconnect) netadr_t serverAddress; int connectTime; // for connection retransmits int connectStartTime; int connectPacketCount; // for display on connection dialog char serverMessage[MAX_STRING_TOKENS]; // for display on connection dialog int challenge; // from the server to use for connecting int checksumFeed; // from the server for checksum calculations // these are our reliable messages that go to the server int reliableSequence; int reliableAcknowledge; // the last one the server has executed char reliableCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS]; // server message (unreliable) and command (reliable) sequence // numbers are NOT cleared at level changes, but continue to // increase as long as the connection is valid // message sequence is used by both the network layer and the // delta compression layer int serverMessageSequence; // reliable messages received from server int serverCommandSequence; int lastExecutedServerCommand; // last server command grabbed or executed with CL_GetServerCommand char serverCommands[MAX_RELIABLE_COMMANDS][MAX_STRING_CHARS]; // file transfer from server fileHandle_t download; char downloadTempName[MAX_OSPATH]; char downloadName[MAX_OSPATH]; #ifdef USE_CURL qboolean cURLEnabled; qboolean cURLUsed; qboolean cURLDisconnected; char downloadURL[MAX_OSPATH]; CURL *downloadCURL; CURLM *downloadCURLM; #endif /* USE_CURL */ int sv_allowDownload; char sv_dlURL[MAX_CVAR_VALUE_STRING]; int downloadNumber; int downloadBlock; // block we are waiting for size_t downloadCount; // how many bytes we got size_t downloadSize; // how many bytes we got char downloadList[MAX_INFO_STRING]; // list of paks we need to download qboolean downloadRestart; // if true, we need to do another FS_Restart because we downloaded a pak // demo information char demoName[MAX_QPATH]; qboolean spDemoRecording; qboolean demorecording; qboolean demoplaying; qboolean demowaiting; // don't record until a non-delta message is received qboolean firstDemoFrameSkipped; fileHandle_t demofile; int timeDemoFrames; // counter of rendered frames int timeDemoStart; // cls.realtime before first frame int timeDemoBaseTime; // each frame will be at this time + frameNum * 50 int timeDemoLastFrame;// time the last frame was rendered int timeDemoMinDuration; // minimum frame duration int timeDemoMaxDuration; // maximum frame duration unsigned char timeDemoDurations[ MAX_TIMEDEMO_DURATIONS ]; // log of frame durations float aviVideoFrameRemainder; float aviSoundFrameRemainder; #ifdef USE_VOIP qboolean voipEnabled; qboolean voipCodecInitialized; // incoming data... // !!! FIXME: convert from parallel arrays to array of a struct. OpusDecoder *opusDecoder[MAX_CLIENTS]; byte voipIncomingGeneration[MAX_CLIENTS]; int voipIncomingSequence[MAX_CLIENTS]; float voipGain[MAX_CLIENTS]; qboolean voipIgnore[MAX_CLIENTS]; qboolean voipMuteAll; // outgoing data... // if voipTargets[i / 8] & (1 << (i % 8)), // then we are sending to clientnum i. uint8_t voipTargets[(MAX_CLIENTS + 7) / 8]; uint8_t voipFlags; OpusEncoder *opusEncoder; int voipOutgoingDataSize; int voipOutgoingDataFrames; int voipOutgoingSequence; byte voipOutgoingGeneration; byte voipOutgoingData[1024]; float voipPower; #endif #ifdef LEGACY_PROTOCOL qboolean compat; #endif // big stuff at end of structure so most offsets are 15 bits or less netchan_t netchan; } clientConnection_t; extern clientConnection_t clc; /* ================================================================== the clientStatic_t structure is never wiped, and is used even when no client connection is active at all ================================================================== */ typedef struct { netadr_t adr; int start; int time; char info[MAX_INFO_STRING]; } ping_t; typedef struct { netadr_t adr; char hostName[ MAX_NAME_LENGTH ]; char mapName[ MAX_NAME_LENGTH ]; char game[ MAX_NAME_LENGTH ]; char gameTypeString[ MAX_NAME_LENGTH ]; int netType; int gameType; int clients; int maxClients; int minPing; int maxPing; int ping; qboolean visible; } serverInfo_t; typedef struct { byte ip[4]; unsigned short port; } serverAddress_t; typedef struct { int startStage; int loading; int keyCatchers; qboolean vid_restart; qboolean cddialog; // bring up the cd needed dialog next frame qboolean no_menus; // when the server clears the hunk, all of these must be restarted qboolean rendererRegistered; qboolean cgameStarted; qboolean uiStarted; qboolean timeScaled; int framecount; int frametime; // msec since last frame float serverFrameTime; int realtime; // ignores pause int realFrametime; // ignoring pause, so console always works int numlocalservers; serverInfo_t localServers[ MAX_OTHER_SERVERS ]; qboolean bNewLocalServerInfo; int numglobalservers; serverInfo_t globalServers[MAX_GLOBAL_SERVERS]; // additional global servers int numGlobalServerAddresses; netadr_t globalServerAddresses[MAX_GLOBAL_SERVERS]; int numfavoriteservers; serverInfo_t favoriteServers[MAX_OTHER_SERVERS]; int nummplayerservers; serverInfo_t mplayerServers[MAX_OTHER_SERVERS]; int pingUpdateSource; // source currently pinging or updating int masterNum; // update server info netadr_t updateServer; char updateChallenge[MAX_TOKEN_CHARS]; char updateInfoString[MAX_INFO_STRING]; netadr_t authorizeServer; // rendering info glconfig_t glconfig; int total_tris; int total_verts; int total_texels; int world_tris; int world_verts; int character_lights; hdelement_t HudDrawElements[ MAX_HUDDRAW_ELEMENTS ]; clientAnim_t anim; stopWatch_t stopwatch; void* savedCgameState; size_t savedCgameStateSize; char gcdResponse[73]; // Added in 2.0 netprofclient_t netprofile; qhandle_t charSetShader; qhandle_t whiteShader; qhandle_t consoleShader; fontInfo_t consoleFont; } clientStatic_t; extern clientStatic_t cls; //============================================================================= //extern vm_t *cgvm; // interface to cgame dll or vm extern clientGameExport_t *cge; extern refexport_t re; // interface to refresh .dll extern qboolean scr_initialized; // // cvars // extern cvar_t *cl_nodelta; extern cvar_t *cl_debugMove; extern cvar_t *cl_noprint; extern cvar_t *cl_timegraph; extern cvar_t *cl_debuggraph; extern cvar_t *cl_timeout; extern cvar_t *cl_connect_timeout; extern cvar_t *cl_maxpackets; extern cvar_t *cl_packetdup; extern cvar_t *cl_shownet; extern cvar_t *cl_netprofile; extern cvar_t *cl_netprofileoverlay; extern cvar_t *cl_showSend; extern cvar_t *cl_timeNudge; extern cvar_t *cl_showTimeDelta; extern cvar_t *cl_freezeDemo; extern cvar_t *cl_yawspeed; extern cvar_t *cl_pitchspeed; extern cvar_t *cl_run; extern cvar_t *cl_anglespeedkey; extern cvar_t *cl_sensitivity; extern cvar_t *cl_freelook; extern cvar_t *cl_mouseAccel; extern cvar_t *cl_mouseAccelOffset; extern cvar_t *cl_mouseAccelStyle; extern cvar_t *cl_showMouseRate; extern cvar_t *cl_altbindings; extern cvar_t *cl_ctrlbindings; extern cvar_t *m_pitch; extern cvar_t *m_yaw; extern cvar_t *m_forward; extern cvar_t *m_side; extern cvar_t *m_filter; extern cvar_t *j_pitch; extern cvar_t *j_yaw; extern cvar_t *j_forward; extern cvar_t *j_side; extern cvar_t *j_up; extern cvar_t *j_pitch_axis; extern cvar_t *j_yaw_axis; extern cvar_t *j_forward_axis; extern cvar_t *j_side_axis; extern cvar_t *j_up_axis; extern cvar_t *cl_timedemo; extern cvar_t *cl_aviFrameRate; extern cvar_t *cl_aviMotionJpeg; extern cvar_t *cl_activeAction; extern cvar_t *cl_allowDownload; extern cvar_t *cl_downloadMethod; extern cvar_t *cl_conXOffset; extern cvar_t *cl_inGameVideo; extern cvar_t *cl_lanForcePackets; extern cvar_t *cl_langamerefreshstatus; extern cvar_t *cl_radar_icon_size; extern cvar_t *cl_radar_speak_time; extern cvar_t *cl_radar_blink_time; extern cvar_t *cl_autoRecordDemo; extern cvar_t *cl_r_fullscreen; extern cvar_t *cl_consoleKeys; #ifdef USE_MUMBLE extern cvar_t *cl_useMumble; extern cvar_t *cl_mumbleScale; #endif #ifdef USE_VOIP // cl_voipSendTarget is a string: "all" to broadcast to everyone, "none" to // send to no one, or a comma-separated list of client numbers: // "0,7,2,23" ... an empty string is treated like "all". extern cvar_t *cl_voipUseVAD; extern cvar_t *cl_voipVADThreshold; extern cvar_t *cl_voipSend; extern cvar_t *cl_voipSendTarget; extern cvar_t *cl_voipGainDuringCapture; extern cvar_t *cl_voipCaptureMult; extern cvar_t *cl_voipShowMeter; extern cvar_t *cl_voip; // 20ms at 48k #define VOIP_MAX_FRAME_SAMPLES ( 20 * 48 ) // 3 frame is 60ms of audio, the max opus will encode at once #define VOIP_MAX_PACKET_FRAMES 3 #define VOIP_MAX_PACKET_SAMPLES ( VOIP_MAX_FRAME_SAMPLES * VOIP_MAX_PACKET_FRAMES ) #endif extern cvar_t *cg_gametype; extern cvar_t* j_pitch; extern cvar_t* j_yaw; extern cvar_t* j_forward; extern cvar_t* j_side; extern cvar_t* j_up; extern cvar_t* j_pitch_axis; extern cvar_t* j_yaw_axis; extern cvar_t* j_forward_axis; extern cvar_t* j_side_axis; extern cvar_t* j_up_axis; //================================================= // // cl_main // void CL_Init (void); void CL_InitClientSavedData(void); void CL_AddReliableCommand(const char *cmd, qboolean isDisconnectCmd); void CL_StartHunkUsers( qboolean rendererOnly ); void CL_Connect( const char *server, netadrtype_t family ); void CL_Disconnect_f (void); void CL_GetChallengePacket (void); void CL_Vid_Restart_f( void ); void CL_Snd_Restart_f (void); const char *CL_ConfigString( int index ); void CL_StartDemoLoop( void ); void CL_NextDemo( void ); void CL_ReadDemoMessage( void ); void CL_StopRecord_f(void); void CL_InitDownloads(void); void CL_NextDownload(void); void CL_GetPing( int n, char *buf, int buflen, int *pingtime ); void CL_GetPingInfo( int n, char *buf, int buflen ); void CL_ClearPing( int n ); int CL_GetPingQueueCount( void ); void CL_ShutdownRef( void ); void CL_InitRef( void ); qboolean CL_CDKeyValidate( const char *key, const char *checksum ); int CL_ServerStatus( const char *serverAddress, char *serverStatusString, int maxLen ); void UI_ClearResource( void ); void UI_LoadResource( const char *name ); qboolean CL_CheckPaused(void); // // cl_input // typedef struct { int down[2]; // key nums holding it down unsigned downtime; // msec timestamp unsigned msec; // msec down this frame if both a down and up happened qboolean active; // current state qboolean wasPressed; // set when down, not cleared when up } kbutton_t; extern kbutton_t in_mlook, in_klook; extern kbutton_t in_strafe; extern kbutton_t in_speed; extern qboolean in_guimouse; void IN_ToggleMouse( void ); void IN_MouseOn( void ); void IN_MouseOff( void ); void CL_InitInput (void); void CL_ShutdownInput(void); void CL_SendCmd (void); void CL_ClearState (void); void CL_ReadPackets (void); void CL_WritePacket( void ); void IN_CenterView (void); void CL_VerifyCode( void ); float CL_KeyState (kbutton_t *key); const char *Key_KeynumToString( int keynum ); const char *Key_KeynumToBindString( int keynum ); void Key_GetKeysForCommand( const char *command, int *key1, int *key2 ); int Key_GetCatcher( void ); void Key_SetCatcher( int catcher ); void CL_EyeInfo(usereyes_t *info); // // cl_parse.c // extern int cl_connectedToPureServer; extern int cl_connectedToCheatServer; extern msg_t *cl_currentMSG; #ifdef USE_VOIP void CL_Voip_f( void ); #endif void CL_SystemInfoChanged( void ); void CL_ParseServerMessage( msg_t *msg ); int CL_MSG_ReadBits( int bits ); int CL_MSG_ReadChar( void ); int CL_MSG_ReadByte( void ); int CL_MSG_ReadSVC( void ); int CL_MSG_ReadShort( void ); int CL_MSG_ReadLong( void ); float CL_MSG_ReadFloat( void ); char *CL_MSG_ReadString( void ); char *CL_MSG_ReadStringLine( void ); float CL_MSG_ReadAngle8( void ); float CL_MSG_ReadAngle16( void ); void CL_MSG_ReadData( void *data, int len ); float CL_MSG_ReadCoord( void ); void CL_MSG_ReadDir( vec3_t dir ); //==================================================================== void CL_ServerInfoPacket( netadr_t from, msg_t *msg ); void CL_LocalServers_f( void ); void CL_GlobalServers_f( void ); void CL_FavoriteServers_f( void ); void CL_Ping_f( void ); void CL_SaveShot_f( void ); void CL_Dialog_f( void ); void CL_ServerRestarted( void ); qboolean CL_UpdateVisiblePings_f( int source ); // // console // void Con_DrawCharacter (int cx, int line, int num); void Con_CheckResize (void); void Con_Init (void); void Con_Shutdown (void); void Con_Clear_f (void); void Con_ToggleConsole_f (void); void Con_DrawNotify (void); void Con_ClearNotify (void); void Con_RunConsole (void); void Con_DrawConsole (void); void Con_PageUp( void ); void Con_PageDown( void ); void Con_Top( void ); void Con_Bottom( void ); // // cl_scrn.c // void SCR_Init (void); void SCR_DrawDebugGraph(void); void SCR_DrawScreenField(void); void SCR_UpdateScreen (void); void SCR_DebugGraph (float value); int SCR_GetBigStringWidth( const char *str ); // returns in virtual 640x480 coordinates void SCR_AdjustFrom640( float *x, float *y, float *w, float *h ); void SCR_FillRect( float x, float y, float width, float height, const float *color ); void SCR_DrawPic( float x, float y, float width, float height, qhandle_t hShader ); void SCR_DrawNamedPic( float x, float y, float width, float height, const char *picname ); void SCR_DrawBigString( int x, int y, const char *s, float alpha, qboolean noColorEscape ); // draws a string with embedded color control characters with fade void SCR_DrawBigStringColor( int x, int y, const char *s, vec4_t color, qboolean noColorEscape ); // ignores embedded color control characters void SCR_DrawSmallStringExt( int x, int y, const char *string, float *setColor, qboolean forceColor, qboolean noColorEscape ); void SCR_DrawSmallChar( int x, int y, int ch ); void UpdateStereoSide( stereoFrame_t s ); // // cl_cin.c // void CL_PlayCinematic_f( void ); void SCR_DrawCinematic (void); void SCR_RunCinematic (void); void SCR_StopCinematic (void); int CIN_PlayCinematic( const char *arg0, int xpos, int ypos, int width, int height, int bits); e_status CIN_StopCinematic(int handle); e_status CIN_RunCinematic (int handle); void CIN_DrawCinematic (int handle); void CIN_SetExtents (int handle, int x, int y, int w, int h); void CIN_SetLooping (int handle, qboolean loop); void CIN_UploadCinematic(int handle); void CIN_CloseAllVideos(void); // // cl_cgame.cpp // void CL_InitCGame( void ); void CL_InitCGameDLL( void ); void CL_ShutdownCGame( void ); qboolean CL_GameCommand( void ); void CL_CGameRendering( stereoFrame_t stereo ); void CL_CGame2D( stereoFrame_t stereo ); void CL_UpdateSnapFlags( void ); void CL_SetCGameTime( void ); void CL_FirstSnapshot( void ); void CL_ShaderStateChanged( void ); baseshader_t *CL_GetShaderPointer( int iShaderNum ); // // cl_ui.c // /* void CL_InitializeUI( void ); void CL_ShutdownUI( void ); int Key_GetCatcher( void ); void Key_SetCatcher( int catcher ); void LAN_LoadCachedServers( void ); void LAN_SaveServersToCache( void ); */ // // cl_net_chan.c // void CL_Netchan_Transmit( netchan_t *chan, msg_t* msg); //int length, const byte *data ); void CL_Netchan_TransmitNextFragment( netchan_t *chan ); qboolean CL_Netchan_Process( netchan_t *chan, msg_t *msg ); void CL_NET_OutOfBandPrint( netadr_t adr, const char* format, ... ); // // cl_avi.c // qboolean CL_OpenAVIForWriting( const char *filename ); void CL_TakeVideoFrame( void ); void CL_WriteAVIVideoFrame( const byte *imageBuffer, int size ); void CL_WriteAVIAudioFrame( const byte *pcmBuffer, int size ); qboolean CL_CloseAVI( void ); qboolean CL_VideoRecording( void ); // // cl_consolecmds.cpp // void CL_InitConsoleCommands( void ); #ifdef __cplusplus } #endif