The Quake III Arena sources as originally released under the GPL license on August 20, 2005.
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code/server/sv_net_chan.c
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207
code/server/sv_net_chan.c
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include "../game/q_shared.h"
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#include "../qcommon/qcommon.h"
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#include "server.h"
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/*
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==============
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SV_Netchan_Encode
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// first four bytes of the data are always:
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long reliableAcknowledge;
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==============
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*/
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static void SV_Netchan_Encode( client_t *client, msg_t *msg ) {
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long reliableAcknowledge, i, index;
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byte key, *string;
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int srdc, sbit, soob;
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if ( msg->cursize < SV_ENCODE_START ) {
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return;
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}
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srdc = msg->readcount;
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sbit = msg->bit;
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soob = msg->oob;
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msg->bit = 0;
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msg->readcount = 0;
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msg->oob = 0;
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reliableAcknowledge = MSG_ReadLong(msg);
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msg->oob = soob;
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msg->bit = sbit;
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msg->readcount = srdc;
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string = (byte *)client->lastClientCommandString;
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index = 0;
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// xor the client challenge with the netchan sequence number
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key = client->challenge ^ client->netchan.outgoingSequence;
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for (i = SV_ENCODE_START; i < msg->cursize; i++) {
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// modify the key with the last received and with this message acknowledged client command
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if (!string[index])
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index = 0;
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if (string[index] > 127 || string[index] == '%') {
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key ^= '.' << (i & 1);
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}
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else {
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key ^= string[index] << (i & 1);
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}
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index++;
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// encode the data with this key
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*(msg->data + i) = *(msg->data + i) ^ key;
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}
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}
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/*
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==============
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SV_Netchan_Decode
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// first 12 bytes of the data are always:
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long serverId;
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long messageAcknowledge;
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long reliableAcknowledge;
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==============
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*/
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static void SV_Netchan_Decode( client_t *client, msg_t *msg ) {
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int serverId, messageAcknowledge, reliableAcknowledge;
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int i, index, srdc, sbit, soob;
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byte key, *string;
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srdc = msg->readcount;
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sbit = msg->bit;
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soob = msg->oob;
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msg->oob = 0;
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serverId = MSG_ReadLong(msg);
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messageAcknowledge = MSG_ReadLong(msg);
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reliableAcknowledge = MSG_ReadLong(msg);
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msg->oob = soob;
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msg->bit = sbit;
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msg->readcount = srdc;
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string = (byte *)client->reliableCommands[ reliableAcknowledge & (MAX_RELIABLE_COMMANDS-1) ];
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index = 0;
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//
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key = client->challenge ^ serverId ^ messageAcknowledge;
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for (i = msg->readcount + SV_DECODE_START; i < msg->cursize; i++) {
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// modify the key with the last sent and acknowledged server command
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if (!string[index])
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index = 0;
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if (string[index] > 127 || string[index] == '%') {
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key ^= '.' << (i & 1);
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}
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else {
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key ^= string[index] << (i & 1);
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}
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index++;
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// decode the data with this key
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*(msg->data + i) = *(msg->data + i) ^ key;
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}
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}
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/*
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=================
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SV_Netchan_TransmitNextFragment
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=================
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*/
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void SV_Netchan_TransmitNextFragment( client_t *client ) {
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Netchan_TransmitNextFragment( &client->netchan );
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if (!client->netchan.unsentFragments)
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{
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// make sure the netchan queue has been properly initialized (you never know)
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if (!client->netchan_end_queue) {
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Com_Error(ERR_DROP, "netchan queue is not properly initialized in SV_Netchan_TransmitNextFragment\n");
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}
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// the last fragment was transmitted, check wether we have queued messages
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if (client->netchan_start_queue) {
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netchan_buffer_t *netbuf;
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Com_DPrintf("#462 Netchan_TransmitNextFragment: popping a queued message for transmit\n");
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netbuf = client->netchan_start_queue;
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SV_Netchan_Encode( client, &netbuf->msg );
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Netchan_Transmit( &client->netchan, netbuf->msg.cursize, netbuf->msg.data );
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// pop from queue
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client->netchan_start_queue = netbuf->next;
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if (!client->netchan_start_queue) {
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Com_DPrintf("#462 Netchan_TransmitNextFragment: emptied queue\n");
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client->netchan_end_queue = &client->netchan_start_queue;
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}
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else
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Com_DPrintf("#462 Netchan_TransmitNextFragment: remaining queued message\n");
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Z_Free(netbuf);
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}
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}
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}
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/*
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===============
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SV_Netchan_Transmit
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TTimo
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https://zerowing.idsoftware.com/bugzilla/show_bug.cgi?id=462
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if there are some unsent fragments (which may happen if the snapshots
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and the gamestate are fragmenting, and collide on send for instance)
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then buffer them and make sure they get sent in correct order
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================
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*/
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void SV_Netchan_Transmit( client_t *client, msg_t *msg) { //int length, const byte *data ) {
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MSG_WriteByte( msg, svc_EOF );
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if (client->netchan.unsentFragments) {
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netchan_buffer_t *netbuf;
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Com_DPrintf("#462 SV_Netchan_Transmit: unsent fragments, stacked\n");
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netbuf = (netchan_buffer_t *)Z_Malloc(sizeof(netchan_buffer_t));
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// store the msg, we can't store it encoded, as the encoding depends on stuff we still have to finish sending
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MSG_Copy(&netbuf->msg, netbuf->msgBuffer, sizeof( netbuf->msgBuffer ), msg);
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netbuf->next = NULL;
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// insert it in the queue, the message will be encoded and sent later
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*client->netchan_end_queue = netbuf;
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client->netchan_end_queue = &(*client->netchan_end_queue)->next;
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// emit the next fragment of the current message for now
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Netchan_TransmitNextFragment(&client->netchan);
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} else {
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SV_Netchan_Encode( client, msg );
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Netchan_Transmit( &client->netchan, msg->cursize, msg->data );
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}
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}
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/*
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=================
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Netchan_SV_Process
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=================
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*/
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qboolean SV_Netchan_Process( client_t *client, msg_t *msg ) {
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int ret;
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ret = Netchan_Process( &client->netchan, msg );
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if (!ret)
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return qfalse;
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SV_Netchan_Decode( client, msg );
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return qtrue;
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}
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