// client processing of the incoming network stream #include "pch.h" #include "cube.h" #include "bot/bot.h" extern bool c2sinit, senditemstoserver; extern string clientpassword; void neterr(const char *s) { conoutf("\f3illegal network message (%s)", s); disconnect(); } VARP(autogetmap, 0, 1, 1); void changemapserv(char *name, int mode, bool download) // forced map change from the server { gamemode = mode; if(m_demo) return; if(!load_world(name) && download) { if(securemapcheck(name, false)) return; if(autogetmap) getmap(); else conoutf("\"getmap\" to download the current map from the server"); } } // update the position of other clients in the game in our world // don't care if he's in the scenery or other players, // just don't overlap with our client void updatepos(playerent *d) { const float r = player1->radius+d->radius; const float dx = player1->o.x-d->o.x; const float dy = player1->o.y-d->o.y; const float dz = player1->o.z-d->o.z; const float rz = player1->aboveeye+d->dyneyeheight(); const float fx = (float)fabs(dx), fy = (float)fabs(dy), fz = (float)fabs(dz); if(fxstate!=CS_DEAD) { if(fxo.y += dy<0 ? r-fy : -(r-fy); // push aside else d->o.x += dx<0 ? r-fx : -(r-fx); } } void updatelagtime(playerent *d) { int lagtime = lastmillis-d->lastupdate; if(lagtime) { if(d->state!=CS_SPAWNING && d->lastupdate) d->plag = (d->plag*5+lagtime)/6; d->lastupdate = lastmillis; } } extern void trydisconnect(); void parsepositions(ucharbuf &p) { int type; while(p.remaining()) switch(type = getint(p)) { case SV_POS: // position of another client { int cn = getint(p); vec o, vel; float yaw, pitch, roll; o.x = getuint(p)/DMF; o.y = getuint(p)/DMF; o.z = getuint(p)/DMF; yaw = (float)getuint(p); pitch = (float)getint(p); roll = (float)getint(p); vel.x = getint(p)/DVELF; vel.y = getint(p)/DVELF; vel.z = getint(p)/DVELF; int f = getuint(p), seqcolor = (f>>6)&1; playerent *d = getclient(cn); if(!d || seqcolor!=(d->lifesequence&1)) continue; vec oldpos(d->o); float oldyaw = d->yaw, oldpitch = d->pitch; d->o = o; d->yaw = yaw; d->pitch = pitch; d->roll = roll; d->vel = vel; d->strafe = (f&3)==3 ? -1 : f&3; f >>= 2; d->move = (f&3)==3 ? -1 : f&3; f >>= 2; d->onfloor = f&1; f >>= 1; d->onladder = f&1; f >>= 2; updatecrouch(d, f&1); updatepos(d); updatelagtime(d); extern int smoothmove, smoothdist; if(smoothmove && d->smoothmillis>=0 && oldpos.dist(d->o) < smoothdist) { d->newpos = d->o; d->newyaw = d->yaw; d->newpitch = d->pitch; d->o = oldpos; d->yaw = oldyaw; d->pitch = oldpitch; (d->deltapos = oldpos).sub(d->newpos); d->deltayaw = oldyaw - d->newyaw; if(d->deltayaw > 180) d->deltayaw -= 360; else if(d->deltayaw < -180) d->deltayaw += 360; d->deltapitch = oldpitch - d->newpitch; d->smoothmillis = lastmillis; } else d->smoothmillis = 0; if(d->state==CS_LAGGED || d->state==CS_SPAWNING) d->state = CS_ALIVE; // when playing a demo spectate first player we know about if(player1->isspectating() && player1->spectatemode==SM_NONE) togglespect(); break; } default: neterr("type"); return; } } void parsemessages(int cn, playerent *d, ucharbuf &p) { static char text[MAXTRANS]; int type, joining = 0; bool mapchanged = false, demoplayback = false; while(p.remaining()) switch(type = getint(p)) { case SV_INITS2C: // welcome messsage from the server { int mycn = getint(p), prot = getint(p); if(prot!=PROTOCOL_VERSION) { conoutf("you are using a different game protocol (you: %d, server: %d)", PROTOCOL_VERSION, prot); disconnect(); return; } player1->clientnum = mycn; // we are now fully connected joining = getint(p); if(getint(p) > 0) conoutf("INFO: this server is password protected"); if(joining<0 && getclientmap()[0]) // we are the first client on this server, set map { nextmode = gamemode; changemap(getclientmap()); } break; } case SV_CLIENT: { int cn = getint(p), len = getuint(p); ucharbuf q = p.subbuf(len); parsemessages(cn, getclient(cn), q); break; } case SV_SOUND: playsound(getint(p), !d ? NULL : d); break; case SV_VOICECOMTEAM: { playerent *d = getclient(getint(p)); if(d) d->lastvoicecom = lastmillis; playsound(getint(p), SP_HIGH); break; } case SV_VOICECOM: { playsound(getint(p), SP_HIGH); if(d) d->lastvoicecom = lastmillis; break; } case SV_TEAMTEXT: { int cn = getint(p); getstring(text, p); filtertext(text, text); playerent *d = getclient(cn); if(!d) break; conoutf("%s:\f1 %s", colorname(d), text); break; } case SV_TEXT: if(cn == -1) { getstring(text, p); conoutf("MOTD:"); conoutf("\f4%s", text); } else if(d) { getstring(text, p); filtertext(text, text); conoutf("%s:\f0 %s", colorname(d), text); } else return; break; case SV_MAPCHANGE: { getstring(text, p); int mode = getint(p); bool downloadable = getint(p) > 0; changemapserv(text, mode, downloadable); if(m_arena && joining>2) deathstate(player1); mapchanged = true; break; } case SV_ITEMLIST: { int n; if(mapchanged) { senditemstoserver = false; resetspawns(); } while((n = getint(p))!=-1) if(mapchanged) setspawn(n, true); break; } case SV_MAPRELOAD: // server requests next map { getint(p); s_sprintfd(nextmapalias)("nextmap_%s", getclientmap()); const char *map = getalias(nextmapalias); // look up map in the cycle changemap(map ? map : getclientmap()); break; } case SV_INITC2S: // another client either connected or changed name/team { d = newclient(cn); getstring(text, p); filtertext(text, text, false, MAXNAMELEN); if(!text[0]) s_strcpy(text, "unarmed"); if(d->name[0]) // already connected { if(strcmp(d->name, text)) conoutf("%s is now known as %s", colorname(d, 0), colorname(d, 1, text)); } else // new client { c2sinit = false; // send new players my info again conoutf("connected: %s", colorname(d, 0, text)); } s_strncpy(d->name, text, MAXNAMELEN+1); getstring(text, p); filtertext(d->team, text, false, MAXTEAMLEN); setskin(d, getint(p)); if(m_ctf) loopi(2) { flaginfo &f = flaginfos[i]; if(!f.actor) f.actor = getclient(f.actor_cn); } break; } case SV_CDIS: { int cn = getint(p); playerent *d = getclient(cn); if(!d) break; if(d->name[0]) conoutf("player %s disconnected", colorname(d)); zapplayer(players[cn]); break; } case SV_EDITMODE: { int val = getint(p); if(!d) break; if(val) d->state = CS_EDITING; else d->state = CS_ALIVE; break; } case SV_SPAWN: { int ls = getint(p), gunselect = getint(p); if(!d) break; d->respawn(); d->spawnstate(gamemode); d->lifesequence = ls; d->state = CS_SPAWNING; d->selectweapon(gunselect); break; } case SV_SPAWNSTATE: { if(editmode) toggleedit(); showscores(false); setscope(false); player1->respawn(); player1->lifesequence = getint(p); player1->health = getint(p); player1->armour = getint(p); player1->setprimary(getint(p)); player1->selectweapon(getint(p)); loopi(NUMGUNS) player1->ammo[i] = getint(p); loopi(NUMGUNS) player1->mag[i] = getint(p); player1->state = CS_ALIVE; findplayerstart(player1); if(player1->skin!=player1->nextskin) setskin(player1, player1->nextskin); if(m_arena) { conoutf("new round starting... fight!"); if(m_botmode) BotManager.RespawnBots(); } addmsg(SV_SPAWN, "rii", player1->lifesequence, player1->weaponsel->type); break; } case SV_SHOTFX: { int scn = getint(p), gun = getint(p); vec from, to; loopk(3) from[k] = getint(p)/DMF; loopk(3) to[k] = getint(p)/DMF; playerent *s = getclient(scn); if(!s || !weapon::valid(gun)) break; if(gun==GUN_SHOTGUN) createrays(from, to); s->lastaction = lastmillis; s->mag[gun]--; if(s->weapons[gun]) { s->lastattackweapon = s->weapons[gun]; s->weapons[gun]->attackfx(from, to, -1); } break; } case SV_THROWNADE: { vec from, to; loopk(3) from[k] = getint(p)/DMF; loopk(3) to[k] = getint(p)/DMF; int nademillis = getint(p); if(!d) break; d->lastaction = lastmillis; d->lastattackweapon = d->weapons[GUN_GRENADE]; if(d->weapons[GUN_GRENADE]) d->weapons[GUN_GRENADE]->attackfx(from, to, nademillis); break; } case SV_RELOAD: { int cn = getint(p), gun = getint(p); playerent *p = cn==getclientnum() ? player1 : getclient(cn); if(!p || p==player1) break; int bullets = magsize(gun)-p->mag[gun]; p->ammo[gun] -= bullets; p->mag[gun] += bullets; break; } case SV_GIBDAMAGE: case SV_DAMAGE: { int tcn = getint(p), acn = getint(p), damage = getint(p), armour = getint(p), health = getint(p); playerent *target = tcn==getclientnum() ? player1 : getclient(tcn), *actor = acn==getclientnum() ? player1 : getclient(acn); if(!target || !actor) break; target->armour = armour; target->health = health; dodamage(damage, target, actor, type==SV_GIBDAMAGE, false); break; } case SV_HITPUSH: { int gun = getint(p), damage = getint(p); vec dir; loopk(3) dir[k] = getint(p)/DNF; player1->hitpush(damage, dir, NULL, gun); break; } case SV_GIBDIED: case SV_DIED: { int vcn = getint(p), acn = getint(p), frags = getint(p); playerent *victim = vcn==getclientnum() ? player1 : getclient(vcn), *actor = acn==getclientnum() ? player1 : getclient(acn); if(!actor) break; actor->frags = frags; if(!victim) break; dokill(victim, actor, type==SV_GIBDIED); break; } case SV_RESUME: { loopi(MAXCLIENTS) { int cn = getint(p); if(cn<0) break; int state = getint(p), lifesequence = getint(p), gunselect = getint(p), flagscore = getint(p), frags = getint(p), deaths = getint(p); bool equip = getint(p) > 0; playerent *d = (cn == getclientnum() ? player1 : newclient(cn)); if(!d) continue; if(d!=player1) d->state = state; d->lifesequence = lifesequence; d->selectweapon(gunselect); d->flagscore = flagscore; d->frags = frags; d->deaths = deaths; if(equip) { d->health = getint(p); d->armour = getint(p); loopi(NUMGUNS) d->ammo[i] = getint(p); loopi(NUMGUNS) d->mag[i] = getint(p); } } break; } case SV_ITEMSPAWN: { int i = getint(p); setspawn(i, true); break; } case SV_ITEMACC: { int i = getint(p), cn = getint(p); playerent *d = cn==getclientnum() ? player1 : getclient(cn); pickupeffects(i, d); break; } case SV_EDITH: // coop editing messages, should be extended to include all possible editing ops case SV_EDITT: case SV_EDITS: case SV_EDITD: case SV_EDITE: { int x = getint(p); int y = getint(p); int xs = getint(p); int ys = getint(p); int v = getint(p); block b = { x, y, xs, ys }; switch(type) { case SV_EDITH: editheightxy(v!=0, getint(p), b); break; case SV_EDITT: edittexxy(v, getint(p), b); break; case SV_EDITS: edittypexy(v, b); break; case SV_EDITD: setvdeltaxy(v, b); break; case SV_EDITE: editequalisexy(v!=0, b); break; } break; } case SV_EDITENT: // coop edit of ent { uint i = getint(p); while((uint)ents.length()<=i) ents.add().type = NOTUSED; int to = ents[i].type; ents[i].type = getint(p); ents[i].x = getint(p); ents[i].y = getint(p); ents[i].z = getint(p); ents[i].attr1 = getint(p); ents[i].attr2 = getint(p); ents[i].attr3 = getint(p); ents[i].attr4 = getint(p); ents[i].spawned = false; if(ents[i].type==LIGHT || to==LIGHT) calclight(); break; } case SV_PONG: { int millis = getint(p); addmsg(SV_CLIENTPING, "i", player1->ping = (player1->ping*5+lastmillis-millis)/6); break; } case SV_CLIENTPING: if(!d) return; d->ping = getint(p); break; case SV_GAMEMODE: nextmode = getint(p); break; case SV_TIMEUP: timeupdate(getint(p)); break; case SV_WEAPCHANGE: { if(!d) return; d->selectweapon(getint(p)); break; } case SV_SERVMSG: getstring(text, p); conoutf("%s", text); break; case SV_FLAGINFO: { int flag = getint(p); if(flag<0 || flag>1) return; flaginfo &f = flaginfos[flag]; f.state = getint(p); int action = getint(p); switch(f.state) { case CTFF_STOLEN: { flagstolen(flag, action, getint(p)); break; } case CTFF_DROPPED: { short x = (ushort) (getint(p)/DMF); short y = (ushort) (getint(p)/DMF); short z = ((ushort) (getint(p)/DMF))-((short)player1->eyeheight); // correct z offset, assumes all players do have the same eyeheight flagdropped(flag, action, x, y, z); break; } case CTFF_INBASE: { int actor = -1; if(action == SV_FLAGRETURN) actor = getint(p); flaginbase(flag, action, actor); break; } } break; } case SV_FLAGS: { if(!d) return; d->flagscore = getint(p); break; } case SV_ARENAWIN: { int acn = getint(p); playerent *alive = acn<0 ? NULL : (acn==getclientnum() ? player1 : getclient(acn)); conoutf("arena round is over! next round in 5 seconds..."); if(m_botmode && acn==-2) conoutf("the bots have won the round!"); else if(!alive) conoutf("everyone died!"); else if(m_teammode) conoutf("team %s has won the round!", alive->team); else if(alive==player1) conoutf("you are the survivor!"); else conoutf("%s is the survivor!", colorname(alive)); break; } case SV_FORCEDEATH: { int cn = getint(p); playerent *d = cn==getclientnum() ? player1 : newclient(cn); if(!d) break; deathstate(d); break; } case SV_SERVOPINFO: { loopv(players) { if(players[i]) players[i]->clientrole = CR_DEFAULT; } player1->clientrole = CR_DEFAULT; int cl = getint(p), r = getint(p); if(cl >= 0 && r >= 0) { playerent *pl = (cl == getclientnum() ? player1 : newclient(cl)); if(pl) { pl->clientrole = r; if(pl->name[0]) conoutf("%s claimed %s status", pl == player1 ? "you" : colorname(pl), r == CR_ADMIN ? "admin" : "master"); } } break; } case SV_FORCETEAM: { int team = getint(p); bool respawn = getint(p) == 1; changeteam(team, respawn); break; } case SV_AUTOTEAM: autoteambalance = 1 == getint(p); break; case SV_CALLVOTE: { int type = getint(p); if(type < 0 || type >= SA_NUM || !d) return; votedisplayinfo *v = NULL; string a; switch(type) { case SA_MAP: getstring(text, p); itoa(a, getint(p)); v = newvotedisplayinfo(d, type, text, a); break; default: itoa(a, getint(p)); v = newvotedisplayinfo(d, type, a, NULL); break; } displayvote(v); break; } case SV_CALLVOTESUC: callvotesuc(); break; case SV_CALLVOTEERR: callvoteerr(getint(p)); break; case SV_VOTE: votecount(getint(p)); break; case SV_VOTERESULT: voteresult(getint(p)); break; case SV_WHOISINFO: { int cn = getint(p); playerent *pl = cn == getclientnum() ? player1 : getclient(cn); int ip = getint(p); if((ip>>16&0xFF) > 0 && (ip>>24&0xFF) > 0) conoutf("WHOIS client %d:\n\f5name\t%s\n\f5IP\t%d.%d.%d.%d", cn, pl ? colorname(pl) : "", ip&0xFF, ip>>8&0xFF, ip>>16&0xFF, ip>>24&0xFF); // full IP else conoutf("WHOIS client %d:\n\f5name\t%s\n\f5IP\t%d.%d.x.x", cn, pl ? colorname(pl) : "", ip&0xFF, ip>>8&0xFF); // censored IP break; } case SV_SENDDEMOLIST: { int demos = getint(p); if(!demos) conoutf("no demos available"); else loopi(demos) { getstring(text, p); conoutf("%d. %s", i+1, text); } break; } case SV_DEMOPLAYBACK: { demoplayback = getint(p)!=0; if(demoplayback) { player1->state = CS_SPECTATE; player1->spectatemode = SM_NONE; } else { // cleanups loopv(players) zapplayer(players[i]); clearvote(); player1->state = CS_ALIVE; player1->spectatemode = SM_NONE; } break; } default: neterr("type"); return; } } void receivefile(uchar *data, int len) { ucharbuf p(data, len); int type = getint(p); data += p.length(); len -= p.length(); switch(type) { case SV_SENDDEMO: { s_sprintfd(fname)("demos/%d.dmo", lastmillis); path(fname); FILE *demo = openfile(fname, "wb"); if(!demo) return; conoutf("received demo \"%s\"", fname); fwrite(data, 1, len, demo); fclose(demo); break; } case SV_RECVMAP: { static char text[MAXTRANS]; getstring(text, p); conoutf("received map \"%s\" from server, reloading..", &text); int mapsize = getint(p); int cfgsize = getint(p); int size = mapsize + cfgsize; if(p.remaining() < size) { p.forceoverread(); break; } if(securemapcheck(text)) { p.len += size; break; } writemap(path(text), mapsize, &p.buf[p.len]); p.len += mapsize; writecfg(path(text), cfgsize, &p.buf[p.len]); p.len += cfgsize; changemapserv(text, gamemode); break; } } } void localservertoclient(int chan, uchar *buf, int len) // processes any updates from the server { ucharbuf p(buf, len); switch(chan) { case 0: parsepositions(p); break; case 1: parsemessages(-1, NULL, p); break; case 2: receivefile(p.buf, p.maxlen); break; } }