diff options
author | Rene Stoeckel <[email protected]> | 2005-12-27 21:02:31 +0000 |
---|---|---|
committer | Rene Stoeckel <[email protected]> | 2005-12-27 21:02:31 +0000 |
commit | 9d4a45835aa0ecdf6c92c3cc1ac93e3526ba40e9 (patch) | |
tree | b0dc541e86f11ef2990bac8f362cb6971caec170 /src/jake2/server | |
parent | 90135445c8833ff11a31bf37fa09a0b265904b55 (diff) |
code cleanups and beautification
Diffstat (limited to 'src/jake2/server')
-rw-r--r-- | src/jake2/server/SV_ENTS.java | 57 | ||||
-rw-r--r-- | src/jake2/server/SV_MAIN.java | 204 |
2 files changed, 101 insertions, 160 deletions
diff --git a/src/jake2/server/SV_ENTS.java b/src/jake2/server/SV_ENTS.java index 6f4ca0f..0f32322 100644 --- a/src/jake2/server/SV_ENTS.java +++ b/src/jake2/server/SV_ENTS.java @@ -19,7 +19,9 @@ */ // Created on 17.01.2004 by RST. -// $Id: SV_ENTS.java,v 1.6 2005-12-03 19:46:17 salomo Exp $ + +// $Id: SV_ENTS.java,v 1.7 2005-12-27 21:02:30 salomo Exp $ + package jake2.server; import jake2.Defines; @@ -31,7 +33,7 @@ import java.io.IOException; public class SV_ENTS { - /* + /** * ============================================================================= * * Build a client frame structure @@ -49,11 +51,8 @@ public class SV_ENTS { * ============================================================================= */ - /* - * ============= SV_EmitPacketEntities - * + /** * Writes a delta update of an entity_state_t list to the message. - * ============= */ static void SV_EmitPacketEntities(client_frame_t from, client_frame_t to, sizebuf_t msg) { @@ -89,11 +88,11 @@ public class SV_ENTS { oldnum = oldent.number; } - if (newnum == oldnum) { // delta update from old position + if (newnum == oldnum) { + // delta update from old position // because the force parm is false, this will not result // in any bytes being emited if the entity has not changed at - // all - // note that players are always 'newentities', this updates + // all note that players are always 'newentities', this updates // their oldorigin always // and prevents warping MSG.WriteDeltaEntity(oldent, newent, msg, false, @@ -103,16 +102,16 @@ public class SV_ENTS { continue; } - if (newnum < oldnum) { // this is a new entity, send it from the - // baseline + if (newnum < oldnum) { + // this is a new entity, send it from the baseline MSG.WriteDeltaEntity(SV_INIT.sv.baselines[newnum], newent, msg, true, true); newindex++; continue; } - if (newnum > oldnum) { // the old entity isn't present in the new - // message + if (newnum > oldnum) { + // the old entity isn't present in the new message bits = Defines.U_REMOVE; if (oldnum >= 256) bits |= Defines.U_NUMBER16 | Defines.U_MOREBITS1; @@ -135,10 +134,8 @@ public class SV_ENTS { } - /* - * ============= SV_WritePlayerstateToClient - * - * ============= + /** + * Writes the status of a player to a client system. */ static void SV_WritePlayerstateToClient(client_frame_t from, client_frame_t to, sizebuf_t msg) { @@ -158,9 +155,7 @@ public class SV_ENTS { } else ops = from.ps; - // // determine what needs to be sent - // pflags = 0; if (ps.pmove.pm_type != ops.pmove.pm_type) @@ -220,15 +215,11 @@ public class SV_ENTS { pflags |= Defines.PS_WEAPONINDEX; - // // write it - // MSG.WriteByte(msg, Defines.svc_playerinfo); MSG.WriteShort(msg, pflags); - // // write the pmove_state_t - // if ((pflags & Defines.PS_M_TYPE) != 0) MSG.WriteByte(msg, ps.pmove.pm_type); @@ -259,9 +250,7 @@ public class SV_ENTS { MSG.WriteShort(msg, ps.pmove.delta_angles[2]); } - // // write the rest of the player_state_t - // if ((pflags & Defines.PS_VIEWOFFSET) != 0) { MSG.WriteChar(msg, ps.viewoffset[0] * 4); MSG.WriteChar(msg, ps.viewoffset[1] * 4); @@ -316,8 +305,8 @@ public class SV_ENTS { MSG.WriteShort(msg, ps.stats[i]); } - /* - * ================== SV_WriteFrameToClient ================== + /** + * Writes a frame to a client system. */ public static void SV_WriteFrameToClient(client_t client, sizebuf_t msg) { //ptr @@ -359,8 +348,10 @@ public class SV_ENTS { SV_EmitPacketEntities(oldframe, frame, msg); } - /** The client will interpolate the view position, so we can't use a single - * PVS point. */ + /** + * The client will interpolate the view position, so we can't use a single + * PVS point. + */ public static void SV_FatPVS(float[] org) { int leafs[] = new int[64]; int i, j, count; @@ -472,7 +463,7 @@ public class SV_ENTS { continue; // ignore if not touching a PV leaf - // check area + // check area if (ent != clent) { if (!CM.CM_AreasConnected(clientarea, ent.areanum)) { // doors can legally straddle two areas, so we may need to check another one @@ -543,11 +534,9 @@ public class SV_ENTS { } } - /* - * ================== SV_RecordDemoMessage - * + /** * Save everything in the world out without deltas. Used for recording - * footage for merged or assembled demos ================== + * footage for merged or assembled demos. */ public static void SV_RecordDemoMessage() { int e; diff --git a/src/jake2/server/SV_MAIN.java b/src/jake2/server/SV_MAIN.java index e9b876e..e325aef 100644 --- a/src/jake2/server/SV_MAIN.java +++ b/src/jake2/server/SV_MAIN.java @@ -19,7 +19,7 @@ */ // Created on 13.01.2004 by RST. -// $Id: SV_MAIN.java,v 1.14 2005-12-18 22:10:13 cawe Exp $ +// $Id: SV_MAIN.java,v 1.15 2005-12-27 21:02:30 salomo Exp $ package jake2.server; import jake2.Defines; @@ -34,10 +34,11 @@ import java.io.IOException; public class SV_MAIN { - public static netadr_t master_adr[] = new netadr_t[Defines.MAX_MASTERS]; // address - // of - // group - // servers + /** Addess of group servers.*/ + public static netadr_t master_adr[] = new netadr_t[Defines.MAX_MASTERS]; + + + static { for (int i = 0; i < Defines.MAX_MASTERS; i++) { master_adr[i] = new netadr_t(); @@ -85,24 +86,16 @@ public class SV_MAIN { public static cvar_t sv_reconnect_limit; // minimum seconds between connect // messages - //============================================================================ - - /* - * ================ Master_Heartbeat - * + /** * Send a message to the master every few minutes to let it know we are - * alive, and log information ================ + * alive, and log information. */ public static final int HEARTBEAT_SECONDS = 300; - //============================================================================ - - /* - * ===================== SV_DropClient - * + /** * Called when the player is totally leaving the server, either willingly or * unwillingly. This is NOT called if the entire server is quiting or - * crashing. ===================== + * crashing. */ public static void SV_DropClient(client_t drop) { // add the disconnect @@ -123,19 +116,15 @@ public class SV_MAIN { drop.name = ""; } - /* - * ============================================================================== + + /* ============================================================================== * * CONNECTIONLESS COMMANDS * - * ============================================================================== - */ - - /* - * =============== SV_StatusString - * - * Builds the string that is sent as heartbeats and status replies - * =============== + * ==============================================================================*/ + + /** + * Builds the string that is sent as heartbeats and status replies. */ public static String SV_StatusString() { String player; @@ -167,31 +156,25 @@ public class SV_MAIN { return status; } - /* - * ================ SVC_Status - * - * Responds with all the info that qplug or qspy can see ================ + /** + * Responds with all the info that qplug or qspy can see */ public static void SVC_Status() { Netchan.OutOfBandPrint(Defines.NS_SERVER, Globals.net_from, "print\n" + SV_StatusString()); } - /* - * ================ SVC_Ack - * - * ================ + /** + * SVC_Ack */ public static void SVC_Ack() { Com.Printf("Ping acknowledge from " + NET.AdrToString(Globals.net_from) + "\n"); } - /* - * ================ SVC_Info - * - * Responds with short info for broadcast scans The second parameter should - * be the current protocol version number. ================ + /** + * SVC_Info, responds with short info for broadcast scans The second parameter should + * be the current protocol version number. */ public static void SVC_Info() { String string; @@ -219,22 +202,18 @@ public class SV_MAIN { + string); } - /* - * ================ SVC_Ping - * - * Just responds with an acknowledgement ================ + /** + * SVC_Ping, Just responds with an acknowledgement. */ public static void SVC_Ping() { Netchan.OutOfBandPrint(Defines.NS_SERVER, Globals.net_from, "ack"); } - /* - * ================= SVC_GetChallenge - * + /** * Returns a challenge number that can be used in a subsequent * client_connect command. We do this to prevent denial of service attacks * that flood the server with invalid connection IPs. With a challenge, they - * must give a valid IP address. ================= + * must give a valid IP address. */ public static void SVC_GetChallenge() { int i; @@ -268,10 +247,8 @@ public class SV_MAIN { "challenge " + SV_INIT.svs.challenges[i].challenge); } - /* - * ================== SVC_DirectConnect - * - * A connection request that did not come from the master ================== + /** + * A connection request that did not come from the master. */ public static void SVC_DirectConnect() { String userinfo; @@ -279,8 +256,6 @@ public class SV_MAIN { int i; client_t cl; - edict_t ent; - int edictnum; int version; int qport; @@ -300,11 +275,8 @@ public class SV_MAIN { int challenge = Lib.atoi(Cmd.Argv(3)); userinfo = Cmd.Argv(4); - //userinfo[sizeof(userinfo) - 1] = 0; - // force the IP key/value pair so the game can filter based on ip - userinfo = Info.Info_SetValueForKey1(userinfo, "ip", NET - .AdrToString(Globals.net_from)); + userinfo = Info.Info_SetValueForKey(userinfo, "ip", NET.AdrToString(Globals.net_from)); // attractloop servers are ONLY for local clients if (SV_INIT.sv.attractloop) { @@ -375,20 +347,26 @@ public class SV_MAIN { gotnewcl(index, challenge, userinfo, adr, qport); } + /** + * Initializes player structures after successfull connection. + */ public static void gotnewcl(int i, int challenge, String userinfo, netadr_t adr, int qport) { // build a new connection // accept the new client // this is the only place a client_t is ever initialized - //*newcl = temp; SV_MAIN.sv_client = SV_INIT.svs.clients[i]; - //edictnum = (newcl-svs.clients)+1; + int edictnum = i + 1; + edict_t ent = GameBase.g_edicts[edictnum]; SV_INIT.svs.clients[i].edict = ent; - SV_INIT.svs.clients[i].challenge = challenge; // save challenge for - // checksumming + + // save challenge for checksumming + SV_INIT.svs.clients[i].challenge = challenge; + + // get the game a chance to reject this connection or modify the // userinfo @@ -411,21 +389,24 @@ public class SV_MAIN { // send the connect packet to the client Netchan.OutOfBandPrint(Defines.NS_SERVER, adr, "client_connect"); - Netchan.Setup(Defines.NS_SERVER, SV_INIT.svs.clients[i].netchan, adr, - qport); + Netchan.Setup(Defines.NS_SERVER, SV_INIT.svs.clients[i].netchan, adr, qport); SV_INIT.svs.clients[i].state = Defines.cs_connected; SZ.Init(SV_INIT.svs.clients[i].datagram, SV_INIT.svs.clients[i].datagram_buf, SV_INIT.svs.clients[i].datagram_buf.length); + SV_INIT.svs.clients[i].datagram.allowoverflow = true; - SV_INIT.svs.clients[i].lastmessage = SV_INIT.svs.realtime; // don't - // timeout + SV_INIT.svs.clients[i].lastmessage = SV_INIT.svs.realtime; // don't timeout SV_INIT.svs.clients[i].lastconnect = SV_INIT.svs.realtime; Com.DPrintf("new client added.\n"); } + + /** + * Checks if the rcon password is corect. + */ public static int Rcon_Validate() { if (0 == SV_MAIN.rcon_password.string.length()) return 0; @@ -478,12 +459,10 @@ public class SV_MAIN { Com.EndRedirect(); } - /* - * ================= SV_ConnectionlessPacket - * + /** * A connectionless packet has four leading 0xff characters to distinguish * it from a game channel. Clients that are in the game can still send - * connectionless packets. ================= + * connectionless packets. It is used also by rcon commands. */ public static void SV_ConnectionlessPacket() { String s; @@ -497,8 +476,9 @@ public class SV_MAIN { Cmd.TokenizeString(s.toCharArray(), false); c = Cmd.Argv(0); - //Com.Printf("Packet " + NET.AdrToString(Netchan.net_from) + " : " + c - // + "\n"); + + //for debugging purposes + //Com.Printf("Packet " + NET.AdrToString(Netchan.net_from) + " : " + c + "\n"); //Com.Printf(Lib.hexDump(net_message.data, 64, false) + "\n"); if (0 == Lib.strcmp(c, "ping")) @@ -523,12 +503,8 @@ public class SV_MAIN { } } - //============================================================================ - - /* - * =================== SV_CalcPings - * - * Updates the cl.ping variables =================== + /** + * Updates the cl.ping variables. */ public static void SV_CalcPings() { int i, j; @@ -558,12 +534,9 @@ public class SV_MAIN { } } - /* - * =================== SV_GiveMsec - * + /** * Every few frames, gives all clients an allotment of milliseconds for * their command moves. If they exceed it, assume cheating. - * =================== */ public static void SV_GiveMsec() { int i; @@ -581,8 +554,8 @@ public class SV_MAIN { } } - /* - * ================= SV_ReadPackets ================= + /** + * Reads packets from the network or loopback. */ public static void SV_ReadPackets() { int i; @@ -638,16 +611,14 @@ public class SV_MAIN { } } - /* - * ================== SV_CheckTimeouts - * + /** * If a packet has not been received from a client for timeout.value * seconds, drop the conneciton. Server frames are used instead of realtime * to avoid dropping the local client while debugging. * * When a client is normally dropped, the client_t goes into a zombie state * for a few seconds to make sure any final reliable message gets resent if - * necessary ================== + * necessary. */ public static void SV_CheckTimeouts() { int i; @@ -678,11 +649,11 @@ public class SV_MAIN { } } - /* - * ================ SV_PrepWorldFrame + /** + * SV_PrepWorldFrame * * This has to be done before the world logic, because player processing - * happens outside RunWorldFrame ================ + * happens outside RunWorldFrame. */ public static void SV_PrepWorldFrame() { edict_t ent; @@ -696,8 +667,8 @@ public class SV_MAIN { } - /* - * ================= SV_RunGameFrame ================= + /** + * SV_RunGameFrame. */ public static void SV_RunGameFrame() { if (Globals.host_speeds.value != 0) @@ -727,10 +698,8 @@ public class SV_MAIN { } - /* - * ================== SV_Frame - * - * ================== + /** + * SV_Frame. */ public static void SV_Frame(long msec) { Globals.time_before_game = Globals.time_after_game = 0; @@ -767,11 +736,9 @@ public class SV_MAIN { } // update ping based on the last known frame from all clients - //TODO: dont need yet SV_CalcPings(); // give the clients some timeslices - //TODO: dont need yet SV_GiveMsec(); // let everything in the world think and move @@ -781,11 +748,9 @@ public class SV_MAIN { SV_SEND.SV_SendClientMessages(); // save the entire world state if recording a serverdemo - //TODO: dont need yet - //SV_WORLD.SV_RecordDemoMessage(); + SV_ENTS.SV_RecordDemoMessage(); // send a heartbeat to the master if needed - //TODO: dont need yet Master_Heartbeat(); // clear teleport flags, etc for next frame @@ -826,11 +791,10 @@ public class SV_MAIN { SV_MAIN.master_adr[i], "heartbeat\n" + string); } } + - /* - * ================= Master_Shutdown - * - * Informs all masters that this server is going down ================= + /** + * Master_Shutdown, Informs all masters that this server is going down. */ public static void Master_Shutdown() { int i; @@ -853,14 +817,11 @@ public class SV_MAIN { SV_MAIN.master_adr[i], "shutdown"); } } + - //============================================================================ - - /* - * ================= SV_UserinfoChanged - * + /** * Pull specific info from a newly changed userinfo string into a more C - * freindly form. ================= + * freindly form. */ public static void SV_UserinfoChanged(client_t cl) { String val; @@ -897,11 +858,7 @@ public class SV_MAIN { } - //============================================================================ - - /* - * =============== SV_Init - * + /** * Only called at quake2.exe startup, not for each game =============== */ public static void SV_Init() { @@ -952,13 +909,11 @@ public class SV_MAIN { Globals.net_message_buffer.length); } - /* - * ================== SV_FinalMessage - * + /** * Used by SV_Shutdown to send a final message to all connected clients * before the server goes down. The messages are sent immediately, not just * stuck on the outgoing message list, because the server is going to - * totally exit after returning from this function. ================== + * totally exit after returning from this function. */ public static void SV_FinalMessage(String message, boolean reconnect) { int i; @@ -991,11 +946,8 @@ public class SV_MAIN { } } - /* - * ================ SV_Shutdown - * - * Called when each game quits, before Sys_Quit or Sys_Error - * ================ + /** + * Called when each game quits, before Sys_Quit or Sys_Error. */ public static void SV_Shutdown(String finalmsg, boolean reconnect) { if (SV_INIT.svs.clients != null) |