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/*
Copyright (C) 2003-2006 Andrey Nazarov

This program 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.

This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

*/

#define MVD_MAGIC   MakeLong( 'M', 'V', 'D', '2' )

#define MVD_DEBUG( s ) do { if( mvd_debug->integer ) \
    Com_Printf( S_COLOR_BLUE "%s: %s", __func__, s ); } while( 0 )

#define MVD_Malloc( size )     Z_TagMalloc( size, TAG_MVD )
#define MVD_Mallocz( size )     Z_TagMallocz( size, TAG_MVD )
#define MVD_CopyString( s )		Z_TagCopyString( s, TAG_MVD )

#define EDICT_MVDCL( ent )  (( udpClient_t * )( (ent)->client ))
#define CS_NUM( c, n )      ( ( char * )(c) + (n) * MAX_QPATH )

typedef enum {
    MVD_DEAD,       // not active at all
	MVD_CONNECTING, // connect() in progress
	MVD_CONNECTED,  // HTTP request sent
    MVD_CHECKING,   // got response, checking magic
    MVD_PREPARING,  // got magic, waiting for gamestate
    MVD_WAITING,    // stalled, buffering more data
    MVD_READING,    // actively running
	MVD_DISCONNECTED // disconnected, running until EOB
} mvdState_t;

#define LAYOUT_MSEC		3000

typedef enum {
	SBOARD_NONE,		// no layout at all
	SBOARD_SCORES,		// layout of the MVD dummy
	SBOARD_CLIENTS,		// MVD clients list
    SBOARD_CHANNELS     // MVD channel list
} scoreboard_t;

#define FLOOD_SAMPLES	16
#define	FLOOD_MASK		( FLOOD_SAMPLES - 1 )


typedef struct mvd_cs_s {
	struct mvd_cs_s *next;
	int index;
	char string[1];
} mvd_cs_t;

typedef struct {
    player_state_t ps;
    qboolean inuse;
    char name[16];
	char *layout;
	mvd_cs_t *configstrings;
} mvd_player_t;

typedef struct {
/* =================== */
    player_state_t ps;
    int ping;
    int clientNum;
/* =================== */

    list_t entry;
    struct mvd_s *mvd;
	client_t *cl;

    qboolean admin;
	qboolean connected;
    int lastframe;
	mvd_player_t *target;
	float fov;
    int uf;
    int cursor;

	scoreboard_t scoreboard;
	int layoutTime;
    int layouts;

	int floodSamples[FLOOD_SAMPLES];
	int floodHead;
	int floodTime;

	usercmd_t lastcmd;
	short delta_angles[3];
} udpClient_t;

typedef struct mvd_s {
    list_t      entry;
    list_t      ready;
    char        name[MAX_QPATH];

	// demo related variables
	fileHandle_t	demofile;
	qboolean	demoplayback;
	qboolean	demorecording;
	int			demofileSize;
	int			demofileFrameOffset;
	int         demofilePercent;
	char		demopath[MAX_QPATH];

	// connection variables
	mvdState_t	state;
	int			servercount;
	int			clientNum;
    netstream_t stream;
    char        response[MAX_NET_STRING];
    int         responseLength;
    int         contentLength;
    int         statusCode;
    char        statusText[MAX_QPATH];
    int         msglen;
#if USE_ZLIB
    z_stream    z;
#endif
    fifo_t      zbuf;
    int         framenum;

    // game state
    char    gamedir[MAX_QPATH];
    char    mapname[MAX_QPATH];
    int     maxclients;
    edict_pool_t pool;
	cm_t    cm;
	vec3_t  spawnOrigin;
	vec3_t  spawnAngles;
    int     pm_type;
	char            configstrings[MAX_CONFIGSTRINGS][MAX_QPATH];
    edict_t         edicts[MAX_EDICTS];
    mvd_player_t    *players; // [maxclients]
    mvd_player_t    *dummy; // &players[clientNum]

	// client lists
    list_t udpClients;
    list_t tcpClients;
} mvd_t;


//
// mvd_client.c
//

extern list_t           mvd_channels;
extern list_t           mvd_ready;
extern mvd_t            mvd_waitingRoom;
extern qboolean         mvd_dirty;

extern cvar_t	*mvd_shownet;
extern cvar_t	*mvd_debug;
extern cvar_t	*mvd_pause;
extern cvar_t	*mvd_nextserver;
extern cvar_t	*mvd_timeout;
extern cvar_t	*mvd_autoscores;
extern cvar_t	*mvd_safecmd;

void MVD_DPrintf( const char *fmt, ... ) q_printf( 1, 2 );
void MVD_Dropf( mvd_t *mvd, const char *fmt, ... )
    q_noreturn q_printf( 2, 3 );
void MVD_Destroyf( mvd_t *mvd, const char *fmt, ... )
    q_noreturn q_printf( 2, 3 );
void MVD_Disconnect( mvd_t *mvd );
void MVD_ClearState( mvd_t *mvd );
void MVD_ChangeLevel( mvd_t *mvd ); 
void MVD_GetStream( const char *uri );
void MVD_Free( mvd_t *mvd ); 
void MVD_Shutdown( void );

const char *MVD_Play_g( const char *partial, int state );

void MVD_Connect_f( void );
void MVD_Spawn_f( void ); 

void MVD_StreamedStop_f( void );
void MVD_StreamedRecord_f( void );

void MVD_Register( void );
void MVD_Frame( void ); 

//
// mvd_parse.c
//

qboolean MVD_Parse( mvd_t *mvd ); 


//
// mvd_game.c
//

extern udpClient_t      *mvd_clients;	/* [svs.maxclients] */
extern game_export_t	mvd_ge;

void MVD_UpdateClient( udpClient_t *client );
void MVD_SwitchChannel( udpClient_t *client, mvd_t *mvd );
void MVD_RemoveClient( client_t *client );