public static SendUnreliableMessage ( |
||
sock | ||
data | MsgWriter | |
Résultat | int |
/// <summary> /// SV_SendClientDatagram /// </summary> static bool SendClientDatagram(client_t client) { MsgWriter msg = new MsgWriter(QDef.MAX_DATAGRAM); // Uze todo: make static? msg.WriteByte(Protocol.svc_time); msg.WriteFloat((float)sv.time); // add the client specific data to the datagram WriteClientDataToMessage(client.edict, msg); WriteEntitiesToClient(client.edict, msg); // copy the server datagram if there is space if (msg.Length + sv.datagram.Length < msg.Capacity) { msg.Write(sv.datagram.Data, 0, sv.datagram.Length); } // send the datagram if (Net.SendUnreliableMessage(client.netconnection, msg) == -1) { DropClient(true);// if the message couldn't send, kick off return(false); } return(true); }
/// <summary> /// SV_SendNop /// Send a nop message without trashing or sending the accumulated client /// message buffer /// </summary> static void SendNop(client_t client) { MsgWriter msg = new MsgWriter(4); msg.WriteChar(Protocol.svc_nop); if (Net.SendUnreliableMessage(client.netconnection, msg) == -1) { DropClient(true); // if the message couldn't send, kick off } client.last_message = Host.RealTime; }
/// <summary> /// CL_Disconnect /// /// Sends a disconnect message to the server /// This is also called on Host_Error, so it shouldn't cause any errors /// </summary> public static void Disconnect() { // stop sounds (especially looping!) Sound.StopAllSounds(true); // bring the console down and fade the colors back to normal // SCR_BringDownConsole (); // if running a local server, shut it down if (Cls.demoplayback) { StopPlayback(); } else if (Cls.state == ClientActivityState.Connected) { if (Cls.demorecording) { Stop_f(); } Con.DPrint("Sending clc_disconnect\n"); Cls.message.Clear(); Cls.message.WriteByte(Protocol.clc_disconnect); Net.SendUnreliableMessage(Cls.netcon, Cls.message); Cls.message.Clear(); Net.Close(Cls.netcon); Cls.state = ClientActivityState.Disconnected; if (Server.sv.active) { Host.ShutdownServer(false); } } Cls.demoplayback = Cls.timedemo = false; Cls.signon = 0; }
// CL_SendMove public static void SendMove(ref UserCommand cmd) { Cl.cmd = cmd; // cl.cmd = *cmd - struct copying!!! MessageWriter msg = new MessageWriter(128); // // send the movement message // msg.WriteByte(Protocol.clc_move); msg.WriteFloat((float)Cl.mtime[0]); // so server can get ping times msg.WriteAngle(Cl.viewangles.X); msg.WriteAngle(Cl.viewangles.Y); msg.WriteAngle(Cl.viewangles.Z); msg.WriteShort((short)cmd.forwardmove); msg.WriteShort((short)cmd.sidemove); msg.WriteShort((short)cmd.upmove); // // send button bits // int bits = 0; if ((ClientInput.AttackBtn.state & 3) != 0) { bits |= 1; } ClientInput.AttackBtn.state &= ~2; if ((ClientInput.JumpBtn.state & 3) != 0) { bits |= 2; } ClientInput.JumpBtn.state &= ~2; msg.WriteByte(bits); msg.WriteByte(ClientInput.Impulse); ClientInput.Impulse = 0; // // deliver the message // if (Cls.demoplayback) { return; } // // allways dump the first two message, because it may contain leftover inputs // from the last level // if (++Cl.movemessages <= 2) { return; } if (Net.SendUnreliableMessage(Cls.netcon, msg) == -1) { Con.Print("CL_SendMove: lost server connection\n"); Disconnect(); } }