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      1 
      2 The QuakeWorld connection process:
      3 ---------------------------------
      4 
      5 servercount
      6 Each time a server changes maps, it will bump the servercount variable.  The signon
      7 messages sent from the client to the server will include a servercount, and if the
      8 server detects that it has changed levels while the client is in the process of
      9 connecting, the client connection process will be restarted.
     10 
     11 svc_skinlist
     12 
     13 MAX_SIGNON_BUFFERS...
     14 
     15 +attack;wait  : this both does the attack and prints a chat?
     16 
     17 put frag counts in userinfo as *frags?
     18 
     19 no forward to server commands unless active?
     20 
     21 changelevel / reconnect confusion
     22 
     23 syncing the fixangle over the reliable channel with the first update
     24 	option to put the update in the reliable message?
     25 
     26 
     27 --------------
     28 A "connect <server>" command is executed on the client.
     29 
     30 CL_Connect_f() disconnects from the current server if connected, 
     31 sets the current server to the new value, and sends the first connection packet.
     32 
     33 The connection packet will be resent by CL_CheckForResend() every two seconds until the server connects.
     34 
     35 A connection packet is an out of band packet containing "connect <userinfo>" with userinfo quoted.
     36 
     37 --------------
     38 
     39 The server receives the OOB message in SVC_DirectConnect()
     40 
     41 It can respond with an OOB client print of "banned" or "server is full" if the client
     42 cannot enter the game.
     43 
     44 If the client can get in, the server will initialize a new client_t structure with a
     45 netchan_t, and respond with an OOB message containing S2C_CONNECTION.  Further
     46 communication will be through sequenced netchan_t messages instead of OOB messages.
     47 
     48 The client_t->state is set to cs_connected
     49 
     50 --------------
     51 
     52 if S2C_CONNECTION packet is dropped, the connect message will be resent after two
     53 seconds and the server will recognize the address and reuse the allocated client_t FIXME:bug?)			
     54 
     55 When the client receives the S2C_CONNECTION, it initializes cls.netchan and sends
     56 a "new" string command over the netchan to the server.
     57 
     58 cls.state is set to ca_connected	FIXME: change to cs_connected?
     59 
     60 --------------
     61 
     62 The "new" usercommand on the server is issued by the client every time they enter a level,
     63 which is why none of the information is sent in the initial S2C_CONNECTION message. 
     64 
     65 "new" sends over 
     66 
     67 Before the client can begin playing in the server, the following information must be sent:
     68 
     69 gamedir
     70 svc_serverinfo
     71 	PROTOCOL_VERSION
     72 	servercount		// for detecting when the server
     73 	gamedir			// for deciding the add-on directory (qw, ctf, etc)
     74 	playernumber	// the client will allways be in this slot
     75 	the qc string of world.message	// usually the level's full verbose name
     76 cdtrack
     77 fullserverinfo
     78 
     79 when received, the client changes state to ca_onserver.  When the client receives
     80 all the information needed to render a frame, the state will be changed to ca_active
     81 
     82 .....
     83 
     84 svc_soundlist
     85 
     86 .....
     87 
     88 svc_modellist
     89 
     90 .....
     91 
     92 prespawn passes the contents of the sv.signon_buffers, which hold
     93 static entity spawning, static sound spawning, and all the entity baselines
     94 FIXME: don't need to pass all baselines, uninitialized probs?
     95 
     96 .....
     97 
     98 "spawn" sends all dynamically changing state (fullclient updates, lightmaps, frags)
     99 and ma
    100 
    101 FIXME: 32 clients could be up to 16k in updates, which overflows the 8k packet size
    102 
    103 FIXME: there is an updating hole between the sending of spawn data and the client
    104 being notified 
    105 
    106 
    107 "begin"
    108 
    109 Actually spawns the client into the world as a visible entity.
    110 
    111 The client_t->state is set to cs_spawned, so normal datagram updates begin
    112 
    113 -----------------------
    114 
    115 When the first valid packetentities_t arrives at the client, cls.state is set
    116 to ca_active, and rendering can begin.
    117 
    118 FIXME: make sure player and packets are both valid
    119