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Rebuild of the 'CServerGameClients::ProcessUserCmds' and 'CPlayer::ProcessUserCmds' methods. The rebuild is pretty much identical to the original implementation, but with additional checks for the number of commands, and total commands in 'CServerGameClients::ProcessUserCmds'. In the future, additional clamps and checks between CPlayer and the recv'd UserCMD should be incorporated in these functions.
40 lines
1.8 KiB
C
40 lines
1.8 KiB
C
#pragma once
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/*-----------------------------------------------------------------------------
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* _protocol.h
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*-----------------------------------------------------------------------------*/
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// Max number of history commands to send ( 2 by default ) in case of dropped packets
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#define NUM_BACKUP_COMMAND_BITS 4 // Originally 3 bits.
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#define MAX_BACKUP_COMMANDS ((1 << NUM_BACKUP_COMMAND_BITS)-1) // 15 in R5; see 'CL_Move'.
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// Maximum amount of backup commands to process on the server.
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#define MAX_BACKUP_COMMANDS_PROCESS (MAX_BACKUP_COMMANDS+1) * NUM_BACKUP_COMMAND_BITS
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#define MAX_QUEUED_COMMANDS_PROCESS 0x1B0
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enum class SIGNONSTATE : int
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{
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SIGNONSTATE_NONE = 0, // no state yet; about to connect.
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SIGNONSTATE_CHALLENGE = 1, // client challenging server; all OOB packets.
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SIGNONSTATE_CONNECTED = 2, // client is connected to server; netchans ready.
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SIGNONSTATE_NEW = 3, // just got serverinfo and string tables.
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SIGNONSTATE_PRESPAWN = 4, // received signon buffers.
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SIGNONSTATE_GETTING_DATA = 5, // getting persistence data.
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SIGNONSTATE_SPAWN = 6, // ready to receive entity packets.
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SIGNONSTATE_FIRST_SNAP = 7, // received baseline snapshot.
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SIGNONSTATE_FULL = 8, // we are fully connected; first non-delta packet received.
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SIGNONSTATE_CHANGELEVEL = 9, // server is changing level; please wait.
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};
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enum class PERSISTENCE : int
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{
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PERSISTENCE_NONE = 0, // no persistence data for this client yet.
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PERSISTENCE_PENDING = 1, // pending or processing persistence data.
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PERSISTENCE_AVAILABLE = 2, // persistence is available for this client.
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#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
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PERSISTENCE_READY = 3 // persistence is ready for this client.
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#else
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PERSISTENCE_READY = 5 // persistence is ready for this client.
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#endif
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};
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