r5sdk/r5dev/common/protocol.h
Kawe Mazidjatari 32d28d4285 *::ProcessUserCmds rebuild
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.
2023-07-02 21:49:35 +02:00

40 lines
1.8 KiB
C

#pragma once
/*-----------------------------------------------------------------------------
* _protocol.h
*-----------------------------------------------------------------------------*/
// Max number of history commands to send ( 2 by default ) in case of dropped packets
#define NUM_BACKUP_COMMAND_BITS 4 // Originally 3 bits.
#define MAX_BACKUP_COMMANDS ((1 << NUM_BACKUP_COMMAND_BITS)-1) // 15 in R5; see 'CL_Move'.
// Maximum amount of backup commands to process on the server.
#define MAX_BACKUP_COMMANDS_PROCESS (MAX_BACKUP_COMMANDS+1) * NUM_BACKUP_COMMAND_BITS
#define MAX_QUEUED_COMMANDS_PROCESS 0x1B0
enum class SIGNONSTATE : int
{
SIGNONSTATE_NONE = 0, // no state yet; about to connect.
SIGNONSTATE_CHALLENGE = 1, // client challenging server; all OOB packets.
SIGNONSTATE_CONNECTED = 2, // client is connected to server; netchans ready.
SIGNONSTATE_NEW = 3, // just got serverinfo and string tables.
SIGNONSTATE_PRESPAWN = 4, // received signon buffers.
SIGNONSTATE_GETTING_DATA = 5, // getting persistence data.
SIGNONSTATE_SPAWN = 6, // ready to receive entity packets.
SIGNONSTATE_FIRST_SNAP = 7, // received baseline snapshot.
SIGNONSTATE_FULL = 8, // we are fully connected; first non-delta packet received.
SIGNONSTATE_CHANGELEVEL = 9, // server is changing level; please wait.
};
enum class PERSISTENCE : int
{
PERSISTENCE_NONE = 0, // no persistence data for this client yet.
PERSISTENCE_PENDING = 1, // pending or processing persistence data.
PERSISTENCE_AVAILABLE = 2, // persistence is available for this client.
#if defined (GAMEDLL_S0) || defined (GAMEDLL_S1) || defined (GAMEDLL_S2)
PERSISTENCE_READY = 3 // persistence is ready for this client.
#else
PERSISTENCE_READY = 5 // persistence is ready for this client.
#endif
};