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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include <cfloat>
#include <SDL_keycode.h>
#include "PreGame.h"
#include "ClientData.h"
#include "ClientSetup.h"
#include "System/Sync/FPUCheck.h"
#include "Game.h"
#include "GameData.h"
#include "GameSetup.h"
#include "GameVersion.h"
#include "GlobalUnsynced.h"
#include "LoadScreen.h"
#include "Game/Players/Player.h"
#include "Game/Players/PlayerHandler.h"
#include "UI/InfoConsole.h"
#include "ExternalAI/SkirmishAIHandler.h"
#include "Map/Generation/SimpleMapGenerator.h"
#include "Menu/LuaMenuController.h"
#include "Net/GameServer.h"
#include "Net/Protocol/NetProtocol.h"
#ifndef HEADLESS
#include "aGui/Gui.h"
#endif
#include "Rendering/Fonts/glFont.h"
#include "Sim/Misc/GlobalSynced.h"
#include "Sim/Misc/GlobalConstants.h"
#include "Sim/Misc/TeamHandler.h"
#include "System/Config/ConfigHandler.h"
#include "System/Exceptions.h"
#include "System/SafeUtil.h"
#include "System/SpringExitCode.h"
#include "System/TimeProfiler.h"
#include "System/TdfParser.h"
#include "System/Input/KeyInput.h"
#include "System/FileSystem/ArchiveScanner.h"
#include "System/FileSystem/FileSystem.h"
#include "System/FileSystem/VFSHandler.h"
#include "System/LoadSave/DemoRecorder.h"
#include "System/LoadSave/DemoReader.h"
#include "System/LoadSave/LoadSaveHandler.h"
#include "System/Log/ILog.h"
#include "System/Net/RawPacket.h"
#include "System/Net/UnpackPacket.h"
#include "System/Platform/errorhandler.h"
#include "System/Platform/Misc.h"
#include "System/Sync/SyncedPrimitiveBase.h"
#include "lib/luasocket/src/restrictions.h"
#ifdef SYNCDEBUG
#include "System/Sync/SyncDebugger.h"
#endif
CONFIG(bool, DemoFromDemo).defaultValue(false);
CONFIG(bool, LoadBadSaves).defaultValue(false);
static char mapChecksumMsgBuf[1024] = {0};
static char modChecksumMsgBuf[1024] = {0};
CPreGame* pregame = nullptr;
CPreGame::CPreGame(std::shared_ptr<ClientSetup> setup)
: clientSetup(setup)
, saveFileHandler(nullptr)
, connectTimer(spring_gettime())
, wantDemo(true)
{
assert(clientNet == nullptr);
clientNet = new CNetProtocol();
activeController = this;
#ifdef SYNCDEBUG
CSyncDebugger::GetInstance()->Initialize(clientSetup->isHost, 64); //FIXME: add actual number of player
#endif
if (!clientSetup->isHost) {
LOG("[%s] using client IP %s and port %i", __func__, clientSetup->hostIP.c_str(), clientSetup->hostPort);
// don't allow luasocket to connect to the host
luaSocketRestrictions->addRule(CLuaSocketRestrictions::UDP_CONNECT, clientSetup->hostIP, clientSetup->hostPort, false);
clientNet->InitClient(clientSetup, SpringVersion::GetSync(), Platform::GetPlatformStr());
} else {
LOG("[%s] using server IP %s and port %i", __func__, clientSetup->hostIP.c_str(), clientSetup->hostPort);
clientNet->InitLocalClient();
}
}
CPreGame::~CPreGame()
{
#ifndef HEADLESS
// delete leftover aGUI elements but not infoconsole, it is reused by CGame
agui::gui->Clean();
#endif
pregame = nullptr;
}
void CPreGame::LoadSetupScript(const std::string& script)
{
assert(clientSetup->isHost);
StartServer(script);
}
void CPreGame::LoadDemoFile(const std::string& demo)
{
assert(clientSetup->isHost);
wantDemo &= configHandler->GetBool("DemoFromDemo");
ReadDataFromDemo(demo);
}
void CPreGame::LoadSaveFile(const std::string& save)
{
assert(clientSetup->isHost);
saveFileHandler = ILoadSaveHandler::CreateHandler(save);
if (saveFileHandler->LoadGameStartInfo(save) || configHandler->GetBool("LoadBadSaves")) {
StartServer(saveFileHandler->GetScriptText());
return;
}
LOG_L(L_ERROR, "[PreGame::%s] incompatible save-file specified", __func__);
if (CLuaMenuController::ActivateInstance("[PreGame] incompatible save-file")) {
assert(pregame == this);
spring::SafeDelete(pregame);
return;
}
spring::exitCode = spring::EXIT_CODE_BADSAVE;
gu->globalQuit = true;
}
int CPreGame::KeyPressed(int k, bool isRepeat)
{
if (k != SDLK_ESCAPE)
return 0;
if (!KeyInput::GetKeyModState(KMOD_SHIFT)) {
LOG("[PreGame::%s] press shift+escape to abort loading or exit", __func__);
return 0;
}
if (CLuaMenuController::ActivateInstance("[PreGame] User Aborted Loading")) {
assert(pregame == this);
spring::SafeDelete(pregame);
return 0;
}
LOG("[PreGame::%s] user exited", __func__);
gu->globalQuit = true;
return 0;
}
bool CPreGame::Draw()
{
spring_msecs(10).sleep(true);
ClearScreen();
if (!clientNet->Connected()) {
if (clientSetup->isHost)
font->glFormat(0.5f, 0.48f, 2.0f, FONT_CENTER | FONT_SCALE | FONT_NORM | FONT_BUFFERED, "Waiting for server to start");
else
font->glFormat(0.5f, 0.48f, 2.0f, FONT_CENTER | FONT_SCALE | FONT_NORM | FONT_BUFFERED, "Connecting to server (%ds)", (spring_gettime() - connectTimer).toSecsi());
} else {
font->glPrint(0.5f, 0.48f, 2.0f, FONT_CENTER | FONT_SCALE | FONT_NORM | FONT_BUFFERED, "Waiting for server response");
}
font->glFormat(0.60f, 0.40f, 1.0f, FONT_SCALE | FONT_NORM | FONT_BUFFERED, "Connecting to: %s", clientNet->ConnectionStr().c_str());
font->glFormat(0.60f, 0.35f, 1.0f, FONT_SCALE | FONT_NORM | FONT_BUFFERED, "User name: %s", clientSetup->myPlayerName.c_str());
font->glFormat(0.5f, 0.25f, 0.8f, FONT_CENTER | FONT_SCALE | FONT_NORM | FONT_BUFFERED, "Press SHIFT + ESC to quit");
// credits
font->glFormat(0.5f, 0.06f, 1.0f, FONT_CENTER | FONT_SCALE | FONT_NORM | FONT_BUFFERED, "Spring %s", SpringVersion::GetFull().c_str());
font->glPrint(0.5f, 0.02f, 0.6f, FONT_CENTER | FONT_SCALE | FONT_NORM | FONT_BUFFERED, "This program is distributed under the GNU General Public License, see doc/LICENSE for more info");
font->DrawBufferedGL4();
return true;
}
bool CPreGame::Update()
{
ENTER_SYNCED_CODE();
good_fpu_control_registers("CPreGame::Update");
UpdateClientNet();
LEAVE_SYNCED_CODE();
return true;
}
void CPreGame::AddMapArchivesToVFS(const CGameSetup* setup)
{
// map gets added in StartServer if we are the host, so this can show twice
// StartServerForDemo does *not* add the map but waits for GameDataReceived
LOG("[PreGame::%s][server=%p] using map \"%s\" (loaded=%d cached=%d)", __func__, gameServer, setup->mapName.c_str(), vfsHandler->HasArchive(setup->mapName), vfsHandler->HasTempArchive(setup->mapName));
// load map archive
vfsHandler->AddArchiveWithDeps(setup->mapName, false);
}
void CPreGame::AddModArchivesToVFS(const CGameSetup* setup)
{
LOG("[PreGame::%s][server=%p] using game \"%s\" (loaded=%d cached=%d)", __func__, gameServer, setup->modName.c_str(), vfsHandler->HasArchive(setup->modName), vfsHandler->HasTempArchive(setup->modName));
// load mutators (if any); use WithDeps since mutators depend on the archives they override
for (const std::string& mut: setup->GetMutatorsCont()) {
LOG("[PreGame::%s] using mutator \"%s\"", __func__, mut.c_str());
vfsHandler->AddArchiveWithDeps(mut, true);
}
// load game archive
vfsHandler->AddArchiveWithDeps(setup->modName, false);
modFileName = archiveScanner->ArchiveFromName(setup->modName);
}
void CPreGame::StartServer(const std::string& setupscript)
{
assert(gameServer == nullptr);
ScopedOnceTimer timer("PreGame::StartServer");
std::shared_ptr<GameData> startGameData(new GameData());
std::shared_ptr<CGameSetup> startGameSetup(new CGameSetup());
startGameSetup->Init(setupscript);
startGameData->SetRandomSeed(static_cast<unsigned>(guRNG.NextInt()));
if (startGameSetup->mapName.empty())
throw content_error("No map selected in startscript");
if (startGameSetup->mapSeed != 0) {
CSimpleMapGenerator gen(startGameSetup.get());
gen.Generate();
}
// We must map the map into VFS this early, because server needs the start positions.
// Take care that MapInfo isn't loaded here, as map options aren't available to it yet.
AddMapArchivesToVFS(startGameSetup.get());
// Loading the start positions executes the map's Lua.
// This means start positions can NOT be influenced by map options.
// (Which is OK, since unitsync does not have map options available either.)
startGameSetup->LoadStartPositions();
{
const std::string& modArchive = archiveScanner->ArchiveFromName(startGameSetup->modName);
const std::string& mapArchive = archiveScanner->ArchiveFromName(startGameSetup->mapName);
const sha512::raw_digest& mapChecksum = archiveScanner->GetArchiveCompleteChecksumBytes(mapArchive);
const sha512::raw_digest& modChecksum = archiveScanner->GetArchiveCompleteChecksumBytes(modArchive);
startGameData->SetMapChecksum(mapChecksum.data());
startGameData->SetModChecksum(modChecksum.data());
sha512::hex_digest mapChecksumHex;
sha512::hex_digest modChecksumHex;
sha512::dump_digest(mapChecksum, mapChecksumHex);
sha512::dump_digest(modChecksum, modChecksumHex);
LOG("[PreGame::%s]\n\tmod-checksum=%s\n\tmap-checksum=%s", __func__, modChecksumHex.data(), mapChecksumHex.data());
}
good_fpu_control_registers("before CGameServer creation");
startGameData->SetSetupText(startGameSetup->setupText);
gameServer = new CGameServer(clientSetup, startGameData, startGameSetup);
gameServer->AddLocalClient(clientSetup->myPlayerName, SpringVersion::GetSync(), Platform::GetPlatformStr());
good_fpu_control_registers("after CGameServer creation");
}
void CPreGame::UpdateClientNet()
{
//FIXME move this code to a external file and move that to rts/Net/
clientNet->Update();
if (clientNet->CheckTimeout(0, true)) {
if (CLuaMenuController::ActivateInstance("[PreGame] Server Connection Timeout")) {
assert(pregame == this);
spring::SafeDelete(pregame);
return;
}
LOG_L(L_ERROR, "[PreGame::%s] server connection timeout", __func__);
spring::exitCode = spring::EXIT_CODE_TIMEOUT;
gu->globalQuit = true;
return;
}
std::shared_ptr<const netcode::RawPacket> packet;
while ((packet = clientNet->GetData(gs->frameNum))) {
const unsigned char* inbuf = packet->data;
if (packet->length <= 0) {
LOG_L(L_WARNING, "[PreGame::%s] zero-length packet (header: %i)", __func__, inbuf[0]);
continue;
}
switch (inbuf[0]) {
case NETMSG_REJECT_CONNECT:
case NETMSG_QUIT: {
try {
netcode::UnpackPacket pckt(packet, 3);
std::string message;
pckt >> message;
// (re)activate LuaMenu if user failed to connect
if (CLuaMenuController::ActivateInstance(message)) {
assert(pregame == this);
spring::SafeDelete(pregame);
return;
}
// force exit to system if no menu
LOG("[PreGame::%s] server requested quit or rejected connection (reason \"%s\")", __func__, message.c_str());
handleerror(nullptr, "server requested quit or rejected connection", "Quit message", MBF_OK | MBF_EXCL);
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[PreGame::%s][NETMSG_{QUIT,REJECT_CONNECT}] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_CREATE_NEWPLAYER: {
// server will send this first if we're using mid-game join
// feature to let us know about ourselves (we won't be in
// gamedata), otherwise skip to gamedata
try {
netcode::UnpackPacket pckt(packet, 3);
std::string name;
uint8_t playerNum;
uint8_t spectator;
uint8_t team;
// since the >> operator uses dest size to extract data from
// the packet, we need to use temp variables of the same
// size of the packet before converting to dest variable
pckt >> playerNum;
pckt >> spectator;
pckt >> team;
pckt >> name;
CPlayer player;
player.name = name;
player.spectator = spectator;
player.team = team;
player.playerNum = playerNum;
// add ourselves to avoid crashing if our player-num gets queried
// we will receive this message a second time (the global broadcast
// version) which will overwrite the player with the same values as
// set here
playerHandler.AddPlayer(player);
LOG("[PreGame::%s] added new player \"%s\" with number %d to team %d (#active=%d)", __func__, name.c_str(), player.playerNum, player.team, playerHandler.ActivePlayers());
} catch (const netcode::UnpackPacketException& ex) {
LOG_L(L_ERROR, "[PreGame::%s][NETMSG_CREATE_NEWPLAYER] exception \"%s\"", __func__, ex.what());
}
} break;
case NETMSG_GAMEDATA: {
// server first sends this to let us know about teams, allyteams
// etc. (not if we are joining mid-game as an extra player), see
// NETMSG_SETPLAYERNUM
GameDataReceived(packet);
} break;
case NETMSG_SETPLAYERNUM: {
// this is sent after NETMSG_GAMEDATA, to let us know which
// player number we have (server assigns them based on order
// of connection)
if (!CGameSetup::ScriptLoaded())
throw content_error("No game data received from server");
const uint8_t playerNum = packet->data[1];
if (!playerHandler.IsValidPlayer(playerNum))
throw content_error("Invalid player number received from server");
// respond with the client data and content checksums
gu->SetMyPlayer(playerNum);
clientNet->Send(CBaseNetProtocol::Get().SendClientData(playerNum, ClientData::GetCompressed()));
LOG("[PreGame::%s] received local player number %i (team %i, allyteam %i), creating LoadScreen", __func__, gu->myPlayerNum, gu->myTeam, gu->myAllyTeam);
CLIENT_NETLOG(gu->myPlayerNum, LOG_LEVEL_INFO, mapChecksumMsgBuf);
CLIENT_NETLOG(gu->myPlayerNum, LOG_LEVEL_INFO, modChecksumMsgBuf);
CLoadScreen::CreateDeleteInstance(std::move(gameSetup->MapFileName()), std::move(modFileName), saveFileHandler);
assert(pregame == this);
spring::SafeDelete(pregame);
return;
} break;
default: {
LOG_L(L_WARNING, "[PreGame::%s] unknown packet type (header: %i)", __func__, inbuf[0]);
} break;
}
}
}
void CPreGame::StartServerForDemo(const std::string& demoName)
{
TdfParser script((gameData->GetSetupText()).c_str(), (gameData->GetSetupText()).size());
TdfParser::TdfSection* tgame = script.GetRootSection()->sections["game"];
std::ostringstream moddedDemoScript;
{
// server will always use a modified copy of this
assert(gameSetup->ScriptLoaded());
// modify the demo's start-script so it can be used to watch the demo
tgame->AddPair("MapName", gameSetup->mapName);
tgame->AddPair("Gametype", gameSetup->modName);
tgame->AddPair("Demofile", demoName);
tgame->remove("OnlyLocal", false);
tgame->remove("HostIP", false);
tgame->remove("HostPort", false);
tgame->remove("AutohostPort", false);
tgame->remove("SourcePort", false);
//tgame->remove("IsHost", false);
for (auto& section: tgame->sections) {
if (section.first.size() > 6 && section.first.substr(0, 6) == "player") {
section.second->AddPair("isfromdemo", 1);
}
}
// is this needed?
TdfParser::TdfSection* modopts = tgame->construct_subsection("MODOPTIONS");
modopts->remove("maxspeed", false);
modopts->remove("minspeed", false);
}
script.print(moddedDemoScript);
gameData->SetSetupText(moddedDemoScript.str());
// create the server-private demo GameSetup containing the additional player
std::shared_ptr<CGameSetup> demoGameSetup(new CGameSetup());
if (!demoGameSetup->Init(moddedDemoScript.str()))
throw content_error("Demo contains incorrect script");
LOG("[PreGame::%s] starting GameServer", __func__);
good_fpu_control_registers("before CGameServer creation");
gameServer = new CGameServer(clientSetup, gameData, demoGameSetup);
gameServer->AddLocalClient(clientSetup->myPlayerName, SpringVersion::GetSync(), Platform::GetPlatformStr());
good_fpu_control_registers("after CGameServer creation");
LOG("[PreGame::%s] started GameServer", __func__);
}
void CPreGame::ReadDataFromDemo(const std::string& demoName)
{
ScopedOnceTimer timer("PreGame::ReadDataFromDemo");
assert(gameServer == nullptr);
LOG("[PreGame::%s] pre-scanning demo file \"%s\" for game data...", __func__, demoName.c_str());
CDemoReader scanner(demoName, 0.0f);
{
// this does not extract the RNG preseed, use first packet
// gameData.reset(new GameData(scanner.GetSetupScript()));
gameData.reset(new GameData(std::shared_ptr<netcode::RawPacket>(scanner.GetData(0.0f))));
assert(gameData->GetSetupText() == scanner.GetSetupScript());
if (CGameSetup::LoadReceivedScript(gameData->GetSetupText(), true)) {
StartServerForDemo(demoName);
} else {
throw content_error("Demo contains incorrect script");
}
}
assert(gameServer != nullptr);
}
void CPreGame::GameDataReceived(std::shared_ptr<const netcode::RawPacket> packet)
{
ScopedOnceTimer timer("PreGame::GameDataReceived");
try {
// in demos, gameData is first new'ed in ReadDataFromDemo()
// in live games it will always still be NULL at this point
gameData.reset(new GameData(packet));
} catch (const netcode::UnpackPacketException& ex) {
throw content_error(std::string("invalid GameData received: ") + ex.what());
}
// preseed the synced RNG until GameID-based NETMSG_RANDSEED arrives
// allows proper randomness in LuaParser when executing defs.lua, etc
gsRNG.SetSeed(gameData->GetRandomSeed(), true);
// for demos, ReadDataFromDemo precedes UpdateClientNet -> GameDataReceived
// this means gameSetup contains data from the original game but we need the
// modified version (cf StartServerForDemo) which the server already has that
// contains an extra player
gameSetup->ResetState();
if (CGameSetup::LoadReceivedScript(gameData->GetSetupText(), clientSetup->isHost)) {
assert(gameSetup->ScriptLoaded());
gu->LoadFromSetup(gameSetup);
gs->LoadFromSetup(gameSetup);
// do we really need to do this so early?
CPlayer::UpdateControlledTeams();
} else {
throw content_error("error loading received setup-script");
}
// some sanity checks
for (int p = 0; p < playerHandler.ActivePlayers(); ++p) {
const CPlayer* player = playerHandler.Player(p);
if (!playerHandler.IsValidPlayer(player->playerNum))
throw content_error("Invalid player in game-data");
if (!teamHandler.IsValidTeam(player->team))
throw content_error("Invalid team in game-data");
// TODO: seems not to make sense really
if (!teamHandler.IsValidAllyTeam(teamHandler.AllyTeam(player->team)))
throw content_error("Invalid allyteam in game-data");
}
// load archives into VFS
AddMapArchivesToVFS(gameSetup);
AddModArchivesToVFS(gameSetup);
{
// check checksums of map & game
// mismatches happen on dedicated servers between host and clients
// we want to know whether the *locally calculated* checksums also
// differ among clients so use the opportunity
// NOTE: gu->myPlayerNum is not valid yet, GameData arrives first
sha512::raw_digest gdMapChecksum;
sha512::raw_digest asMapChecksum;
sha512::raw_digest gdModChecksum;
sha512::raw_digest asModChecksum;
sha512::hex_digest gdMapChecksumHex;
sha512::hex_digest asMapChecksumHex;
sha512::hex_digest gdModChecksumHex;
sha512::hex_digest asModChecksumHex;
std::copy(gameData->GetMapChecksum(), gameData->GetMapChecksum() + sha512::SHA_LEN, gdMapChecksum.begin());
std::copy(gameData->GetModChecksum(), gameData->GetModChecksum() + sha512::SHA_LEN, gdModChecksum.begin());
std::fill(asMapChecksum.begin(), asMapChecksum.end(), 0);
std::fill(asModChecksum.begin(), asModChecksum.end(), 0);
try {
// gameSetup->MapFileName()
archiveScanner->CheckArchive(gameSetup->mapName, gdMapChecksum, asMapChecksum);
} catch (const content_error& ex) {
LOG_L(L_WARNING, "[PreGame::%s] %s", __func__, ex.what());
}
try {
archiveScanner->CheckArchive(modFileName, gdModChecksum, asModChecksum);
} catch (const content_error& ex) {
LOG_L(L_WARNING, "[PreGame::%s] %s", __func__, ex.what());
}
sha512::dump_digest(gdMapChecksum, gdMapChecksumHex);
sha512::dump_digest(gdModChecksum, gdModChecksumHex);
sha512::dump_digest(asMapChecksum, asMapChecksumHex);
sha512::dump_digest(asModChecksum, asModChecksumHex);
std::memset(mapChecksumMsgBuf, 0, sizeof(mapChecksumMsgBuf));
std::memset(modChecksumMsgBuf, 0, sizeof(modChecksumMsgBuf));
std::snprintf(mapChecksumMsgBuf, sizeof(mapChecksumMsgBuf), "[PreGame::%s][map-checksums]\n\tserver=%s\n\tclient=%s", __func__, gdMapChecksumHex.data(), asMapChecksumHex.data());
std::snprintf(modChecksumMsgBuf, sizeof(modChecksumMsgBuf), "[PreGame::%s][mod-checksums]\n\tserver=%s\n\tclient=%s", __func__, gdModChecksumHex.data(), asModChecksumHex.data());
}
// script.txt allows to disable demo file recording (host only, used for menu)
if (clientSetup->isHost && !gameSetup->recordDemo)
wantDemo = false;
if (clientNet != nullptr && wantDemo) {
CDemoRecorder recorder = {gameSetup->mapName, gameSetup->modName, false};
recorder.WriteSetupText(gameData->GetSetupText());
recorder.SaveToDemo(packet->data, packet->length, clientNet->GetPacketTime(gs->frameNum));
assert(!clientNet->GetDemoRecorder()->IsValid());
clientNet->SetDemoRecorder(std::move(recorder));
assert(clientNet->GetDemoRecorder()->IsValid());
LOG("[PreGame::%s] recording demo to \"%s\"", __func__, (clientNet->GetDemoRecorder()->GetName()).c_str());
}
}
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