mirror of
https://github.com/jmarshall23/DoomRTX.git
synced 2026-08-12 08:11:10 +02:00
556 lines
12 KiB
C++
556 lines
12 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code.
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Quake 4 compatibility additions guarded with QUAKE4.
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===========================================================================
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*/
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#include "precompiled.h"
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#pragma hdrstop
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#include "NetworkSystem.h"
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idNetworkSystem networkSystemLocal;
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idNetworkSystem * networkSystem = &networkSystemLocal;
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#ifdef QUAKE4
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/*
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==================
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idNetworkSystem::Shutdown
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==================
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*/
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void idNetworkSystem::Shutdown( void ) {
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sortFunctions.Clear();
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activeSortFunctions.Clear();
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clientServerInfo.Clear();
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repeaterInfo.Clear();
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httpEnabled = false;
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memset( &scannedServer, 0, sizeof( scannedServer ) );
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memset( &scannedClient, 0, sizeof( scannedClient ) );
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}
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#endif // QUAKE4
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/*
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==================
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idNetworkSystem::ServerSendReliableMessage
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==================
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*/
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#ifdef QUAKE4
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void idNetworkSystem::ServerSendReliableMessage( int clientNum, const idBitMsg &msg, bool inhibitRepeater ) {
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// Doom 3 has no repeater path; keep the Q4 argument for interface compatibility.
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(void)inhibitRepeater;
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#else
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void idNetworkSystem::ServerSendReliableMessage( int clientNum, const idBitMsg &msg ) {
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#endif
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if ( idAsyncNetwork::server.IsActive() ) {
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idAsyncNetwork::server.SendReliableGameMessage( clientNum, msg );
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}
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}
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#ifdef QUAKE4
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/*
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==================
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idNetworkSystem::RepeaterSendReliableMessage
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==================
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*/
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void idNetworkSystem::RepeaterSendReliableMessage( int clientNum, const idBitMsg &msg, bool inhibitHeader, int including ) {
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// Repeater networking is a Quake 4 runtime feature. Doom 3 does not have this path.
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(void)clientNum;
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(void)msg;
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(void)inhibitHeader;
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(void)including;
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}
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/*
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==================
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idNetworkSystem::RepeaterSendReliableMessageExcluding
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==================
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*/
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void idNetworkSystem::RepeaterSendReliableMessageExcluding( int excluding, const idBitMsg &msg, bool inhibitHeader, int clientNum ) {
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// Repeater networking is a Quake 4 runtime feature. Doom 3 does not have this path.
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(void)excluding;
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(void)msg;
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(void)inhibitHeader;
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(void)clientNum;
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}
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#endif // QUAKE4
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/*
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==================
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idNetworkSystem::ServerSendReliableMessageExcluding
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==================
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*/
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#ifdef QUAKE4
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void idNetworkSystem::ServerSendReliableMessageExcluding( int clientNum, const idBitMsg &msg, bool inhibitRepeater ) {
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// Doom 3 has no repeater path; keep the Q4 argument for interface compatibility.
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(void)inhibitRepeater;
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#else
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void idNetworkSystem::ServerSendReliableMessageExcluding( int clientNum, const idBitMsg &msg ) {
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#endif
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if ( idAsyncNetwork::server.IsActive() ) {
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idAsyncNetwork::server.SendReliableGameMessageExcluding( clientNum, msg );
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}
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}
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/*
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==================
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idNetworkSystem::ServerGetClientPing
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==================
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*/
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int idNetworkSystem::ServerGetClientPing( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientPing( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientPrediction
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==================
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*/
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int idNetworkSystem::ServerGetClientPrediction( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientPrediction( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientTimeSinceLastPacket
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==================
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*/
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int idNetworkSystem::ServerGetClientTimeSinceLastPacket( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientTimeSinceLastPacket( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientTimeSinceLastInput
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==================
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*/
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int idNetworkSystem::ServerGetClientTimeSinceLastInput( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientTimeSinceLastInput( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientOutgoingRate
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==================
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*/
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int idNetworkSystem::ServerGetClientOutgoingRate( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientOutgoingRate( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientIncomingRate
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==================
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*/
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int idNetworkSystem::ServerGetClientIncomingRate( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientIncomingRate( clientNum );
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ServerGetClientIncomingPacketLoss
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==================
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*/
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float idNetworkSystem::ServerGetClientIncomingPacketLoss( int clientNum ) {
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if ( idAsyncNetwork::server.IsActive() ) {
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return idAsyncNetwork::server.GetClientIncomingPacketLoss( clientNum );
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}
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return 0.0f;
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}
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#ifdef QUAKE4
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/*
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==================
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idNetworkSystem::ServerGetClientNum
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==================
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*/
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int idNetworkSystem::ServerGetClientNum( int clientId ) {
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// Doom 3 does not maintain Q4 clientId mappings here.
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return clientId;
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}
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/*
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==================
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idNetworkSystem::ServerGetServerTime
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==================
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*/
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int idNetworkSystem::ServerGetServerTime( void ) {
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return Sys_Milliseconds();
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}
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/*
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==================
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idNetworkSystem::ServerConnectBot
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==================
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*/
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int idNetworkSystem::ServerConnectBot( void ) {
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// Bot connection is game/runtime specific. Return failure unless your Q4 server layer wires this in.
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return -1;
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}
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/*
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==================
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idNetworkSystem::RepeaterGetClientNum
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==================
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*/
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int idNetworkSystem::RepeaterGetClientNum( int clientId ) {
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return clientId;
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}
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#endif // QUAKE4
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/*
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==================
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idNetworkSystem::ClientSendReliableMessage
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==================
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*/
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void idNetworkSystem::ClientSendReliableMessage( const idBitMsg &msg ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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idAsyncNetwork::client.SendReliableGameMessage( msg );
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} else if ( idAsyncNetwork::server.IsActive() ) {
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idAsyncNetwork::server.LocalClientSendReliableMessage( msg );
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}
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}
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/*
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==================
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idNetworkSystem::ClientGetPrediction
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==================
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*/
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int idNetworkSystem::ClientGetPrediction( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetPrediction();
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ClientGetTimeSinceLastPacket
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==================
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*/
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int idNetworkSystem::ClientGetTimeSinceLastPacket( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetTimeSinceLastPacket();
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ClientGetOutgoingRate
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==================
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*/
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int idNetworkSystem::ClientGetOutgoingRate( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetOutgoingRate();
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ClientGetIncomingRate
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==================
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*/
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int idNetworkSystem::ClientGetIncomingRate( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetIncomingRate();
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}
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return 0;
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}
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/*
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==================
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idNetworkSystem::ClientGetIncomingPacketLoss
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==================
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*/
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float idNetworkSystem::ClientGetIncomingPacketLoss( void ) {
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if ( idAsyncNetwork::client.IsActive() ) {
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return idAsyncNetwork::client.GetIncomingPacketLoss();
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}
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return 0.0f;
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}
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#ifdef QUAKE4
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/*
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==================
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idNetworkSystem::GetServerAddress
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==================
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*/
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const char *idNetworkSystem::GetServerAddress( void ) {
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return "";
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}
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/*
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==================
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idNetworkSystem::GetClientAddress
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==================
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*/
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const char *idNetworkSystem::GetClientAddress( int clientNum ) {
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(void)clientNum;
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return "";
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}
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/*
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==================
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idNetworkSystem::AddFriend
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==================
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*/
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void idNetworkSystem::AddFriend( int clientNum ) {
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(void)clientNum;
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}
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/*
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==================
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idNetworkSystem::RemoveFriend
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==================
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*/
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void idNetworkSystem::RemoveFriend( int clientNum ) {
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(void)clientNum;
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}
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/*
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==================
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idNetworkSystem::SetLoadingText
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==================
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*/
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void idNetworkSystem::SetLoadingText( const char *loadingText ) {
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(void)loadingText;
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}
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/*
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==================
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idNetworkSystem::AddLoadingIcon
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==================
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*/
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void idNetworkSystem::AddLoadingIcon( const char *icon ) {
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(void)icon;
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}
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/*
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==================
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idNetworkSystem::GetClientGUID
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==================
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*/
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const char *idNetworkSystem::GetClientGUID( int clientNum ) {
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(void)clientNum;
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return "";
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}
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/*
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==================
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idNetworkSystem::GetTrafficStats
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==================
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*/
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void idNetworkSystem::GetTrafficStats( int &bytesSent, int &packetsSent, int &bytesReceived, int &packetsReceived ) const {
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bytesSent = 0;
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packetsSent = 0;
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bytesReceived = 0;
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packetsReceived = 0;
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}
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/*
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==================
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idNetworkSystem::GetNumScannedServers
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==================
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*/
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int idNetworkSystem::GetNumScannedServers( void ) {
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return 0;
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}
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/*
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==================
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idNetworkSystem::GetScannedServerInfo
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==================
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*/
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const scannedServer_t *idNetworkSystem::GetScannedServerInfo( int serverNum ) {
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(void)serverNum;
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return NULL;
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}
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/*
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==================
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idNetworkSystem::GetScannedServerClientInfo
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==================
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*/
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const scannedClient_t *idNetworkSystem::GetScannedServerClientInfo( int serverNum, int clientNum ) {
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(void)serverNum;
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(void)clientNum;
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return NULL;
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}
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static bool SortInfoMatches( const sortInfo_t &a, const sortInfo_t &b ) {
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return a.column == b.column && a.compareFn == b.compareFn && a.filterFn == b.filterFn && idStr::Icmp( a.description ? a.description : "", b.description ? b.description : "" ) == 0;
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}
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/*
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==================
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idNetworkSystem::AddSortFunction
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==================
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*/
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void idNetworkSystem::AddSortFunction( const sortInfo_t &sortInfo ) {
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for ( int i = 0; i < sortFunctions.Num(); i++ ) {
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if ( SortInfoMatches( sortFunctions[i], sortInfo ) ) {
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return;
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}
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}
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sortFunctions.Append( sortInfo );
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}
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/*
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==================
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idNetworkSystem::RemoveSortFunction
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==================
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*/
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bool idNetworkSystem::RemoveSortFunction( const sortInfo_t &sortInfo ) {
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bool removed = false;
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for ( int i = sortFunctions.Num() - 1; i >= 0; i-- ) {
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if ( SortInfoMatches( sortFunctions[i], sortInfo ) ) {
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sortFunctions.RemoveIndex( i );
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removed = true;
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}
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}
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for ( int i = activeSortFunctions.Num() - 1; i >= 0; i-- ) {
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if ( SortInfoMatches( activeSortFunctions[i], sortInfo ) ) {
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activeSortFunctions.RemoveIndex( i );
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}
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}
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return removed;
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}
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/*
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==================
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idNetworkSystem::UseSortFunction
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==================
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*/
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void idNetworkSystem::UseSortFunction( const sortInfo_t &sortInfo, bool use ) {
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if ( use ) {
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AddSortFunction( sortInfo );
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for ( int i = 0; i < activeSortFunctions.Num(); i++ ) {
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if ( SortInfoMatches( activeSortFunctions[i], sortInfo ) ) {
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return;
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}
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}
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activeSortFunctions.Append( sortInfo );
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return;
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}
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for ( int i = activeSortFunctions.Num() - 1; i >= 0; i-- ) {
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if ( SortInfoMatches( activeSortFunctions[i], sortInfo ) ) {
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activeSortFunctions.RemoveIndex( i );
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}
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}
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}
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/*
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==================
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idNetworkSystem::SortFunctionIsActive
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==================
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*/
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bool idNetworkSystem::SortFunctionIsActive( const sortInfo_t &sortInfo ) {
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for ( int i = 0; i < activeSortFunctions.Num(); i++ ) {
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if ( SortInfoMatches( activeSortFunctions[i], sortInfo ) ) {
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return true;
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}
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}
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return false;
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}
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/*
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==================
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idNetworkSystem::HTTPEnable
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==================
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*/
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bool idNetworkSystem::HTTPEnable( bool enable ) {
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httpEnabled = enable;
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return httpEnabled;
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}
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/*
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==================
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idNetworkSystem::ClientSetServerInfo
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==================
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*/
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void idNetworkSystem::ClientSetServerInfo( const idDict &serverSI ) {
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clientServerInfo = serverSI;
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}
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/*
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==================
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idNetworkSystem::RepeaterSetInfo
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==================
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*/
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void idNetworkSystem::RepeaterSetInfo( const idDict &info ) {
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repeaterInfo = info;
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}
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/*
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==================
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idNetworkSystem::GetViewerGUID
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==================
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*/
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const char *idNetworkSystem::GetViewerGUID( int clientNum ) {
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(void)clientNum;
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return "";
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}
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#endif // QUAKE4
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/*
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==================
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idNetworkSystem::AllocateClientSlotForBot
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==================
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*/
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int idNetworkSystem::AllocateClientSlotForBot(int maxPlayersOnServer) {
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return idAsyncNetwork::server.AllocOpenClientSlotForAI(maxPlayersOnServer);
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}
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/*
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==================
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idNetworkSystem::ServerSetBotUserCommand
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==================
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*/
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int idNetworkSystem::ServerSetBotUserCommand(int clientNum, int frameNum, const usercmd_t& cmd) {
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return idAsyncNetwork::server.ServerSetBotUserCommand(clientNum, frameNum, cmd);
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}
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/*
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==================
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idNetworkSystem::ServerSetBotUserName
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==================
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*/
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int idNetworkSystem::ServerSetBotUserName(int clientNum, const char* playerName) {
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return 0;
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} |