Annotation of quakeworld/server/newnet.txt, revision 1.1.1.1

1.1       root        1: registered clients will auto-kick unregistered clients
                      2: 
                      3: central clearingghouse for active servers
                      4: 
                      5: server logon messages
                      6: 
                      7: problem with reconnect to same server out of order packets
                      8: 
                      9: acknowledge all command line parameters
                     10: 
                     11: annoying pause on intermission screen
                     12: 
                     13: seperate accept/reject list for server packets and client packets
                     14: 
                     15: server compile time should be part of connect message and status
                     16: 
                     17: allocate new cvars during file parse
                     18: 
                     19: remote console should be able to do cvar setting/reading
                     20: 
                     21: make punchangle a client side operation
                     22: 
                     23: remove sys_printf
                     24: remove host_client
                     25: 
                     26: packet filter list
                     27: client move by test final pos and test 1/16 down
                     28: simulate world first, then clients, clients explicitly sim weapon projectiles
                     29: allow remote locations to subscribe to console output
                     30: 
                     31: 
                     32: 
                     33: client zombie state?
                     34: seperate command ques for client and server?
                     35: worry about partial connection during level change
                     36: worry about zombie state for if(!state) constructs
                     37: 
                     38: make sound/ and models/ implicit in data types
                     39: 
                     40: int            sequence
                     41: int            reliable_sequence;
                     42: bit            reliable_payload;
                     43: 
                     44: consumption
                     45: renewable resources
                     46: depletable resources
                     47: rate of extraction
                     48: 
                     49: 
                     50: how can you influence other characters
                     51: how can you communicate
                     52: 
                     53: 
                     54: login
                     55: logoff
                     56: disconnection
                     57: 
                     58: client to server
                     59: ----------------
                     60: last good received server time
                     61: milliseconds since last move frame
                     62: angles
                     63: movement
                     64: buttonstates
                     65: impulse
                     66: 
                     67: 
                     68: server to client
                     69: ----------------
                     70: last movemessage received
                     71: origin
                     72: velocity
                     73: 
                     74: 
                     75: build movement
                     76: send movement packet to server
                     77: set player position to last known good
                     78: execute all unaknowledged movement packets
                     79: 
                     80: 
                     81: needs to know all things that can effect movement
                     82: 
                     83: movement context
                     84: ----------------
                     85: origin
                     86: velocity
                     87: size
                     88: 
                     89: run move command (context, move)
                     90: 
                     91: 
                     92: 
                     93: #define        MAX_MOVEMESSAGES        64
                     94: 
                     95: typedef struct
                     96: {
                     97:        double  time;           // client time when sent
                     98:        byte    milliseconds;
                     99: } movemessage_t;
                    100: 
                    101: int            ack_movemessage;
                    102: int            current_movemessage;
                    103: 
                    104: movemessage_t  movemessages[MAX_MOVEMESSAGES];
                    105: 
                    106: void CL_Frame (void)
                    107: {
                    108:        get all pending server messages
                    109:        
                    110:        latency = cl.time - movemessage[last].time;
                    111: 
                    112:        movetime = cl.time - cl.oldtime;
                    113:        get movemessage
                    114:        
                    115:        send packet to server
                    116: }
                    117: 
                    118: 
                    119: 
                    120: 
                    121: does not adress interpolating other object's movement

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