/*
===========================================================================

Return to Castle Wolfenstein multiplayer GPL Source Code
Copyright (C) 1999-2010 id Software LLC, a ZeniMax Media company. 

This file is part of the Return to Castle Wolfenstein multiplayer GPL Source Code (RTCW MP Source Code).  

RTCW MP Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

RTCW MP Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with RTCW MP Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the RTCW MP Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the RTCW MP Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/


#include "server.h"


/*
=============================================================================

Delta encode a client frame onto the network channel

A normal server packet will look like:

4	sequence number (high bit set if an oversize fragment)
<optional reliable commands>
1	svc_snapshot
4	last client reliable command
4	serverTime
1	lastframe for delta compression
1	snapFlags
1	areaBytes
<areabytes>
<playerstate>
<packetentities>

=============================================================================
*/

/*
=============
SV_EmitPacketEntities

Writes a delta update of an entityState_t list to the message.
=============
*/
static void SV_EmitPacketEntities( clientSnapshot_t *from, clientSnapshot_t *to, msg_t *msg ) {
	entityState_t   *oldent, *newent;
	int oldindex, newindex;
	int oldnum, newnum;
	int from_num_entities;

	// generate the delta update
	if ( !from ) {
		from_num_entities = 0;
	} else {
		from_num_entities = from->num_entities;
	}

	newent = NULL;
	oldent = NULL;
	newindex = 0;
	oldindex = 0;
	while ( newindex < to->num_entities || oldindex < from_num_entities ) {
		if ( newindex >= to->num_entities ) {
			newnum = 9999;
		} else {
			newent = &svs.snapshotEntities[( to->first_entity + newindex ) % svs.numSnapshotEntities];
			newnum = newent->number;
		}

		if ( oldindex >= from_num_entities ) {
			oldnum = 9999;
		} else {
			oldent = &svs.snapshotEntities[( from->first_entity + oldindex ) % svs.numSnapshotEntities];
			oldnum = oldent->number;
		}

		if ( newnum == oldnum ) {
			// delta update from old position
			// because the force parm is qfalse, this will not result
			// in any bytes being emited if the entity has not changed at all
			MSG_WriteDeltaEntity( msg, oldent, newent, qfalse );
			oldindex++;
			newindex++;
			continue;
		}

		if ( newnum < oldnum ) {
			// this is a new entity, send it from the baseline
			MSG_WriteDeltaEntity( msg, &sv.svEntities[newnum].baseline, newent, qtrue );
			newindex++;
			continue;
		}

		if ( newnum > oldnum ) {
			// the old entity isn't present in the new message
			MSG_WriteDeltaEntity( msg, oldent, NULL, qtrue );
			oldindex++;
			continue;
		}
	}

	MSG_WriteBits( msg, ( MAX_GENTITIES - 1 ), GENTITYNUM_BITS );   // end of packetentities
}



/*
==================
SV_WriteSnapshotToClient
==================
*/
static void SV_WriteSnapshotToClient( client_t *client, msg_t *msg ) {
	clientSnapshot_t    *frame, *oldframe;
	int lastframe;
	int i;
	int snapFlags;

	// this is the snapshot we are creating
	frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];

	// try to use a previous frame as the source for delta compressing the snapshot
	if ( client->deltaMessage <= 0 || client->state != CS_ACTIVE ) {
		// client is asking for a retransmit
		oldframe = NULL;
		lastframe = 0;
	} else if ( client->netchan.outgoingSequence - client->deltaMessage
				>= ( PACKET_BACKUP - 3 ) ) {
		// client hasn't gotten a good message through in a long time
		Com_DPrintf( "%s: Delta request from out of date packet.\n", client->name );
		oldframe = NULL;
		lastframe = 0;
	} else {
		// we have a valid snapshot to delta from
		oldframe = &client->frames[ client->deltaMessage & PACKET_MASK ];
		lastframe = client->netchan.outgoingSequence - client->deltaMessage;

		// the snapshot's entities may still have rolled off the buffer, though
		if ( oldframe->first_entity <= svs.nextSnapshotEntities - svs.numSnapshotEntities ) {
			Com_DPrintf( "%s: Delta request from out of date entities.\n", client->name );
			oldframe = NULL;
			lastframe = 0;
		}
	}

	MSG_WriteByte( msg, svc_snapshot );

	// NOTE, MRE: now sent at the start of every message from server to client
	// let the client know which reliable clientCommands we have received
	//MSG_WriteLong( msg, client->lastClientCommand );

	// send over the current server time so the client can drift
	// its view of time to try to match
	if( client->oldServerTime ) {
		// The server has not yet got an acknowledgement of the
		// new gamestate from this client, so continue to send it
		// a time as if the server has not restarted. Note from
		// the client's perspective this time is strictly speaking
		// incorrect, but since it'll be busy loading a map at
		// the time it doesn't really matter.
		MSG_WriteLong (msg, sv.time + client->oldServerTime);
	} else {
		MSG_WriteLong (msg, sv.time);
	}

	// what we are delta'ing from
	MSG_WriteByte( msg, lastframe );

	snapFlags = svs.snapFlagServerBit;
	if ( client->rateDelayed ) {
		snapFlags |= SNAPFLAG_RATE_DELAYED;
	}
	if ( client->state != CS_ACTIVE ) {
		snapFlags |= SNAPFLAG_NOT_ACTIVE;
	}

	MSG_WriteByte( msg, snapFlags );

	// send over the areabits
	MSG_WriteByte( msg, frame->areabytes );
	MSG_WriteData( msg, frame->areabits, frame->areabytes );

	// delta encode the playerstate
	if ( oldframe ) {
		MSG_WriteDeltaPlayerstate( msg, &oldframe->ps, &frame->ps );
	} else {
		MSG_WriteDeltaPlayerstate( msg, NULL, &frame->ps );
	}

	// delta encode the entities
	SV_EmitPacketEntities( oldframe, frame, msg );

	// padding for rate debugging
	if ( sv_padPackets->integer ) {
		for ( i = 0 ; i < sv_padPackets->integer ; i++ ) {
			MSG_WriteByte( msg, svc_nop );
		}
	}
}


/*
==================
SV_UpdateServerCommandsToClient

(re)send all server commands the client hasn't acknowledged yet
==================
*/
void SV_UpdateServerCommandsToClient( client_t *client, msg_t *msg ) {
	int i;

	// write any unacknowledged serverCommands
	for ( i = client->reliableAcknowledge + 1 ; i <= client->reliableSequence ; i++ ) {
		MSG_WriteByte( msg, svc_serverCommand );
		MSG_WriteLong( msg, i );
		MSG_WriteString( msg, client->reliableCommands[ i & ( MAX_RELIABLE_COMMANDS - 1 ) ] );
	}
	client->reliableSent = client->reliableSequence;
}

/*
=============================================================================

Build a client snapshot structure

=============================================================================
*/

typedef struct {
	int numSnapshotEntities;
	int snapshotEntities[MAX_SNAPSHOT_ENTITIES];
} snapshotEntityNumbers_t;

/*
=======================
SV_QsortEntityNumbers
=======================
*/
static int QDECL SV_QsortEntityNumbers( const void *a, const void *b ) {
	int *ea, *eb;

	ea = (int *)a;
	eb = (int *)b;

	if ( *ea == *eb ) {
		Com_Error( ERR_DROP, "SV_QsortEntityStates: duplicated entity" );
	}

	if ( *ea < *eb ) {
		return -1;
	}

	return 1;
}


/*
===============
SV_AddEntToSnapshot
===============
*/
static void SV_AddEntToSnapshot( svEntity_t *svEnt, sharedEntity_t *gEnt, snapshotEntityNumbers_t *eNums ) {
	// if we have already added this entity to this snapshot, don't add again
	if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
		return;
	}
	svEnt->snapshotCounter = sv.snapshotCounter;

	// if we are full, silently discard entities
	if ( eNums->numSnapshotEntities == MAX_SNAPSHOT_ENTITIES ) {
		return;
	}

	eNums->snapshotEntities[ eNums->numSnapshotEntities ] = gEnt->s.number;
	eNums->numSnapshotEntities++;
}

#if defined ANTIWALLHACK
static int has_player_sound(int entnum)
{
	return 0;

#if 0  // Leaving this code inactive for now
	int event;
	sharedEntity_t *ent;
	playerState_t *ps;

	// check for weapon ready looping sound
	ps = SV_GameClientNum(entnum);  
	if ( ps->weapon == WP_FLAMETHROWER )
		return 1;

	// check for sound event
	ent = SV_GentityNum(entnum);
	event = ent->s.event & ~EV_EVENT_BITS;
	if (event == 0)
		return 0;

	switch (event)
	{
		case EV_FOOTSTEP:
		case EV_FOOTSTEP_METAL:
		case EV_FOOTSTEP_WOOD:
		case EV_FOOTSTEP_GRASS:
		case EV_FOOTSTEP_GRAVEL:
		case EV_FOOTSTEP_ROOF:
		case EV_FOOTSTEP_SNOW:
		case EV_FOOTSTEP_CARPET:
		case EV_FOOTSPLASH:
		case EV_SWIM:
		case EV_FALL_SHORT:
		case EV_FALL_MEDIUM:
		case EV_FALL_FAR:
		case EV_JUMP:
		case EV_WATER_TOUCH:
		case EV_WATER_LEAVE:
		case EV_WATER_UNDER:
		case EV_WATER_CLEAR:
		case EV_CHANGE_WEAPON:
		case EV_PAIN:
			return 1;
			break;
    
		default:
			return 0;
			break;
	}
#endif
}
#endif

/*
===============
SV_AddEntitiesVisibleFromPoint
===============
*/
static void SV_AddEntitiesVisibleFromPoint( vec3_t origin, clientSnapshot_t *frame,
//									snapshotEntityNumbers_t *eNums, qboolean portal, clientSnapshot_t *oldframe, qboolean localClient ) {
//									snapshotEntityNumbers_t *eNums, qboolean portal ) {
											snapshotEntityNumbers_t *eNums, qboolean portal, qboolean localClient  ) {
	int e, i;
	sharedEntity_t *ent, *playerEnt;
	svEntity_t  *svEnt;
	int l;
	int clientarea, clientcluster;
	int leafnum;
	byte    *clientpvs;
	byte    *bitvector;

#if defined ANTIWALLHACK
	sharedEntity_t *client;
#endif

	// during an error shutdown message we may need to transmit
	// the shutdown message after the server has shutdown, so
	// specfically check for it
	if ( !sv.state ) {
		return;
	}

	leafnum = CM_PointLeafnum( origin );
	clientarea = CM_LeafArea( leafnum );
	clientcluster = CM_LeafCluster( leafnum );

	// calculate the visible areas
	frame->areabytes = CM_WriteAreaBits( frame->areabits, clientarea );

	clientpvs = CM_ClusterPVS( clientcluster );

	playerEnt = SV_GentityNum( frame->ps.clientNum );

	for ( e = 0 ; e < sv.num_entities ; e++ ) {
		ent = SV_GentityNum( e );

		// never send entities that aren't linked in
		if ( !ent->r.linked ) {
			continue;
		}

		if ( ent->s.number != e ) {
			Com_DPrintf( "FIXING ENT->S.NUMBER!!!\n" );
			ent->s.number = e;
		}

		// entities can be flagged to explicitly not be sent to the client
		if ( ent->r.svFlags & SVF_NOCLIENT ) {
			continue;
		}

		// entities can be flagged to be sent to only one client
		if ( ent->r.svFlags & SVF_SINGLECLIENT ) {
			if ( ent->r.singleClient != frame->ps.clientNum ) {
				continue;
			}
		}
		// entities can be flagged to be sent to everyone but one client
		if ( ent->r.svFlags & SVF_NOTSINGLECLIENT ) {
			if ( ent->r.singleClient == frame->ps.clientNum ) {
				continue;
			}
		}

		svEnt = SV_SvEntityForGentity( ent );

		// don't double add an entity through portals
		if ( svEnt->snapshotCounter == sv.snapshotCounter ) {
			continue;
		}

		// if this client is viewing from a camera, only add ents visible from portal ents
		if ( ( playerEnt->s.eFlags & EF_VIEWING_CAMERA ) && !portal ) {
			if ( ent->r.svFlags & SVF_PORTAL ) {
				SV_AddEntToSnapshot( svEnt, ent, eNums );
//				SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue, oldframe, localClient );
				SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue, localClient );
			}
			continue;
		}

		// broadcast entities are always sent
		if ( ent->r.svFlags & SVF_BROADCAST ) {
			SV_AddEntToSnapshot( svEnt, ent, eNums );
			continue;
		}

		// ignore if not touching a PV leaf
		// check area
		if ( !CM_AreasConnected( clientarea, svEnt->areanum ) ) {
			// doors can legally straddle two areas, so
			// we may need to check another one
			if ( !CM_AreasConnected( clientarea, svEnt->areanum2 ) ) {
				goto notVisible;    // blocked by a door
			}
		}

		bitvector = clientpvs;

		// check individual leafs
		if ( !svEnt->numClusters ) {
			goto notVisible;
		}
		l = 0;
		for ( i = 0 ; i < svEnt->numClusters ; i++ ) {
			l = svEnt->clusternums[i];
			if ( bitvector[l >> 3] & ( 1 << ( l & 7 ) ) ) {
				break;
			}
		}

		// if we haven't found it to be visible,
		// check overflow clusters that coudln't be stored
		if ( i == svEnt->numClusters ) {
			if ( svEnt->lastCluster ) {
				for ( ; l <= svEnt->lastCluster ; l++ ) {
					if ( bitvector[l >> 3] & ( 1 << ( l & 7 ) ) ) {
						break;
					}
				}
				if ( l == svEnt->lastCluster ) {
					goto notVisible;    // not visible
				}
			} else {
				goto notVisible;
			}
		}

		//----(SA) added "visibility dummies"
		if ( ent->r.svFlags & SVF_VISDUMMY ) {
			sharedEntity_t *ment = 0;

			//find master;
			ment = SV_GentityNum( ent->s.otherEntityNum );

			if ( ment ) {
				svEntity_t *master = 0;
				master = SV_SvEntityForGentity( ment );

				if ( master->snapshotCounter == sv.snapshotCounter || !ment->r.linked ) {
					goto notVisible;
					//continue;
				}

				SV_AddEntToSnapshot( master, ment, eNums );
			}
			goto notVisible;
			//continue;	// master needs to be added, but not this dummy ent
		}
		//----(SA) end
		else if ( ent->r.svFlags & SVF_VISDUMMY_MULTIPLE ) {
			{
				int h;
				sharedEntity_t *ment = 0;
				svEntity_t *master = 0;

				for ( h = 0; h < sv.num_entities; h++ )
				{
					ment = SV_GentityNum( h );

					if ( ment == ent ) {
						continue;
					}

					if ( ment ) {
						master = SV_SvEntityForGentity( ment );
					} else {
						continue;
					}

					if ( !( ment->r.linked ) ) {
						continue;
					}

					if ( ment->s.number != h ) {
						Com_DPrintf( "FIXING vis dummy multiple ment->S.NUMBER!!!\n" );
						ment->s.number = h;
					}

					if ( ment->r.svFlags & SVF_NOCLIENT ) {
						continue;
					}

					if ( master->snapshotCounter == sv.snapshotCounter ) {
						continue;
					}

					if ( ment->s.otherEntityNum == ent->s.number ) {
						SV_AddEntToSnapshot( master, ment, eNums );
					}
				}
				goto notVisible;
			}
		}

#if defined ANTIWALLHACK
		if (e < sv_maxclients->integer)  	// client
		{
			if (e == frame->ps.clientNum)
				continue;

			client = SV_GentityNum(frame->ps.clientNum);

			if (awh_active->integer && ! portal && ! (client->r.svFlags & SVF_BOT) &&
				(frame->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR) )
			{
				if (! AWH_CanSee(frame->ps.clientNum, e))
				{
					if (! has_player_sound(e))
						continue;

					if (! AWH_CanHear(frame->ps.clientNum, e))
						continue;

					AWH_RandomizePos(frame->ps.clientNum, e);
				}
			}
		}
#endif

		// add it
		SV_AddEntToSnapshot( svEnt, ent, eNums );

		// if it's a portal entity, add everything visible from its camera position
		if ( ent->r.svFlags & SVF_PORTAL ) {
//			SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue, oldframe, localClient );
			SV_AddEntitiesVisibleFromPoint( ent->s.origin2, frame, eNums, qtrue, localClient );
		}

		continue;

notVisible:

		// Ridah, if this entity has changed events, then send it regardless of whether we can see it or not
		// DHM - Nerve :: not in multiplayer please
		if ( sv_gametype->integer == GT_SINGLE_PLAYER && localClient ) {
			if ( ent->r.eventTime == svs.time ) {
				ent->s.eFlags |= EF_NODRAW;     // don't draw, just process event
				SV_AddEntToSnapshot( svEnt, ent, eNums );
			} else if ( ent->s.eType == ET_PLAYER ) {
				// keep players around if they are alive and active (so sounds dont get messed up)
				if ( !( ent->s.eFlags & EF_DEAD ) ) {
					ent->s.eFlags |= EF_NODRAW;     // don't draw, just process events and sounds
					SV_AddEntToSnapshot( svEnt, ent, eNums );
				}
			}
		}

	}
}

/*
=============
SV_BuildClientSnapshot

Decides which entities are going to be visible to the client, and
copies off the playerstate and areabits.

This properly handles multiple recursive portals, but the render
currently doesn't.

For viewing through other player's eyes, clent can be something other than client->gentity
=============
*/
static void SV_BuildClientSnapshot( client_t *client ) {
	vec3_t org;
//	clientSnapshot_t			*frame, *oldframe;
	clientSnapshot_t            *frame;
	snapshotEntityNumbers_t entityNumbers;
	int i;
	sharedEntity_t              *ent;
	entityState_t               *state;
	svEntity_t                  *svEnt;
	sharedEntity_t              *clent;
	int clientNum;
	playerState_t               *ps;

	// bump the counter used to prevent double adding
	sv.snapshotCounter++;

	// this is the frame we are creating
	frame = &client->frames[ client->netchan.outgoingSequence & PACKET_MASK ];

	// clear everything in this snapshot
	entityNumbers.numSnapshotEntities = 0;
	memset( frame->areabits, 0, sizeof( frame->areabits ) );

	// show_bug.cgi?id=62
	frame->num_entities = 0;

	clent = client->gentity;
	if ( !clent || client->state == CS_ZOMBIE ) {
		return;
	}

	// grab the current playerState_t
	ps = SV_GameClientNum( client - svs.clients );
	frame->ps = *ps;

	// never send client's own entity, because it can
	// be regenerated from the playerstate
	clientNum = frame->ps.clientNum;
	if ( clientNum < 0 || clientNum >= MAX_GENTITIES ) {
		Com_Error( ERR_DROP, "SV_SvEntityForGentity: bad gEnt" );
	}
	svEnt = &sv.svEntities[ clientNum ];

	svEnt->snapshotCounter = sv.snapshotCounter;

	// find the client's viewpoint
	VectorCopy( ps->origin, org );
	org[2] += ps->viewheight;

//----(SA)	added for 'lean'
	// need to account for lean, so areaportal doors draw properly
	if ( frame->ps.leanf != 0 ) {
		vec3_t right, v3ViewAngles;
		VectorCopy( ps->viewangles, v3ViewAngles );
		v3ViewAngles[2] += frame->ps.leanf / 2.0f;
		AngleVectors( v3ViewAngles, NULL, right, NULL );
		VectorMA( org, frame->ps.leanf, right, org );
	}
//----(SA)	end

	// add all the entities directly visible to the eye, which
	// may include portal entities that merge other viewpoints
	SV_AddEntitiesVisibleFromPoint( org, frame, &entityNumbers, qfalse, client->netchan.remoteAddress.type == NA_LOOPBACK );

	// if there were portals visible, there may be out of order entities
	// in the list which will need to be resorted for the delta compression
	// to work correctly.  This also catches the error condition
	// of an entity being included twice.
	qsort( entityNumbers.snapshotEntities, entityNumbers.numSnapshotEntities,
		   sizeof( entityNumbers.snapshotEntities[0] ), SV_QsortEntityNumbers );

	// now that all viewpoint's areabits have been OR'd together, invert
	// all of them to make it a mask vector, which is what the renderer wants
	for ( i = 0 ; i < MAX_MAP_AREA_BYTES / 4 ; i++ ) {
		( (int *)frame->areabits )[i] = ( (int *)frame->areabits )[i] ^ -1;
	}

	// copy the entity states out
	frame->num_entities = 0;
	frame->first_entity = svs.nextSnapshotEntities;
	for ( i = 0 ; i < entityNumbers.numSnapshotEntities ; i++ ) {
		ent = SV_GentityNum( entityNumbers.snapshotEntities[i] );
		state = &svs.snapshotEntities[svs.nextSnapshotEntities % svs.numSnapshotEntities];
		*state = ent->s;

		svs.nextSnapshotEntities++;
		// this should never hit, map should always be restarted first in SV_Frame
		if ( svs.nextSnapshotEntities >= 0x7FFFFFFE ) {
			Com_Error( ERR_FATAL, "svs.nextSnapshotEntities wrapped" );
		}
		frame->num_entities++;
	}
}

#ifdef USE_VOIP
/*
==================
SV_WriteVoipToClient

Check to see if there is any VoIP queued for a client, and send if there is.
==================
*/
static void SV_WriteVoipToClient(client_t *cl, msg_t *msg)
{
	int totalbytes = 0;
	int i;
	voipServerPacket_t *packet;

	if(cl->queuedVoipPackets)
	{
		// Write as many VoIP packets as we reasonably can...
		for(i = 0; i < cl->queuedVoipPackets; i++)
		{
			packet = cl->voipPacket[(i + cl->queuedVoipIndex) % ARRAY_LEN(cl->voipPacket)];

			if(!*cl->downloadName)
			{
        			totalbytes += packet->len;
	        		if (totalbytes > (msg->maxsize - msg->cursize) / 2)
		        		break;

				MSG_WriteByte(msg, svc_voipOpus);
        			MSG_WriteShort(msg, packet->sender);
	        		MSG_WriteByte(msg, (byte) packet->generation);
		        	MSG_WriteLong(msg, packet->sequence);
		        	MSG_WriteByte(msg, packet->frames);
        			MSG_WriteShort(msg, packet->len);
        			MSG_WriteBits(msg, packet->flags, VOIP_FLAGCNT);
	        		MSG_WriteData(msg, packet->data, packet->len);
                        }

			Z_Free(packet);
		}

		cl->queuedVoipPackets -= i;
		cl->queuedVoipIndex += i;
		cl->queuedVoipIndex %= ARRAY_LEN(cl->voipPacket);
	}
}
#endif

/*
=======================
SV_SendMessageToClient

Called by SV_SendClientSnapshot and SV_SendClientGameState
=======================
*/
void SV_SendMessageToClient(msg_t *msg, client_t *client)
{

	// record information about the message
	client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSize = msg->cursize;
	client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageSent = svs.time;
	client->frames[client->netchan.outgoingSequence & PACKET_MASK].messageAcked = -1;

	// send the datagram
	SV_Netchan_Transmit(client, msg);
}


/*
=======================
SV_SendClientSnapshot

Also called by SV_FinalMessage

=======================
*/
void SV_SendClientSnapshot( client_t *client ) {
	byte msg_buf[MAX_MSGLEN];
	msg_t msg;

	// build the snapshot
	SV_BuildClientSnapshot( client );

	// bots need to have their snapshots build, but
	// the query them directly without needing to be sent
	if ( client->gentity && client->gentity->r.svFlags & SVF_BOT ) {
		return;
	}

	MSG_Init( &msg, msg_buf, sizeof( msg_buf ) );
	msg.allowoverflow = qtrue;

	// NOTE, MRE: all server->client messages now acknowledge
	// let the client know which reliable clientCommands we have received
	MSG_WriteLong( &msg, client->lastClientCommand );

	// (re)send any reliable server commands
	SV_UpdateServerCommandsToClient( client, &msg );

	// send over all the relevant entityState_t
	// and the playerState_t
	SV_WriteSnapshotToClient( client, &msg );

#ifdef USE_VOIP
	SV_WriteVoipToClient( client, &msg );
#endif

	// check for overflow
	if ( msg.overflowed ) {
		Com_Printf( "WARNING: msg overflowed for %s\n", client->name );
		MSG_Clear( &msg );
	}

	SV_SendMessageToClient( &msg, client );

	sv.bpsTotalBytes += msg.cursize;            // NERVE - SMF - net debugging
	sv.ubpsTotalBytes += msg.uncompsize / 8;    // NERVE - SMF - net debugging
}


/*
=======================
SV_SendClientMessages
=======================
*/

void SV_SendClientMessages( void ) {
	int i;
	client_t    *c;
	int numclients = 0;         // NERVE - SMF - net debugging

	sv.bpsTotalBytes = 0;       // NERVE - SMF - net debugging
	sv.ubpsTotalBytes = 0;      // NERVE - SMF - net debugging

	// send a message to each connected client
	for(i=0; i < sv_maxclients->integer; i++)
	{
		c = &svs.clients[i];
		
		if(!c->state)
			continue;       // not connected

		if(svs.time - c->lastSnapshotTime < c->snapshotMsec * com_timescale->value)
			continue;		// It's not time yet

		if(*c->downloadName)
			continue;		// Client is downloading, don't send snapshots

		numclients++;       // NERVE - SMF - net debugging

		if(c->netchan.unsentFragments || c->netchan_start_queue)
		{
			c->rateDelayed = qtrue;
			continue;		// Drop this snapshot if the packet queue is still full or delta compression will break
		}

		if(!(c->netchan.remoteAddress.type == NA_LOOPBACK ||
		     (sv_lanForceRate->integer && Sys_IsLANAddress(c->netchan.remoteAddress))))
		{
			// rate control for clients not on LAN 
			if(SV_RateMsec(c) > 0)
			{
				// Not enough time since last packet passed through the line
				c->rateDelayed = qtrue;
				continue;
			}
		}

		// generate and send a new message
		SV_SendClientSnapshot(c);
		c->lastSnapshotTime = svs.time;
		c->rateDelayed = qfalse;
	}

	// NERVE - SMF - net debugging
	if ( sv_showAverageBPS->integer && numclients > 0 ) {
		float ave = 0, uave = 0;

		for ( i = 0; i < MAX_BPS_WINDOW - 1; i++ ) {
			sv.bpsWindow[i] = sv.bpsWindow[i + 1];
			ave += sv.bpsWindow[i];

			sv.ubpsWindow[i] = sv.ubpsWindow[i + 1];
			uave += sv.ubpsWindow[i];
		}

		sv.bpsWindow[MAX_BPS_WINDOW - 1] = sv.bpsTotalBytes;
		ave += sv.bpsTotalBytes;

		sv.ubpsWindow[MAX_BPS_WINDOW - 1] = sv.ubpsTotalBytes;
		uave += sv.ubpsTotalBytes;

		if ( sv.bpsTotalBytes >= sv.bpsMaxBytes ) {
			sv.bpsMaxBytes = sv.bpsTotalBytes;
		}

		if ( sv.ubpsTotalBytes >= sv.ubpsMaxBytes ) {
			sv.ubpsMaxBytes = sv.ubpsTotalBytes;
		}

		sv.bpsWindowSteps++;

		if ( sv.bpsWindowSteps >= MAX_BPS_WINDOW ) {
			float comp_ratio;

			sv.bpsWindowSteps = 0;

			ave = ( ave / (float)MAX_BPS_WINDOW );
			uave = ( uave / (float)MAX_BPS_WINDOW );

			comp_ratio = ( 1 - ave / uave ) * 100.f;
			sv.ucompAve += comp_ratio;
			sv.ucompNum++;

			Com_DPrintf( "bpspc(%2.0f) bps(%2.0f) pk(%i) ubps(%2.0f) upk(%i) cr(%2.2f) acr(%2.2f)\n",
						 ave / (float)numclients, ave, sv.bpsMaxBytes, uave, sv.ubpsMaxBytes, comp_ratio, sv.ucompAve / sv.ucompNum );
		}
	}
	// -NERVE - SMF
}
