Source/ThunderBeast/QuakeToon/server/sv_main.c
void SV_ConnectionlessPacket (void)
{
	char	*s;
	char	*c;

	MSG_BeginReading (&net_message);
	MSG_ReadLong (&net_message);		// skip the -1 marker

	s = MSG_ReadStringLine (&net_message);

	Cmd_TokenizeString (s, false);

	c = Cmd_Argv(0);
	Com_DPrintf ("Packet %s : %s\n", NET_AdrToString(net_from), c);

	if (!strcmp(c, "ping"))
		SVC_Ping ();
	else if (!strcmp(c, "ack"))
		SVC_Ack ();
	else if (!strcmp(c,"status"))
		SVC_Status ();
	else if (!strcmp(c,"info"))
		SVC_Info ();
	else if (!strcmp(c,"getchallenge"))
		SVC_GetChallenge ();
	else if (!strcmp(c,"connect"))
		SVC_DirectConnect ();
	else if (!strcmp(c, "rcon"))
		SVC_RemoteCommand ();
	else
		Com_Printf ("bad connectionless packet from %s:\n%s\n"
		, NET_AdrToString (net_from), s);
}
/*
=================
SV_ConnectionlessPacket

A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
Clients that are in the game can still send
connectionless packets.
=================
*/
SV_ConnectionlessPacket
A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
Clients that are in the game can still send
connectionless packets.
SV_ConnectionlessPacket A connectionless packet has four leading 0xff characters to distinguish it from a game channel . Clients that are in the game can still send connectionless packets .
void SV_ConnectionlessPacket (void)
{
	char	*s;
	char	*c;
	MSG_BeginReading (&net_message);
	MSG_ReadLong (&net_message);		
	s = MSG_ReadStringLine (&net_message);
	Cmd_TokenizeString (s, false);
	c = Cmd_Argv(0);
	Com_DPrintf ("Packet %s : %s\n", NET_AdrToString(net_from), c);
	if (!strcmp(c, "ping"))
		SVC_Ping ();
	else if (!strcmp(c, "ack"))
		SVC_Ack ();
	else if (!strcmp(c,"status"))
		SVC_Status ();
	else if (!strcmp(c,"info"))
		SVC_Info ();
	else if (!strcmp(c,"getchallenge"))
		SVC_GetChallenge ();
	else if (!strcmp(c,"connect"))
		SVC_DirectConnect ();
	else if (!strcmp(c, "rcon"))
		SVC_RemoteCommand ();
	else
		Com_Printf ("bad connectionless packet from %s:\n%s\n"
		, NET_AdrToString (net_from), s);
}
void SV_ConnectionlessPacket ( void ) { char * s ; char * c ; MSG_BeginReading ( & net_message ) ; MSG_ReadLong ( & net_message ) ; s = MSG_ReadStringLine ( & net_message ) ; Cmd_TokenizeString ( s , false ) ; c = Cmd_Argv ( 0 ) ; Com_DPrintf ( " \n " , NET_AdrToString ( net_from ) , c ) ; if ( ! strcmp ( c , " " ) ) SVC_Ping ( ) ; else if ( ! strcmp ( c , " " ) ) SVC_Ack ( ) ; else if ( ! strcmp ( c , " " ) ) SVC_Status ( ) ; else if ( ! strcmp ( c , " " ) ) SVC_Info ( ) ; else if ( ! strcmp ( c , " " ) ) SVC_GetChallenge ( ) ; else if ( ! strcmp ( c , " " ) ) SVC_DirectConnect ( ) ; else if ( ! strcmp ( c , " " ) ) SVC_RemoteCommand ( ) ; else Com_Printf ( " \n \n " , NET_AdrToString ( net_from ) , s ) ; }
SV_ConnectionlessPacket
A connectionless packet has four leading 0xff
characters to distinguish it from a game channel.
SV_ConnectionlessPacket A connectionless packet has four leading 0xff characters to distinguish it from a game channel .
// skip the -1 marker