120 Commits
Author SHA1 Message Date
Cliff GordonandClaude Opus 4.6 cfd9e0087c Fix multiplayer standalone crash: client stats race + host accept code (#7319)
* Fix multiplayer standalone crash: client stats race + host accept code

Fixes a crash in multiplayer PXO/tracker games hosted on a standalone
server where clients crash at debrief close after scoring a kill:

  pilotfile.cpp:295: Ship kills of '<ship class>' not found,
  should have been added by pilotfile::update_stats

Two independent root causes were found, both of which must be fixed for
correct behavior:

--- Root cause 1: race condition in multi_sexp_end_mission() (sexp.cpp) ---

The previous code called send_debrief_event() before
multi_handle_end_mission_request() as a "hack" to skip the warp-out
sequence when an end-mission SEXP fires. On standalone servers this is
a race condition: scoring_eval_kill only runs on the master, and the
master hasn't broadcast m_okKills to clients yet at the point
multi_sexp_end_mission() is called. Entering debrief this early causes
scoring_level_close() to run with zeroed m_okKills, so
Pilot.update_stats() creates no kill entries for that session.
When debrief_close() later calls scoring_backout_accept() it cannot
find those entries and hits the UNREACHABLE.

Fix: Remove the send_debrief_event() call entirely. The normal flow
via multi_handle_end_mission_request() has the server broadcast stats
first and then send MISSION_END, which causes the client to enter
debrief with correct kill data already populated. The master enters
debrief through sexp_end_mission() -> send_debrief_event() as before.

The behavioral side-effect of removing this hack: clients that go
through the normal warp-out sequence will no longer skip it on
end-mission. Clients in a state where they cannot warp still receive
immediate debrief via multi_handle_sudden_mission_end().

--- Root cause 2: host accept code never set on PXO standalone (multiui.cpp) ---

In multi_debrief_accept_hit() and multi_debrief_esc_hit(), when the
game is a PXO/tracker game and the local player is the game host
(NETINFO_FLAG_GAME_HOST), the code calls send_store_stats_packet() to
tell clients to record their stats. It then sets
Multi_debrief_stats_accept_code = 1 via the per-client response path
inside the NETINFO_FLAG_AM_MASTER block.

On a standalone server the game host is NOT the master
(NETINFO_FLAG_AM_MASTER is false for the client-side host). The
NETINFO_FLAG_AM_MASTER block is skipped entirely, and
send_store_stats_packet() uses multi_io_send_to_all_reliable() which
skips the local player — so the host never receives its own packet.
Multi_debrief_stats_accept_code stays at -1 (unset).

When debrief_close() checks this value and sees it is not 1, it
assumes stats were tossed or the window was closed without accepting,
and runs scoring_backout_accept() unconditionally. With fix 1 in place
this no longer crashes (entries exist), but silently strips all session
kill credit from the host's pilot record.

Fix: After the send_store_stats_packet() block, call
multi_debrief_stats_accept() unconditionally for the game host so the
accept code is set locally regardless of whether the host is also the
standalone master.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>

* Preserve end-mission warp-out skip via deferred debrief entry

The previous fix removed send_debrief_event() from
multi_sexp_end_mission() entirely, which was correct for the stats
race condition but had a side effect: clients would no longer skip the
warp-out sequence when an end-mission SEXP fires.  The warp-out skip
was an intentional feature — process_endgame_packet() checks whether
the client is already in debrief state and, if so, bypasses
multi_warpout_all_players().

Restore the original behavior by deferring the send_debrief_event()
call to process_endgame_packet() rather than eliminating it.
multi_sexp_end_mission() now sets Multi_sexp_end_mission_pending=true
before calling multi_handle_end_mission_request().  When the client
receives the MISSION_END packet, process_endgame_packet() checks the
flag, calls send_debrief_event() there, then falls through to the
debrief-state check which skips the warp-out exactly as before.

This is safe because send_endgame_packet() calls multi_broadcast_stats()
before sending MISSION_END.  Both use reliable delivery, so stats are
guaranteed to be received and applied before MISSION_END is processed,
meaning scoring_level_close() now sees correct kill data when
send_debrief_event() fires.

Alt-J-initiated mission ends are unaffected: the flag is never set,
so the warp-out proceeds normally for those paths.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>

* Revert multiui.cpp accept code change — tracker master owns stats

The previous change added multi_debrief_stats_accept() calls for the
game host in multi_debrief_accept_hit() and multi_debrief_esc_hit() to
work around Multi_debrief_stats_accept_code staying -1 on a standalone
server.  This was based on incorrect analysis.

In PXO tracker games the standalone master is intentionally the sole
authority for stat storage (via multi_fs_std_tracker_store_stats() in
multi_standalone_postgame_close()).  The host and clients must not save
stats to their local pilot files independently.  Multi_debrief_stats_
accept_code remaining -1 and triggering scoring_backout_accept() on the
host is correct behavior: kills are backed out of the local pilot file
because the tracker holds the authoritative record, not the local file.

The race condition fix (deferred send_debrief_event()) is sufficient to
prevent the crash: Pilot.update_stats() now creates kill entries with
correct m_okKills data, so scoring_backout_accept() can find and remove
them cleanly rather than hitting the UNREACHABLE.

Co-Authored-By: Claude Sonnet 4.6 <[email protected]>

* Move Multi_sexp_end_mission_pending from multiutil to multi and reset in multi_vars_init()

Addresses review feedback: the flag has no relation to multiutil, and
resetting it in multi_vars_init() ensures it is always cleared between
missions regardless of which code path was taken.

Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>

---------

Co-authored-by: Claude Sonnet 4.6 <[email protected]>
2026-04-03 09:26:23 -04:00
Goober5000 ce31a33029 fix persistent variables and containers (#7192) 2026-03-13 08:16:28 -04:00
John Fernandez c08a669c2e Merge branch 'scp-fs2open:master' into Fix-Coverity-Time-T-issues 2024-03-22 11:51:27 -04:00
mjn-mixael 6e38656658 Convert Active_games_head to an SCP_list to prepare for the SCPUI API 2024-02-26 22:30:59 -06:00
John Fernandez 3124c55642 Change various varibales to time_t
These variables were previously int's or uint's
2023-12-20 16:06:49 -05:00
mjn-mixael 95baa85750 remove the cd checks that always returned true anyway 2023-11-29 11:27:31 -06:00
BMagnu 272d6261c4 Generic Lua Multiplayer RPC (#4835)
* Add automatic lua obj serialization function dispatch

* Implement fundamental and object de/serialization

* Proper default case for package deserialization

* Add No Multi func

* Add Serialization part

* Fix max encoding size for userdata

* Implement exception handling

* Start Implementing lua RPC

* Prepare waitAsync for RPC

* Add packet order enforcing and forwarding

* Add RPC registry

* Make RPCs callable

* Add waitRPC

* Add serializers

* Fix GCC error

* Explicitly specify lua_net_exception

* Fix Warnings

* Replace Seriliaze fundamental with cross-platform data types

* Appease Clang

* Prevent serialization CTD on invalid objects

* Actually use the temporaries assigned

* Fix OSWPT shadow

* Fix table deserialize order

* Incorporate Feedback

* Fix Warnigs

* ix WArnings 2

* Add sanity checks for OSWPT wing serialization

* Multi Bump

* Forgot we have american-style dates there
2023-03-28 03:07:03 +09:00
JohnAFernandez 0d27a0f086 Enable client turrets to track targets (#4791)
* Enable clients to move turrets

This allows clients to user server data to move turrets according to the timing and target data on the server.  Uses a small packet to do so.
2022-11-14 15:58:41 +00:00
JohnAFernandez bd0e6bb990 Add an update interval for client update packets (#4796) 2022-10-18 21:54:16 +09:00
BMagnu 74ba7899fd Virtual / Modular POFs (#4590)
* Integrate Barebones Framework

* further integration

* Add brak in read

* Defer subsystem generation

* Unentangle pof parsing and subsystem info writing

* finalize modelreplace skeleton

* Begin submodel copying

* First prototype of modular pofs demonstratable

* Allow Submodel Renaming

* Add copy children and set offset

* properly handle depth

* Add header modification

* Fix issues with parsing

* Fix Warnings

* incorporate feedback

* de std-ify

* Incorporate Feedback 2

* Fix macro

* Remove ref

* Enhance error messages
2022-09-03 22:15:56 +09:00
Taylor Richards df6cf572ac convert multi timestamp()'s to ui_timestamp() where appropriate
A bit overkill for some of this but just covering the bases.

 * fix issues with in-game join
 * fix multi messaging and multi pause screen
 * make sure maintenance stuff (pings, voice, file xfer, etc.) isn't
   affected by pausing or time compression
2022-05-17 07:50:50 -04:00
John Fernandez c035f1341c Change type from int to const ubyte
This will remove the almost completely superfluous `if ( (type<0) || (type > MAX_TYPE_ID )) {` check by precluding it from ever happening.
2022-04-18 06:35:37 -04:00
John Fernandez 19ef658f56 Upgrade unknown packet type to mprintf
If we're not going to Assert that the packet type be known, at least always dump the unknown packet type to the log.
2022-04-18 06:35:37 -04:00
John Fernandez 34ba050242 Upgrade Cmdline_dump_packet_type to include length
Helps us by also dumping the amount of data that has been processed from that packet so far.

Also, dump how much data we need to get through to finish the packet correctly.
2022-04-18 06:35:37 -04:00
JohnAFernandez a464e8615c Create commandline option for logging data packets (#4175)
* Basic logging of packet types

Add a commandline Parameter for loggin packet type

This is to help with debugging specific multi bugs.
2022-04-17 03:32:23 +00:00
Goober5000 1b51225c51 convert the FSO timestamp system to use SDL time
Previously, the game used a dead-reckoning system for measuring time, where several time counters were incremented as long as time was running.  This unfortunately has no way to synchronize time in the long term, and therefore in-game time will tend to run faster or slower than real time by a few percent, depending on various factors.

This PR redesigns the timestamp system to use the SDL time counter which will always keep it in sync with real time.  However this necessarily involves a bit of clever handling when the game is paused and unpaused.  It also revealed several minor bugs in several places in the code where timestamps were handled.

This PR is currently in draft status until the design can be updated to handle time compression.  In all other respects it should be working.
2022-01-16 15:20:57 -05:00
BMagnu 79283d9002 Animation Rework: Phase 3 (#3793)
* Refactor submodel handling by animation code

* Add Animation Flags

* Add Codeowner for animations

* Add new Animation Table

* Time Fix

* Weapon Launched trigger + bugfixes

* cleanup rebase artifact

* Add WeaponFired triggers

* Table deprec

* Allow multiple animations on the same trigger

* Add Translation segment

* Integrate new Animation workflow

* Small Fixes

* Submodel not found safety

* Add Pause

* Also allow dockport name

* Update Animation SEXP/Scripting + fix change ship class issue

* Multi fix + disable old animation sexp

* Weapon Scripting Function

* Fix bugs and replace bind

* Add onspawn trigger type

* Fix issue on ship death

* Fix Absolute Rotation

* Fix erroneous application of animation, add random start phase

* Disable Translation

* Fix Clang

* Incorporate feedback

* Incorporate feedback 2
2021-12-10 14:44:13 +09:00
BMagnu 12be7576f7 Animation Overhaul: Phase 2 (#3609)
* Add Generic Rotation Segment

* SEXPd rotations work

* Fully replace old animation system

* Add sound segment

* Fixes

* Trigger Hangarbay doors for lone player without AI

* Address Warnings

* Fix Docking ANimations + some bugs

* Fix sound issue + docking bug

* fix bugs, add multi handling

* Change direction into enum class

* Address feedback

* Futher clean aicode

* Address feedback

* Add Multi packet constexprs

* Fix multi constexprs

* Clarify AIS_DOCK comments

* Address multi issues

* Clang somehow detects issues where there are none...
2021-10-06 08:50:58 +09:00
Taylor Richards 0160fac2ff Refactor hud escort list to be less crazy (#2922)
* refactor hud escort list to be less crazy

 - don't keep rebuilding list
 - add and remove ships more efficiently
 - better handling of player ships in multi (fixes #1674)

* fix sorting issues

 - incomplete priority sort
 - reversed alpha sort

* fix additional sorting issue

* improve safety check in list sort function

* add safety checks to hud_add_ship_to_escort()

this wasn't meant to be used outside of the module so
it was not really safe to use with sexps previously

* remove entries properly in hud_add_remove_ship_escort()
2021-06-22 01:34:06 -04:00
JohnAFernandez 9d7acbcc9d Update Function Name and comment to describe what it actually is (#3451)
Change find_player_id to find_player_index, since that is what it does
2021-05-29 19:21:36 -04:00
JohnAFernandez 3d0e0f80ae One more hiccup 2021-03-23 20:31:04 -04:00
JohnAFernandez 42c19cdfee Fix Missile Syncing Between Server and Client 2021-03-23 20:31:04 -04:00
JohnAFernandez 5bb934119c Limit instances of Client Collisions to Avoid Instant Death (#3164)
* Limit instances of Client Collisions to Avoid Instant Death

* Set timestamps correctly (take 2)

* Handle server check the same everywhere

* Clearer Logic Here
2021-03-18 17:24:08 -04:00
Taylor Richards 088f4422db set HEADER_LENGTH to a fixed size
This should *never* be something that can be changed
at runtime
2020-12-24 09:38:23 -05:00
Taylor Richards 3e7fedd997 avoid doing mdns stuff in incompatible states 2020-11-24 10:06:27 -05:00
Taylor Richards cd5e1c297b replace old multicast code with mdns/dns-sd 2020-11-21 00:57:03 -05:00
JohnAFernandez f21b1a7ace Multiplayer Resimulation for Client Fired Linear Weapons (Rollback) (#2788)
* Multiplayer Dumbfire Rollback

This creates a packet that sends the relative position and orientation info for a primary or dumbfire missle shot.  The client creates this packet when firing those two types of weapons and sends it to the server.  The server goes back to the frame that the client fired the weapon and quicky resimulates all the frames in-between.

This includes collision detection, restoring positions, orientations and veloicties, but not subsystem orientations.

* Address Feedback

* allow clients to send subsystem info

* Check for object number not weapon number

* Readability Adjustment
2020-11-03 22:56:25 -05:00
JohnAFernandez 186fe51344 Object update packet upgrade (#2752)
* Object Update Refactor

    1. Keeps the object update packet aligned, even if the ship is dying or has not yet arrived on the client.
    2. Properly handles model point shields (yes, that's what was causing multi to crash the most!)
    3. Reworks positional interpolation timing and adds rotational interpolation, by sending timing information with every object update packet in a header shared between objects.
    4. Saves a lot of bandwidth by only sending data that is changing. (no more sending all subsystems once per second!)
    5. Better handles out of order packets (but can still use their information if recent enough!)
    6. Builds the basis for Rollback by beginning to record the positions and orientations and velocities of ships for the last 30 frames.
    7. Adds subsystem rotation -- Yeah, you saw that right, subsystems will now spin in multi.
    8. Waypoint movement is now enabled via sexp, and time to arrival of waypoints is updated on the target info gauge.

* Fix edge case crash and Incorporate feedback

* Clean Up Interpolate Angles Quick

* Restrain the client

* How was this still here???

* Make sure every part of OO uses OOC_INDEX_NULLPTR_SUBSYSTEM define

* Fix Way to Store Return Values

* Ok travis, we get it

* Ok travis.........
2020-10-08 15:29:06 -04:00
Taylor Richards d30c0a2024 fix various errors from travis/appveyor 2020-08-30 00:03:14 -04:00
Taylor Richards 92be33ad9c first pass at IPv6 support 2020-08-30 00:01:00 -04:00
Taylor Richards 4220a426d6 fix gtrack updates to work more reliably 2020-07-12 12:12:59 -04:00
JohnAFernandez 8ee447d8c2 CleanUp Unused Function
This function does not have any contents and should be removed.
2020-01-20 00:28:28 -05:00
Taylor Richards 9ae62e9db8 remove some cruft from previous attempts 2019-12-12 08:06:59 -05:00
Taylor Richards c286c4c2ce add support for automatic port forwarding 2019-12-12 08:06:59 -05:00
Taylor Richards bd9880bc9b replace FS2NetD with PXO 2019-11-08 02:07:14 -05:00
Jenna Trassa 783e4b5ab2 strings.tbl translation adjustments
Another duplicate that now uses a unique ID.
2018-07-14 14:39:24 +02:00
MageKing17 8f4972aab9 Merge pull request #618 from Karajorma/RemoveOldSEXPPackets
Remove several packets used in multiplayer that can now be handled by…
2016-08-15 12:52:11 -07:00
Fabian Woltermann 770fce8de5 Bitset flags -- take 2 (#775)
This introduces a new mechanism for handling bit flags. Instead of using an int (or two, or three) to write bits into, this uses the std::bitset in a wrapper class that accepts an enum class as input. This means that certain classes of errors we've had a few of in the engine, where a coder used the wrong set of flags or checked them against the wrong variable (SF_STEALTH vs SIF_STEALTH, for example) can now be detected at a compiler level rather than not at all.
2016-08-12 16:13:50 -07:00
asarium 1bcd5400d3 Move build system to CMake 2016-07-22 12:07:19 +02:00
Karajorma bcf007376d Remove several packets used in multiplayer that can now be handled by the SEXP packet system instead. 2016-06-02 12:20:07 +08:00
asarium 2d4d0081cd Merge branch 'master' into antipodes_/sync
Conflicts:
	code/cmdline/cmdline.cpp
	code/io/timer.cpp
	code/network/multi.cpp
	configure.ac
	projects/MSVC_2005/Fred2.vcproj
	projects/MSVC_2005/Freespace2.sln
	projects/MSVC_2005/Freespace2.vcproj
	projects/MSVC_2005/code.vcproj
	projects/MSVC_2008/Fred2.vcproj
	projects/MSVC_2008/Freespace2.doxproj
	projects/MSVC_2008/Freespace2.vcproj
	projects/MSVC_2008/code.vcproj
	projects/MSVC_2010/Fred2.vcxproj
	projects/MSVC_2012/Fred2.vcxproj
	projects/MSVC_2012/Freespace2.vcxproj
	projects/MSVC_2012/code.vcxproj
	projects/MSVC_2012/code.vcxproj.filters
	projects/Xcode4/FS2_Open.xcodeproj/project.pbxproj
	projects/Xcode4/Frameworks.tgz
	projects/Xcode4/Info.plist
2016-03-11 12:36:52 +01:00
jg18 1adb64e39d Remove IPX support.
Remove support for the IPX protocol. The IPX selector button in the multi
options menu is now hidden, and the TCP button is disabled since there is no other option.
2016-02-25 10:28:49 -08:00
asarium 95c88cd62d Fix compilation errors in FRED 2016-01-24 23:17:19 +01:00
asarium d57eefde7f Undefine MessageBox if it is defined 2015-08-29 23:01:38 +02:00
asarium 451d451417 Replace Win32 MessageBox with os::dialogs version
Also moved SCP_MessageBox into os::dialogs namespace
2015-08-28 16:24:35 +02:00
asarium 1d93fdea2e Merge branch 'master' into antipodes
Conflicts:
	code/freespace2/freespace.cpp
	code/graphics/2d.cpp
	code/network/stand_gui-unix.cpp
	projects/MSVC_2012/Fred2.vcxproj
	projects/MSVC_2012/Freespace2.vcxproj
	projects/MSVC_2013/code.vcxproj
	projects/MSVC_2013/code.vcxproj.filters
	projects/MSVC_2015/Fred2.vcxproj
	projects/MSVC_2015/Freespace2.vcxproj
	projects/MSVC_2015/code.vcxproj
2015-07-03 19:15:43 +02:00
Cliff Gordon 5311ea4f7a [fix/nat_multiplayer] Vestigare's submitted patch for allowing multiple users behind a NAT to connect to a remote standalone. 2015-06-29 16:50:06 -05:00
asarium 2d47bcd9ad Replace Sleep with os_sleep 2015-06-03 16:20:39 +02:00
Cliff Gordon 0ce31bf471 [fix/triplemon_hud] Yarn's triple-monitor fix, see http://www.hard-light.net/forums/index.php?topic=89262.0. Patch tweaked to work around changes in 9aed627. 2015-05-06 10:40:45 -05:00
Goober5000 435b078157 Yarn's patch for Mantis #3107 (Parts of the interface code assume a font size of 10)
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@11082 387891d4-d844-0410-90c0-e4c51a9137d3
2014-09-25 16:40:34 +10:00