* 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
* 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.........
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.
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.
MASSIVE thanks to Mjn.Mixael and Blue Planet for tireless constant testing.
(It's still not perfect, but it probably wouldn't be where it is at without them)
Spans a lot from initial commit to AP Branch in r6835.
git-svn-id: svn://svn.icculus.org/fs2open/trunk@9561 387891d4-d844-0410-90c0-e4c51a9137d3
- increase sleep time during reconnect
- better handling of disconnects from connection errors
- proper disconnect in case of login failure
- log stats request calls
- don't try to read stats from packet when there aren't any to read
- allow proper connection resetting with standalone
- change auto-reconnect timeout from 30 minutes to 5
- count server traffic among activity instead of just client traffic
- reduce uneccessary client->server traffic
Some ugliness involved (placement new - yuck!), however given that a lot of our structures are allocated with vm_malloc, I haven't got a better way around this at present.