Commit Graph
110 Commits
Author SHA1 Message Date
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
z64555 8d5fbab768 z64555's debug console. Take 2. Includes changes to most (not Xcode) project files to include the added files of r10621
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10622 387891d4-d844-0410-90c0-e4c51a9137d3
2014-05-08 19:18:37 +10:00
The_E 98355da7d5 Revert 10619: Missing files
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10620 387891d4-d844-0410-90c0-e4c51a9137d3
2014-05-08 19:18:36 +10:00
z64555 2b2ba832f8 z64555's debug console.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10619 387891d4-d844-0410-90c0-e4c51a9137d3
2014-05-08 19:18:36 +10:00
The_E 6e91857745 From Yarn: Fixes interface graphics scaling issues. If, for some reason, you want to have the interface graphics stretched, use the -stretch_menu commandline flag.
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10544 387891d4-d844-0410-90c0-e4c51a9137d3
2014-03-30 12:39:54 +10:00
karajorma ac6796f5af Add all the strings that had no translation.
git-svn-id: svn://svn.icculus.org/fs2open/trunk@9600 387891d4-d844-0410-90c0-e4c51a9137d3
2013-03-30 15:36:18 +10:00
Zacam 593be42e66 *drum roll* Pilot Code! Originated by taylor. Additional direct work by: The E, niffiwan, CommanderDJ, Pyro3D, Echelon9 (PVS-Studio), Karajorma and Eli2. (If I missed you, don't kill me.)
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
2013-03-18 20:26:06 +10:00
karajorma e83c18a7f9 Clear out some cruft from the multiplayer code. Make sure Macros are being used. 2012-11-03 08:25:27 +00:00
Zacam 206279c5fd Sync Drift: Apparently still some lingering ifdefs for OEM/Multiplayer_Beta and non-AP specific things not having made it to trunk for some reason. 2011-09-25 08:26:45 +00:00
Zacam bed42975da Karajorma's "Clean up" code. (Not for credit, but because I'm trying to reduce the "open" number of "Code Reviews" so that we don't get too backlogged with them)
http://www.hard-light.net/forums/index.php?topic=74066.0
2011-02-03 07:41:16 +00:00
Zacam 9254dae233 Resolves LNK4221 under MSVC. multi_oo and psnet are not actually linked/used, so references pointing to them now go to multi_obj and psnet2 respectively. (Same as Antipodes 6881)
http://www.hard-light.net/forums/index.php?topic=73147.0
2011-01-30 05:59:36 +00:00