/* * Copyright (C) Volition, Inc. 1999. All rights reserved. * * All source code herein is the property of Volition, Inc. You may not sell * or otherwise commercially exploit the source or things you created based on the * source. * */ #include // this is need even when not building debug!! #include "globalincs/globals.h" #include "object/object.h" #include "ship/ship.h" #include "weapon/weapon.h" #include "network/multi.h" #include "network/multiutil.h" #include "network/multimsgs.h" #include "network/multiui.h" #include "mission/missionparse.h" #include "freespace.h" #include "gamesequence/gamesequence.h" #include "io/key.h" #include "gamesnd/gamesnd.h" #include "globalincs/linklist.h" #include "network/multi_ingame.h" #include "missionui/missionscreencommon.h" #include "popup/popup.h" #include "network/multi_observer.h" #include "network/multi_xfer.h" #include "network/multi_kick.h" #include "menuui/mainhallmenu.h" #include "stats/stats.h" #include "network/multiteamselect.h" #include "missionui/missionweaponchoice.h" #include "network/multi_endgame.h" #include "hud/hudets.h" #include "hud/hudshield.h" #include "mission/missionhotkey.h" #include "globalincs/alphacolors.h" #include "io/timer.h" #include "playerman/player.h" #include "network/multi_log.h" #include "network/multi_time_manager.h" // -------------------------------------------------------------------------------------------------- // DAVE's BIGASS INGAME JOIN WARNING/DISCLAIMER // // Ingame joining is another delicate system. Although not as delicate as server transfer, it will // help to take as many precautions as possible when handling ingame joins. Please be sure to follow // all the same rules as explained in multi_strans.h // // -------------------------------------------------------------------------------------------------- // -------------------------------------------------------------------------------------------------- // INGAME JOIN DESCRIPTION // // 1.) Joiner sends a JOIN packet to the server // 2.) If the server accepts him, he receives an ACCEPT packet in return // 3.) The client then moves into the INGAME_SYNC state to begin receiving data from the server // 4.) The first thing he does on this screen is send his filesig packet to the server. At which // point the server will either let him in or deny him. There are no file transfers ingame. // 5.) The server calls multi_handle_ingame_joiners() once per frame, through multi_do_frame() // 6.) After verifiying or kicking the player because of his file signature, the server tells the // player to load the mission // 7.) When the mission is loaded, the server, sends a netgame update to the client // 8.) Without waiting, the server then begins sending data ship packets to the player // 9.) Upon confirmation of receiving these packets, the server sends wing data packets // 10.) Upon completion of this, the server sends respawn point packets // 11.) Upon completion of this, the server sends a post briefing data block packet containing ship class and // weapon information // 12.) After this, the server sends a player settings packet (to all players for good measure) // 13.) At this point, the server sends a jump into mission packet // 14.) Upon receipt of this packet, the client moves into the ingame ship select state // 15.) The first thing the client does in this state is load the mission data (textures, etc) // 16.) The player is presented with a list of ships he can choose from. He selects one and sends // an INGAME_SHIP_REQUEST to the server. // 17.) The server checks to see if this request is acceptable and sends an INGAME_SHIP_REQUEST back // with the appropriate data. // 18.) If the client received an affirmative, he selects the ship and jumps into the mission, otherwise // he removes it from the list and tries for another ship // -------------------------------------------------------------------------------------------------- LOCAL int Ingame_ships_deleted = 0; //LOCAL int Ingame_ships_to_delete[MAX_SHIPS]; SCP_vector Ingame_ship_choices; // -------------------------------------------------------------------------------------------------- // INGAME JOIN FORWARD DECLARATIONS // void multi_ingame_send_ship_update(net_player *p); void multi_ingame_join_check_buttons(); void multi_ingame_join_button_pressed(int n); // -------------------------------------------------------------------------------------------------- // INGAME JOIN COMMON DEFINITIONS // // -------------------------------------------------------------------------------------------------- // INGAME JOIN SERVER FUNCTIONS // // called on the server to process ingame joiners and move them through the motions of ingame joining void multi_handle_ingame_joiners() { int idx; Assert( MULTIPLAYER_MASTER ); // if my ingame joining flag isn't set, then don't do anything. if ( !(Netgame.flags & NG_FLAG_INGAME_JOINING) ){ return; } // traverse through all the players for(idx = 0; idxflags &= ~(NETINFO_FLAG_INGAME_JOIN); // set my state to be in-mission Net_player->state = NETPLAYER_STATE_IN_MISSION; send_netplayer_update_packet(); // jump into the game gameseq_post_event(GS_EVENT_ENTER_GAME); } // -------------------------------------------------------------------------------------------------- // INGAME DATA SYNC SCREEN // // mission sync screen init function for ingame joining void multi_ingame_sync_init() { // if we couldn't get the file signature correctly. send some bogus values multi_get_mission_checksum(Game_current_mission_filename); // everyone should re-initialize these init_multiplayer_stats(); // send the file signature to the host for possible mission file transfer strcpy_s(Netgame.mission_name,Game_current_mission_filename); send_file_sig_packet(Multi_current_file_checksum,Multi_current_file_length); Ingame_ships_deleted = 0; } // mission sync screen do function for ingame joining void multi_ingame_sync_do() { } // mission sync screen do function for ingame joining void multi_ingame_sync_close() { } // -------------------------------------------------------------------------------------------------- // INGAME SHIP SELECT SCREEN // static const char *Multi_ingame_join_bitmap_fname[GR_NUM_RESOLUTIONS] = { "MultiIngame", // GR_640 "2_MultiIngame" // GR_1024 }; static const char *Multi_ingame_join_bitmap_mask_fname[GR_NUM_RESOLUTIONS] = { "MultiIngame-M", // GR_640 "2_MultiIngame-M" // GR_1024 }; // button defs #define MULTI_INGAME_JOIN_NUM_BUTTONS 2 #define MIJ_CANCEL 0 #define MIJ_JOIN 1 ui_button_info Multi_ingame_join_buttons[GR_NUM_RESOLUTIONS][MULTI_INGAME_JOIN_NUM_BUTTONS] = { { // GR_640 ui_button_info( "MIB_00", 532, 434, 510, 413, 0 ), // cancel ui_button_info( "MIB_01", 572, 428, 585, 413, 1 ), // join }, { // GR_1024 ui_button_info( "2_MIB_00", 851, 695, 916, 685, 0 ), // cancel ui_button_info( "2_MIB_01", 916, 685, 950, 665, 1 ), // join } }; #define MULTI_INGAME_JOIN_NUM_TEXT 8 UI_XSTR Multi_ingame_join_text[GR_NUM_RESOLUTIONS][MULTI_INGAME_JOIN_NUM_TEXT] = { { // GR_640 {"Cancel", 387, 510, 413, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_640][MIJ_CANCEL].button}, {"Join", 1303, 585, 413, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_640][MIJ_JOIN].button}, {"Select Ship", 317, 39, 6, UI_XSTR_COLOR_PINK, -1, NULL}, {"name", 1423, 39, 28, UI_XSTR_COLOR_GREEN, -1, NULL}, {"class", 1424, 145, 28, UI_XSTR_COLOR_GREEN, -1, NULL}, {"status", 1425, 214, 28, UI_XSTR_COLOR_GREEN, -1, NULL}, {"primary", 1426, 295, 28, UI_XSTR_COLOR_GREEN, -1, NULL}, {"secondary", 1427, 440, 28, UI_XSTR_COLOR_GREEN, -1, NULL} }, { // GR_1024 {"Cancel", 387, 843, 665, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_1024][MIJ_CANCEL].button}, {"Join", 1303, 950, 665, UI_XSTR_COLOR_PINK, -1, &Multi_ingame_join_buttons[GR_1024][MIJ_JOIN].button}, {"Select Ship", 317, 63, 14, UI_XSTR_COLOR_PINK, -1, NULL}, {"name", 1423, 63, 45, UI_XSTR_COLOR_GREEN, -1, NULL}, {"class", 1424, 233, 45, UI_XSTR_COLOR_GREEN, -1, NULL}, {"status", 1425, 343, 45, UI_XSTR_COLOR_GREEN, -1, NULL}, {"primary", 1426, 473, 45, UI_XSTR_COLOR_GREEN, -1, NULL}, {"secondary", 1427, 704, 45, UI_XSTR_COLOR_GREEN, -1, NULL} } }; #define MI_FIELD_X 0 #define MI_FIELD_Y 1 #define MI_FIELD_W 2 #define MI_FIELD_H 3 static int Mi_width[GR_NUM_RESOLUTIONS] = { 569, // GR_640 910 // GR_1024 }; static int Mi_height[GR_NUM_RESOLUTIONS] = { 339, // GR_640 542 // GR_1024 }; static int Mi_spacing[GR_NUM_RESOLUTIONS] = { 30, 48 }; static int Mi_name_field[GR_NUM_RESOLUTIONS][4] = { // GR_640 { 33, // x 49, // y 100, // width 339 // height }, // GR_1024 { 53, // x 78, // y 160, // width 542 // height } }; static int Mi_class_field[GR_NUM_RESOLUTIONS][4] = { // GR_640 { 140, // x 49, // y 59, // width 339 // height }, // GR_1024 { 224, // x 78, // y 94, // width 542 // height } }; static int Mi_status_field[GR_NUM_RESOLUTIONS][4] = { // GR_640 { 209, // x 49, // y 69, // width 339 // height }, // GR_1024 { 334, // x 78, // y 110, // width 542 // height } }; static int Mi_primary_field[GR_NUM_RESOLUTIONS][4] = { // GR_640 { 287, // x 49, // y 145, // width 339 // height }, // GR_1024 { 459, // x 78, // y 232, // width 542 // height } }; static int Mi_secondary_field[GR_NUM_RESOLUTIONS][4] = { // GR_640 { 441, // x 49, // y 145, // width 339 // height }, // GR_1024 { 706, // x 78, // y 232, // width 542 // height } }; // for timing a player out static int Multi_ingame_timer_coords[GR_NUM_RESOLUTIONS][2] = { { // GR_640 26, 411 }, { // GR_1024 42, 658 } }; //#define MULTI_INGAME_TIME_LEFT_X 26 //#define MULTI_INGAME_TIME_LEFT_Y 411 #define MULTI_INGAME_TIME_SECONDS (1000 * 15) static UI_TIMESTAMP Ingame_time_left; // uses MULTI_JOIN_REFRESH_TIME as its timestamp UI_WINDOW Multi_ingame_window; // the window object for the join screen UI_BUTTON Multi_ingame_select_button; // for selecting list items int Multi_ingame_bitmap; // the background bitmap // ship class icons #define MULTI_INGAME_MAX_SHIP_ICONS 40 typedef struct is_icon { int bmaps[NUM_ICON_FRAMES]; int ship_class; } is_icon; is_icon Multi_ingame_ship_icon[MULTI_INGAME_MAX_SHIP_ICONS]; int Multi_ingame_num_ship_icons; // # of available ships (also == the # currently being displayed) int Multi_ingame_num_avail; // signatures for each of the available ships ushort Multi_ingame_ship_sigs[MAX_PLAYERS]; // net signature of the ship we've requested to grab as an ingame joiner (waiting for server response if >= 0) ushort Multi_ingame_join_sig; // the index into the list of the ship currently selected int Multi_ingame_ship_selected; // temporary stuff - used only until we come up with a more permanent interface for this screen #define MAX_INGAME_SHIPS 50 #define INGAME_FINAL_TIMEOUT 4000 ushort Ingame_ship_signatures[MAX_INGAME_SHIPS]; //LOCAL int Ingame_final_timeout; //XSTR:ON // local variables to hold ship/obj/ai information for the joiner. We need to // create a bogus ship so that packets that the joiner receives during his join // have valid Player_ship, Player_obj, and Player_ai to work with int Ingame_shipnum; // display the available ships (OF_COULD_BE_PLAYER flagged) void multi_ingame_join_display_avail(); // try and scroll the selected ship up void multi_ingame_scroll_select_up(); // try and scroll the selected ship down void multi_ingame_scroll_select_down(); int multi_ingame_get_ship_class_icon(int ship_class) { int idx; // lookup through all available ship icons for(idx=0;idxicon_filename[0] != '\0') && (Multi_ingame_num_ship_icons < MULTI_INGAME_MAX_SHIP_ICONS)) { // set the ship class Multi_ingame_ship_icon[Multi_ingame_num_ship_icons].ship_class = (int)std::distance(Ship_info.cbegin(), it); // load in the animation frames for the icon first_frame = bm_load_animation(it->icon_filename, &num_frames); if ( first_frame == -1 ) { Int3(); // Could not load in icon frames.. get Dave } for ( s_idx = 0; s_idx < num_frames; s_idx++ ) { Multi_ingame_ship_icon[Multi_ingame_num_ship_icons].bmaps[s_idx] = first_frame+s_idx; } Multi_ingame_num_ship_icons++; } } } void multi_ingame_unload_icons() { int idx,s_idx; // unload all the bitmaps for(idx=0;idxm_player->objnum = -1; // create a ship, then find a ship to copy crucial information from. Save and restore the wing // number to be safe. /* wingnum_save = Player_start_pobject->wingnum; net_signature = Player_start_pobject->net_signature; goals_save = Player_start_pobject->ai_goals; Player_start_pobject->wingnum = -1; Player_start_pobject->net_signature = 0; Player_start_pobject->ai_goals = -1; objnum = parse_create_object( Player_start_pobject ); Player_start_pobject->wingnum = wingnum_save; Player_start_pobject->net_signature = net_signature; Player_start_pobject->ai_goals = goals_save; if ( objnum == -1 ) { nprintf(("Network", "Bailing ingame join because unable to create parse object player ship\n")); multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_INGAME_SHIP); return; } // make it invalid Player_obj = &Objects[objnum]; Player_obj->net_signature = 0; Player_ship = &Ships[Player_obj->instance]; strcpy_s(Player_ship->ship_name, NOX("JIP Ship")); Player_ai = &Ai_info[Player_ship->ai_index]; */ if (!API_Access) { // load the temp ship icons multi_ingame_load_icons(); } // blast all the ingame ship signatures memset(Multi_ingame_ship_sigs,0,sizeof(ushort) * MAX_PLAYERS); // the index into the list of the ship currently selected Multi_ingame_ship_selected = -1; // initialize the time he has left to select a ship Ingame_time_left = ui_timestamp(MULTI_INGAME_TIME_SECONDS); // initialize GUI data if (!API_Access){ // create the interface window Multi_ingame_window.create(0,0,gr_screen.max_w_unscaled,gr_screen.max_h_unscaled,0); Multi_ingame_window.set_mask_bmap(Multi_ingame_join_bitmap_mask_fname[gr_screen.res]); // load the background bitmap Multi_ingame_bitmap = bm_load(Multi_ingame_join_bitmap_fname[gr_screen.res]); if(Multi_ingame_bitmap < 0) Error(LOCATION, "Couldn't load background bitmap for ingame join"); // create the interface buttons for(idx=0; idx 0)){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); Multi_ingame_ship_selected = 0; } // if we currently have a ship selected, but it disappears, select the next ship (is possible0 if((Multi_ingame_ship_selected >= 0) && (Multi_ingame_ship_selected >= Multi_ingame_num_avail)){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); Multi_ingame_ship_selected = Multi_ingame_num_avail-1; } // if the player clicked on the select button, see if the selection has changed if(Multi_ingame_select_button.pressed()){ Multi_ingame_select_button.get_mouse_pos(NULL,&y); select_index = y / Mi_spacing[gr_screen.res]; // if we've selected a valid item if((select_index >= 0) && (select_index < Multi_ingame_num_avail)){ // if we're not selected the same item, play a sound if(Multi_ingame_ship_selected != select_index){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); } // select the item Multi_ingame_ship_selected = select_index; } } } // determines if a button was pressed, and acts accordingly void multi_ingame_join_check_buttons() { int idx; for(idx=0; idx= 0 && index < MAX_PLAYERS) { Multi_ingame_ship_selected = index; } } bool multi_ingame_join_accept(bool API_Access) { // don't do further processing if the game is paused if (Netgame.game_state == NETGAME_STATE_PAUSED) return false; if (Multi_ingame_join_sig == 0) { // if he has a valid ship selected if (Multi_ingame_ship_selected >= 0) { if (!API_Access) { gamesnd_play_iface(InterfaceSounds::USER_SELECT); } // select the sig of this ship and send a request for it Multi_ingame_join_sig = Multi_ingame_ship_sigs[Multi_ingame_ship_selected]; // send a request to the send_ingame_ship_request_packet(INGAME_SR_REQUEST, Multi_ingame_join_sig); return true; } else { if (!API_Access) { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } } else { if (!API_Access) { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } return false; } // a button was pressed, so make it do its thing // this is the "acting accordingly" part void multi_ingame_join_button_pressed(int n) { switch(n) { case MIJ_CANCEL: multi_quit_game(PROMPT_CLIENT); break; case MIJ_JOIN: multi_ingame_join_accept(); break; default: // how did this happen? Int3(); } } // ingame join ship selection screen do void multi_ingame_select_do() { int k = Multi_ingame_window.process(); // process any keypresses switch(k){ case KEY_ESC : multi_quit_game(PROMPT_CLIENT); break; case KEY_UP: multi_ingame_scroll_select_up(); break; case KEY_DOWN: multi_ingame_scroll_select_down(); break; } // process button presses // multi_ingame_process_buttons(); multi_ingame_join_check_buttons(); // process any ship list related events multi_ingame_ship_list_process(); // draw the background, etc gr_reset_clip(); GR_MAYBE_CLEAR_RES(Multi_ingame_bitmap); if(Multi_ingame_bitmap != -1){ gr_set_bitmap(Multi_ingame_bitmap); gr_bitmap(0,0,GR_RESIZE_MENU); } Multi_ingame_window.draw(); // handle all timeout details. blitting, etc multi_ingame_handle_timeout(); // display the available ships multi_ingame_join_display_avail(); // flip the buffer gr_flip(); } // ingame join ship select close void multi_ingame_select_close() { // unload any bitmaps if(!bm_unload(Multi_ingame_bitmap)){ nprintf(("General","WARNING : could not unload background bitmap %s\n",Multi_ingame_join_bitmap_fname[gr_screen.res])); } // unload all the ship class icons multi_ingame_unload_icons(); // destroy the UI_WINDOW Multi_ingame_window.destroy(); Ingame_ship_choices.clear(); Ingame_ship_choices.shrink_to_fit(); // stop main hall music main_hall_stop_music(true); } // display an individual ships information, starting at the indicated y pixel value void multi_ingame_join_display_ship(object *objp,int y_start) { int icon_num,idx; int y_spacing; ship_weapon *wp; int line_height = gr_get_font_height() + 1; // blit the ship name itself gr_set_color_fast(&Color_normal); gr_string(Mi_name_field[gr_screen.res][MI_FIELD_X],y_start+10, Ships[objp->instance].ship_name, GR_RESIZE_MENU); // blit the ship class icon icon_num = multi_ingame_get_ship_class_icon(Ships[objp->instance].ship_info_index); if(icon_num != -1){ gr_set_bitmap(Multi_ingame_ship_icon[icon_num].bmaps[0]); gr_bitmap(Mi_class_field[gr_screen.res][MI_FIELD_X] + 15, y_start, GR_RESIZE_MENU); } gr_set_color_fast(&Color_bright); wp = &Ships[objp->instance].weapons; // blit the ship's primary weapons y_spacing = (Mi_spacing[gr_screen.res] - (wp->num_primary_banks * line_height)) / 2; for(idx=0;idxnum_primary_banks;idx++){ gr_string(Mi_primary_field[gr_screen.res][MI_FIELD_X], y_start + y_spacing + (idx * line_height), Weapon_info[wp->primary_bank_weapons[idx]].get_display_name(), GR_RESIZE_MENU); } // blit the ship's secondary weapons y_spacing = (Mi_spacing[gr_screen.res] - (wp->num_secondary_banks * line_height)) / 2; for(idx=0;idxnum_secondary_banks;idx++){ gr_string(Mi_secondary_field[gr_screen.res][MI_FIELD_X], y_start + y_spacing + (idx * line_height), Weapon_info[wp->secondary_bank_weapons[idx]].get_display_name(), GR_RESIZE_MENU); } // blit the shield/hull integrity hud_shield_show_mini(objp, Mi_status_field[gr_screen.res][MI_FIELD_X] + 15, y_start + 3,5,7); } // create the list of available ships the player can choose void multi_ingame_join_calc_avail(bool API_Access) { // recalculate this # every frame Multi_ingame_num_avail = 0; Ingame_ship_choices.clear(); for (auto moveup: list_range(&Ship_obj_list)) { if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead]) continue; if( !(Ships[Objects[moveup->objnum].instance].is_dying_or_departing()) && (Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player]) ) { // display the ship for normal UI but for API, store the access to the object if (!API_Access){ multi_ingame_join_display_ship(&Objects[moveup->objnum],Mi_name_field[gr_screen.res][MI_FIELD_Y] + (Multi_ingame_num_avail * Mi_spacing[gr_screen.res])); } else { Ingame_ship_choices.push_back(moveup->objnum); } // set the ship signature Multi_ingame_ship_sigs[Multi_ingame_num_avail] = Objects[moveup->objnum].net_signature; // inc the # available Multi_ingame_num_avail++; } } } // display the available ships (OF_COULD_BE_PLAYER flagged) void multi_ingame_join_display_avail() { // display a background highlight rectangle for any selected lines if(Multi_ingame_ship_selected != -1){ int y_start = (Mi_name_field[gr_screen.res][MI_FIELD_Y] + (Multi_ingame_ship_selected * Mi_spacing[gr_screen.res])); // draw the border gr_set_color_fast(&Color_bright_blue); gr_line(Mi_name_field[gr_screen.res][MI_FIELD_X]-1,y_start-1, (Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2),y_start-1, GR_RESIZE_MENU); gr_line(Mi_name_field[gr_screen.res][MI_FIELD_X]-1,y_start + Mi_spacing[gr_screen.res] - 2, (Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2),y_start + Mi_spacing[gr_screen.res] - 2, GR_RESIZE_MENU); gr_line(Mi_name_field[gr_screen.res][MI_FIELD_X]-1,y_start, Mi_name_field[gr_screen.res][MI_FIELD_X]-1, y_start + Mi_spacing[gr_screen.res] - 2, GR_RESIZE_MENU); gr_line((Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2), y_start,(Mi_name_field[gr_screen.res][MI_FIELD_X]-1) + (Mi_width[gr_screen.res]+2),y_start + Mi_spacing[gr_screen.res] - 2, GR_RESIZE_MENU); } multi_ingame_join_calc_avail(); } // try and scroll the selected ship up void multi_ingame_scroll_select_up() { if(Multi_ingame_ship_selected > 0){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); Multi_ingame_ship_selected--; } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } // try and scroll the selected ship down void multi_ingame_scroll_select_down() { if(Multi_ingame_ship_selected < (Multi_ingame_num_avail - 1)){ gamesnd_play_iface(InterfaceSounds::USER_SELECT); Multi_ingame_ship_selected++; } else { gamesnd_play_iface(InterfaceSounds::GENERAL_FAIL); } } // handle all timeout details int multi_ingame_handle_timeout(bool API_Access) { /* // uncomment this block to disable the timer gr_set_color_fast(&Color_bright_red); gr_string(Multi_ingame_timer_coords[gr_screen.res][0], Multi_ingame_timer_coords[gr_screen.res][1], "Timer disabled!!", GR_RESIZE_MENU); return; */ // if we've timed out, leave the game if( ui_timestamp_elapsed(Ingame_time_left) ) { multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_INGAME_TIMEOUT, MULTI_END_ERROR_NONE); return 0; } // otherwise, blit how much time we have left int time_left = ui_timestamp_until(Ingame_time_left) / MILLISECONDS_PER_SECOND; if (!API_Access) { char tl_string[100]; gr_set_color_fast(&Color_bright); memset(tl_string, 0, 100); sprintf(tl_string, XSTR("Time remaining : %d s\n", 682), time_left); gr_string(Multi_ingame_timer_coords[gr_screen.res][0], Multi_ingame_timer_coords[gr_screen.res][1], tl_string, GR_RESIZE_MENU); } return time_left; } // -------------------------------------------------------------------------------------------------- // PACKET HANDLER functions // these are also defined in multimsgs.h, but the implementations are in the module for the sake of convenience // #define INGAME_PACKET_SLOP 75 // slop value used for packets to ingame joiner void process_ingame_ships_packet( ubyte *data, header *hinfo ) { int offset, team, j; ubyte p_type; ushort net_signature; short wing_data; int team_val, slot_index, idx; char ship_name[255] = ""; object *objp; // go through the ship obj list and delete everything. YEAH if(!Ingame_ships_deleted){ // no player object Player_obj = NULL; Player_ship = NULL; Player_ai = NULL; // delete all ships for(idx=0; idx= 0) && (Ships[idx].objnum < MAX_OBJECTS)){ obj_delete(Ships[idx].objnum); } } Ingame_ships_deleted = 1; } offset = HEADER_LENGTH; // go GET_DATA( p_type ); while ( p_type == INGAME_SHIP_NEXT ) { p_object *p_objp; int ship_num, objnum; ubyte flag_size; GET_STRING( ship_name ); GET_USHORT( net_signature ); GET_DATA( flag_size ); ubyte temp; SCP_vector ship_flags, object_flags; for (ubyte i = 0; i < flag_size; i++) { GET_DATA(temp); ship_flags.push_back(temp); } GET_DATA( flag_size ); for (ubyte i = 0; i < flag_size; i++) { GET_DATA(temp); object_flags.push_back(temp); } GET_INT( team ); GET_SHORT( wing_data ); if(wing_data >= 0){ GET_INT(Wings[wing_data].current_wave); } // lookup ship in the registry auto entry = ship_registry_get(ship_name); p_objp = entry ? entry->p_objp_or_null() : nullptr; if (p_objp == nullptr) { mprintf(("ABORTING in-game join since FSO couldn't find ship %s in either arrival list or in mission!\n", ship_name)); multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_INGAME_BOGUS); return; } // go ahead and create the parse object. Set the network signature of this guy before // creation // multi_set_network_signature uncommented by Kazan on 11-04-2004 multi_set_network_signature( net_signature, MULTI_SIG_SHIP ); objnum = parse_create_object( p_objp ); ship_num = Objects[objnum].instance; Objects[objnum].flags.reset(); Objects[objnum].flags.set_from_vector(object_flags); Objects[objnum].net_signature = net_signature; // Cyborg17 also add this ship to the multi ship tracking and interpolation struct multi_rollback_ship_record_add_ship(objnum); // assign any common data strcpy_s(Ships[ship_num].ship_name, ship_name); Ships[ship_num].flags.reset(); Ships[ship_num].flags.set_from_vector(ship_flags); Ships[ship_num].team = team; Ships[ship_num].wingnum = (int)wing_data; GET_DATA( p_type ); } PACKET_SET_SIZE(); // if we have reached the end of the list and change our network state if ( p_type == INGAME_SHIP_LIST_EOL ) { // merge all created list obj_merge_created_list(); // fixup player ship stuff for(idx=0; idxinstance, Wss_slots_teams[team_val][slot_index].ship_class); wl_bash_ship_weapons(&Ships[idx].weapons, &Wss_slots_teams[team_val][slot_index]); // Be sure to mark this ship as as a could_be_player obj_set_flags( objp, objp->flags + Object::Object_Flags::Could_be_player ); objp->flags.remove(Object::Object_Flags::Player_ship); // if this is a player ship, make sure we find out who's it is and set their objnum accordingly for( j = 0; j < MAX_PLAYERS; j++){ if(MULTI_CONNECTED(Net_players[j]) && (Net_players[j].m_player->objnum == Objects[Ships[idx].objnum].net_signature)) { multi_assign_player_ship( j, objp, Ships[idx].ship_info_index ); objp->flags.set(Object::Object_Flags::Player_ship); objp->flags.remove(Object::Object_Flags::Could_be_player); break; } } } } // notify the server that we're all good. Net_player->state = NETPLAYER_STATE_INGAME_SHIPS; send_netplayer_update_packet(); // add some mission sync text multi_common_add_text(XSTR("Ships packet ack (ingame)\n",683)); } } void send_ingame_ships_packet(net_player *player) { ubyte data[MAX_PACKET_SIZE]; ubyte p_type; ship_obj *so; int packet_size; short wing_data; BUILD_HEADER( SHIPS_INGAME_PACKET ); // essentially, we are going to send a list of ship names to the joiner for ships that are not // in wings. The joiner will take the list, create any ships which should be created, and delete all // other ships after the list is sent. for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) { if (Objects[so->objnum].flags[Object::Object_Flags::Should_be_dead]) continue; ship *shipp = &Ships[Objects[so->objnum].instance]; // skip all wings. // if ( shipp->wingnum != -1 ){ // continue; // } if ( Objects[so->objnum].net_signature == STANDALONE_SHIP_SIG ){ continue; } SCP_vector ship_flags_out, obj_flags_out; // add the ship name and other information such as net signature, ship and object(?) flags. p_type = INGAME_SHIP_NEXT; ADD_DATA( p_type ); ADD_STRING( shipp->ship_name ); ADD_USHORT( Objects[so->objnum].net_signature ); auto check = shipp->flags.to_ubyte_vector(ship_flags_out); Assertion(check <= 255, "Somehow FSO thinks there are too many ship flags, %d * 8 to be exact. Please report!", static_cast(check)); auto temp_size = static_cast(check); ADD_DATA(temp_size); for (auto& item : ship_flags_out){ ADD_DATA(item); } check = Objects[so->objnum].flags.to_ubyte_vector(obj_flags_out); Assertion(check <= 255, "Somehow FSO thinks there are too many object flags, %d * 8 to be exact. Please report!", static_cast(check)); temp_size = static_cast(check); ADD_DATA(temp_size); for (auto& item : obj_flags_out){ ADD_DATA(item); } ADD_INT( shipp->team ); wing_data = (short)shipp->wingnum; ADD_SHORT(wing_data); if(wing_data >= 0){ ADD_INT(Wings[wing_data].current_wave); } // don't send anymore data if we are getting close to the maximum size of this packet. Send it off and // keep going if ( packet_size > (MAX_PACKET_SIZE - INGAME_PACKET_SLOP) ) { p_type = INGAME_SHIP_LIST_EOP; ADD_DATA( p_type ); multi_io_send_reliable(player, data, packet_size); BUILD_HEADER( SHIPS_INGAME_PACKET ); } } // end of the ship list!!! p_type = INGAME_SHIP_LIST_EOL; ADD_DATA( p_type ); multi_io_send_reliable(player, data, packet_size); } void process_ingame_wings_packet( ubyte * /*data*/, header * /*hinfo*/ ) { Int3(); } /* // code to process the wing data from a server. void process_ingame_wings_packet( ubyte *data, header *hinfo ) { int offset, wingnum; ubyte p_type, what; offset = HEADER_LENGTH; GET_DATA( p_type ); // p_type tells us whether to stop or not while ( p_type == INGAME_WING_NEXT ) { wing *wingp; // get the wingnum and a pointer to it. The game stores data for all wings always, so this // is perfectly valid GET_DATA( wingnum ); wingp = &Wings[wingnum]; GET_DATA( what ); if ( what == INGAME_WING_NOT_ARRIVED ) { Assert( wingp->total_arrived_count == 0 ); // this had better be true!!! } else if ( what == INGAME_WING_DEPARTED ) { // mark the wing as gone. if it isn't, it soon will be. Maybe we should send more information // about these wings later (like total_arrived_count, etc), but we will see. wingp->flags |= WF_WING_GONE; } else { int total_arrived_count, current_count, current_wave, i, j; ushort signature; int shipnum; // the wing is present in the mission on the server. Get the crucial information about the // wing. Then get the ships for this wing in order on the client machine GET_DATA( total_arrived_count ); GET_DATA( current_count ); GET_DATA( current_wave ); Assert( current_wave > 0 ); Assert( total_arrived_count > 0 ); // for this wing, strip it down to nothing. Let the parse object ocde recreate the // wing from the parse objects, then bash any weapons, etc for player wings. We need // to do this because we might actually wind up with > MAX_SHIPS_PER_WING if we // don't delete them all first, and have a > 0 threshold, and are on something other // than the first wave. Only do this for non-player wings. nprintf(("Network", "Clearing %s -- %d ships\n", wingp->name, wingp->current_count)); for ( i = 0; i < wingp->current_count; i++ ) { int index, objnum; index = wingp->ship_index[i]; Assert( index != -1 ); objnum = Ships[index].objnum; Assert( objnum != -1 ); // delete the object since we are filling the wing again anyway. obj_delete( objnum ); Objects[objnum].net_signature = 0; // makes this object "invalid" until dead. if ( Objects[objnum].type == OBJ_GHOST ) { nprintf(("Network", "Marking ghost objnum %d as dead\n", objnum)); Objects[objnum].flags |= OF_SHOULD_BE_DEAD; } Ingame_ships_to_delete[index] = 0; // be sure that this guy doesn't get deleted, since we already deleted it wingp->ship_index[i] = -1; } wingp->current_count = 0; wingp->total_arrived_count = 0; // now, recreate all the ships needed for (i = 0; i < current_count; i++ ) { int which_one, team, slot_index, specific_instance; ship *shipp; object *objp; GET_DATA( signature ); // assign which_one to be the given signature - wing's base signature. This let's us // know which ship to create (i.e. the total_arrivel_count); which_one = signature - wingp->net_signature; Assert( (which_one >= 0) && (which_one < (wingp->net_signature + (wingp->wave_count*wingp->num_waves))) ); wingp->total_arrived_count = (ushort)which_one; // determine which ship in the ahip arrival list this guy is. It is a 0 based index specific_instance = which_one % wingp->wave_count; // call parse_wing_create_ships making sure that we only ever create 1 ship at a time. We don't // want parse_wing_create_ships() to assign network signature either. We will directly // assign it here. wingp->current_wave = 0; // make it the first wave. Ensures that ships don't get removed off the list parse_wing_create_ships( wingp, 1, true, false, specific_instance ); shipnum = wingp->ship_index[wingp->current_count-1]; Ingame_ships_to_delete[shipnum] = 0; // "unmark" this ship so it doesn't get deleted. // kind of stupid, but bash the name since it won't get recreated properly from // the parse_wing_create_ships call. shipp = &Ships[shipnum]; int ship_entry_index = ship_registry_get_index(shipp->ship_name); Assertion(ship_entry_index >= 0, "Ship %s must be in the ship registry!", shipp->ship_name); wing_bash_ship_name(shipp, wingp, which_one + 1); // need to update the ship registry too if (ship_entry_index >= 0) ship_registry_rename(ship_entry_index, shipp->ship_name, true); nprintf(("Network", "Created %s\n", shipp->ship_name)); objp = &Objects[shipp->objnum]; objp->net_signature = (ushort)(wingp->net_signature + which_one); // get the team and slot. Team will be -1 when it isn't a part of player wing. So, if // not -1, then be sure we have a valid slot, then change the ship type, etc. multi_ts_get_team_and_slot(shipp->ship_name, &team, &slot_index); if ( team != -1 ) { Assert( slot_index != -1 ); // change the ship type and the weapons change_ship_type(objp->instance, Wss_slots_teams[team][slot_index].ship_class); wl_bash_ship_weapons(&shipp->weapons,&Wss_slots_teams[team][slot_index]); // Be sure to mark this ship as as a could_be_player obj_set_flags( objp, objp->flags | OF_COULD_BE_PLAYER ); objp->flags .remove(Object::Object_flags::Player_ship); } // if this is a player ship, make sure we find out who's it is and set their objnum accordingly for( j = 0; j < MAX_PLAYERS; j++){ if(MULTI_CONNECTED(Net_players[j]) && (Net_players[j].player->objnum == signature)) { Assert( team != -1 ); // to help trap errors!!! nprintf(("Network", "Making %s ship for %s\n", Ships[shipnum].ship_name, Net_players[j].player->callsign)); multi_assign_player_ship( j, objp, Ships[shipnum].ship_info_index ); objp->flags .set(Object::Object_Flags::Player_ship); objp->flags &= ~OF_COULD_BE_PLAYER; break; } } } // we will have no ships in any wings at this point (we didn't create any when we loaded the // mission). Set the current wave of this wing to be 1 less than was passed in since this value // will get incremented in parse_wing_create_ships; wingp->current_wave = current_wave; wingp->total_arrived_count = total_arrived_count; } GET_DATA( p_type ); } PACKET_SET_SIZE(); // if we have reached the end of the list change our network state if ( p_type == INGAME_WING_LIST_EOL ) { Net_player->state = NETPLAYER_STATE_INGAME_WINGS; send_netplayer_update_packet(); // add some mission sync text multi_common_add_text(XSTR("Wings packet (ingame)\n",684)); } } // function to send information about wings. We need to send enough information to let the client // construct or reconstruct any wings in the mission. We will rely on the fact that the host wing array // will exactly match the client wing array (in terms of number, and wing names) void send_ingame_wings_packet( net_player *player ) { ubyte data[MAX_PACKET_SIZE]; ubyte p_type; int packet_size, i; ubyte what; BUILD_HEADER( WINGS_INGAME_PACKET ); // iterate through the wings list for ( i = 0; i < Num_wings; i++ ) { wing *wingp; wingp = &Wings[i]; p_type = INGAME_WING_NEXT; ADD_DATA( p_type ); ADD_DATA( i ); // add wing data that the client needs. There are several conditions to send to clients: // // 1. wing hasn't arrived -- total_arrived_count will be 0 // 2. wing is done (or currently departing) // 3. wing is present (any wave, any number of ships). // // 1 and 2 are easy to handle. (3) is the hardest. if ( wingp->total_arrived_count == 0 ) { what = INGAME_WING_NOT_ARRIVED; ADD_DATA( what ); } else if ( wingp->flags & (WF_WING_GONE | WF_WING_DEPARTING) ) { what = INGAME_WING_DEPARTED; ADD_DATA( what ); } else { int j; // include to code to possibly send more wing data here in this part of the if/else // chain. We can do this because MAX_WINGS * 8 (8 being the number of byte for a minimum // description of a wing) is always less than MAX_PACKET_SIZE. Checking here ensures that // we have enough space for *this* wing in the packet, and not the largest wing. The // formula below looks at number of ships in the wing, the name length, length of the signature, // and the size of the bytes added before the ship names. 32 accounts for a little slop if ( packet_size > (MAX_PACKET_SIZE - (wingp->current_count * (NAME_LENGTH+2) + 32)) ) { p_type = INGAME_WING_LIST_EOP; ADD_DATA( p_type ); multi_io_send_reliable(player, data, packet_size); BUILD_HEADER( WINGS_INGAME_PACKET ); } what = INGAME_WING_PRESENT; ADD_DATA( what ); ADD_DATA( wingp->total_arrived_count ); ADD_DATA( wingp->current_count ); ADD_DATA( wingp->current_wave ); // add the ship name and net signature of all ships currently in the wing. for ( j = 0; j < wingp->current_count; j++ ) { ship *shipp; shipp = &Ships[wingp->ship_index[j]]; //ADD_STRING( shipp->ship_name ); ADD_DATA( Objects[shipp->objnum].net_signature ); } } } p_type = INGAME_WING_LIST_EOL; ADD_DATA( p_type ); multi_io_send_reliable(player, data, packet_size); } */ // send a request or a reply regarding ingame join ship choice void send_ingame_ship_request_packet(int code,int rdata,net_player *pl) { ubyte data[MAX_PACKET_SIZE],val; ship *shipp; int i, packet_size = 0; ushort signature; p_object *pobj; short sval; // add the data BUILD_HEADER(INGAME_SHIP_REQUEST); // add the code ADD_INT(code); // add any code specific data switch(code){ case INGAME_SR_REQUEST: // add the net signature of the ship we're requesting signature = (ushort)rdata; ADD_USHORT( signature ); break; case INGAME_SR_CONFIRM: // get a pointer to the ship shipp = &Ships[Objects[rdata].instance]; // add the most recent position and orientation for the requested ship ADD_VECTOR(Objects[rdata].pos); ADD_ORIENT(Objects[rdata].orient); ADD_INT( Missiontime ); // NOTE: this is a long so careful with swapping in 64-bit platforms - taylor // add the # of respawns this ship has left pobj = mission_parse_get_arrival_ship( Objects[rdata].net_signature ); Assert(pobj != NULL); ADD_UINT(pobj->respawn_count); // add the ships ets settings val = (ubyte)shipp->weapon_recharge_index; ADD_DATA(val); val = (ubyte)shipp->shield_recharge_index; ADD_DATA(val); val = (ubyte)shipp->engine_recharge_index; ADD_DATA(val); // add current primary and secondary banks, and add link status val = (ubyte)shipp->weapons.current_primary_bank; ADD_DATA(val); val = (ubyte)shipp->weapons.current_secondary_bank; ADD_DATA(val); // add the current ammo count for primary banks val = (ubyte)shipp->weapons.num_primary_banks; // for sanity checking ADD_DATA(val); for ( i = 0; i < shipp->weapons.num_primary_banks; i++ ) { sval = static_cast(shipp->weapons.primary_bank_ammo[i]); ADD_SHORT(sval); } // add the current ammo count for secondary banks; val = (ubyte)shipp->weapons.num_secondary_banks; // for sanity checking ADD_DATA(val); for ( i = 0; i < shipp->weapons.num_secondary_banks; i++ ) { sval = static_cast(shipp->weapons.secondary_bank_ammo[i]); ADD_SHORT(sval); } // add the link status of weapons // primary link status val = 0; if(shipp->flags[Ship::Ship_Flags::Primary_linked]){ val |= (1<<0); } if(shipp->flags[Ship::Ship_Flags::Secondary_dual_fire]){ val |= (1<<1); } ADD_DATA(val); // now that we have multilock missiles tracked by the ship object, we need to clear this // on the server to be safe. shipp->missile_locks.clear(); break; } // send the packet if(Net_player->flags & NETINFO_FLAG_AM_MASTER){ Assert(pl != NULL); multi_io_send_reliable(pl, data, packet_size); } else { multi_io_send_reliable(Net_player, data, packet_size); } // if this is a confirm to a player -- send data to the other players in the game telling them if ( (code == INGAME_SR_CONFIRM) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) ) { int player_num; player_num = NET_PLAYER_NUM(pl); code = INGAME_PLAYER_CHOICE; BUILD_HEADER(INGAME_SHIP_REQUEST); ADD_INT(code); ADD_INT(player_num); ADD_USHORT(Objects[rdata].net_signature); for (i = 0; i < MAX_PLAYERS; i++ ) { if(MULTI_CONNECTED(Net_players[i]) && (&Net_players[i] != Net_player) && (i != player_num) ) { multi_io_send_reliable(&Net_players[i], data, packet_size); } } } } // function to validate all players in the game according to their team select index. If discrepancies // are found, this function should be able to fix them up. void multi_ingame_validate_players() { int i; for ( i = 0; i < MAX_PLAYERS; i++ ) { if( MULTI_CONNECTED(Net_players[i]) && (Net_player != &Net_players[i]) && !MULTI_STANDALONE(Net_players[i]) ) { char ship_name[NAME_LENGTH]; int shipnum, objnum, player_objnum; player_objnum = Net_players[i].m_player->objnum; if ( (Objects[player_objnum].type != OBJ_SHIP) && (Objects[player_objnum].type != OBJ_GHOST) ) { Int3(); } multi_ts_get_shipname( ship_name, Net_players[i].p_info.team, Net_players[i].p_info.ship_index ); Assert( ship_name != NULL ); shipnum = ship_name_lookup( ship_name ); if ( shipnum == -1 ) { // ship could be respawning continue; } objnum = Ships[shipnum].objnum; Assert( objnum != -1 ); // if this guy's objnum isn't a ship, then it should proably be a ghost!! if ( Objects[objnum].type == OBJ_SHIP ) { if ( objnum != Net_players[i].m_player->objnum ) { Int3(); Net_players[i].m_player->objnum = objnum; } } else { Assert( Objects[objnum].type == OBJ_GHOST ); } } } } // process an ingame ship request packet void process_ingame_ship_request_packet(ubyte *data, header *hinfo) { int code; object *objp; int offset = HEADER_LENGTH; int team, slot_index, i; uint respawn_count; ubyte val, num_secondary_banks, num_primary_banks; p_object *pobj; int player_num; short sval; fix mission_time; int shield_ets, weapon_ets, engine_ets; // get the code GET_INT(code); switch(code){ // a request for a ship from an ingame joiner case INGAME_SR_REQUEST: ushort sig_request; // lookup the player and make sure he doesn't already have an objnum (along with possible error conditions) GET_USHORT(sig_request); PACKET_SET_SIZE(); player_num = find_player_index(hinfo->id); if(player_num == -1){ nprintf(("Network","Received ingame ship request packet from unknown player!!\n")); break; } // make sure this player doesn't already have an object Assert(MULTI_CONNECTED(Net_players[player_num])); if(Net_players[player_num].m_player->objnum != -1){ send_ingame_ship_request_packet(INGAME_SR_DENY,0,&Net_players[player_num]); break; } // try and find the object objp = NULL; objp = multi_get_network_object(sig_request); if(objp == NULL || !(objp->flags[Object::Object_Flags::Could_be_player])){ send_ingame_ship_request_packet(INGAME_SR_DENY,0,&Net_players[player_num]); break; } // Assign the player this objnum and ack him Net_players[player_num].m_player->objnum = OBJ_INDEX(objp); Net_players[player_num].state = NETPLAYER_STATE_IN_MISSION; // since he'll do this anyway... Net_players[player_num].flags &= ~(NETINFO_FLAG_INGAME_JOIN); multi_assign_player_ship( player_num, objp, Ships[objp->instance].ship_info_index ); // update his ets and link status stuff multi_server_update_player_weapons(&Net_players[player_num],&Ships[objp->instance]); objp->flags.remove(Object::Object_Flags::Could_be_player); objp->flags.set(Object::Object_Flags::Player_ship); // remove any potentially problemantic AI only flags. Ai_info[Ships[objp->instance].ai_index].ai_flags.remove(AI::AI_Flags::Formation_object); // send a player settings packet to update all other players of this guy's final choices send_player_settings_packet(); // initialize datarate limiting for this guy multi_oo_rate_init(&Net_players[player_num]); // ack him send_ingame_ship_request_packet(INGAME_SR_CONFIRM,OBJ_INDEX(objp),&Net_players[player_num]); // clear my ingame join flag so that others may join Netgame.flags &= ~NG_FLAG_INGAME_JOINING; // clear his net stats scoring_level_init( &(Net_players[player_num].m_player->stats) ); break; // a denial for the ship we requested from the server case INGAME_SR_DENY : PACKET_SET_SIZE(); // set this to 0 so we can pick again Multi_ingame_join_sig = 0; // display a popup popup(PF_BODY_BIG | PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR("You have been denied the requested ship",686)); break; // a confirmation that we can use the selected ship case INGAME_SR_CONFIRM: { // object *temp_objp; // delete the ship this ingame joiner was using. Unassign Player_obj so that this object // doesn't become a ghost. // temp_objp = Player_obj; // Player_obj = NULL; // obj_delete( OBJ_INDEX(temp_objp) ); // get the object itself objp = multi_get_network_object(Multi_ingame_join_sig); Assert(objp != NULL); // get its most recent position and orientation GET_VECTOR(objp->pos); GET_ORIENT(objp->orient); GET_INT(mission_time); GET_UINT( respawn_count ); // tell the server I'm in the mission Net_player->state = NETPLAYER_STATE_IN_MISSION; send_netplayer_update_packet(); // setup our object Net_player->m_player->objnum = OBJ_INDEX(objp); Player_obj = objp; Player_obj->flags.remove(Object::Object_Flags::Could_be_player); Player_obj->flags.set(Object::Object_Flags::Player_ship); Player_obj->flags.set(Object::Object_Flags::Physics); multi_assign_player_ship( MY_NET_PLAYER_NUM, objp, Ships[objp->instance].ship_info_index ); // must change the ship type and weapons. An ingame joiner know about the default class // and weapons for a ship, but these could have changed. multi_ts_get_team_and_slot(Player_ship->ship_name, &team, &slot_index); Assert( team != -1 ); Assert( slot_index != -1 ); change_ship_type(objp->instance, Wss_slots_teams[team][slot_index].ship_class); wl_bash_ship_weapons(&Player_ship->weapons,&Wss_slots_teams[team][slot_index]); // get the parse object for it and assign the respawn count pobj = mission_parse_get_arrival_ship( objp->net_signature ); Assert(pobj != NULL); pobj->respawn_count = respawn_count; // get the ships ets settings GET_DATA(val); weapon_ets = val; GET_DATA(val); shield_ets = val; GET_DATA(val); engine_ets = val; set_recharge_rates(objp, shield_ets, weapon_ets, engine_ets); // get current primary and secondary banks, and add link status GET_DATA(val); Player_ship->weapons.current_primary_bank = val; GET_DATA(val); Player_ship->weapons.current_secondary_bank = val; // primary bank ammo data GET_DATA( num_primary_banks ); Player_ship->weapons.num_primary_banks = num_primary_banks; for ( i = 0; i < Player_ship->weapons.num_primary_banks; i++ ) { GET_SHORT(sval); Player_ship->weapons.primary_bank_ammo[i] = sval; } // secondary bank ammo data GET_DATA( num_secondary_banks ); Player_ship->weapons.num_secondary_banks = num_secondary_banks; for ( i = 0; i < Player_ship->weapons.num_secondary_banks; i++ ) { GET_SHORT(sval); Player_ship->weapons.secondary_bank_ammo[i] = sval; } // get the link status of weapons GET_DATA(val); if(val & (1<<0)){ Player_ship->flags.set(Ship::Ship_Flags::Primary_linked); } if(val & (1<<1)){ Player_ship->flags.set(Ship::Ship_Flags::Secondary_dual_fire); } PACKET_SET_SIZE(); // be sure that this ships current primary/secondary weapons are valid. Easiest is to just // bash the values to 0! /* if ( Player_ship->weapons.current_primary_bank == -1 ) Player_ship->weapons.current_primary_bank = 0; if ( Player_ship->weapons.current_secondary_bank == -1 ) Player_ship->weapons.current_secondary_bank = 0; */ Net_player->flags &= ~(NETINFO_FLAG_INGAME_JOIN); // clear all object collision pairs, then add myself to the list extern void obj_reset_all_collisions(); obj_reset_all_collisions(); // obj_reset_pairs(); // obj_add_pairs( OBJ_INDEX(Player_obj) ); // use server time to sync up mission time and multi timer, taking average ping into account float fl_mission_time = f2fl(mission_time); auto ping_offset = static_cast(Netgame.server->s_info.ping.ping_avg / 2000.0f); // half avg ping in seconds fl_mission_time += ping_offset; timestamp_offset_mission_time(fl_mission_time); Multi_Timing_Info.in_game_set_skip_time(fl_mission_time); mission_hotkey_set_defaults(); //multi_ingame_validate_players(); // jump into the mission // NOTE : we check this flag because its possible that the player could have received an endgame packet in the same // frame as getting this confirmation. In that case, he should be quitting to the main menu. We must not make // him continue on into the mission if(!multi_endgame_ending()){ gameseq_post_event(GS_EVENT_ENTER_GAME); } break; } case INGAME_PLAYER_CHOICE: { ushort net_signature; // get the player number of this guy, and the net signature of the ship he has chosen GET_INT(player_num); GET_USHORT(net_signature); PACKET_SET_SIZE(); objp = multi_get_network_object(net_signature); if ( objp == NULL ) { // bogus!!! couldn't find the object -- we cannot connect his -- this is really bad!!! nprintf(("Network", "Couldn't find ship for ingame joiner %s\n", Net_players[player_num].m_player->callsign)); break; } objp->flags.set(Object::Object_Flags::Player_ship); objp->flags.remove(Object::Object_Flags::Could_be_player); multi_assign_player_ship( player_num, objp, Ships[objp->instance].ship_info_index ); break; } } } // -------------------------------------------------------------------------------------------------- // INGAME JOIN FORWARD DEFINITIONS // void multi_ingame_send_ship_update(net_player *p) { // go through the list and send all ships which are mark as OF_COULD_BE_PLAYER for (auto moveup: list_range(&Ship_obj_list)) { if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead]) continue; //Make sure the object can be a player and is on the same team as this guy if(Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player] && Objects[moveup->objnum].type == OBJ_SHIP && obj_team(&Objects[moveup->objnum]) == p->p_info.team){ // send the update send_ingame_ship_update_packet(p,&Ships[Objects[moveup->objnum].instance]); } } } // for now, I guess we'll just send hull and shield % values void send_ingame_ship_update_packet(net_player *p,ship *sp) { ubyte data[MAX_PACKET_SIZE]; object *objp; int idx; int packet_size = 0; float f_tmp; BUILD_HEADER(INGAME_SHIP_UPDATE); // just send net signature, flags and shield and hull percentages objp = &Objects[sp->objnum]; ADD_USHORT(objp->net_signature); // flags SCP_vector obj_flags_out; objp->flags.to_ubyte_vector(obj_flags_out); Assertion(obj_flags_out.size() <= 255, "FSO thinks there are too many object flags to send over multiplayer, specifically %d * 8. Please report!", static_cast(obj_flags_out.size())); auto temp_size = static_cast(obj_flags_out.size()); // Add flag entries ADD_DATA(temp_size); for (auto& entry : obj_flags_out){ ADD_DATA(entry); } int n_quadrants = static_cast(objp->shield_quadrant.size()); ADD_INT(n_quadrants); ADD_FLOAT(objp->hull_strength); // shield percentages for(idx=0; idxshield_quadrant[idx]; ADD_FLOAT(f_tmp); } multi_io_send_reliable(p, data, packet_size); } void process_ingame_ship_update_packet(ubyte *data, header *hinfo) { int offset; float garbage; int idx; int n_quadrants; ushort net_sig; object *lookup; float f_tmp; offset = HEADER_LENGTH; // get the net sig for the ship and do a lookup GET_USHORT(net_sig); // retrieve object flags ubyte temp_size, temp; SCP_vector flags_final; GET_DATA(temp_size); for (size_t i = 0; i < temp_size; i++){ GET_DATA(temp); flags_final.push_back(temp); } GET_INT(n_quadrants); // get the object lookup = multi_get_network_object(net_sig); if(lookup == NULL){ // read in garbage values if we can't find the ship nprintf(("Network","Got ingame ship update for unknown object\n")); GET_FLOAT(garbage); for(idx=0;idxflags.set_from_vector(flags_final); GET_FLOAT(lookup->hull_strength); for(idx=0;idxshield_quadrant[idx] = f_tmp; } PACKET_SET_SIZE(); }