/* * 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. * */ #ifndef _MULTI_H #define _MULTI_H #include "globalincs/pstypes.h" #include "network/psnet2.h" // for PSNET_SOCKET #include "network/multi_ping.h" #include "network/multi_options.h" #include "io/keycontrol.h" #include "io/timer.h" #include "globalincs/globals.h" class p_object; struct CFILE; class player; // ---------------------------------------------------------------------------------------- // Basic defines // // // defines for checking PXO valid missions #ifdef NDEBUG // NEVER COMMENT OUT THIS LINE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! #define PXO_CHECK_VALID_MISSIONS // always check for valid missions in a debug build #else // #define PXO_CHECK_VALID_MISSIONS // comment this in and out as necessary (for testing or not) #endif // name of the validated mission file for PXO missions #define MULTI_VALID_MISSION_FILE "mvalid.cfg" // server version and compatible version // to join a game - your LOCAL.MULTI_FS_SERVER_COMPATIBLE_VERSION must be >= GAME_SERVER.MULTI_FS_SERVER_VERSION // Version #. Please put the date down when you up these values // NOTE: always keep SERVER_VERSION and SERVER_COMPATIBLE_VERSION the same // // version 32 - 1/29/99 // version 33 - 2/22/99 // version 34 - 4/8/99 // version 35 - 4/21/99 // version 36 - 4/28/99 // version 37 - 4/29/99 // version 38 - 5/17/77 // version 39 - 7/3/99 // version 40 - 7/7/99 // version 41 - 7/22/99 // version 42 - 7/26/99 (ingame join stuff) // version 43 - 7/30/99 // version 44 - 8/24/99 // version 46 - 8/30/99 // version 47 - 11/11/2003 (FS2OpenPXO, FS2 Open Changes - FS2Open 3.6) // revert 46 - 9/7/2006 (the 47 bump wasn't needed, reverting to retail version for compatibility reasons) // version 48 - 8/15/2016 Multiple changes to the packet format for multi sexps // version 49 - 7/26/2020 Addition of multilock // version 50 - 7/27/2020 IPv6 // version 51 - 9/20/2020 Object Update Packet Upgrade: Waypoints, subsystem rotation, bandwidth improvements, bugfixes // version 52 - 10/9/2020 Dumbfire Rollback, increases accuracy of high ping, or delayed packet primary fire for clients. // version 53 - 12/2/2020 big set of packet fixes/upgrades // version 54 - 3/20/2021 - Fixes for FSO 21_2 especially better net_sig calc, better missile intercept // version 55 - 8/28/2021 Adding multi-compatible animations // version 56 - 8/28/2021 Fix animations for 22_0 release // version 57 - 6/5/2022 Upgrade interpolation, fix multiplayer sexp handling, and enable player orders to exceed 16 // STANDALONE_ONLY #define MULTI_FS_SERVER_VERSION 57 #define MULTI_FS_SERVER_COMPATIBLE_VERSION MULTI_FS_SERVER_VERSION // version defines (i.e. demo, full version, special OEM version // id's should not be > 255!!!! #define NG_VERSION_ID_FULL 1 // set the next define to be what version you want to build for. #define NG_VERSION_ID NG_VERSION_ID_FULL // the max # of active players (flying ships) #define MULTI_MAX_PLAYERS 12 // the total max # of connections (players + observers + (possibly)standalone server) #define MULTI_MAX_CONNECTIONS 16 // the max # of observers ever allowed #define MAX_OBSERVERS 4 #define LOGIN_LEN 33 // string length defines #define MAX_GAMENAME_LEN 32 // maximum length in characters of a game name #define DESCRIPT_LENGTH 512 // maximum length of a mission description (as specified by Fred) #define MAX_PASSWD_LEN 16 // maximum length of the password for a netgame // netgame defines #define MP_SINGLE_MISSION 0 // not playing a campaign - single mission #define MP_CAMPAIGN 1 // playing a campaign // respawn defines #define RESPAWN_INVUL_TIMESTAMP 5000 // how long a player is invulnerable after he respawns #define MAX_RESPAWN_POINTS 25 // the max # of respawn points we'll keep track of for any mission // player information defines #define BUTTON_INFO_SAVE_COUNT 30 // how many buttons infos we keep track of for sending critical keypresses to the server #define MAX_PINGS 10 // how many pings we keep track of for averaging player pings // reliable connect wait #define MULTI_RELIABLE_CONNECT_WAIT 15 // tracker mission validation status #define MVALID_STATUS_UNKNOWN -1 #define MVALID_STATUS_VALID 0 #define MVALID_STATUS_INVALID 1 // ---------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------- // Network macros // // // netplayer management #define NET_PLAYER_INDEX(np) (static_cast(np-Net_players)) #define NET_PLAYER_NUM(np) (NET_PLAYER_INDEX(np)) #define MY_NET_PLAYER_NUM (NET_PLAYER_INDEX(Net_player)) // determine what the status of this machine is #define MULTIPLAYER_MASTER ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) ) #define MULTIPLAYER_HOST ( (Game_mode & GM_MULTIPLAYER) && (Net_player->flags & NETINFO_FLAG_GAME_HOST) ) #define MULTIPLAYER_CLIENT ( (Game_mode & GM_MULTIPLAYER) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER) ) #define MULTIPLAYER_STANDALONE ( (Game_mode & GM_MULTIPLAYER) && (Net_players[0].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[0].flags & NETINFO_FLAG_GAME_HOST) ) // determine the status of the passed player #define MULTI_CONNECTED(np) (np.flags & NETINFO_FLAG_CONNECTED) #define MULTI_HOST(np) (np.flags & NETINFO_FLAG_GAME_HOST) #define MULTI_SERVER(np) (np.flags & NETINFO_FLAG_AM_MASTER) #define MULTI_STANDALONE(np) ((np.flags & NETINFO_FLAG_AM_MASTER) && !(np.flags & NETINFO_FLAG_GAME_HOST)) #define MULTI_OBSERVER(np) (np.flags & NETINFO_FLAG_OBSERVER) #define MULTI_TEMP_OBSERVER(np) ((np.flags & NETINFO_FLAG_OBSERVER) && (np.flags & NETINFO_FLAG_OBS_PLAYER)) #define MULTI_PERM_OBSERVER(np) ((np.flags & NETINFO_FLAG_OBSERVER) && !(np.flags & NETINFO_FLAG_OBS_PLAYER)) // are we playing on a master tracker registered server #define MULTI_IS_TRACKER_GAME ((Game_mode & GM_MULTIPLAYER) && (Multi_options_g.pxo)) // ---------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------- // Packet definitions and additional packet data types // // #define NETPLAYER_SLOTS_P 0x01 // data telling clients what player has what object number ... #define FIRING_INFO 0x02 // firing info packet #define INGAME_SHIP_UPDATE 0x03 // ship status-like update for ingame joiners choosing ships. #define INGAME_SHIP_REQUEST 0x04 // used for requesting a replying (confirm or no) ships for an ingame joiner #define TEAM_SELECT_UPDATE 0x05 // update from host to players in team select regarding who has what ship #define FILE_SIG_INFO 0x06 // file signature info ( as calculated by get_bigass_file_signature() ) #define RESPAWN_NOTICE 0x07 // from client to server, or server to client #define LOAD_MISSION_NOW 0x08 // clients should load the mission and return an ack #define FILE_SIG_REQUEST 0x09 // request from server to client for filesig info #define JUMP_INTO_GAME 0x0A // from server to client telling him to jump into the mission #define RESPAWN_POINTS 0x0B // from server to ingame joiners, giving respawn data #define CLIENT_REPAIR_INFO 0x0C // passing various data to clients indicating their repair status #define CARGO_REVEALED 0x0E // cargo is known #define SHIELD_EXPLOSION 0x0F // shield explosion #define SUBSYSTEM_DESTROYED 0x10 // update about a subsystem update #define MISSION_SYNC_DATA 0x11 // this is a unique packet from the host to the server in a standalone game #define STORE_MISSION_STATS 0x12 // sent to client indicating the host has hit "accept" and they should update their alltime stats #define DEBRIS_UPDATE 0x13 // debris position, velocity, orientation, etc update #define SHIP_WSTATE_CHANGE 0x14 // used to tell clients that a ship's primary/secondary state changed #define WSS_REQUEST_PACKET 0x15 // from client to server, requesting to do an operation #define WSS_UPDATE_PACKET 0x16 // from server to client, given any update #define KICK_PLAYER 0x17 // kick a specific player (sent to server by those who are allowed to do this) #define MISSION_GOAL_INFO 0x18 // update of mission goal info #define ASTEROID_INFO 0x19 // update of asteroid stuff #define NETPLAYER_PAIN 0x1A // to notify the player of hits which he may not otherwise see #define OBJECT_UPDATE_NEW 0x1B #define SUBSYS_CARGO_REVEALED 0X1C // Capital ship cargo subsystem is known #define POST_SYNC_DATA 0x20 // a very large packet containing all the data players will need before going into the mission itself #define PLAYER_SETTINGS 0x21 // player settings for each individual net player #define WSS_SLOTS_DATA 0x22 // all weapon slots information for the starting wings (needs to be synched) #define PLAYER_STATS 0x23 // stats for a given player #define SLOT_UPDATE 0x24 // an player slot position update in multiplayer ship/team select #define TEAM_UPDATE 0x25 // used for performing misc operations on pregame interface screens for team vs. team games #define INGAME_EXTRA 0x26 // extra data for ingame joiners #define HOST_RESTR_QUERY 0x27 // query the host when a player joins a restricted game #define OPTIONS_UPDATE 0x28 // options (netgame or local) update packet #define CLIENT_UPDATE 0x29 // sent from server to client periodically to update important info (pause status, etc) #define CD_VERIFY 0x2A // cd verification update #define PRIMARY_FIRED_NEW 0x2B // For ships on the server, and client-side firing on LINEAR_WEAPON_FIRED fail #define COUNTERMEASURE_NEW 0x2C // for client-side firing #define EVENT_UPDATE 0x2D // event change #define LINEAR_WEAPON_FIRED 0x2E // Cyborg17 - for firing of non-homing weapons from the player on a client to send to the server #define SECONDARY_FIRED_AI 0xA0 // fired a secondary weapon (ai ship) #define SECONDARY_FIRED_PLR 0xA1 // fired a secondary weapon (player ship) #define COUNTERMEASURE_FIRED 0xA2 // countermeasure was fired #define FIRE_TURRET_WEAPON 0xA3 // a turret weapon was fired #define SHIP_STATUS_CHANGE 0xA4 // any of the relevant ship status buttons have been hit (need ack from server) #define PLAYER_ORDER_PACKET 0xA5 // ship and wing commands sent from client to server #define AI_INFO_UPDATE 0xA6 // update ai information for the given ship #define CAMPAIGN_UPDATE 0xA7 // one of several campaign informational packets #define CAMPAIGN_UPDATE_INGAME 0xA8 // campaign info for ingame joiner #define HOMING_WEAPON_UPDATE 0xA9 // update homing object and subsystem for homing missile #define FLAK_FIRED 0xAA // flak gun fired #define SELF_DESTRUCT 0xAB // self destruct #define ANIMATION_TRIGGERED 0xAC // Lafiel - Anytime an animation starts #define JOIN 0xB1 // a join request to a server #define ACCEPT 0xB2 // acceptance of a join packet #define DENY 0xB3 // a join request is denied #define NOTIFY_NEW_PLAYER 0xB4 // notify players of a new player #define MISSION_REQUEST 0xB5 // request a list of missions on the master. #define MISSION_ITEM 0xB6 // a bundle of mission filenames #define GAME_INFO 0xB7 // game information packet for an active server #define MULTI_PAUSE_REQUEST 0xB8 // send a request to the server to pause or unpause the game #define TRANSFER_HOST 0xB9 // transfer host status to the receiver #define CHANGE_SERVER_ADDR 0xBA // change your host_addr to this value #define ACCEPT_PLAYER_DATA 0xBB // player data -- sent after guy is accepted #define BEAM_FIRED 0xBC // a beam weapon was fired #define SW_STD_QUERY 0xBD // query from host to standalone server to query PXO about a squad war match #define HUD_MSG 0xC1 // a hud message #define LEAVE_GAME 0xC2 // indication that a player is leaving the game #define GAME_CHAT 0xC3 // this chat packet used for FreeSpace #define MISSION_MESSAGE 0xC4 // a message (squadmate, etc) #define SHIP_DEPART 0xC5 // a ship has left the building #define SHIPS_INGAME_PACKET 0xC6 // ingame join ship data packet #define WINGS_INGAME_PACKET 0xC7 // ingame join wing data packet #define MISSION_END 0xC8 // sent from host(master) to clients indicating they should go to the debriefing #define INGAME_NAK 0xC9 // opposite of INGAME_ACK. Uses the ACK_* defines as well. #define OBSERVER_UPDATE 0xCA // sent from observers to server to give position and orientation #define SQUADMSG_PLAYER 0xCB // a squadmate message command has been sent to a netplayer #define OBJ_UPDATE_SYNC 0xCC // object update timebase syncing code #define FORCE_MISSION_END 0xCD // Force all the players to skip straight to the debrief screen #define WEAPON_DET 0xD1 // a weapon has detonated, possibly with child weapons #define SHIP_KILL 0xD2 // a ship was killed #define WING_CREATE 0xD3 // create and warp in a wing of ships #define SHIP_CREATE 0xD4 // create and wrap in a ship #define PING 0xD5 // ping #define PONG 0xD6 // pong #define XFER_PACKET 0xD7 // file xfer data of one kind or another #define VOICE_PACKET 0xD8 // a voice streaming packet of one kind or another #define NETGAME_END_ERROR 0xD9 // the netgame has been ended by the server because of an error (passed error code) #define COUNTERMEASURE_SUCCESS 0xDA // countermeasure was successful for this player. #define REINFORCEMENT_AVAIL 0xDB // a reinforcement is available #define LIGHTNING_PACKET 0xDC // lightning bolt packet for multiplayer nebula #define BYTES_SENT 0xDD // how much data we've sent/received #define MISSILE_KILL 0xDE // get rid of this weapon on the client. #define GAME_ACTIVE 0xE1 // info on an active game server #define GAME_QUERY 0xE2 // request for a list of active game servers #define GAME_UPDATE 0xE3 // update info on an active game server #define NETPLAYER_UPDATE 0xE4 // a player update packet #define OBJECT_UPDATE 0xE6 // an object update packet from server to all clients #define MISSION_LOG_ENTRY 0xE7 // ad an item into the mission log #define UPDATE_DESCRIPT 0xE8 // update the netgame description #define COUNTDOWN 0xE9 // countdown timer for starting a game (pretty benign) #define DEBRIEF_INFO 0xEA // end of mission debriefing information #define EMP_EFFECT 0xEB // EMP effect (mission disk only) #define CARGO_HIDDEN 0xEC // cargo is hidden #define SUBSYS_CARGO_HIDDEN 0xED // Capital ship cargo subsystem is hidden for both ships and subsystems #define VARIABLE_UPDATE 0xF0 // Karajorma - a variable update packet from server to all clients #define SEXP 0xF1 // Karajorma - a general packet which can be used to update clients with changes caused by SEXPs #define MAX_TYPE_ID 0xFF // better not try to send > 255 in a single byte buddy // ingame ack data codes #define ACK_RESPAWN_POINTS 0x1 // from ingame joiner to server, indicating he got the respawn points packet #define ACK_FILE_ACCEPTED 0x2 // server to client saying their file is valid #define ACK_FILE_REJECTED 0x3 // server to client saying their file is not valid // join request denial codes #define JOIN_DENY_JR_STATE 0 // join request is rejected because the game is not in the proper state #define JOIN_DENY_JR_TRACKER_INVAL 1 // join request is rejected because the game is an MT game and the passed player info is invalid #define JOIN_DENY_JR_PASSWD 2 // join request is rejected because the game is password protected and the password sent is incorrect #define JOIN_DENY_JR_CLOSED 3 // join request is rejected because the game is closed and is currently ingame #define JOIN_DENY_JR_RANK_HIGH 4 // join request is rejected because the game is rank based and the passed rank is too high #define JOIN_DENY_JR_RANK_LOW 5 // join request is rejected because the game is rank based and the passed rank is too low #define JOIN_DENY_JR_DUP 6 // join request is denied because there is an exiting netplayer with matching characteristics #define JOIN_DENY_JR_FULL 7 // join request is denied because the game is full #define JOIN_DENY_JR_TEMP_CLOSED 8 // join request is denied because the _forming_ netgame has been toggled closed #define JOIN_DENY_JR_BANNED 9 // join request is denied because the player has been banned for the duration of the game #define JOIN_DENY_JR_NOOBS 10 // join request is denied because observers are not allowed #define JOIN_DENY_JR_INGAME_JOIN 11 // join request is denied because someone else is already ingame joining #define JOIN_DENY_JR_BAD_VERSION 12 // incompatible version types #define JOIN_QUERY_RESTRICTED 13 // poll the host of the game to see if he accepts this player #define JOIN_DENY_JR_TYPE 14 // cannot ingame join anything but dogfight games // repair info codes #define REPAIR_INFO_BEGIN 0x1 // server to client - set your REPAIRING flags #define REPAIR_INFO_END 0x2 // server to client - unset your REPAIRING flags #define REPAIR_INFO_UPDATE 0x3 // server to client - here's some repair update info (not currently used) #define REPAIR_INFO_QUEUE 0x4 // server to client - client is queued for rearming. #define REPAIR_INFO_ABORT 0x5 // server to client - client has aborted a rearm/repair #define REPAIR_INFO_BROKEN 0x6 // server to client - client is breaking repair -- might be reestablished #define REPAIR_INFO_WARP_ADD 0x7 // server to client - add client onto list of people for arriving support ship #define REPAIR_INFO_WARP_REMOVE 0x8 // server to client - remove client from list of people for arriving support ship #define REPAIR_INFO_ONWAY 0x9 // server to client - repair ship on way #define REPAIR_INFO_KILLED 0xa // server to client - repair ship was killed on way to rearm player #define REPAIR_INFO_COMPLETE 0xb // server to client - repair of your ship is complete // debris update codes #define DEBRIS_UPDATE_UPDATE 0x1 // update a piece #define DEBRIS_UPDATE_REMOVE 0x2 // remove a piece of debris #define DEBRIS_UPDATE_NUKE 0x3 // blow up a piece of debris #define DEBRIS_UPDATE_CREATE_HULL 0x4 // create a piece of debris // weapon select/ship select update packets #define WSS_WEAPON_SELECT 0x1 // ship select stuff #define WSS_SHIP_SELECT 0x2 // weapon select stuff // accept packet codes #define ACCEPT_INGAME (1<<0) // accept the player as an ingame joiner #define ACCEPT_HOST (1<<1) // accept the player as the host of the game #define ACCEPT_OBSERVER (1<<2) // accept the player as an observer #define ACCEPT_CLIENT (1<<3) // accept the player as a normal, non ingame join, non host player // accept player data codes #define APD_NEXT 0 // there is still more player data #define APD_END_PACKET 1 // end of this packet #define APD_END_DATA 2 // end of the data // ingame ship request codes #define INGAME_SR_REQUEST 0x1 // request for the ship with the given net signature #define INGAME_SR_CONFIRM 0x2 // confirmation to the client that he can use the requested ship #define INGAME_SR_DENY 0x3 // deny the request the ingame joiner made for the ship #define INGAME_PLAYER_CHOICE 0x4 // sent to other players informing them of ingame joiners choice // ai info update codes #define AI_UPDATE_DOCK 0x1 // server tells clients which ships are now docked #define AI_UPDATE_UNDOCK 0x2 // server tells clients which ships have undocked #define AI_UPDATE_ORDERS 0x3 // server tells clients about new AI order for the ship // requests to the standalone #define MISSION_LIST_REQUEST 0x1 // ask for list of missions #define CAMPAIGN_LIST_REQUEST 0x2 // ask for list of campaigns // asteroid stuff #define ASTEROID_CREATE 0x1 // create an asteroid #define ASTEROID_THROW 0x2 // throw an asteroid #define ASTEROID_HIT 0x3 // asteroid hit occured // commands for squadmate messages #define SQUAD_MSG_SHIP 0x1 #define SQUAD_MSG_WING 0x2 #define SQUAD_MSG_ALL 0x3 #define SQUAD_MSG_REINFORCEMENT 0x4 // SW_STD_QUERY codes #define SW_STD_START 0x1 // from host to standalone saying "query the tracker" #define SW_STD_OK 0x2 // from standalone to host - "everything is cool" #define SW_STD_BAD 0x3 // from standalone to host - "everything is bad" // stats block packet #define STATS_MISSION 0 // all stats for the mission (except kills), for one player #define STATS_ALLTIME 1 // alltime stats, for one player #define STATS_MISSION_KILLS 2 // mission kills and assists #define STATS_DOGFIGHT_KILLS 3 // same as mission kills, but also sends per-player kills #define STATS_MISSION_CLASS_KILLS 4 // kills for the mission, for one player #define STATS_ALLTIME_KILLS 5 // alltime kills, for one player // minor hack constexpr int PLAYER_COLLISION_TIMESTAMP = 200; // how often the server should allow a client to go through ship-ship collisions // ---------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------- // Multiplayer structure definitions // // // definition of header packet used in any protocol typedef struct header { int bytes_processed; // used to determine how many bytes this packet was ubyte addr[sizeof(in6_addr)]; // obtained from network-layer header uint16_t port; // obtained from network-layer header short id; // will be stuffed with player_id (short) } header; // NETPLAYER INFORMATION THE SERVER AND THE INDIVIDUAL CLIENT MUST HAVE typedef struct net_player_server_info { ping_struct ping; // evaluated by the ping module int wing_index_backup; // in case of fail on the last packet int wing_index; // index of the next wing data item to be sent int ingame_join_flags; // status flags for an ingame joiner int invul_timestamp; // invulnerability flag timestamp (for respawning after dying) button_info last_buttons[BUTTON_INFO_SAVE_COUNT]; // button info for sending critical control packets to the server int last_buttons_id[BUTTON_INFO_SAVE_COUNT]; // fix last_buttons_time[BUTTON_INFO_SAVE_COUNT];// int num_last_buttons; // UI_TIMESTAMP last_full_update_time; // time when server last updated this player position/orientation int xfer_handle; // handle to the file xfer handle (-1 if no file xfer is taking place) UI_TIMESTAMP kick_timestamp; // timestamp with which we'll disconnect a player if he hasn't reponded to a kick packet int kick_reason; // reason he was kicked UI_TIMESTAMP voice_token_timestamp; // timestamp set when a player loses a token (so we can prevent him from getting it again too quickly) int reliable_connect_time; // after sending an accept packet, wait for this long for the guy to connect on the reliable socket // weapon select/linking information (maintained on the server and passed on respawn to all clients) char cur_primary_bank; // currently selected primary bank char cur_secondary_bank; // currently selected secondary bank ubyte cur_link_status; // if (1<<0) - primaries linked. if (1<<1) - secondaries are linked // information regarding the current view position of this player. vec3d eye_pos; // eye position and orientation matrix eye_orient; // ets information ushort ship_ets; // ets settings (sigh......) // tracker information int tracker_security_last; // this is the value returned when getting tracker data. it must be used when "sending" tracker data unsigned int tracker_checksum; // tracker checksum // common targeting information int target_objnum; // for collision hack -- to fix, enough bandwidth would be needed for full physics info to be transmitted uncompressed TIMESTAMP player_collision_timestamp; // gets around limitations on oo update packets by having collisions only occur so often // rate limiting information int rate_stamp; // rate limiting timestamp int rate_bytes; // bytes sent this "second" // firing info (1<<0) for primary fire, (1<<1) for secondary fired, (1<<2) for countermeasure fired, (1<<3) for afterburner on // basically, we set these bits if necessary between control info sends from the client. once sent, these values are // cleared until the next send time ubyte accum_buttons; // buffered packet info ubyte unreliable_buffer[MAX_PACKET_SIZE]; // buffer used to buffer unreliable packets before sending as a single UDP packet int unreliable_buffer_size; // length (in bytes) of data in unreliable send_buffer ubyte reliable_buffer[MAX_PACKET_SIZE]; // buffer used to buffer reliable packets before sending as a single UDP packet int reliable_buffer_size; // length (in bytes) of data in reliable send_buffer void init() { memset(&ping, 0, sizeof(ping_struct)); wing_index_backup = -1; wing_index = -1; ingame_join_flags = 0; invul_timestamp = 0; memset(&last_buttons, 0, sizeof(last_buttons)); memset(&last_buttons_id, 0, sizeof(last_buttons_id)); memset(&last_buttons_time, 0, sizeof(last_buttons_time)); num_last_buttons = 0; xfer_handle = -1; kick_reason = 0; reliable_connect_time = 0; cur_primary_bank = 0; cur_secondary_bank = 0; cur_link_status = 0; ship_ets = 0; tracker_security_last = 0; tracker_checksum = 0; target_objnum = -1; rate_stamp = 0; rate_bytes = 0; accum_buttons = 0; memset(&unreliable_buffer, 0, sizeof(unreliable_buffer)); unreliable_buffer_size = 0; memset(&reliable_buffer, 0, sizeof(reliable_buffer)); reliable_buffer_size = 0; } net_player_server_info() { init(); } } net_player_server_info; // NETPLAYER INFORMATION ALL COMPUTERS IN THE GAME MUST HAVE typedef struct net_player_info { p_object *p_objp; // pointer to parse object for my ship -- used with respawns int team; // valid for team v. team games -- which team is this guy on int ship_index; // index into the ship choices in team select/ship select (out of 12 choices) int ship_class; // the ship class of the players ship multi_local_options options; // players options settings net_addr addr; char pxo_squad_name[LOGIN_LEN]; // PXO squadron name } net_player_info; // NETPLAYER COMMON INFORMATION typedef struct net_player { player *m_player; // stuff pertaining directly to the player (callsign, etc). short player_id; // player id (always use this instead of ip address for identification purposes) int tracker_player_id; // the tracker id for this player, only matters in // tracker games. int flags; // tells us interesting information about this player int state; // one of the NETGAME_STATE_* flags below -- used for sequencing PSNET_SOCKET_RELIABLE reliable_socket; // reliable socket to server ushort client_cinfo_seq; // sequence # for client control info packets ushort client_server_seq; // sequence # for incoming object update packets fix last_heard_time; // time when last heard from this player net_player_server_info s_info; // server critical info net_player_info p_info; // player critical info // bytes sent and received // SERVER-side int sv_bytes_sent; // bytes we've sent to this guy (on the server) int sv_last_pl; // packet loss // CLIENT-side int cl_bytes_recvd; // bytes we've received (as a client) int cl_last_pl; // packet loss void init() { m_player = nullptr; player_id = -1; tracker_player_id = -1; flags = 0; state = 0; reliable_socket = PSNET_INVALID_SOCKET; client_cinfo_seq = 0; client_server_seq = 0; last_heard_time = 0; memset(&p_info, 0, sizeof(net_player_info)); sv_bytes_sent = 0; sv_last_pl = 0; } net_player() { init(); } } net_player; // structure which describes the state of the multiplayer game currently being played typedef struct netgame_info { char name[MAX_GAMENAME_LEN+1]; // name of the netgame (host can set this!) char mission_name[NAME_LENGTH+1]; // current mission name (filename) char title[NAME_LENGTH+1]; // title of the mission (as appears in the mission file) char campaign_name[NAME_LENGTH+1]; // current campaign name char passwd[MAX_PASSWD_LEN+1]; // password for the game int version_info; // version info for this game. int type_flags; // see NG_TYPE_* defines int mode; // see NG_MODE_* defines int flags; // see NG_FLAG_* defines int rank_base; // used to compare against connecting players (rank above/rank below) int max_players; int game_state; // state (briefing, in mission, etc) this game is in int security; // some random number that should hopefully be unique for each game started // I'm also using this value to use as a starting base for the net_signature // for object synchronization. float ping_time; // ping time to this server net_addr server_addr; // address of the server net_player *host; net_player *server; // pointer to the server uint respawn; int campaign_mode; // 0 == single mission mode, 1 == starting campaign ushort server_update_seq; // the current object update reference count (server-side only) int server_update_frame_ref; // used to determine when we should increment the server_update_seq value multi_server_options options; // server options settings ubyte debug_flags; // special debug flags (see NETD_FLAG_* defines) void init() { name[0] = '\0'; mission_name[0] = '\0'; title[0] = '\0'; campaign_name[0] = '\0'; passwd[0] = '\0'; version_info = 0; type_flags = 0; mode = 0; flags = 0; rank_base = 0; max_players = 0; game_state = 0; security = 0; ping_time = 0.0f; host = nullptr; server = nullptr; respawn = 0; campaign_mode = 0; server_update_seq = 0; server_update_frame_ref = 0; debug_flags = 0; memset(&server_addr, 0, sizeof(net_addr)); memset(&options, 0, sizeof(multi_server_options)); } netgame_info() { init(); } } netgame_info; // structure for active games -- kind of like Descent, but using the linked list thing, we will // be able to support many more games in the list. #define AG_FLAG_COOP (1<<0) // is a coop game #define AG_FLAG_TEAMS (1<<1) // is a team vs. team game #define AG_FLAG_DOGFIGHT (1<<2) // is a dogfight game #define AG_FLAG_FORMING (1<<3) // game is currently forming #define AG_FLAG_BRIEFING (1<<4) // game is in the briefing state #define AG_FLAG_DEBRIEF (1<<5) // game is in the debriefing state #define AG_FLAG_PAUSE (1<<6) // game is paused #define AG_FLAG_IN_MISSION (1<<7) // game is in mission #define AG_FLAG_PASSWD (1<<8) // is a password protected game #define AG_FLAG_STANDALONE (1<<9) // this is a standalone server #define AG_FLAG_CAMPAIGN (1<<10) // the server is playing in campaign mode #define AG_FLAG_TRACKER (1<<11) // flags for defining the connection speed #define AG_FLAG_CONNECTION_SPEED_MASK ((1<<12)|(1<<13)|(1<<14)) // mask for the connection speed #define AG_FLAG_VALID_MISSION (1<<15) // the mission is a "valid" tracker mission #define AG_FLAG_CONNECTION_BIT 12 // number of bits to shift right or left to get speed #define AG_FLAG_TYPE_MASK (AG_FLAG_COOP|AG_FLAG_TEAMS|AG_FLAG_DOGFIGHT) #define AG_FLAG_STATE_MASK (AG_FLAG_FORMING|AG_FLAG_BRIEFING|AG_FLAG_DEBRIEF|AG_FLAG_PAUSE|AG_FLAG_IN_MISSION) typedef struct active_game { active_game *next, *prev; // next and previous elements in the list UI_TIMESTAMP heard_from_timer; // when we last heard from the game char name[MAX_GAMENAME_LEN+1]; char mission_name[NAME_LENGTH+1]; char title[NAME_LENGTH+1]; ubyte num_players; net_addr server_addr; ushort flags; // see above AG_FLAG_* defines ubyte version,comp_version; // version and compatible version ping_struct ping; // ping time to the server void init() { next = nullptr; prev = nullptr; num_players = 0; flags = 0; version = 0; comp_version = 0; name[0] = '\0'; mission_name[0] = '\0'; title[0] = '\0'; memset(&server_addr, 0, sizeof(net_addr)); memset(&ping, 0, sizeof(ping_struct)); } active_game() { init(); } } active_game; // permanent server list (read from tcp.cfg) typedef struct server_item { server_item *next, *prev; net_addr server_addr; } server_item; // sent to the server on a join request with various data #define JOIN_FLAG_AS_OBSERVER (1<<0) // wants to join as an aboserver #define JOIN_FLAG_HAXOR (1<<2) // if the player has hacked data typedef struct join_request { char passwd[MAX_PASSWD_LEN+1]; // password for a password protected game char callsign[CALLSIGN_LEN+1]; // player's callsign char image_filename[MAX_FILENAME_LEN+1]; // player's image filename char squad_filename[MAX_FILENAME_LEN+1]; // player's squad filename ubyte player_rank; // the rank of the requesting player ubyte flags; // misc flags associated with this guy int tracker_id; // player's tracker ID # multi_local_options player_options; // player's options ubyte version, comp_version; // local version and comp_version // multiplayer squad war info char pxo_squad_name[LOGIN_LEN]; // squad name } join_request; // network buffer for sending and receiving packets typedef struct network_buffer { int size; // size of the buffer ubyte data[MAX_PACKET_SIZE]; // MAX_PACKET_SIZE from psnet2.h } network_buffer; // ------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------- // Multiplayer structure flags/settings // // // flags used for the net_player structure #define NETINFO_FLAG_CONNECTED (1<<0) // if this player connected #define NETINFO_FLAG_AM_MASTER (1<<1) // is this player the master #define NETINFO_FLAG_MT_CONNECTED (1<<2) // if everything is hunky dory with the tracker connection #define NETINFO_FLAG_MT_FAILED (1<<3) // all attempts to connect have failed #define NETINFO_FLAG_MT_STARTUP (1<<4) // the initial state (ie, we haven't tried anything yet) #define NETINFO_FLAG_GAME_HOST (1<<5) // I'm the host #define NETINFO_FLAG_INGAME_JOIN (1<<6) // means he is still in the process of joining ingame #define NETINFO_FLAG_OBSERVER (1<<7) // means he's an observer #define NETINFO_FLAG_OBS_PLAYER (1<<8) // means he's an observer, but he was formerly a player (should show his stats) #define NETINFO_FLAG_LIMBO (1<<9) // (client side) means he has to choose whether to be an observer or quit (no more respawns) #define NETINFO_FLAG_MISSION_OK (1<<10) // this client's mission has been verified #define NETINFO_FLAG_RESPAWNING (1<<11) // so that we wait on a keypress, or other user input before respawning #define NETINFO_FLAG_DO_NETWORKING (1<<12) // set when we can send/receive data #define NETINFO_FLAG_TEAM_LOCKED (1<<13) // if this is set, only the host can modify the team settings for this player #define NETINFO_FLAG_TEAM_CAPTAIN (1<<14) // this player is the captain of his team #define NETINFO_FLAG_KICKED (1<<15) // this player was kicked #define NETINFO_FLAG_ACCEPT_INGAME (1<<16) // accepted ingame #define NETINFO_FLAG_ACCEPT_HOST (1<<17) // accetped as host #define NETINFO_FLAG_ACCEPT_OBSERVER (1<<18) // accepted as observer #define NETINFO_FLAG_ACCEPT_CLIENT (1<<19) // accepted as client #define NETINFO_FLAG_WARPING_OUT (1<<20) // clients keep track of this for themselves to know if they should be leaving #define NETINFO_FLAG_HAS_CD (1<<21) // the player has a CD in the drive #define NETINFO_FLAG_RELIABLE_CONNECTED (1<<22) // reliable socket is now active #define NETINFO_FLAG_MT_GET_FAILED (1<<23) // set during MT stats update process indicating we didn't properly get his stats #define NETINFO_FLAG_MT_SEND_FAILED (1<<24) // set during MT stats update process indicating we didn't properly send his stats #define NETINFO_FLAG_MT_DONE (1<<25) // set when a player has been processed for stats (fail, succeed, or otherwise) #define NETINFO_FLAG_HAXOR (1<<26) // the player has some form of hacked client data #define NETPLAYER_IS_OBSERVER(player) (player->flags & (NETINFO_FLAG_OBSERVER|NETINFO_FLAG_OBS_PLAYER)) #define NETPLAYER_IS_DEAD(player) (player->flags & (NETINFO_FLAG_LIMBO|NETINFO_FLAG_RESPAWNING)) // netgame modes #define NG_MODE_OPEN 1 // an open game #define NG_MODE_CLOSED 2 // a closed game #define NG_MODE_PASSWORD 3 // a password protected game #define NG_MODE_RESTRICTED 4 // a restricted game #define NG_MODE_RANK_ABOVE 5 // ranks above a certain rank are allowed #define NG_MODE_RANK_BELOW 6 // ranks below a certain rank are allowed // netgame option flags #define NG_FLAG_TEMP_CLOSED (1<<0) // a forming netgame is temporarily closed (should not be checked otherwise) #define NG_FLAG_SERVER_LOST (1<<1) // client has temporarily lost contact with the server #define NG_FLAG_INGAME_JOINING (1<<2) // someone is ingame joining. #define NG_FLAG_INGAME_JOINING_CRITICAL (1<<3) // someone is ingame joining and at the critical point where we cannot do certain things. #define NG_FLAG_STORED_MT_STATS (1<<4) // stored tracker stats in the debriefing already #define NG_FLAG_HACKED_SHIPS_TBL (1<<5) // set when the server is playing with a hacked ships.tbl (only needed to notify hosts playing on a standalone) #define NG_FLAG_HACKED_WEAPONS_TBL (1<<6) // set when the server is playing with a hacked weapons.tbl (only needed to notify hosts playing on a standalone) // netgame type flags #define NG_TYPE_COOP (1<<0) // cooperative mode #define NG_TYPE_TVT (1<<1) // team vs. team mode #define NG_TYPE_SW (1<<2) // squad war #define NG_TYPE_TEAM ( NG_TYPE_TVT | NG_TYPE_SW ) #define NG_TYPE_DOGFIGHT (1<<3) // plain old dogfight mode // some quick macros for the above #define MULTI_COOP ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_COOP)) #define MULTI_TEAM ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_TEAM)) #define MULTI_DOGFIGHT ((Game_mode & GM_MULTIPLAYER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT)) // and some to handle everything but #define MULTI_NOT_COOP ((Game_mode & GM_MULTIPLAYER) && !(Netgame.type_flags & NG_TYPE_COOP)) #define MULTI_NOT_TEAM ((Game_mode & GM_MULTIPLAYER) && !(Netgame.type_flags & NG_TYPE_TEAM)) #define MULTI_NOT_DOGFIGHT ((Game_mode & GM_MULTIPLAYER) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)) // state defines for netgame states #define NETGAME_STATE_FORMING 1 // players are joining, host is selecting missions, etc #define NETGAME_STATE_BRIEFING 2 // players are reading the mission briefing #define NETGAME_STATE_IN_MISSION 3 // the mission itself is being played #define NETGAME_STATE_SERVER_TRANSFER 4 // server status is being transferred from one computer to another #define NETGAME_STATE_PAUSED 5 // the netgame is paused #define NETGAME_STATE_DEBRIEF 6 // the debriefing screen #define NETGAME_STATE_MISSION_SYNC 7 // client/server data sync screens before and after the briefing stage #define NETGAME_STATE_ENDGAME 8 // game is moving from gameplay to the debriefing state #define NETGAME_STATE_STD_HOST_SETUP 9 // the host is on the setup netgame screen for the standalone server #define NETGAME_STATE_HOST_SETUP 10 // the host is on the setup netgame screen _non_ standalone // state defines for netplayer states #define NETPLAYER_STATE_JOINING 0 // joining the netgame #define NETPLAYER_STATE_JOINED 1 // has joined and opened a reliable socket connection #define NETPLAYER_STATE_MISSION_LOADING 2 // in the process of loading the mission #define NETPLAYER_STATE_MISSION_LOADED 3 // mission loaded #define NETPLAYER_STATE_BRIEFING 4 // in the briefing #define NETPLAYER_STATE_SHIP_SELECT 5 // in the ship selection screen #define NETPLAYER_STATE_WEAPON_SELECT 6 // in the weapon selection screen #define NETPLAYER_STATE_DATA_LOAD 7 // loading specific data (textures, etc) #define NETPLAYER_STATE_WAITING 8 // waiting to do something (like enter the mission) #define NETPLAYER_STATE_SLOT_ACK 9 // got player ship slot packets #define NETPLAYER_STATE_IN_MISSION 10 // in the mission itself #define NETPLAYER_STATE_INGAME_SHIPS 11 // player is receiving ingame join ship data #define NETPLAYER_STATE_INGAME_WINGS 12 // player is receiving ingame join wing data #define NETPLAYER_STATE_INGAME_RPTS 13 // player is receiving ingame join respawn data #define NETPLAYER_STATE_INGAME_SHIP_SELECT 14 // player is in the ship select screen for ingame join #define NETPLAYER_STATE_DEBRIEF 15 // player is in the debrief state (screen) #define NETPLAYER_STATE_MISSION_SYNC 16 // player is in the mission sync screen #define NETPLAYER_STATE_STD_HOST_SETUP 17 // the host is on the setup netgame screen for the standalone server #define NETPLAYER_STATE_HOST_SETUP 18 // the host is on the setup netgame screen _non_ standalone #define NETPLAYER_STATE_SETTINGS_ACK 19 // the player has received the player settings data for all players #define NETPLAYER_STATE_SLOTS_ACK 20 // the player has received wss slots data (ingame join only) #define NETPLAYER_STATE_POST_DATA_ACK 21 // the player has received the post briefing data block #define NETPLAYER_STATE_WSS_ACK 22 // have received weapon slot information #define NETPLAYER_STATE_FLAG_ACK 23 // the player has received his flag change information #define NETPLAYER_STATE_MT_STATS 24 // the server is in the process of requesting or updating stats from the MT #define NETPLAYER_STATE_MISSION_XFER 25 // the player is in the process of receiving a mission file #define NETPLAYER_STATE_INGAME_STUFF 26 // received ingame "stuff" happens just before ship selection #define NETPLAYER_STATE_DEBRIEF_ACCEPT 27 // the player has hit the accept button in the debrief and is good to go #define NETPLAYER_STATE_DEBRIEF_REPLAY 28 // set on the host instead of NETPLAYER_STATE_DEBRIEF_ACCEPT to indicate he wants to replay the mission #define NETPLAYER_STATE_CPOOL_ACK 29 // player has acked all campaign pool status data #define NETPLAYER_STATE_INGAME_CINFO 30 // player has received campaign information (ingame join only) #define NETPLAYER_STATE_CUTSCENE 31 // watching a custscene #define NETPLAYER_STATE_FICTION_VIEWER 32 // in the fiction viewer screen #define NETPLAYER_STATE_CMD_BRIEFING 33 // in the command briefing #define NETPLAYER_STATE_RED_ALERT 34 // in the red alert screen // defines for connection speed #define CONNECTION_SPEED_NONE -1 // not really used except for error checking #define CONNECTION_SPEED_288 0 #define CONNECTION_SPEED_56K 1 #define CONNECTION_SPEED_SISDN 2 #define CONNECTION_SPEED_CABLE 3 #define CONNECTION_SPEED_T1 4 // use this to check and see whether a netgame is anywhere in mission (paused, etc, etc) #define MULTI_IN_MISSION ( (Netgame.game_state == NETGAME_STATE_IN_MISSION) || (Netgame.game_state == NETGAME_STATE_PAUSED) ) extern int Multi_connection_speed; // ------------------------------------------------------------------------------------- // ---------------------------------------------------------------------------------------- // Multiplayer global vars // // // netplayer vars extern net_player Net_players[MAX_PLAYERS]; // array of all netplayers in the game extern net_player *Net_player; // pointer to console's net_player entry // network object management #define SHIP_SIG_MIN 1 #define SHIP_SIG_MAX (0x1fef) // Cyborg17 - 8000 ships ought to be enough. #define STANDALONE_SHIP_SIG (SHIP_SIG_MAX+1) #define REAL_SHIP_SIG_MAX (0x1fff) #define DEBRIS_SIG_MIN (REAL_SHIP_SIG_MAX+1) #define DEBRIS_SIG_MAX (0x3fff) // allows for 1000 ships to be destroyed and for ~8 debris chunks to be generated for each. #define ASTEROID_SIG_MIN (DEBRIS_SIG_MAX+1) #define ASTEROID_SIG_MAX (0x6fff) #define WAYPOINT_SIG_MIN (ASTEROID_SIG_MAX+1) #define WAYPOINT_SIG_MAX (0x7fff) // required for dynamic waypoints. #define NPERM_SIG_MIN (WAYPOINT_SIG_MAX+1) #define NPERM_SIG_MAX (0xffff) // Allows us to have ~ 30K weapons simultaneously in a mission. extern ushort Next_ship_signature; // next network signature to assign to an object extern ushort Next_asteroid_signature; // next asteroid signature extern ushort Next_non_perm_signature; // next non-permanent signature extern ushort Next_debris_signature; // next debris signature extern ushort Next_waypoint_signature; // next waypoint signature for dynamic waypoints in multi missions // netgame vars extern netgame_info Netgame; // netgame information extern int Multi_mission_loaded; // flag, so that we don't load the mission more than once client side extern ushort Multi_ingame_join_sig; // signature for the player obj for use when joining ingame extern int Multi_button_info_ok; // flag saying it is ok to apply critical button info on a client machine extern int Multi_button_info_id; // identifier of the stored button info to be applying // low level networking vars #define HEADER_LENGTH 1 // 1 byte (packet type) // misc data extern active_game* Active_game_head; // linked list of active games displayed on Join screen extern int Active_game_count; // for interface screens as well extern CFILE* Multi_chat_stream; // for streaming multiplayer chat strings to a file extern int Multi_has_cd; // if this machine has a cd or not (call multi_common_verify_cd() to set this) extern int Multi_num_players_at_start; // the # of players present (kept track of only on the server) at the very start of the mission extern short Multi_id_num; // for assigning player id #'s // permanent server list extern server_item* Game_server_head; // list of permanent game servers to be querying // restricted game vars #define MULTI_QUERY_RESTR_STAMP 5000 // 5 seconds to reply #define MULTI_JOIN_RESTR_MODE_1 0 // mode 1 - normal restricted join #define MULTI_JOIN_RESTR_MODE_2 1 // mode 2 - team vs. team, only team 0 has ships #define MULTI_JOIN_RESTR_MODE_3 2 // mode 3 - team vs. team, only team 1 has ships #define MULTI_JOIN_RESTR_MODE_4 3 // mode 4 - team vs. team, both teams have ships extern UI_TIMESTAMP Multi_restr_query_timestamp; // timestamp for querying the host to see if he will allow a new player to join ingame extern join_request Multi_restr_join_request; // join request for the query extern net_addr Multi_restr_addr; // net address of the join request extern int Multi_join_restr_mode; // what mode we're in // non API master tracker vars #define MULTI_TRACKER_STRING_LEN 100 extern char Multi_tracker_login[MULTI_TRACKER_STRING_LEN+1]; extern char Multi_tracker_passwd[MULTI_TRACKER_STRING_LEN+1]; extern char Multi_tracker_squad_name[MULTI_TRACKER_STRING_LEN+1]; extern int Multi_tracker_id; extern char Multi_tracker_id_string[255]; // current file checksum extern ushort Multi_current_file_checksum; extern int Multi_current_file_length; // ---------------------------------------------------------------------------------------- // Multiplayer main functions // // // module handling functions ------------------- // called at game startup void multi_init(); // called whenever a netgame is started void multi_level_init(); // reset all relevant main networking loop timestamps void multi_reset_timestamps(); // returns true is server hasn't been heard from in N seconds. false otherwise int multi_client_server_dead(); // netgame data processing functions ----------- // do all network processing for this game frame void multi_do_frame(); // analog of multi_do_frame() called when netgame is in the pause state void multi_pause_do_frame(); // process all incoming packets // void multi_process_bigdata(ubyte* data, int size, net_addr* from_addr); // process all reliable socket details void multi_process_reliable_details(); // standalone handling functions --------------- // initialize the standalone void standalone_main_init(); // do frame for the main standalone state void standalone_main_do(); // close for the main standalone state void standalone_main_close(); // reset all standalone stuff, including gui, networking, netgame, etc, and go into the main state void multi_standalone_reset_all(); // init for the wait mode of the standalone (when waiting for players to finish the briefing) void multi_standalone_wait_init(); // do frame for the standalone wait state (when waiting for players to finish the briefing) void multi_standalone_wait_do(); // close for the standalone wait state (when waiting for players to finish the briefing) void multi_standalone_wait_close(); // init for the standalone postgame state (when players are in the debriefing) void multi_standalone_postgame_init(); // do frame for the standalone postgame state (when players are in the debriefing) void multi_standalone_postgame_do(); // close for the standalone postgame state (when players are in the debriefing_ void multi_standalone_postgame_close(); #endif