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/*
* 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
// Version 58 - 11/14/2022 - Enable turret movement on clients, and fix in-game joining
// Version 59 - 12/9/2022 - New IDs for SEXP operators
// Version 60 - 3/27/2023 - Added generic lua data packet
// Version 61 - 4/17/2023 - Added compatibility for whackable asteroids (added force)
// Version 62 - 5/26/2025 - Added some modular curve input data to turret firing packets; 5/31/2025 - Added another input
// Version 63 - 8/4/2026 - Added target forward speed to turret and flak fired packets
// STANDALONE_ONLY
#define MULTI_FS_SERVER_VERSION 63
#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<int>((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 TURRET_TRACK 0xAD // Cyborg - When a turret's target has changed.
#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 LUA_DATA_PACKET 0xF2 // Lafiel - any generic data sent by lua
#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 Squadwar 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)
time_t 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 = -1;
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 {
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() {
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_UNUSED (1<<21) // Used to be a flag for if the player had 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 SCP_list<active_game> Active_games; // list of active games displayed on the Join screen
extern CFILE* Multi_chat_stream; // for streaming multiplayer chat strings to a file
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;
// Set by multi_sexp_end_mission() so that process_endgame_packet() knows to call
// send_debrief_event() immediately upon receiving MISSION_END, skipping warp-out.
// Must be checked after stats have been broadcast by the server (which happens
// in send_endgame_packet() before the MISSION_END packet is sent).
extern bool Multi_sexp_end_mission_pending;
// ip address list vars
#define IP_STRING_LEN 60
#define MAX_IP_ADDRS 100
// ----------------------------------------------------------------------------------------
// 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