mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-07 22:56:30 -10:00
572 lines
18 KiB
C++
572 lines
18 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "network/multi.h"
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#include "object/object.h"
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#include "freespace.h"
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#include "gamesequence/gamesequence.h"
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#include "popup/popup.h"
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#include "popup/popupdead.h"
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#include "network/multi_endgame.h"
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#include "playerman/player.h"
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#include "network/multimsgs.h"
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#include "network/multiui.h"
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#include "network/multiutil.h"
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#include "network/multi_pmsg.h"
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#include "network/multi_portfwd.h"
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#include "hud/hudconfig.h"
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#include "network/multi_fstracker.h"
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#include "network/multi_mdns.h"
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// ----------------------------------------------------------------------------------------------------------
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// Put all functions/data related to leaving a netgame, handling players leaving, handling the server leaving,
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// and notifying the user of all of these actions, here.
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//
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// ----------------------------------------------------------------------------------------------------------
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// MULTI ENDGAME DEFINES/VARS
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//
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// set when the server/client has ended the game on some notification or error and is waiting for clients to leave
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#define MULTI_ENDGAME_SERVER_WAIT 5.0f
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int Multi_endgame_server_waiting = 0;
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float Multi_endgame_server_wait_stamp = -1.0f;
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int Multi_endgame_client_waiting = 0;
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// error/notification codes (taken from parameters to multi_quit_game(...)
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int Multi_endgame_notify_code;
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int Multi_endgame_error_code;
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int Multi_endgame_wsa_error;
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// for reentrancy problems on standalone
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int Multi_endgame_processing;
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// ----------------------------------------------------------------------------------------------------------
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// MULTI ENDGAME FORWARD DECLARATIONS
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//
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// called when a given netgame is about to end completely
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void multi_endgame_cleanup();
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// throw up a popup with the given notification code and optional winsock code
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void multi_endgame_popup(int notify_code,int error_code,int wsa_error = -1);
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// called when server is waiting for clients to disconnect
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int multi_endgame_server_ok_to_leave();
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// check to see if we need to be warping out (strange transition possibilities)
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void multi_endgame_check_for_warpout();
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// ----------------------------------------------------------------------------------------------------------
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// MULTI ENDGAME FUNCTIONS
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//
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// initialize the endgame processor (call when joining/starting a new netgame)
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void multi_endgame_init()
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{
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// set this so that the server/client knows he hasn't tried to end the game
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Multi_endgame_server_waiting = 0;
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Multi_endgame_client_waiting = 0;
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// reset the timestamp used when server is waiting for all other clients to leave.
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Multi_endgame_server_wait_stamp = -1.0f;
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// initialiaze all endgame notify and error codes
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Multi_endgame_notify_code = -1;
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Multi_endgame_error_code = -1;
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Multi_endgame_wsa_error = -1;
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// for reentrancy problems in to endgame_process
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Multi_endgame_processing = 0;
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}
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// process all endgame related events
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void multi_endgame_process()
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{
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if ( Multi_endgame_processing )
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return;
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Multi_endgame_processing = 1;
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// check to see if we need to be warping out (strange transition possibilities)
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multi_endgame_check_for_warpout();
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// if we're the server of the game
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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// if we're not waiting for clients to leave, do nothing
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if(!Multi_endgame_server_waiting){
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Multi_endgame_processing = 0;
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return;
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}
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// if a popup is already active, do nothing
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if(popup_active()){
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Multi_endgame_processing = 0;
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return;
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}
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// otherwise popup until things are hunky-dory
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if(!multi_endgame_server_ok_to_leave()){
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if(Game_mode & GM_STANDALONE_SERVER){
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while(!multi_endgame_server_ok_to_leave()){
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// run networking, etc.
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game_set_frametime(-1);
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game_do_state_common(gameseq_get_state());
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}
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} else {
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popup_till_condition( multi_endgame_server_ok_to_leave , XSTR("&Cancel",645), XSTR("Waiting for clients to disconnect",646));
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}
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}
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// mark myself as not waiting and get out
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multi_endgame_cleanup();
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} else {
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// if we're not waiting to leave the game, do nothing
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if(!Multi_endgame_client_waiting){
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Multi_endgame_processing = 0;
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return;
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}
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// otherwise, check to see if there is a popup active
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if(popup_active()){
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Multi_endgame_processing = 0;
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return;
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}
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// if not, then we are good to leave
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multi_endgame_cleanup();
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}
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Multi_endgame_processing = 0;
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}
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// if the game has been flagged as ended (ie, its going to be reset)
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int multi_endgame_ending()
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{
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return (Multi_endgame_client_waiting || Multi_endgame_server_waiting);
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}
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// reentrancy check
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int Multi_quit_game = 0;
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// general quit function, with optional notification, error, and winsock error codes
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int multi_quit_game(int prompt, int notify_code, int err_code, int wsa_error)
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{
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int ret_val;
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// check for reentrancy
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if(Multi_quit_game){
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return 0;
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}
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// if we're not connected or have not net-player
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if((Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_CONNECTED)){
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return 1;
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}
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// reentrancy
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Multi_quit_game = 1;
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// reset my control info so that I don't continually do whacky stuff. This is ugly
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//player_control_reset_ci( &Player->ci );
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if ( Game_mode & GM_IN_MISSION ) {
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memset(&Player->ci, 0, sizeof(Player->ci) );
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Player->ci.afterburner_stop = 1;
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physics_read_flying_controls( &Player_obj->orient, &Player_obj->phys_info, &(Player->ci), flFrametime);
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}
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// CASE 1 - response to a user request
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// if there is no associated notification or error code, don't override the prompt argument
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if((err_code == -1) && (notify_code == -1)){
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// if we're the server and we're already waiting for clients to leave, don't do anything
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if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_server_waiting){
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Multi_quit_game = 0;
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return 0;
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}
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// if we're the client and we're already waiting to leave, don't do anythin
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if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_client_waiting){
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Multi_quit_game = 0;
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return 0;
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}
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// see if we should be prompting for confirmation
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if (prompt != PROMPT_NONE) {
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int p_flags = PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_BODY_BIG;
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if ( (Game_mode & GM_IN_MISSION) && ((Net_player->flags & NETINFO_FLAG_GAME_HOST) || popupdead_is_active()) ) {
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p_flags |= PF_RUN_STATE;
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}
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if (prompt == PROMPT_HOST) {
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ret_val = popup(p_flags, 2, POPUP_CANCEL, POPUP_OK, XSTR("Warning - quitting will end the game for all players!", 647));
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} else {
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ret_val = popup(p_flags, 2, POPUP_NO, POPUP_YES, XSTR("Are you sure you want to quit?", 648));
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}
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// check for cancel
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if ( (ret_val == 0) || (ret_val == -1) ) {
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Multi_quit_game = 0;
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return 0;
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}
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}
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// if i'm the server of the game, tell all clients that i'm leaving, then wait
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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send_netgame_end_error_packet(MULTI_END_NOTIFY_SERVER_LEFT,MULTI_END_ERROR_NONE);
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// set the waiting flag and the waiting timestamp
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Multi_endgame_server_waiting = 1;
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Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
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}
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// if i'm the client, quit now
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else {
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multi_endgame_cleanup();
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}
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}
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// CASE 2 - response to an error code or packet from the server
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// this is the case where we're being forced to quit the game because of some error or other notification
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else {
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// if i'm the server, send a packet to the clients telling them that I'm leaving and why
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if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && !Multi_endgame_server_waiting){
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// if we're in the debrief state, mark down that the server has left the game
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if(((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) && !(Game_mode & GM_STANDALONE_SERVER)){
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multi_debrief_server_left();
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// add a message to the chatbox
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multi_display_chat_msg(XSTR("<Team captains have left>",649),0,0);
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// set ourselves to be "not quitting"
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Multi_quit_game = 0;
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// tell the users, the game has ended
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send_netgame_end_error_packet(notify_code,err_code);
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return 0;
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}
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send_netgame_end_error_packet(notify_code,err_code);
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// store the globals
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Multi_endgame_notify_code = notify_code;
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Multi_endgame_error_code = err_code;
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Multi_endgame_wsa_error = wsa_error;
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// by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
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Multi_endgame_server_waiting = 1;
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Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
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}
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// if i'm the client, set the error codes and leave the game now
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else if(!Multi_endgame_client_waiting){
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// if we're in the debrief state, mark down that the server has left the game
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if((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
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multi_debrief_server_left();
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// add a message to the chatbox
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multi_display_chat_msg(XSTR("<The server has ended the game>",650),0,0);
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// shut our reliable socket to the server down
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psnet_rel_close_socket(Net_player->reliable_socket);
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Net_player->reliable_socket = PSNET_INVALID_SOCKET;
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// remove our do-networking flag
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Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
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Multi_quit_game = 0;
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return 0;
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}
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Multi_endgame_notify_code = notify_code;
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Multi_endgame_error_code = err_code;
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Multi_endgame_wsa_error = wsa_error;
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// by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
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Multi_endgame_client_waiting = 1;
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}
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}
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// unset the reentrancy flag
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Multi_quit_game = 0;
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return 1;
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}
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// ----------------------------------------------------------------------------------------------------------
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// MULTI ENDGAME FORWARD DEFINITIONS
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//
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// called when a given netgame is about to end completely
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void multi_endgame_cleanup()
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{
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int idx;
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hud_config_as_player();
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send_leave_game_packet();
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// flush all outgoing io, force all packets through
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multi_io_send_buffered_packets();
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// mark myself as disconnected
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if(!(Game_mode & GM_STANDALONE_SERVER)){
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Net_player->flags &= ~(NETINFO_FLAG_CONNECTED|NETINFO_FLAG_DO_NETWORKING);
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}
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/*this is a semi-hack so that if we're the master and we're quitting, we don't get an assert
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Karajorma - From the looks of things this code actually CAUSES an Int3 and doesn't cause an assert anymore
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besides if the game is over why are we setting flags on a Player_obj anyway?
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if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Player_obj != NULL)){
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Player_obj->flags &= ~(OF_PLAYER_SHIP);
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obj_set_flags( Player_obj, Player_obj->flags | OF_COULD_BE_PLAYER );
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}
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*/
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// shut my socket down (will also let the server know i've received any notifications/error from him)
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// psnet_rel_close_socket( &(Net_player->reliable_socket) );
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// 11/18/98 - DB, changed the above to kill all sockets. Its the safest thing to do
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for(idx=0; idx<MAX_PLAYERS; idx++){
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psnet_rel_close_socket(Net_players[idx].reliable_socket);
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Net_players[idx].reliable_socket = PSNET_INVALID_SOCKET;
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}
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// set the game quitting flag in our local netgame info - this will _insure_ that even if we miss a packet or
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// there is some sequencing error, the next time through the multi_do_frame() loop, the game will be ended
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// Netgame.flags |= (NG_FLAG_QUITTING | NG_FLAG_ENDED);
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// close all open SPX/TCP reliable sockets
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if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
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// do it for all players, since we're leaving anyway.
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for(idx=0;idx<MAX_PLAYERS;idx++){
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// 6/25/98 -- MWA delete all players from the game
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if ( &Net_players[idx] != Net_player ) {
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delete_player( idx );
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}
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}
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}
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// if we're currently in the pause state, pop back into gameplay first
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if(gameseq_get_state() == GS_STATE_MULTI_PAUSED){
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gameseq_pop_state();
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}
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if (Game_mode & GM_STANDALONE_SERVER) {
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// multi_standalone_quit_game();
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multi_standalone_reset_all();
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} else {
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Player->flags |= PLAYER_FLAGS_IS_MULTI;
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// log game out of tracker
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if (Net_player->flags & NETINFO_FLAG_MT_CONNECTED) {
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multi_fs_tracker_logout();
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}
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// stop port forwarding
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multi_port_forward_close();
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// stop mdns
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multi_mdns_service_close();
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// if we're in Parallax Online mode, log back in there
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if (Multi_options_g.pxo) {
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Assert(Multi_options_g.protocol == NET_TCP);
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gameseq_post_event(GS_EVENT_PXO);
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} else {
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gameseq_post_event(GS_EVENT_MULTI_JOIN_GAME);
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}
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// if we have an error code, bring up the discon popup
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if ( ((Multi_endgame_notify_code != -1) || (Multi_endgame_error_code != -1)) && !(Game_mode & GM_STANDALONE_SERVER) ) {
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multi_endgame_popup(Multi_endgame_notify_code,Multi_endgame_error_code,Multi_endgame_wsa_error);
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}
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}
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/*
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extern CFILE *obj_stream;
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if(obj_stream != NULL){
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cfclose(obj_stream);
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obj_stream = NULL;
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}
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*/
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// unload the multiplayer common interface palette
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multi_common_unload_palette();
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// reinitialize endgame stuff
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// multi_endgame_init();
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}
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// throw up a popup with the given notification code and optional winsock code
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void multi_endgame_popup(int notify_code,int error_code,int wsa_error)
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{
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char err_msg[255];
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int flags = PF_USE_AFFIRMATIVE_ICON;
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// if there is a popup already active, just kill it
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if(popup_active()){
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// if there is already a popup active, kill it
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popup_kill_any_active();
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Int3();
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} else {
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// if there is a winsock error code, stick it on the end of the text
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if(wsa_error != -1){
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sprintf(err_msg,NOX("WSAERROR : %d\n\n"),wsa_error);
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flags |= PF_TITLE_RED;
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} else {
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strcpy_s(err_msg,"");
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}
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// setup the error message string
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if(notify_code != MULTI_END_NOTIFY_NONE){
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switch(notify_code){
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case MULTI_END_NOTIFY_KICKED :
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strcat_s(err_msg,XSTR("You have been kicked",651));
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break;
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case MULTI_END_NOTIFY_SERVER_LEFT:
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strcat_s(err_msg,XSTR("The server has left the game",652));
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break;
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case MULTI_END_NOTIFY_FILE_REJECTED:
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strcat_s(err_msg,XSTR("Your mission file has been rejected by the server",653));
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break;
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case MULTI_END_NOTIFY_EARLY_END:
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strcat_s(err_msg,XSTR("The game has ended while you were ingame joining",654));
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break;
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case MULTI_END_NOTIFY_INGAME_TIMEOUT:
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strcat_s(err_msg,XSTR("You have waited too long to select a ship",655));
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break;
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case MULTI_END_NOTIFY_KICKED_BAD_XFER:
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strcat_s(err_msg,XSTR("You were kicked because mission file xfer failed",998));
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break;
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case MULTI_END_NOTIFY_KICKED_CANT_XFER:
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strcat_s(err_msg,XSTR("You were kicked because you do not have the builtin mission",999));
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strcat_s(err_msg, NOX(" "));
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strcat_s(err_msg, Game_current_mission_filename);
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break;
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case MULTI_END_NOTIFY_KICKED_INGAME_ENDED:
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strcat_s(err_msg,XSTR("You were kicked because you were ingame joining a game that has ended",1000));
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break;
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default :
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Int3();
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}
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} else {
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switch(error_code){
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case MULTI_END_ERROR_CONTACT_LOST :
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strcat_s(err_msg,XSTR("Contact with server has been lost",656));
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break;
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case MULTI_END_ERROR_CONNECT_FAIL :
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strcat_s(err_msg,XSTR("Failed to connect to server on reliable socket",657));
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break;
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case MULTI_END_ERROR_LOAD_FAIL :
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strcat_s(err_msg,XSTR("Failed to load mission file properly",658));
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break;
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case MULTI_END_ERROR_INGAME_SHIP :
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strcat_s(err_msg,XSTR("Unable to create ingame join player ship",659));
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break;
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case MULTI_END_ERROR_INGAME_BOGUS :
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strcat_s(err_msg,XSTR("Received bogus packet data while ingame joining",660));
|
|
break;
|
|
case MULTI_END_ERROR_STRANS_FAIL :
|
|
strcat_s(err_msg,XSTR("Server transfer failed (obsolete)",661));
|
|
break;
|
|
case MULTI_END_ERROR_SHIP_ASSIGN:
|
|
strcat_s(err_msg,XSTR("Server encountered errors trying to assign players to ships",662));
|
|
break;
|
|
case MULTI_END_ERROR_HOST_LEFT:
|
|
strcat_s(err_msg,XSTR("Host has left the game, aborting...",663));
|
|
break;
|
|
case MULTI_END_ERROR_XFER_FAIL:
|
|
strcat_s(err_msg,XSTR("There was an error receiving the mission file!",665));
|
|
break;
|
|
case MULTI_END_ERROR_WAVE_COUNT:
|
|
strcat_s(err_msg,XSTR("The player wings Alpha, Beta, Gamma, and Zeta must have only 1 wave. One of these wings currently has more than 1 wave.", 987));
|
|
break;
|
|
case MULTI_END_ERROR_TEAM0_EMPTY:
|
|
strcat_s(err_msg,XSTR("All players from team 1 have left the game", 1645));
|
|
break;
|
|
case MULTI_END_ERROR_TEAM1_EMPTY:
|
|
strcat_s(err_msg,XSTR("All players from team 2 have left the game", 1646));
|
|
break;
|
|
case MULTI_END_ERROR_CAPTAIN_LEFT:
|
|
strcat_s(err_msg,XSTR("Team captain(s) have left the game, aborting...",664));
|
|
break;
|
|
default :
|
|
Int3();
|
|
}
|
|
}
|
|
|
|
// show the popup
|
|
popup(flags,1,POPUP_OK,err_msg);
|
|
}
|
|
}
|
|
|
|
// called when server is waiting for clients to disconnect
|
|
int multi_endgame_server_ok_to_leave()
|
|
{
|
|
int idx;
|
|
|
|
// check to see if our client disconnect timestamp has elapsed
|
|
if ( Multi_endgame_server_wait_stamp > 0.0f ) {
|
|
Multi_endgame_server_wait_stamp -= flFrametime;
|
|
if ( Multi_endgame_server_wait_stamp <= 0.0f ) {
|
|
return 1;
|
|
}
|
|
}
|
|
|
|
// check to see if all clients have disconnected
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
// all conditions passed
|
|
return 1;
|
|
}
|
|
|
|
// check to see if we need to be warping out (strange transition possibilities)
|
|
void multi_endgame_check_for_warpout()
|
|
{
|
|
int need_to_warpout = 0;
|
|
|
|
// if we're not in the process of warping out - do nothing
|
|
if(!(Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
|
|
return;
|
|
}
|
|
|
|
// determine if sufficient warping-out conditions exist
|
|
if((Game_mode & GM_IN_MISSION) && // if i'm still in the mission
|
|
((Netgame.game_state == NETGAME_STATE_ENDGAME) || // if the netgame ended
|
|
(Netgame.game_state == NETGAME_STATE_DEBRIEF)) // if the netgame is now in the debriefing state
|
|
) {
|
|
need_to_warpout = 1;
|
|
}
|
|
|
|
// if we need to be warping out but are stuck in a dead popup, cancel it
|
|
if(need_to_warpout && (popupdead_is_active() || (Net_player->flags & NETINFO_FLAG_RESPAWNING) || (Net_player->flags & NETINFO_FLAG_OBSERVER)) ){
|
|
// flush all active pushed state
|
|
multi_handle_state_special();
|
|
|
|
// begin the warpout process
|
|
send_debrief_event();
|
|
|
|
// if text input mode is active, clear it
|
|
multi_msg_text_flush();
|
|
}
|
|
}
|