Files
fs2open.github.com/code/network/multiutil.cpp
John Fernandez 01331436c9 Fix the standalone ship being added to ship list
While it may seem counterintuitive, we have to keep the standalone bogus ship from being added to the ship list so that we don't have to exclude it from all the places it could cause crashes or mysterious AI behaviors.  Both were being observed, and this should fix them.
2022-06-13 21:39:03 -04:00

4023 lines
117 KiB
C++

/*
* 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.
*
*/
#if defined _WIN32
#include <winsock2.h>
#elif defined SCP_UNIX
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <netdb.h>
#include <cerrno>
#endif
#include <cctype>
#include "globalincs/pstypes.h"
#include "network/multiutil.h"
#include "globalincs/linklist.h"
#include "gamesequence/gamesequence.h"
#include "hud/hudmessage.h"
#include "freespace.h"
#include "io/key.h"
#include "io/timer.h"
#include "ship/ship.h"
#include "globalincs/alphacolors.h"
#include "graphics/font.h"
#include "gamesnd/gamesnd.h"
#include "playerman/player.h"
#include "mission/missionparse.h"
#include "missionui/missionshipchoice.h"
#include "network/stand_gui.h"
#include "ship/shipfx.h"
#include "object/object.h"
#include "playerman/managepilot.h"
#include "missionui/missiondebrief.h"
#include "observer/observer.h"
#include "mission/missionmessage.h"
#include "popup/popup.h"
#include "popup/popupdead.h"
#include "hud/hudconfig.h"
#include "menuui/optionsmenu.h"
#include "mission/missionhotkey.h"
#include "mission/missiongoals.h"
#include "ship/afterburner.h"
#include "missionui/chatbox.h"
#include "osapi/osregistry.h"
#include "hud/hudescort.h"
#include "network/multi.h"
#include "cmdline/cmdline.h"
#include "cfile/cfile.h"
#include "cfile/cfilesystem.h"
#include "network/multimsgs.h"
#include "network/multi_xfer.h"
#include "network/multiteamselect.h"
#include "network/multiui.h"
#include "network/multi_kick.h"
#include "network/multi_data.h"
#include "network/multi_voice.h"
#include "network/multi_team.h"
#include "network/multi_respawn.h"
#include "network/multi_ingame.h"
#include "network/multi_observer.h"
#include "network/multi_pinfo.h"
#include "network/multi_endgame.h"
#include "network/multi_pmsg.h"
#include "network/multi_pause.h"
#include "network/multi_log.h"
#include "network/multi_rate.h"
#include "network/multi_fstracker.h"
#include "parse/parselo.h"
#include "debugconsole/console.h"
extern int ascii_table[];
extern int shifted_ascii_table[];
extern UI_TIMESTAMP Multi_ping_timestamp;
// network object management
ushort Next_ship_signature; // next permanent network signature to assign to an object
ushort Next_asteroid_signature; // next signature for an asteroid
ushort Next_non_perm_signature; // next non-permanent network signature to assign to an object
ushort Next_debris_signature; // next debris signature
ushort Next_waypoint_signature; // next waypoint signature
// if a client doesn't receive an update for an object after this many seconds, query server
// as to the objects status.
#define MULTI_CLIENT_OBJ_TIMEOUT 10
#define MAX_SHIPS_PER_QUERY 10
// this function assigns the given object with the given signature. If the signature is 0, then we choose
// the next signature number from the correct pool. I thought that it might be desireable
// to not always have to take the next signature on the list. what_kind is used to assign either a
// permanent or non-permanent signature to an object. permanent signatures are used for ships, non_permanent
// signatures are used for everything else.
ushort multi_assign_network_signature( int what_kind )
{
ushort sig;
Assertion(what_kind >= MULTI_SIG_SHIP && what_kind <= MULTI_SIG_WAYPOINT, "multi_assign_network_signature was passed an invalid index.");
// do limit checking on the permanent and non_permanent signatures. Ships are considered "permanent"
// as are debris and asteroids since they don't die very often. It would be vary rare for this
// value (the permanent signature) to wrap. For now, this condition is an error condition
if ( what_kind == MULTI_SIG_SHIP ) {
if ( Next_ship_signature < SHIP_SIG_MIN ){
Next_ship_signature = SHIP_SIG_MIN;
}
sig = Next_ship_signature++;
if ( Next_ship_signature == SHIP_SIG_MAX ) {
Int3(); // get Allender -- signature stuff wrapped.
Next_ship_signature = SHIP_SIG_MIN;
}
// signature stuff for asteroids.
} else if ( what_kind == MULTI_SIG_ASTEROID ) {
if ( Next_asteroid_signature < ASTEROID_SIG_MIN ){
Next_asteroid_signature = ASTEROID_SIG_MIN;
}
sig = Next_asteroid_signature++;
if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
Next_asteroid_signature = ASTEROID_SIG_MIN;
}
// signatures for debris
} else if ( what_kind == MULTI_SIG_DEBRIS ) {
if ( Next_debris_signature < DEBRIS_SIG_MIN ){
Next_debris_signature = DEBRIS_SIG_MIN;
}
sig = Next_debris_signature++;
if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
Next_debris_signature = DEBRIS_SIG_MIN;
}
// signature stuff for weapons and other expendable things.
} else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
if ( Next_non_perm_signature < NPERM_SIG_MIN ){
Next_non_perm_signature = NPERM_SIG_MIN;
}
sig = Next_non_perm_signature++;
if ( (Next_non_perm_signature < NPERM_SIG_MIN) || (Next_non_perm_signature == NPERM_SIG_MAX) ) {
Next_non_perm_signature = NPERM_SIG_MIN;
}
} else if (what_kind == MULTI_SIG_WAYPOINT) {
if (Next_waypoint_signature < WAYPOINT_SIG_MIN) {
Next_waypoint_signature = WAYPOINT_SIG_MIN;
}
sig = Next_waypoint_signature++;
if (Next_waypoint_signature == WAYPOINT_SIG_MAX){
Next_waypoint_signature = WAYPOINT_SIG_MIN;
}
} else {
sig = 0;
}
return sig;
}
// this function returns the next network signature that will be used for a newly created object
// what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
ushort multi_get_next_network_signature( int what_kind )
{
if ( what_kind == MULTI_SIG_SHIP ) {
if ( Next_ship_signature < SHIP_SIG_MIN )
Next_ship_signature = SHIP_SIG_MIN;
return Next_ship_signature;
} else if ( what_kind == MULTI_SIG_DEBRIS ) {
if ( Next_debris_signature < DEBRIS_SIG_MIN)
Next_debris_signature = DEBRIS_SIG_MIN;
return Next_debris_signature;
} else if ( what_kind == MULTI_SIG_ASTEROID ) {
if ( Next_asteroid_signature < ASTEROID_SIG_MIN )
Next_asteroid_signature = ASTEROID_SIG_MIN;
return Next_asteroid_signature;
} else if ( what_kind == MULTI_SIG_WAYPOINT ) {
if ( Next_waypoint_signature < WAYPOINT_SIG_MIN )
Next_waypoint_signature = WAYPOINT_SIG_MIN;
return Next_waypoint_signature;
} else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
if ( Next_non_perm_signature < NPERM_SIG_MIN )
Next_non_perm_signature = NPERM_SIG_MIN;
return Next_non_perm_signature;
} else {
Int3(); // get allender
return 0;
}
}
// this routine sets the network signature to the given value. Should be called from client only
// and is used mainly for firing weapons. what_kind tells us permanent or non-permanent signature
void multi_set_network_signature( ushort signature, int what_kind )
{
Assertion(signature != 0, "Invalid net signature of 0 requested in multi_set_network_signature().");
Assertion(what_kind > 0, "Invalid net signature type of value %d requested in multi_set_network_signature().", what_kind); // get Allender
Assertion(what_kind < 6, "Invalid net signature type of value %d requested in multi_set_network_signature().", what_kind);
if ( what_kind == MULTI_SIG_SHIP ) {
Assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
Next_ship_signature = signature;
} else if ( what_kind == MULTI_SIG_DEBRIS ) {
Assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
Next_debris_signature = signature;
} else if ( what_kind == MULTI_SIG_ASTEROID ) {
Assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
Next_asteroid_signature = signature;
} else if ( what_kind == MULTI_SIG_WAYPOINT ) {
Assert( (signature >= WAYPOINT_SIG_MIN) && (signature <= WAYPOINT_SIG_MAX) );
Next_waypoint_signature = signature;
} else if (what_kind == MULTI_SIG_NON_PERMANENT) {
// Cyborg17 - spawn weapons can set this past the max and overflow the short
if (signature >= NPERM_SIG_MIN) {
Next_non_perm_signature = signature;
// so if they did, just add it to the minimum, because that's where we need to be, anyway.
} else {
Next_non_perm_signature = NPERM_SIG_MIN + signature;
// and if they somehow wrap twice throw an assert, because that will definitely cause undesired behavior.
Assertion(Next_non_perm_signature >= NPERM_SIG_MIN,"Somehow the non permanent signatures in multi_set_network_signature overflowed the short *twice*, and we cannot code around this.\n\n The likely cause is having spawn weapons with too many children.");
}
}
}
// multi_get_network_object() takes a net_signature and tries to locate the object in the object list
// with that network signature. Returns nullptr if the object cannot be found
object *multi_get_network_object( ushort net_signature )
{
object *objp;
if ( net_signature == 0 )
return nullptr;
if(GET_FIRST(&obj_used_list) == nullptr)
return nullptr;
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
if ( objp->net_signature == net_signature )
break;
// if not found on used list, check create list
if ( objp == END_OF_LIST(&obj_used_list) ) {
for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
if ( objp->net_signature == net_signature )
break;
if ( objp == END_OF_LIST(&obj_create_list) )
objp = nullptr;
}
return objp;
}
// -------------------------------------------------------------------------------------------------
// netmisc_calc_checksum() calculates the checksum of a block of memory.
//
//
ushort netmisc_calc_checksum( void * vptr, int len )
{
ubyte * ptr = (ubyte *)vptr;
unsigned int sum1,sum2;
sum1 = sum2 = 0;
while(len--) {
sum1 += *ptr++;
if (sum1 >= 255 ) sum1 -= 255;
sum2 += sum1;
}
sum2 %= 255;
return (unsigned short)((sum1<<8)+ sum2);
}
// -------------------------------------------------------------------------------------------------
// multi_random_death_word() will return a word from the below list at random.
//
// Note: Keep words grouped into sections of 10
#define NUM_DEATH_WORDS 40
const char *multi_random_death_word()
{
int index;
index = Random::next(NUM_DEATH_WORDS);
switch (index) {
case 0:
return XSTR("zapped",853);
case 1:
return XSTR("caulked",854);
case 2:
return XSTR("killed",855);
case 3:
return XSTR("waxed",856);
case 4:
return XSTR("popped",857);
case 5:
return XSTR("murdered",858);
case 6:
return XSTR("bludgeoned",859);
case 7:
return XSTR("destroyed",860);
case 8:
return XSTR("iced",861);
case 9:
return XSTR("obliterated",862);
case 10:
return XSTR("toasted",863);
case 11:
return XSTR("roasted",864);
case 12:
return XSTR("turned into anti-matter",865);
case 13:
return XSTR("killed like a pig",866);
case 14:
return XSTR("taught a lesson",867);
case 15:
return XSTR("slaughtered with impunity",868);
case 16:
return XSTR("spanked like a naughty boy",869);
case 17:
return XSTR("skunked",870);
case 18:
return XSTR("beat senseless",871);
case 19:
return XSTR("shot up",872);
case 20:
return XSTR("spaced",873);
case 21:
return XSTR("hosed",874);
case 22:
return XSTR("capped",875);
case 23:
return XSTR("beat down",876);
case 24:
return XSTR("hit wit da shizzo",877);
case 25:
return XSTR("sk00led",878);
case 26:
return XSTR("whooped up",879);
case 27:
return XSTR("brought to the all-you-can-take whoop ass buffet",880);
case 28:
return XSTR("served up a whoop ass sandwich...hold the mercy",881);
case 29:
return XSTR("gibbed by Kayser Sozay's rocket",882);
case 30:
return XSTR("shot down",883);
case 31:
return XSTR("given early retirement",884);
case 32:
return XSTR("instructed",885);
case 33:
return XSTR("eviscerated",886);
case 34:
return XSTR("pummelled",887);
case 35:
return XSTR("eradicated",888);
case 36:
return XSTR("cleansed",889);
case 37:
return XSTR("perforated",890);
case 38:
return XSTR("canned",891);
case 39:
return XSTR("decompressed",892);
}
return NOX("Error");
}
// -------------------------------------------------------------------------------------------------
// multi_random_chat_start() will return a word from the below list at random.
//
//
#define NUM_CHAT_START_WORDS 8
#define MAX_CHAT_PHRASE_LEN 25 // be careful not to exceed (or update if exceeded)
const char *multi_random_chat_start()
{
int index;
index = Random::next(NUM_CHAT_START_WORDS);
switch (index) {
case 0:
return XSTR("says",893);
case 1:
return XSTR("bleats",894);
case 2:
return XSTR("opines",895);
case 3:
return XSTR("postulates",896);
case 4:
return XSTR("declares",897);
case 5:
return XSTR("vomits out",898);
case 6:
return XSTR("whines",899);
case 7:
return XSTR("barks",900);
}
return NOX("Error");
}
// -------------------------------------------------------------------------------------------------
// multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a
// parameter.
//
//
int multi_ship_class_lookup(const char* ship_name)
{
// find the ship_info index for the ship_name
int player_ship_class = -1;
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
if ( !stricmp(it->name, ship_name) ) {
player_ship_class = (int)std::distance(Ship_info.cbegin(), it);
break;
}
} // end for
return player_ship_class;
}
// -------------------------------------------------------------------------------------------------
// find_player() is called when a packet arrives, and we need to know which net player to update.
// The matching is done based on the address and port. Port checking is done in case multiple
// instances of FreeSpace are running on the same box.
//
//
int find_player( net_addr* addr )
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
return i;
}
}
return -1;
}
// so that we can lookup on the admin port transparently
int find_player_no_port(net_addr *addr)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if ( memcmp(&addr->addr, &Net_players[i].p_info.addr.addr, sizeof(addr->addr)) == 0) {
return i;
}
}
return -1;
}
// return the index to the players array from the player ID assigned by the Server.
int find_player_index(short player_id)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if(player_id == Net_players[i].player_id){
return i;
}
}
// couldn't find the player
return -1;
}
// note this is only valid to do on a server!
int find_player_socket(PSNET_SOCKET_RELIABLE sock)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if(sock == Net_players[i].reliable_socket){
return i;
}
}
// couldn't find the player
return -1;
}
// multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
// used to find netplayers in game when only the object is known
int multi_find_player_by_object( object *objp )
{
int i, objnum;
objnum = OBJ_INDEX(objp);
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if ( objnum == Net_players[i].m_player->objnum ){
return i;
}
}
// return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
// level code
return -1;
}
// returns a player num based upon player object signature
int multi_find_player_by_signature( int signature )
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
// compare against each player's object signature
if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].signature == signature)){
// found the player
return idx;
}
}
// didn't find the player
return -1;
}
// returns a player num based upon object net signature
int multi_find_player_by_net_signature(ushort net_signature)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
// compare against each player's object signature
if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].net_signature == net_signature)){
// found the player
return idx;
}
}
// didn't find the player
return -1;
}
// returns a player num based upon it's parse_object unlike the above functions it can be used on respawning players
int multi_find_player_by_parse_object( p_object *p_objp )
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
// compare against each player's object signature
if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].p_info.p_objp == p_objp) ){
// found the player
return idx;
}
}
// didn't find the player
return -1;
}
int multi_find_player_by_ship_name(const char *ship_name, bool inc_respawning)
{
int idx;
p_object *p_objp;
// bogus
if(ship_name == nullptr){
return -1;
}
for(idx=0; idx<MAX_PLAYERS; idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].m_player != nullptr) && (Net_players[idx].m_player->objnum >= 0) && (Net_players[idx].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[idx].m_player->objnum].type == OBJ_SHIP) &&
(Objects[Net_players[idx].m_player->objnum].instance >= 0) && (Objects[Net_players[idx].m_player->objnum].instance < MAX_SHIPS) && !stricmp(ship_name, Ships[Objects[Net_players[idx].m_player->objnum].instance].ship_name) ){
return idx;
}
}
if (inc_respawning) {
p_objp = mission_parse_get_arrival_ship(ship_name);
idx = multi_find_player_by_parse_object(p_objp);
if((idx >= 0) && (idx < MAX_PLAYERS)){
return idx;
}
}
// didn't find the player
return -1;
}
int multi_get_player_ship(int np_index)
{
// bogus
if((np_index < 0) || (np_index >= MAX_PLAYERS)){
return -1;
}
// cool?
if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
(Net_players[np_index].m_player != nullptr) && (Net_players[np_index].m_player->objnum >= 0) && (Net_players[np_index].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[np_index].m_player->objnum].type == OBJ_SHIP) &&
(Objects[Net_players[np_index].m_player->objnum].instance >= 0) && (Objects[Net_players[np_index].m_player->objnum].instance < MAX_SHIPS) ){
return Objects[Net_players[np_index].m_player->objnum].instance;
}
// nope
return -1;
}
// find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
// it returns -1 if there is no new slot, and the slot number if one is found
// NOTE : this attempts to preserve a player object as long as possible for him to come back to
int multi_find_open_netplayer_slot()
{
int i;
int found_first;
found_first = -1;
for (i = 0; i < MAX_PLAYERS; i++)
if ( !MULTI_CONNECTED(Net_players[i]) ){
if(found_first == -1) {
found_first = i;
break;
}
}
if(i == MAX_PLAYERS){
if(found_first == -1)
return -1;
else
return found_first;
}
return i;
}
// find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
// should always be taken by the console player's pilot. All other slots are up for grab though.
int multi_find_open_player_slot()
{
int i;
for (i = 0; i < MAX_PLAYERS; i++)
if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
break;
if ( i == MAX_PLAYERS )
return -1;
return i;
}
// stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
// a new person is entering the game. The state of the Net_player is set to it's basic starting
// state
void stuff_netplayer_info( net_player *nplayer, net_addr *addr, int ship_class, player *pplayer )
{
nplayer->p_info.addr = *addr;
nplayer->flags |= NETINFO_FLAG_CONNECTED;
nplayer->state = NETPLAYER_STATE_JOINING;
nplayer->p_info.ship_class = ship_class;
nplayer->m_player = pplayer;
nplayer->p_info.options.obj_update_level = Cmdline_objupd; // Set the update to the specified value
// if setting up my net flags, then set the flag to say I can do networking.
if ( nplayer == Net_player ){
nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
}
}
// multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
// that object
void multi_assign_player_ship( int net_player_num, object *objp,int ship_class )
{
ship *shipp;
Assert ( MULTI_CONNECTED(Net_players[net_player_num]) );
shipp = &Ships[objp->instance];
Net_players[net_player_num].m_player->objnum = OBJ_INDEX(objp);
Net_players[net_player_num].p_info.ship_class = ship_class;
// check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
if ( Net_player == &Net_players[net_player_num] ) {
Player_obj = objp;
Player_ship = shipp;
Player_ai = &Ai_info[Player_ship->ai_index];
}
// find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
// works properly.
Net_players[net_player_num].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
Assert( Net_players[net_player_num].p_info.p_objp != nullptr ); // get allender -- ship should be on list
// game server and this client need to initialize this information so object updating
// works properly.
if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player_num]) ) {
Net_players[net_player_num].s_info.eye_pos = objp->pos;
Net_players[net_player_num].s_info.eye_orient = objp->orient;
}
}
// -------------------------------------------------------------------------------------------------
// create_player() is called when a net player needs to be instantiated. The ship that is created
// depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
// is used. Returns 1 on success, 0 otherwise
void multi_create_player( int net_player_num, player *pl, const char* name, net_addr* addr, int ship_class, short id)
{
int player_ship_class = ship_class;
int current_player_count;
Assertion ( net_player_num < MAX_PLAYERS, "FSO is attempting to create too many players in multi. This error should be prevented in the UI, please report!" ); // probably shoudln't be able to even get into this routine if no room
Assertion(addr != nullptr, "A nullptr net address was passed to multi_create_player(). This is a code error, please report.");
Assertion(pl != nullptr, "A nullptr player was passed to multi_create_player(). This is a code error, please report.");
Assertion(name != nullptr, "A nullptr callsign was passed to multi_create_player(). This is a code error, please report.");
// blast _any_ old data
Net_players[net_player_num].init();
// get the current # of players
current_player_count = multi_num_players();
// DOH!!! The lack of this caused many bugs.
Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
if ( ship_class == -1 ) {
nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
// find the ship that matches the string stored in default_player_ship
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
if ( !stricmp(it->name, default_player_ship) ) {
player_ship_class = (int)std::distance(Ship_info.cbegin(), it);
break;
}
}
if (player_ship_class == -1) // if ship_class is -1 (as the condition to enter this branch at all means), then player_ship_class is initialized to -1 as well.
{
if(!Ship_info.empty())
{
player_ship_class = 0;
Warning(LOCATION, "Invalid default player ship specified in ship tables. Setting to %s", Ship_info[player_ship_class].name);
}
else
{
Error(LOCATION, "No ships have been loaded, but we are attempting to set a ship!!");
}
}
}
if ( player_ship_class >= ship_info_size() ) {
nprintf(("Network","Network ==> Ship class was %d. Creating a default ship for multiplayer\n", player_ship_class));
player_ship_class = multi_ship_class_lookup(default_player_ship);
}
// blast the old player data
pl->reset();
// set up the net_player structure
stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl ); Net_players[net_player_num].s_info.num_last_buttons = 0;
// Net_players[net_player_num].respawn_count = 0;
Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
Net_players[net_player_num].reliable_socket = PSNET_INVALID_SOCKET;
Net_players[net_player_num].s_info.kick_timestamp = UI_TIMESTAMP::invalid();
Net_players[net_player_num].s_info.voice_token_timestamp = UI_TIMESTAMP::invalid();
Net_players[net_player_num].s_info.player_collision_timestamp = TIMESTAMP::immediate();
Net_players[net_player_num].s_info.tracker_security_last = -1;
Net_players[net_player_num].s_info.target_objnum = -1;
Net_players[net_player_num].s_info.accum_buttons = 0;
// zero out this players ping times data
multi_ping_reset(&Net_players[net_player_num].s_info.ping);
// zero out his object update and control info sequencing data
Net_players[net_player_num].client_cinfo_seq = 0;
Net_players[net_player_num].client_server_seq = 0;
// timestamp his last_full_update_time
Net_players[net_player_num].s_info.last_full_update_time = UI_TIMESTAMP::immediate();
// nil his file xfer handle
Net_players[net_player_num].s_info.xfer_handle = -1;
// nil his data rate timestamp stuff
Net_players[net_player_num].s_info.rate_stamp = -1;
Net_players[net_player_num].s_info.rate_bytes = 0;
// nil packet buffer stuff
Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
Net_players[net_player_num].s_info.reliable_buffer_size = 0;
// various ack handles
strcpy_s(pl->callsign, name);
pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
pl->objnum = -1;
pl->insignia_texture = -1;
// if we're the standalone server and this is the first guy to join, mark him as the host
// and give him all host priveleges
if ( (Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0) ) {
Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
}
Net_players[net_player_num].player_id = id;
Net_player->sv_bytes_sent = 0;
Net_player->sv_last_pl = -1;
Net_player->cl_bytes_recvd = 0;
Net_player->cl_last_pl = -1;
// add to the escort list
if(MULTI_IN_MISSION){
hud_escort_add_player(id);
}
}
// next function makes a player object an ai object (also decrementing the num_players in the
// netgame). It appropiately sets the object flags and other interesting AI information which
// ought to get set in order to make this new ai object behave correctly.
void multi_make_player_ai( object *pobj )
{
Assertion(pobj != nullptr, "Invalid player object passed to multi_make_player_ai(). Code error, please report!");
if ( pobj->type != OBJ_SHIP )
return;
pobj->flags.remove(Object::Object_Flags::Player_ship);
obj_set_flags(pobj, pobj->flags + Object::Object_Flags::Could_be_player - Object::Object_Flags::Invulnerable);
// target_objnum must be -1 or else new AI ship will fire on whatever this player
// had targeted.
set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
}
// delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
// because of the player leaving the game on his own, or no net activity from the player after X seconds
void delete_player(int player_num,int kicked_reason)
{
char notify_string[256] = "";
int idx;
if(!MULTI_CONNECTED(Net_players[player_num])){
return;
}
// NETLOG
ml_printf(NOX("Deleting player %s"), Net_players[player_num].m_player->callsign);
psnet_rel_close_socket(Net_players[player_num].reliable_socket); // close out the reliable socket
// if this guy was ingame joining, the remove my netgame flag so others may join
if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
}
Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
Net_players[player_num].m_player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
Net_players[player_num].s_info.reliable_connect_time = -1;
// add to the escort list
hud_escort_remove_player(Net_players[player_num].player_id);
// is this guy the server
if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
// if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
}
}
// if he was just the host
else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
// am I the server
if ( (Net_player != nullptr) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) ) {
// are we a standalone server and in a mission?
if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
// choose a new host
int found_new_host = 0;
for(idx=0; idx<MAX_PLAYERS; idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
// make this guy the host
Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
// set the host pointer
Netgame.host = &Net_players[idx];
// send a packet
send_host_captain_change_packet(Net_players[idx].player_id, false);
found_new_host = 1;
break;
}
}
// end the game
if(!found_new_host){
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
}
} else {
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
}
}
}
// if we're the server of the game, notify everyone else that this guy has left
// if he's marked as being kicked, then other players know about it already, so don't send again
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
char str[512];
memset(str, 0, 512);
multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str);
multi_display_chat_msg(str, player_num, 0);
} else {
send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
}
}
// if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
if ( Net_players[player_num].m_player->objnum != -1 ){
obj_delete(Net_players[player_num].m_player->objnum); // maybe change this to set flag instead
}
} else {
// otherwise mark it so that he can return to it later if possible
if ( (Net_players[player_num].m_player->objnum >= 0) && (Net_players[player_num].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[player_num].m_player->objnum].type == OBJ_SHIP) && (Objects[Net_players[player_num].m_player->objnum].instance >= 0) && (Objects[Net_players[player_num].m_player->objnum].instance < MAX_SHIPS)) {
multi_make_player_ai( &Objects[Net_players[player_num].m_player->objnum] );
} else {
multi_respawn_player_leave(&Net_players[player_num]);
}
}
// if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
// MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
// screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
// ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
// in the multi_make_player_ai code above.
if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
multi_ts_handle_player_drop();
}
if (gameseq_get_state() == GS_STATE_DEBRIEF){
debrief_handle_player_drop();
}
// handle any specific dropping conditions
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_team_handle_drop();
}
multi_data_handle_drop(player_num);
// tell the pinfo popup that a player has left
multi_pinfo_notify_drop(&Net_players[player_num]);
// tell the datarate stuff that the player has dropped
multi_rate_reset(player_num);
// display a message that this guy has left
if(*Net_players[player_num].m_player->callsign){
sprintf(notify_string,XSTR("<%s has left>",901),Net_players[player_num].m_player->callsign);
multi_display_chat_msg(notify_string,0,0);
}
// standalone gui type stuff
if (Game_mode & GM_STANDALONE_SERVER) {
std_remove_player(&Net_players[player_num]);
std_connect_set_connect_count();
}
// blast this memory clean
Net_players[player_num].init();
Net_players[player_num].reliable_socket = PSNET_INVALID_SOCKET;
extern UI_TIMESTAMP Multi_client_update_times[MAX_PLAYERS]; // NOLINT
Multi_client_update_times[player_num] = UI_TIMESTAMP::invalid();
}
#define INACTIVE_LIMIT_NORMAL (15 * F1_0)
#define INACTIVE_LIMIT_WAIT (20 * F1_0)
// -------------------------------------------------------------------------------------------------
// multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
// INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
//
//
void multi_cull_zombies()
{
#if 0
fix current_time;
int inactive_limit;
int i;
if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
inactive_limit = INACTIVE_LIMIT_WAIT;
else
inactive_limit = INACTIVE_LIMIT_NORMAL;
current_time = timer_get_fixed_seconds();
for (i = 0; i < MAX_PLAYERS; i++) {
if ( !MULTI_CONNECTED(&Net_players[i])){
continue;
}
// server will(should) cull out players based on their sockets dying.
if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
continue;
}
if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].m_player->callsign);
nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].m_player->callsign));
multi_kick_player(i,0);
}
}
#endif
}
// -------------------------------------------------------------------------------------------------
// fill_net_addr() helper function that fills in the address and port for a referenced address struct
//
//
void fill_net_addr(net_addr* addr, ubyte* address, ushort port)
{
Assertion(addr != nullptr, "Invalid net address struct was passed to fill_net_addr(). Code error, please report.");
Assertion(address != nullptr, "Invalid net address was passed to fill_net_addr()");
memcpy(addr->addr, address, sizeof(addr->addr));
addr->port = port;
}
// non-16byte version of matrix packing
// return size of packed matrix
void multi_pack_orient_matrix(ubyte *data,matrix *m)
{
data[16] = 0;
float x1, y1, x2, y2;
if(m->vec.rvec.xyz.z < 0) data[16] |= (1<<0); // X
if(m->vec.uvec.xyz.z < 0) data[16] |= (1<<1); // Y
if(m->vec.fvec.xyz.z < 0) data[16] |= (1<<2); // V
if(m->vec.fvec.xyz.x < 0) data[16] |= (1<<3); // Z
if(m->vec.fvec.xyz.y < 0) data[16] |= (1<<4); // W
x1 = INTEL_FLOAT(&m->vec.rvec.xyz.x);
y1 = INTEL_FLOAT(&m->vec.rvec.xyz.y);
x2 = INTEL_FLOAT(&m->vec.uvec.xyz.x);
y2 = INTEL_FLOAT(&m->vec.uvec.xyz.y);
memcpy(&data[0], &x1, 4); // a
memcpy(&data[4], &y1, 4); // b
memcpy(&data[8], &x2, 4); // c
memcpy(&data[12], &y2, 4); // d
}
// return bytes processed
// non-16 byte version of unpack matrix code
void multi_unpack_orient_matrix(ubyte *data,matrix *m)
{
float x1, y1, x2, y2;
memcpy(&x1, &data[0], 4);
memcpy(&y1, &data[4], 4);
memcpy(&x2, &data[8], 4);
memcpy(&y2, &data[12],4);
m->vec.rvec.xyz.x = INTEL_FLOAT(&x1);
m->vec.rvec.xyz.y = INTEL_FLOAT(&y1);
m->vec.uvec.xyz.x = INTEL_FLOAT(&x2);
m->vec.uvec.xyz.y = INTEL_FLOAT(&y2);
m->vec.rvec.xyz.z = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.x * m->vec.rvec.xyz.x) - (m->vec.rvec.xyz.y * m->vec.rvec.xyz.y))); // X
m->vec.uvec.xyz.z = fl_sqrt(fl_abs(1 - (m->vec.uvec.xyz.x * m->vec.uvec.xyz.x) - (m->vec.uvec.xyz.y * m->vec.uvec.xyz.y))); // Y
m->vec.fvec.xyz.z = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.z * m->vec.rvec.xyz.z) - (m->vec.uvec.xyz.z * m->vec.uvec.xyz.z))); // V
m->vec.fvec.xyz.x = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.x * m->vec.rvec.xyz.x) - (m->vec.uvec.xyz.x * m->vec.uvec.xyz.x))); // Z
m->vec.fvec.xyz.y = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.y * m->vec.rvec.xyz.y) - (m->vec.uvec.xyz.y * m->vec.uvec.xyz.y))); // W
m->vec.rvec.xyz.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
m->vec.uvec.xyz.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
m->vec.fvec.xyz.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
m->vec.fvec.xyz.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
m->vec.fvec.xyz.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
}
void multi_do_client_warp(float frame_time)
{
ship_obj *moveup;
moveup = GET_FIRST(&Ship_obj_list);
while(moveup!=END_OF_LIST(&Ship_obj_list)){
// do all _necessary_ ship warp in (arrival) processing
if ( Ships[Objects[moveup->objnum].instance].is_arriving() )
shipfx_warpin_frame( &Objects[moveup->objnum], frame_time );
moveup = GET_NEXT(moveup);
}
}
// ------------------------------------------------------------------------------------
// ship status change stuff
int lookup_ship_status(net_player *p,int unique_id,int remove)
{
int idx;
for(idx=0;idx<p->s_info.num_last_buttons;idx++){
if(p->s_info.last_buttons_id[idx] == unique_id){
if(remove){
remove_ship_status_item(p,idx);
p->s_info.num_last_buttons--;
}
return 1;
}
}
return 0;
}
void remove_ship_status_item(net_player *p,int id)
{
int idx;
for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
}
}
//
void add_net_button_info(net_player *p,button_info *bi,int unique_id)
{
int lookup,idx;
fix earliest;
// if the list is full, put it in the oldest slot since it's probably a lost packet anyway
if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
p->s_info.num_last_buttons++;
} else {
earliest = 0;
lookup = -1;
for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
earliest = p->s_info.last_buttons_time[idx];
lookup = idx;
}
}
if(lookup != -1){
p->s_info.last_buttons[lookup] = *bi;
p->s_info.last_buttons_id[lookup] = unique_id;
p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
}
}
}
extern int button_function_critical(int n,net_player *p = nullptr);
void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
{
int i, j;
Multi_button_info_ok=1;
for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
if ( bi->status[i] == 0 )
continue;
// at least one bit is set in the status integer
for ( j = 0; j < 32; j++ ) {
// check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
if ( bi->status[i] & (1<<j) ) {
if(locally){
if(button_function_critical(32*i + j,nullptr)) // will apply to this console
bi->status[i] &= ~(1<<j);
} else {
if(button_function_critical(32*i + j,p)) // will only apply to a net-player
bi->status[i] &= ~(1<<j);
}
}
}
}
Multi_button_info_ok=0;
}
// send 10x a second MAX
#define MULTI_SHIP_STATUS_TIME 350
int Multi_ship_status_stamp = -1;
button_info Multi_ship_status_bi;
void multi_maybe_send_ship_status()
{
int idx;
button_info *bi = &Player->bi;
// strip out noncritical button presses
button_strip_noncritical_keys(bi);
// xor all fields into the accum button info
for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
Multi_ship_status_bi.status[idx] |= bi->status[idx];
}
// check timestamp
if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
int should_send = 0;
for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
// we have at least something to send
if(Multi_ship_status_bi.status[idx] != 0){
should_send = 1;
}
}
// do we have something to send
if(should_send){
// add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
}
// zero it out
memset(&Multi_ship_status_bi, 0, sizeof(button_info));
// reset timestamp
Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
}
}
int multi_find_player_by_callsign(const char *callsign)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].m_player->callsign)==0)){
return idx;
}
}
return -1;
}
// if Game_current_mission_filename is a builtin multiplayer mission
int multi_is_builtin_mission()
{
// int idx;
char name[512];
// get the full filename
memset(name,0,512);
strcpy_s(name,Game_current_mission_filename);
cf_add_ext(name, FS_MISSION_FILE_EXT);
// if this mission is builtin
if(game_find_builtin_mission(name) != nullptr){
return 1;
}
// not builtin
return 0;
}
// verify that the player has a valid mission file and do 1 of 3 things
void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
{
net_player *pl;
int player;
int ok;
int is_builtin;
player = find_player_index(player_id);
Assert(player >= 0);
if(player < 0){
return;
}
pl = &Net_players[player];
// if the current mission is a builtin mission, check stuff out
is_builtin = multi_is_builtin_mission();
if(is_builtin){
// if the player doesn't have it, kick him
if((sum_sig == 0xffff) && (length_sig == -1)){
multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
} else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
// done
return;
}
if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
ok = 0;
} else {
ok = 1;
}
// in an ingame join situation
if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
if(!ok){
// if the netgame settings allow in-mission file xfers
if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
}
// otherwise send him a nak and tell him to get away
else {
send_ingame_nak(ACK_FILE_ACCEPTED,pl);
}
} else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
}
// in a normal join situation
else {
// if the file does not check out, send it to him
if(!ok){
pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
}
// otherwise mark him as having a valid mission
else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
}
}
// check to see if every client has NETINFO_FLAG_MISSION_OK
int server_all_filesigs_ok()
{
int idx;
int ok = 1;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
ok = 0;
break;
}
}
return ok;
}
void multi_untag_player_ships()
{
ship_obj *moveup;
moveup = GET_FIRST(&Ship_obj_list);
while(moveup != END_OF_LIST(&Ship_obj_list)){
if(Objects[moveup->objnum].flags[Object::Object_Flags::Player_ship]){
Objects[moveup->objnum].flags.remove(Object::Object_Flags::Player_ship);
obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags + Object::Object_Flags::Could_be_player);
}
moveup = GET_NEXT(moveup);
}
}
// broadcast alltime stats to everyone in the game
void multi_broadcast_stats(int stats_code)
{
int idx;
// broadcast everyone's stats to everyone else
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
send_player_stats_block_packet(&Net_players[idx], stats_code);
}
}
}
// check to see if all players other than the local player are in a given NETPLAYER_ state
// this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
int multi_netplayer_state_check(int state,int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if(Net_players[idx].state != state){
return 0;
}
}
}
return 1;
}
int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
return 0;
}
}
}
return 1;
}
int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
return 0;
}
}
}
return 1;
}
// check to see if all players other than the local player are in a given NETPLAYER_ state
// this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
int multi_netplayer_flag_check(int flags,int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if(!(Net_players[idx].flags & flags)){
return 0;
}
}
}
return 1;
}
// function which gets called from psnet_* code to evaluate an error received on a reliable
// socket. In general, we only want to do drastic measures if the error indicates that the client
// is no longer there.
void multi_eval_socket_error(PSNET_SOCKET sock, int error)
{
if ( error == WSAENOTSOCK ){
nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
// mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
// because of a leaving player.
return;
}
if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
return;
}
if(error == WSAESHUTDOWN){
nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
}
// mwa -- always return for now because debugging with the stuff below is a real pain.
// in essence, you can't do it!
//return;
if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
int idx;
nprintf(("Network", "pitching player because drop on reliable socket\n"));
// find the netplayer whose socket we have an error on. Dump the player when we find him.
// NOTE : make sure not to ban him
for(idx=0;idx<MAX_PLAYERS;idx++){
if(Net_players[idx].reliable_socket == sock){
delete_player(idx);
return;
}
}
} else {
nprintf(("Network", "Communications to server lost -- quitting game\n"));
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
}
}
// send a repair info packet with code == code to a player if his object is the one being acted upon
// dest_objp is the player object (or possible player object). source_objp is the object pointer
// of the repair ship that is the source of the action. code means what is happening -- queueing up
// for repair, getting repaired, aborted, complete, etc.
void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
{
// only send information on player objects
if ( !MULTIPLAYER_MASTER )
return;
Assert( dest_objp->type == OBJ_SHIP );
Assert( dest_objp != source_objp );
send_repair_info_packet( dest_objp, source_objp, code );
}
int multi_is_valid_unknown_packet(ubyte type){
return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
|| (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
|| (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
}
void multi_create_standalone_object()
{
// now create a dummy ship for the standalone
matrix m = IDENTITY_MATRIX;
vec3d v;
int objnum, pobj_num;
vm_vec_zero(&v);
objnum = observer_create(&m,&v);
if (objnum < 0) {
Error(LOCATION, "Failed to create standalone observer object! Please investigate!");
return;
}
Player_obj = &Objects[objnum];
Player_obj->flags.remove(Object::Object_Flags::Player_ship);
obj_set_flags(Player_obj, Player_obj->flags - Object::Object_Flags::Collides);
Net_player->m_player->objnum = objnum;
// create the default player ship object and use that as my default virtual "ship", and make it "invisible"
pobj_num = parse_create_object(Player_start_pobject, true);
Assert(pobj_num != -1);
flagset<Object::Object_Flags> tmp_flags;
obj_set_flags(&Objects[pobj_num], tmp_flags + Object::Object_Flags::Player_ship);
Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
Player_ship = &Ships[Objects[pobj_num].instance];
// make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
// one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
Player_ship->flags.set(Ship::Ship_Flags::Hidden_from_sensors);
strcpy_s(Player_ship->ship_name, XSTR("Standalone Ship",904));
Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
}
int multi_message_should_broadcast(int type)
{
switch (type) {
case MESSAGE_ARRIVE_ENEMY:
case MESSAGE_BETA_ARRIVED:
case MESSAGE_GAMMA_ARRIVED:
case MESSAGE_HELP:
case MESSAGE_REINFORCEMENTS:
case MESSAGE_SUPPORT_KILLED:
return 1;
default:
return 0;
}
}
// active game list handling functions
active_game *multi_new_active_game( void )
{
active_game *new_game;
new_game = new active_game;
if ( new_game == nullptr ) {
nprintf(("Network", "Cannot allocate space for new active game structure\n"));
return nullptr;
}
if ( Active_game_head != nullptr ) {
new_game->next = Active_game_head->next;
new_game->next->prev = new_game;
Active_game_head->next = new_game;
new_game->prev = Active_game_head;
} else {
Active_game_head = new_game;
Active_game_head->next = Active_game_head->prev = Active_game_head;
}
Active_game_count++;
// notify the join game screen of this new item
multi_join_notify_new_game();
return new_game;
}
active_game *multi_update_active_games(active_game *ag)
{
active_game *gp = nullptr;
active_game *stop = nullptr;
// see if we have a game from this address already -- if not, create one. In either case, get a pointer
// to an active_game structure
if ( Active_game_head != nullptr ) { // no games on list at all
int on_list;
gp = Active_game_head;
stop = Active_game_head;
on_list = 0;
do {
if ( psnet_same(&gp->server_addr, &ag->server_addr) /*&& (gp->game.security == game->security)*/ ) {
on_list = 1;
break;
}
gp = gp->next;
} while (gp != stop);
// insert in the list
if (!on_list){
gp = multi_new_active_game();
// gp->ping_time = -1.0f;
// copy in the game information
memcpy(&gp->server_addr, &ag->server_addr, sizeof(gp->server_addr));
strcpy_s(gp->name,ag->name);
strcpy_s(gp->mission_name,ag->mission_name);
strcpy_s(gp->title,ag->title);
gp->num_players = ag->num_players;
gp->flags = ag->flags;
// ping him
/*
gp->ping_start = timer_get_fixed_seconds();
gp->ping_end = -1;
send_ping(&gp->server_addr);
*/
multi_ping_reset(&gp->ping);
multi_ping_send(&gp->server_addr,&gp->ping);
}
// otherwise update the netgame info we have for this guy
else {
memset(gp->name,0,MAX_GAMENAME_LEN+1);
strcpy_s(gp->name,ag->name);
memset(gp->mission_name,0,NAME_LENGTH+1);
strcpy_s(gp->mission_name,ag->mission_name);
memset(gp->title,0,NAME_LENGTH+1);
strcpy_s(gp->title,ag->title);
gp->num_players = ag->num_players;
gp->flags = ag->flags;
}
} else {
gp = multi_new_active_game();
// gp->ping_time = -1.0f;
// copy in the game information
memcpy(&gp->server_addr, &ag->server_addr, sizeof(gp->server_addr));
strcpy_s(gp->name,ag->name);
strcpy_s(gp->mission_name,ag->mission_name);
strcpy_s(gp->title,ag->title);
gp->num_players = ag->num_players;
gp->flags = ag->flags;
// ping him
// gp->ping_start = timer_get_fixed_seconds();
// gp->ping_end = -1;
// send_ping(&gp->server_addr);
multi_ping_reset(&gp->ping);
multi_ping_send(&gp->server_addr,&gp->ping);
}
// don't do anything if we don't have a game entry
if(gp == nullptr){
return nullptr;
}
// update the last time we heard from him
if ( !MULTI_IS_TRACKER_GAME && (Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
gp->heard_from_timer = ui_timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
} else {
gp->heard_from_timer = ui_timestamp(MULTI_JOIN_SERVER_TIMEOUT);
}
return gp;
}
void multi_free_active_games()
{
active_game *moveup,*backup;
moveup = Active_game_head;
backup = nullptr;
if(moveup != nullptr){
do {
backup = moveup;
moveup = moveup->next;
delete backup;
backup = nullptr;
} while(moveup != Active_game_head);
Active_game_head = nullptr;
}
Active_game_count = 0;
}
server_item *multi_new_server_item( void )
{
server_item *new_game;
new_game = (server_item *)vm_malloc(sizeof(server_item));
if ( new_game == nullptr ) {
nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
return nullptr;
}
if ( Game_server_head != nullptr ) {
new_game->next = Game_server_head->next;
new_game->next->prev = new_game;
Game_server_head->next = new_game;
new_game->prev = Game_server_head;
} else {
Game_server_head = new_game;
Game_server_head->next = Game_server_head->prev = Game_server_head;
}
return new_game;
}
void multi_free_server_list()
{
server_item *moveup,*backup;
moveup = Game_server_head;
backup = nullptr;
if(moveup != nullptr){
do {
backup = moveup;
moveup = moveup->next;
vm_free(backup);
backup = nullptr;
} while(moveup != Game_server_head);
Game_server_head = nullptr;
}
}
int multi_num_players()
{
int idx,count;
// count the players who are actively connected
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
// count all connected players except the standalone server (if any)
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
count++;
}
}
return count;
}
int multi_num_observers()
{
int idx,count;
// count the players who are actively connected
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
// count all connected players except the standalone server (if any)
if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
count++;
}
}
return count;
}
int multi_num_connections()
{
int idx,count;
// count the players who are actively connected
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
// count all connected players except the standalone server (if any)
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
count++;
}
}
return count;
}
int multi_can_message(net_player *p)
{
int max_rank;
// if the player is an observer of any kind, he cannot message
if(p->flags & NETINFO_FLAG_OBSERVER){
return 0;
}
switch(Netgame.options.squad_set){
// only those of the highest rank can message
case MSO_SQUAD_RANK:
max_rank = multi_get_highest_rank();
if(p->m_player->stats.rank < max_rank){
return 0;
}
break;
// only wing/team leaders can message
case MSO_SQUAD_LEADER:
{
// if the player has an invalid object #
if(p->m_player->objnum < 0){
return 0;
}
// check to see if he's a wingleader
const ship_registry_entry* ship_regp = ship_registry_get(Ships[Objects[p->m_player->objnum].instance].ship_name);
// verify that it's valid.
Assertion(ship_regp != nullptr, "Ship register entry is a nullptr for the player's ship.");
if (ship_regp->p_objp->pos_in_wing != 0)
{
return 0;
}
break;
}
// anyone can end message
case MSO_SQUAD_ANY:
break;
// only the host can message
case MSO_SQUAD_HOST:
if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
return 0;
}
break;
}
return 1;
}
int multi_can_end_mission(net_player *p)
{
int max_rank;
// the host can _always_ unpause a game
if(p->flags & NETINFO_FLAG_GAME_HOST){
return 1;
}
switch(Netgame.options.endgame_set){
// only those of the highest rank can end the mission
case MSO_END_RANK:
max_rank = multi_get_highest_rank();
if(p->m_player->stats.rank < max_rank){
return 0;
}
break;
// only wing/team leaders can end the mission
case MSO_END_LEADER:
{
// if the player has an invalid object #
if(p->m_player->objnum < 0){
return 0;
}
// check to see if he's a wingleader
const ship_registry_entry* ship_regp = ship_registry_get(Ships[Objects[p->m_player->objnum].instance].ship_name);
// double check that the entry is valid.
Assertion(ship_regp != nullptr, "Ship register entry is a nullptr for the player's ship.");
if (ship_regp->p_objp->pos_in_wing != 0)
{
return 0;
}
break;
}
// anyone can end the mission
case MSO_END_ANY:
break;
// only the host can end the mission
case MSO_END_HOST:
if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
return 0;
}
break;
}
return 1;
}
int multi_eval_join_request(join_request *jr, net_addr *addr)
{
int team0_avail,team1_avail;
char knock_message[256], knock_callsign[CALLSIGN_LEN+1], jr_ip_string[INET6_ADDRSTRLEN];
// if the server versions are incompatible
if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
return JOIN_DENY_JR_BAD_VERSION;
}
// Grab the joiner's callsign as we may need this later if they aren't accepted
strcpy (knock_callsign, jr->callsign);
// check to make sure we are otherwise in a state to accept
if((Netgame.game_state != NETGAME_STATE_FORMING) &&
((Netgame.game_state != NETGAME_STATE_IN_MISSION) || !Cmdline_ingamejoin)){
// If the game isn't password protected pass it on that someone wants to join
if (Netgame.mode != NG_MODE_PASSWORD ) {
sprintf(knock_message, "%s has tried to join!", knock_callsign);
switch(Netgame.game_state) {
case NETGAME_STATE_BRIEFING:
case NETGAME_STATE_PAUSED:
case NETGAME_STATE_DEBRIEF:
case NETGAME_STATE_MISSION_SYNC:
send_game_chat_packet(&Net_players[MY_NET_PLAYER_NUM],knock_message,MULTI_MSG_ALL, nullptr, nullptr, 1);
multi_display_chat_msg(knock_message,0,0);
break;
// in game we only bother the host.
case NETGAME_STATE_IN_MISSION:
if( MULTIPLAYER_STANDALONE ) {
send_game_chat_packet(&Net_players[MY_NET_PLAYER_NUM],knock_message,MULTI_MSG_TARGET, Netgame.host, nullptr, 1);
} else {
snd_play(gamesnd_get_game_sound(GameSounds::CUE_VOICE));
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", knock_message);
}
break;
}
}
return JOIN_DENY_JR_STATE;
}
// the standalone has some oddball situations which we must handle seperately
if (Game_mode & GM_STANDALONE_SERVER) {
// if this is the first connection, he will be the host so we must always accept him
if(multi_num_players() == 0){
// check to see if this is a tracker game, and if so make sure this is a valid MT player
// we probably eventually want to make sure he's not passing us a fake tracker id#
if (MULTI_IS_TRACKER_GAME) {
if (jr->tracker_id < 0) {
return JOIN_DENY_JR_TRACKER_INVAL;
}
}
// if we're password protected
if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd) != 0){
return JOIN_DENY_JR_PASSWD;
}
// don't allow the host to join as an observer
if(jr->flags & JOIN_FLAG_AS_OBSERVER){
return JOIN_DENY_JR_NOOBS;
} else {
return -1;
}
}
}
// first off check to see if we're violating any of our max players/observers/connections boundaries
// if we've already got the full 16 (MAX_PLAYERS) connections - yow
if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
// if we're full of observers and this guy wants to be an observer
((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
// if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
// if we're up to MULTI_MAX_PLAYERS
(multi_num_players() >= MULTI_MAX_PLAYERS) ||
// if the max players for a standalone was set
((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
// we're full buddy - sorry
return JOIN_DENY_JR_FULL;
}
// check to see if this is a tracker game, and if so make sure this is a valid MT player
// we probably eventually want to make sure he's not passing us a fake tracker id#
if (MULTI_IS_TRACKER_GAME) {
if (jr->tracker_id < 0){
return JOIN_DENY_JR_TRACKER_INVAL;
}
}
// check to see if the player is trying to ingame join in a closed game
if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
return JOIN_DENY_JR_CLOSED;
}
// check to see if the player has passed a valid password in a password protected game
if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd) != 0){
return JOIN_DENY_JR_PASSWD;
}
// check to see if the netgame is forming and is temporarily marked as closed
if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
return JOIN_DENY_JR_TEMP_CLOSED;
}
// check to make sure he meets the rank requirement
if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
return JOIN_DENY_JR_RANK_LOW;
}
// check to make sure he meets the rank requirement
if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
return JOIN_DENY_JR_RANK_HIGH;
}
// can't ingame join a non-dogfight game
/* if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
return JOIN_DENY_JR_TYPE;
} */
// if the player was banned by the standalone
if ( (Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign) ) {
// maybe we should log this
sprintf(knock_message, "Banned user %s with IP: %s attempted to join server", knock_callsign, psnet_addr_to_string(addr, jr_ip_string, sizeof(jr_ip_string)));
ml_string(knock_message);
return JOIN_DENY_JR_BANNED;
}
// if the game is in-mission, make sure there are ships available
if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
team0_avail = 0;
team1_avail = 0;
multi_player_ships_available(&team0_avail,&team1_avail);
// if there are no ships available on either team
if((team0_avail == 0) && (team1_avail == 0)){
return JOIN_DENY_JR_FULL;
}
}
// if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
return JOIN_DENY_JR_INGAME_JOIN;
}
// check to make sure the game is not full (of observers, or players, as appropriate)
if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
if((multi_num_observers() + 1) > Netgame.options.max_observers){
return JOIN_DENY_JR_FULL;
}
}
// if the netgame is restricted or is team vs. team
if(Netgame.mode == NG_MODE_RESTRICTED){
// ingame, we must query the host to see if this guy is accepted
if(MULTI_IN_MISSION){
return JOIN_QUERY_RESTRICTED;
}
}
// check to make sure this player hasn't been kick/banned
if(multi_kick_is_banned(addr)){
return JOIN_DENY_JR_BANNED;
}
// check to make sure this player doesn't already exist
if ( find_player(addr) >= 0 ) {
return JOIN_DENY_JR_DUP;
}
return -1;
}
// Karajorma - called by any machine (client, host, server, standalone, etc) if the mission ends by any means
// other than a warpout
void multi_handle_sudden_mission_end()
{
if (!(MULTIPLAYER_STANDALONE)) {
multi_msg_text_flush();
}
}
// called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
void multi_warpout_all_players()
{
int idx;
// i'f i'm already marked as warping out, don't do this again
if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
return;
}
// stop my afterburners
if((Player_obj != nullptr) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
afterburners_stop( Player_obj, 1 );
}
// traverse through each player
for(idx=0;idx<MAX_PLAYERS;idx++) {
object *objp;
// only warpout player _ships_ which are not mine
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].type == OBJ_SHIP)){
objp = &Objects[Net_players[idx].m_player->objnum];
obj_set_flags( objp, objp->flags - Object::Object_Flags::Collides);
shipfx_warpout_start( objp );
}
}
// now, mark ourselves as needing to warp out
Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
// if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
((Player_obj->type == OBJ_SHIP) && !(ship_can_warp_full_check(Player_ship)))){
multi_handle_sudden_mission_end();
if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
} else {
gameseq_post_event(GS_EVENT_DEBRIEF);
}
}
// if we're a ship, then begin the warpout process
else {
// turn off collision detection for my ship
obj_set_flags(Player_obj, Player_obj->flags - Object::Object_Flags::Collides);
// turn off gliding too or ships can't get upt to speed
if(object_get_gliding(Player_obj)) {
object_set_gliding(Player_obj, false);
}
gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
}
}
// determine the highest rank of any of the players in the game
int multi_get_highest_rank()
{
int idx;
int max_rank = -1;
// go through all the players
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].m_player->stats.rank > max_rank)){
max_rank = Net_players[idx].m_player->stats.rank;
}
}
// return what we found
return max_rank;
}
// called on the machine of the player who hit alt+j
void multi_handle_end_mission_request()
{
int idx;
// all clients should send the request to the server. no exceptions
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
send_endgame_packet();
}
// the server of the game does some further processing
else {
ml_string("Server received endgame request, proceeding...");
// first we should toss all ingame joiners
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
}
}
// send the endgame packet to all clients, who will act on it immediately
send_endgame_packet();
Netgame.game_state = NETGAME_STATE_ENDGAME;
send_netgame_update_packet();
if (Game_mode & GM_STANDALONE_SERVER) {
// move to the standalone postgame (which is where we'll handle stats packets, etc)
gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
}
// begin the warpout process for all players and myself
multi_warpout_all_players();
}
}
// called to handle any special cases where a player is in some submemu when the game is ended
void multi_handle_state_special()
{
int stack_depth,current_depth;
// first off - kill any active popups
popup_kill_any_active();
// kill any popupdeads
if(popupdead_is_active()){
popupdead_close();
}
// kill off the pilot info popup if its active
if(multi_pinfo_popup_active()){
multi_pinfo_popup_kill();
}
// now do any special processing for being in states other then the gameplay states
stack_depth = gameseq_get_depth();
// if we're not pushed on top of any states, do any special state case handling here
if(stack_depth == 0){
// currently there are no special cases, so return
return;
}
// if we are pushed on any states, post events to pop them off one by one
else {
current_depth = stack_depth;
do {
switch(gameseq_get_state(stack_depth - current_depth)){
// the hotkey screen
case GS_STATE_HOTKEY_SCREEN :
mission_hotkey_exit();
Game_do_state_should_skip = 1;
break;
// the options menu
case GS_STATE_OPTIONS_MENU:
options_cancel_exit();
Game_do_state_should_skip = 1;
break;
// the hud config (1 deeper in the options menu)
case GS_STATE_HUD_CONFIG:
hud_config_cancel();
Game_do_state_should_skip = 1;
break;
// controls config (1 deeper than the options menu)
case GS_STATE_CONTROL_CONFIG:
control_config_cancel_exit();
Game_do_state_should_skip = 1;
break;
// mission goals screen
case GS_STATE_SHOW_GOALS:
mission_goal_exit();
Game_do_state_should_skip = 1;
break;
// mission log scrollback
case GS_STATE_MISSION_LOG_SCROLLBACK:
hud_scrollback_exit();
Game_do_state_should_skip = 1;
break;
// pause screen
case GS_STATE_MULTI_PAUSED:
gameseq_pop_state();
Game_do_state_should_skip = 1;
break;
}
// next pushed state
current_depth--;
} while(current_depth > 0);
}
}
// called by the file xfer subsytem when we start receiving a file
void multi_file_xfer_notify(int handle)
{
char *filename = nullptr;
int cf_type;
int is_mission = 0;
// get the filename of the file we are receiving
filename = multi_xfer_get_filename(handle);
// something is messed up
if(filename == nullptr){
return;
}
// convert the filename to all lowercase
SCP_tolower(filename);
// if this is a mission file
is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != nullptr);
// determine where its going to go
if(is_mission){
cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
} else {
cf_type = CF_TYPE_MULTI_CACHE;
}
// QUICK FIX
// check to see if the file is read-only
if((filename[0] != '\0') && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
popup(PF_USE_AFFIRMATIVE_ICON, 1, XSTR("&Ok", 713), XSTR("An outdated copy of this file exists, but it cannot be overwritten by the server because it is set to be read-only. Change the permissions on this file next time.", 714));
multi_quit_game(PROMPT_NONE);
return;
}
// if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
if(is_mission){
// we'd better not be xferring a file right now
Assert(Net_player->s_info.xfer_handle == -1);
// force into the multidata directory
multi_xfer_handle_force_dir(handle, cf_type);
// set my xfer handle
Net_player->s_info.xfer_handle = handle;
Net_player->state = NETPLAYER_STATE_MISSION_XFER;
send_netplayer_update_packet();
}
// otherwise always hand it off to the multi_data system
else {
multi_data_handle_incoming(handle);
}
}
// return the lag/disconnected status of the game
const int MULTI_LAG_VAL = MULTI_PING_MIN_RED;
int multi_query_lag_status()
{
// -1 == not lagged, 0 == lagged, 1 == disconnected
// if I'm the server of the game, I can't be lagged
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
return -1;
}
// if we've been disconnected for some reason or another
if(multi_client_server_dead()){
return 1;
}
// if our ping time to the server is over a certain time
if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
return 0;
}
// not lagged
return -1;
}
// process a valid join request
void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int ingame_join_team)
{
int net_player_num,player_num;
short id_num;
// create netplayer and player objects for this guy
net_player_num = multi_find_open_netplayer_slot();
player_num = multi_find_open_player_slot();
id_num = multi_get_new_id();
Assert((net_player_num != -1) && (player_num != -1));
// if he is requesting to join as an observer
if(jr->flags & JOIN_FLAG_AS_OBSERVER){
// create the (permanently) observer player
multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num]);
// copy his pilot image filename
if(jr->image_filename[0] != '\0'){
strcpy_s(Net_players[net_player_num].m_player->image_filename, jr->image_filename);
} else {
strcpy_s(Net_players[net_player_num].m_player->image_filename, "");
}
// copy his pilot squad filename
Net_players[net_player_num].m_player->insignia_texture = -1;
player_set_squad_bitmap(Net_players[net_player_num].m_player, jr->squad_filename, true);
// clear his multi_data info
multi_data_handle_join(net_player_num);
// set some extra flags for him as appropriate
if(MULTI_IN_MISSION){
Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
}
Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
Net_players[net_player_num].player_id = id_num;
Net_players[net_player_num].tracker_player_id = jr->tracker_id;
// store pxo info
if(jr->pxo_squad_name[0] != '\0'){
strcpy_s(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
} else {
strcpy_s(Net_players[net_player_num].p_info.pxo_squad_name, "");
}
// if he's using hacked data
if(jr->flags & JOIN_FLAG_HAXOR){
Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = (int) time(nullptr);
// send the accept packet here
send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
} else {
// create the player object
multi_create_player(net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num);
// copy his pilot image filename
if(jr->image_filename[0] != '\0'){
strcpy_s(Net_players[net_player_num].m_player->image_filename, jr->image_filename);
} else {
strcpy_s(Net_players[net_player_num].m_player->image_filename, "");
}
// copy his pilot squad filename
Net_players[net_player_num].m_player->insignia_texture = -1;
player_set_squad_bitmap(Net_players[net_player_num].m_player, jr->squad_filename, true);
// clear his multi_data info
multi_data_handle_join(net_player_num);
// mark him as being connected
Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
// set his tracker id correctly
Net_players[net_player_num].tracker_player_id = jr->tracker_id;
// set his player id#
Net_players[net_player_num].player_id = id_num;
// store pxo info
if(jr->pxo_squad_name[0] != '\0'){
strcpy_s(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
} else {
strcpy_s(Net_players[net_player_num].p_info.pxo_squad_name, "");
}
// if he's using hacked data
if(jr->flags & JOIN_FLAG_HAXOR){
Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
}
// flag him appropriately if he's doing an ingame join
if(MULTI_IN_MISSION){
Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
Net_players[net_player_num].s_info.ingame_join_flags = 0;
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = (int) time(nullptr);
// if he's joining as a host (on the standalone)
if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
send_accept_packet(net_player_num, ACCEPT_HOST);
Netgame.host = &Net_players[net_player_num];
// set the game and player states appropriately
Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
}
// if he's joining ingame
else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
// if we're in team vs. team mode
if(Netgame.type_flags & NG_TYPE_TEAM)
{
/* int i, j;
int team_nums[MULTI_TS_MAX_TVT_TEAMS] = {0, 0};\
//First get the number of players on each team
for(i = 0; i < MULTI_TS_MAX_TVT_TEAMS; i++)
{
for(j = 0; j < MULTI_TS_NUM_SHIP_SLOTS; j++)
{
if(Multi_ts_team[i].multi_ts_flag != MULTI_TS_FLAG_EMPTY && Multi_ts_team[i].multi_ts_flag != MULTI_TS_FLAG_NONE)
{
team_nums[i]++;
}
}
}
//Find the lowest team
//Init this to the first team, so it works properly
int lowest_team[2] = {team_nums[0], 0};
for(i = 0; i < MULTI_TS_MAX_TVT_TEAMS;i++)
{
if(Multi_ts_team[i] < lowest_team[0])
{
lowest_team[0] Multi_ts_team[i];
lowest_team[1] = i;
}
}
ingame_join_team = lowest_team[1];*/
//Assert(ingame_join_team != -1);
Net_players[net_player_num].p_info.team = ingame_join_team;
}
send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
// set his last full update time for updating him on ingame join ships
Net_players[net_player_num].s_info.last_full_update_time = ui_timestamp(INGAME_SHIP_UPDATE_TIME);
}
// if he's joining as an otherwise ordinary client
else {
send_accept_packet(net_player_num, ACCEPT_CLIENT);
}
}
// set my ingame joining flag if the new guy is joining ingame
if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
Netgame.flags |= NG_FLAG_INGAME_JOINING;
}
// copy in his options
memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
// if on the standalone, then do any necessary gui updating
if (Game_mode & GM_STANDALONE_SERVER) {
std_add_player(&Net_players[net_player_num]);
std_connect_set_connect_count();
std_connect_set_host_connect_status();
} else {
// let the create game screen know someone has joined
if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
multi_create_handle_join(&Net_players[net_player_num]);
}
}
extern UI_TIMESTAMP Multi_client_update_times[MAX_PLAYERS]; // NOLINT
Multi_client_update_times[net_player_num] = UI_TIMESTAMP::invalid();
// notify datarate
multi_rate_reset(net_player_num);
}
// if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
int multi_process_restricted_keys(int k)
{
int key1=-1,key2=-1; //JAS: Get rid of optimized warning
int team_val;
// if the query timestamp is not set, don't do anything
if ( !Multi_restr_query_timestamp.isValid() ) {
return 0;
}
// determine what keys to look for based upon the mode we're in
switch(Multi_join_restr_mode){
// normal restricted join, Y or N
case MULTI_JOIN_RESTR_MODE_1:
key1 = KEY_Y;
key2 = KEY_N;
break;
// team vs team, team 0 only has ships
case MULTI_JOIN_RESTR_MODE_2:
key1 = KEY_Y;
key2 = KEY_N;
break;
// team vs team, team 1 only has ships
case MULTI_JOIN_RESTR_MODE_3:
key1 = KEY_Y;
key2 = KEY_N;
break;
// team vs team, both teams have ships
case MULTI_JOIN_RESTR_MODE_4:
key1 = KEY_1;
key2 = KEY_2;
break;
// illegal mode
default :
Error(LOCATION, "An invalid value for Multi_join_restr_mode was set, probably by a corrupted packet or by some other packet error.");
}
// check the keypress
if((k == key1) || (k == key2)){
// unset the timestamp
Multi_restr_query_timestamp = UI_TIMESTAMP::invalid();
// MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
// actually gets into the mission
//Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
// determine which team to put him on (if any)
switch(Multi_join_restr_mode){
// normal restricted join, Y or N
case MULTI_JOIN_RESTR_MODE_1:
team_val = (k == key1) ? 0 : -1;
break;
// team vs team, team 0 only has ships
case MULTI_JOIN_RESTR_MODE_2:
team_val = (k == key1) ? 0 : -1;
break;
// team vs team, team 1 only has ships
case MULTI_JOIN_RESTR_MODE_3:
team_val = (k == key1) ? 1 : -1;
break;
// team vs team, both teams have ships
case MULTI_JOIN_RESTR_MODE_4:
team_val = (k == key1) ? 0 : 1;
break;
// illegal mode
default :
team_val = -1; // JAS: Get rid of optimized warning
}
// perform the proper response
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
if(team_val >= 0){
multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
}
}
// otherwise tell the standalone to accept him
else {
if(team_val >= 0){
send_host_restr_packet("null",1,team_val);
} else {
send_host_restr_packet("null",2,-1);
}
}
// processed a key
return 1;
}
// didn't process any keys
return 0;
}
// determine the status of available player ships (use team_0 for non team vs. team situations)
void multi_player_ships_available(int *team_0,int *team_1)
{
ship_obj *moveup;
int mp_team_num;
*team_0 = 0;
*team_1 = 0;
moveup = GET_FIRST(&Ship_obj_list);
while(moveup!=END_OF_LIST(&Ship_obj_list)){
// if this ship is flagged as OF_COULD_BE_PLAYER
if(Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player]){
// get the team # for this ship
mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
if(mp_team_num == 0){
(*team_0)++;
} else if(mp_team_num == 1){
(*team_1)++;
}
}
moveup = GET_NEXT(moveup);
}
}
// server should update the player's bank/link status with the data in the passed ship
void multi_server_update_player_weapons(net_player *pl,ship *shipp)
{
// don't process when the ship is dying.
if ( (shipp->flags[Ship::Ship_Flags::Dying]) || NETPLAYER_IS_DEAD(pl) )
return;
// primary bank status
pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
// primary link status
pl->s_info.cur_link_status &= ~(1<<0);
if(shipp->flags[Ship::Ship_Flags::Primary_linked]){
pl->s_info.cur_link_status |= (1<<0);
}
// secondary bank status
if ( shipp->weapons.current_secondary_bank < 0 ) {
nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
shipp->weapons.current_secondary_bank = 0;
}
pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
// secondary link status
pl->s_info.cur_link_status &= ~(1<<1);
if(shipp->flags[Ship::Ship_Flags::Secondary_dual_fire]){
pl->s_info.cur_link_status |= (1<<1);
}
// ets values
pl->s_info.ship_ets = 0x0000;
// shield ets
pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
// weapon ets
pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
// engine ets
pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
Assert( pl->s_info.ship_ets != 0 );
}
// flush the multidata cache directory
void multi_flush_multidata_cache()
{
nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
// call the cfile function to flush the directory
cfile_flush_dir(CF_TYPE_MULTI_CACHE);
}
// flush all data from a previous mission before starting the next
void multi_flush_mission_stuff()
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx])){
// unset all unneeded status bits
Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
// server is always "mission ok"
if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
}
// if this guy is a non-permanent observer, unset the appropriate flags
if(MULTI_TEMP_OBSERVER(Net_players[idx])){
Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
}
// misc
multi_ping_reset(&Net_players[idx].s_info.ping);
Net_players[idx].s_info.num_last_buttons = 0;
Net_players[idx].s_info.wing_index_backup = 0;
Net_players[idx].s_info.wing_index = 0;
Net_players[idx].p_info.ship_class = -1;
Net_players[idx].p_info.ship_index = -1;
Net_players[idx].s_info.xfer_handle = -1;
// ack handles
Net_players[idx].s_info.wing_index_backup = 0;
// objnum
Players[idx].objnum = -1;
}
}
// reset netgame stuff
Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
multi_xfer_reset();
// standalone servers should clear their goal trees now
if (Game_mode & GM_STANDALONE_SERVER) {
std_multi_setup_goal_tree();
}
// object signatures
// this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
// We do this to resynchronize the host/server and all clients
Next_ship_signature = SHIP_SIG_MIN;
Next_asteroid_signature = ASTEROID_SIG_MIN;
Next_non_perm_signature = NPERM_SIG_MIN;
// everyone will need to either reload the current mission, leave, or load the next mission, so in any case
Multi_mission_loaded = 0;
}
// should we ignore all controls and keypresses because of some multiplayer
int multi_ignore_controls(int key)
{
// if the multiplayer text messaging system is active, don't return any keys
if((key > 0) && multi_msg_text_process(key)){
return 1;
}
// if the host of the game is being prompted to accept or deny a player in a restricted game
if((key > 0) && multi_process_restricted_keys(key)){
return 1;
}
// if we're in text messaging mode, ignore controls
if(multi_msg_text_mode()){
return 1;
}
// if the pause system wants to eat keys for a while
if(multi_pause_eat_keys()){
return 1;
}
// multiplayer didn't eat the key
return 0;
}
// if the kill limit has been reached by any given player
int multi_kill_limit_reached()
{
int idx;
// is the kill limit <= 0 ?
// if so, consider it as _no_ kill limit
if(Netgame.options.kill_limit <= 0){
return 0;
}
// look through all active, non-observer players
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].m_player->stats.m_kill_count_ok >= Netgame.options.kill_limit)){
// someone reached the limit
return 1;
}
}
// limit has not been reached yet
return 0;
}
// display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
void multi_display_chat_msg(const char *msg, int player_index, int add_id)
{
// if i'm a standalone, always add to the gui
if (Game_mode & GM_STANDALONE_SERVER) {
std_add_chat_text(msg,player_index,add_id);
return;
}
// in gameplay
if(Game_mode & GM_IN_MISSION){
// if we're paused, send it to the chatbox
if(Multi_pause_status){
chatbox_add_line(msg, player_index, add_id);
}
// otherwise print to the HUD
else {
multi_msg_display_mission_text(msg, player_index);
}
}
// otherwise add it to the chatbox
else {
chatbox_add_line(msg, player_index, add_id);
}
}
// fill in Current_file_checksum and Current_file_length
void multi_get_mission_checksum(const char *filename)
{
CFILE *in;
Multi_current_file_checksum = 0xffff;
Multi_current_file_length = -1;
// get the filename
in = cfopen(filename,"rb");
if(in != nullptr){
// get the length of the file
Multi_current_file_length = cfilelength(in);
cfclose(in);
in = cfopen(filename,"rb");
if(in != nullptr){
// get the checksum of the file
cf_chksum_short(in,&Multi_current_file_checksum);
// close the file
cfclose(in);
in = nullptr;
}
// if the file doesn't exist, setup some special values, so the server recognizes this
else {
Multi_current_file_checksum = 0xffff;
Multi_current_file_length = -1;
}
} else {
// don't transfew builtin missions
if(multi_is_builtin_mission()){
multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
}
}
nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
}
char multi_unit_to_char(float unit)
{
Assertion((unit > 1.0f) && (unit < -1.0f), "Newly implemented function multi_unit_to_char() was passed a value %f, that it cannot handle.", unit);
char ret;
if(unit > 1.0f){
unit = 1.0f;
}
if(unit < -1.0f){
unit = -1.0f;
}
ret = (char)(unit * 127.0f);
return ret;
}
float multi_char_to_unit(float val)
{
Assertion((val > 127.0f) && (val < -127.0f), "Newly implemented function multi_char_to_unit() was passed a value %f, that it cannot handle.", val);
float ret;
ret = (float)val / 127.0f;
if(ret > 1.0f){
ret = 1.0f;
}
if(ret < -1.0f){
ret = -1.0f;
}
return ret;
}
// if we should render our ping time to the server in a multiplayer game
int multi_show_ingame_ping()
{
// always show it for now
return 1;
}
int multi_get_connection_speed()
{
int cspeed;
const char *connection_speed;
#ifdef _WIN32
connection_speed = os_config_read_string(nullptr, "ConnectionSpeed", "");
#else
connection_speed = os_config_read_string(nullptr, "ConnectionSpeed", "Fast");
#endif
if ( !stricmp(connection_speed, NOX("Slow")) ) {
cspeed = CONNECTION_SPEED_288;
} else if ( !stricmp(connection_speed, NOX("56K")) ) {
cspeed = CONNECTION_SPEED_56K;
} else if ( !stricmp(connection_speed, NOX("ISDN")) ) {
cspeed = CONNECTION_SPEED_SISDN;
} else if ( !stricmp(connection_speed, NOX("Cable")) ) {
cspeed = CONNECTION_SPEED_CABLE;
} else if ( !stricmp(connection_speed, NOX("Fast")) ) {
cspeed = CONNECTION_SPEED_T1;
} else {
cspeed = CONNECTION_SPEED_NONE;
}
return cspeed;
}
// return a MVALID_STATUS_* define based upon the passed string
int multi_string_to_status(char *valid_string)
{
if (strstr(valid_string, "invalid"))
return MVALID_STATUS_INVALID;
if (strstr(valid_string, "valid"))
return MVALID_STATUS_VALID;
return MVALID_STATUS_UNKNOWN;
}
// if we're in tracker mode, do a validation update on all known missions
void multi_update_valid_missions()
{
char next_filename[MAX_FILENAME_LEN+1];
char next_line[512];
char status_string[50];
char temp[256];
char *tok;
CFILE *in;
int file_index;
uint idx;
bool was_cancelled = false;
// if we're a standalone, show a dialog saying "validating missions"
if (Game_mode & GM_STANDALONE_SERVER) {
std_create_gen_dialog("Validating missions");
std_gen_set_text("Querying:", 1);
mprintf(("Standalone: Validating missions\n"));
}
// mark all missions on our list as being MVALID_STATUS_UNKNOWN
for (idx = 0; idx < Multi_create_mission_list.size(); idx++) {
Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
}
// attempt to open the valid mission config file
in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
if (in != nullptr) {
// read in all listed missions
while ( !cfeof(in) ) {
// read in a line
memset(next_line, 0, 512);
cfgets(next_line, 512, in);
drop_trailing_white_space(next_line);
drop_leading_white_space(next_line);
// read in a filename
memset(next_filename, 0, MAX_FILENAME_LEN+1);
memset(temp, 0, 256);
tok = strtok(next_line, " ");
if (tok == nullptr)
continue;
strcpy_s(temp, tok);
drop_trailing_white_space(temp);
drop_leading_white_space(temp);
strcpy_s(next_filename, temp);
// read in the status string
memset(status_string, 0, 50);
memset(temp, 0, 256);
tok = strtok(nullptr," \n");
if (tok == nullptr)
continue;
strcpy_s(temp, tok);
drop_trailing_white_space(temp);
drop_leading_white_space(temp);
strcpy_s(status_string, temp);
// try and find the file
file_index = multi_create_lookup_mission(next_filename);
if (file_index >= 0)
Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
}
// close the infile
cfclose(in);
in = nullptr;
}
// now poll for all unknown missions
was_cancelled = false;
if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
popup_conditional_create(0, XSTR("&Cancel", 667), XSTR("Validating missions ...", -1));
}
was_cancelled = !multi_fs_tracker_validate_mission_list(Multi_create_mission_list);
if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
popup_conditional_close();
}
// if the operation was cancelled, don't write anything new
if (was_cancelled) {
// if we're a standalone, kill the validate dialog
if(Game_mode & GM_STANDALONE_SERVER){
std_destroy_gen_dialog();
}
return;
}
// now rewrite the outfile with the new mission info
in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
if(in == nullptr){
// if we're a standalone, kill the validate dialog
if(Game_mode & GM_STANDALONE_SERVER){
std_destroy_gen_dialog();
}
return;
}
for (idx = 0; idx < Multi_create_mission_list.size(); idx++) {
switch(Multi_create_mission_list[idx].valid_status){
case MVALID_STATUS_VALID:
cfputs(Multi_create_mission_list[idx].filename, in);
cfputs(NOX(" valid"), in);
cfputs(NOX("\n"), in);
break;
case MVALID_STATUS_INVALID:
cfputs(Multi_create_mission_list[idx].filename, in);
cfputs(NOX(" invalid"), in);
cfputs(NOX("\n"), in);
break;
}
}
// close the outfile
cfclose(in);
in = nullptr;
// if we're a standalone, kill the validate dialog
if (Game_mode & GM_STANDALONE_SERVER) {
std_destroy_gen_dialog();
}
}
// get a new id# for a player
short multi_get_new_id()
{
if(Multi_id_num > 20000){
Multi_id_num = 0;
}
return Multi_id_num++;
}
// ------------------------------------
//XSTR:OFF
DCF(multi,"changes multiplayer settings (Multiplayer)")
{
if (dc_optional_string("kick")) {
// kick a player
multi_dcf_kick();
#ifndef NDEBUG
} else if (dc_optional_string("stats")) {
// multi_toggle_stats();
} else if (dc_optional_string("show_stats")) {
// multi_show_basic_stats(0);
} else if (dc_optional_string("dump_stats")) {
// multi_show_basic_stats(1);
#endif
} else if (dc_optional_string("voice")) {
// settings for multiplayer voice
multi_voice_dcf();
} else if (dc_optional_string("respawn_chump")){
// set a really large # of respawns
if((Net_player != nullptr) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)) {
Netgame.respawn = 9999;
Netgame.options.respawn = 9999;
// if i'm the server, send a netgame update
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
send_netgame_update_packet();
}
}
} else if (dc_optional_string("ss_leaders")) {
// only host or team captains can modify ships
if((Net_player != nullptr) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)) {
Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
multi_options_update_netgame();
}
} else if (dc_optional_string("make_players")) {
#ifndef NDEBUG
multi_make_fake_players(MAX_PLAYERS);
#endif
} else if (dc_optional_string("givecd")) {
extern int Multi_has_cd;
Multi_has_cd = 1;
} else if (dc_optional_string("oo")) {
int new_flags;
if(!dc_maybe_stuff_int(&new_flags))
new_flags = -1;
dc_printf("Interesting flags\n");
dc_printf("Pos : %d\n", 1 << 0);
dc_printf("Velocity : %d\n", 1 << 7);
dc_printf("Desired vel : %d\n", 1 << 8);
dc_printf("Orient : %d\n", 1 << 1);
dc_printf("Rotvel : %d\n", 1 << 9);
dc_printf("Desired rotvel : %d\n", 1 << 10);
} else if (dc_optional_string("oo_sort")) {
extern int OO_sort;
OO_sort = !OO_sort;
dc_printf("Network object sorting %s\n", OO_sort ? "ENABLED" : "DISABLED");
}
}
//XSTR:ON
// PXO crc checking stuff
#ifndef NDEBUG
void multi_spew_pxo_checksums(int max_files, char *outfile)
{
char **file_names;
char full_name[MAX_FILENAME_LEN+1];
char wild_card[6];
int count = 0, idx;
uint checksum;
FILE *out;
// allocate filename space
file_names = (char**)vm_malloc(sizeof(char*) * max_files);
if (file_names != nullptr) {
SDL_snprintf(wild_card, SDL_arraysize(wild_card), "*%s", FS_MISSION_FILE_EXT);
count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
// open the outfile
out = fopen(outfile, "wt");
if (out != nullptr) {
// do all the checksums
for (idx = 0; idx < count; idx++) {
memset(full_name, 0, MAX_FILENAME_LEN+1);
SDL_strlcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT), SDL_arraysize(full_name));
if (cf_chksum_long(full_name, &checksum)) {
fprintf(out, "%s : %d\n", full_name, (int)checksum);
}
}
fclose(out);
}
for (idx = 0; idx < count; ++idx) {
if (file_names[idx] != nullptr) {
vm_free(file_names[idx]);
file_names[idx] = nullptr;
}
}
vm_free(file_names);
file_names = nullptr;
}
}
DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files (Multiplayer)")
{
int max_files;
char file_str[MAX_NAME_LEN];
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: pxospew <max_files> <filename>\n");
return;
}
dc_stuff_int(&max_files);
dc_stuff_string_white(file_str, MAX_NAME_LEN);
multi_spew_pxo_checksums(max_files, file_str);
}
#endif
// make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
#ifndef NDEBUG
void multi_make_fake_players(int count)
{
int idx;
for(idx=0;idx<count;idx++){
if(!MULTI_CONNECTED(Net_players[idx])){
Net_players[idx].m_player = &Players[idx];
sprintf(Net_players[idx].m_player->callsign,"Player %d",idx);
Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
}
}
}
#endif
// ---------------------------------------------------------------------------------------------------------------------
// PACK UNPACK STUFF
//
#ifdef _MSC_VER
#pragma optimize("", off)
#endif
typedef struct bitbuffer {
ubyte mask;
int rack;
ubyte *data;
ubyte *org_data;
} bitbuffer;
void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
{
bitbuf->rack = 0;
bitbuf->mask = 0x80;
bitbuf->data = data;
bitbuf->org_data = data;
}
int bitbuffer_write_flush( bitbuffer *bitbuf )
{
// Flush to next byte
if ( bitbuf->mask != 0x80 ) {
*bitbuf->data++ = (ubyte)bitbuf->rack;
}
return (int)(bitbuf->data-bitbuf->org_data);
}
int bitbuffer_read_flush( bitbuffer *bitbuf )
{
return (int)(bitbuf->data-bitbuf->org_data);
}
void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
{
uint mask;
mask = 1L << ( bit_count - 1 );
while ( mask != 0) {
if ( mask & data ) {
bitbuf->rack |= bitbuf->mask;
}
bitbuf->mask >>= 1;
if ( bitbuf->mask == 0 ) {
*bitbuf->data++=(ubyte)bitbuf->rack;
bitbuf->rack = 0;
bitbuf->mask = 0x80;
}
mask >>= 1;
}
}
uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
{
uint local_mask;
uint return_value;
local_mask = 1L << ( bit_count - 1 );
return_value = 0;
while ( local_mask != 0) {
if ( bitbuf->mask == 0x80 ) {
bitbuf->rack = *bitbuf->data++;
}
if ( bitbuf->rack & bitbuf->mask ) {
return_value |= local_mask;
}
local_mask >>= 1;
bitbuf->mask >>= 1;
if ( bitbuf->mask == 0 ) {
bitbuf->mask = 0x80;
}
}
return return_value;
}
int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
{
uint local_mask;
uint return_value;
local_mask = 1L << ( bit_count - 1 );
return_value = 0;
while ( local_mask != 0) {
if ( bitbuf->mask == 0x80 ) {
bitbuf->rack = *bitbuf->data++;
}
if ( bitbuf->rack & bitbuf->mask ) {
return_value |= local_mask;
}
local_mask >>= 1;
bitbuf->mask >>= 1;
if ( bitbuf->mask == 0 ) {
bitbuf->mask = 0x80;
}
}
// sign extend return value
return_value <<= (32-bit_count);
return ((int)return_value)>>(32-bit_count);
}
// Packs/unpacks an object position.
// Returns number of bytes read or written.
// Cyborg17 This packer saves 2 bytes over sending the whole vector.
// It now has a maximum effective range of ~130k in the x and z and ~65K in the y
int multi_pack_unpack_position( int write, ubyte *data, vec3d *pos)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a, b, c;
if ( write ) {
// Output pos
a = (int)round(pos->xyz.x*512.0f);
b = (int)round(pos->xyz.y*512.0f);
c = (int)round(pos->xyz.z*512.0f);
CAP(a, -67108864, 67108863);
CAP(b, -33554432, 33554431);
CAP(c, -67108864, 67108863);
bitbuffer_put( &buf, (uint)a, 27 );
bitbuffer_put( &buf, (uint)b, 26 ); // Cyborg17 this is set to 26 bits on purpose.
bitbuffer_put( &buf, (uint)c, 27 );
return bitbuffer_write_flush(&buf);
} else {
// unpack pos
a = bitbuffer_get_signed(&buf,27);
b = bitbuffer_get_signed(&buf,26); // Cyborg17 this is set to 26 bits on purpose.
c = bitbuffer_get_signed(&buf,27);
pos->xyz.x = i2fl(a)/512.0f;
pos->xyz.y = i2fl(b)/512.0f;
pos->xyz.z = i2fl(c)/512.0f;
return bitbuffer_read_flush(&buf);
}
}
// Packs/unpacks an orientation matrix.
// Returns number of bytes read or written.
// Cyborg17 - Because of testing and a bugfix from Wookiejedi, this is now used in tandem with
// vm_extract_angles_matrix() to save bandwidth. We return the raw angles by reference
// because they are also useful in rotational interpolation.
int multi_pack_unpack_orient( int write, ubyte *data, angles *angles)
{
bitbuffer buf;
bitbuffer_init(&buf, data);
int a, b, c;
// set up some constants to facilitate compression
const float n_scale = 32768.0f/ PI;
const int n_min_range = -32768;
const int n_max_range = 32767;
if ( write ) {
// Subtract PI/2 because the output of vm_extract_angles_matrix is from -PI/2 to 3PI/2
a = fl2i(round((angles->b/* - PI/2*/) * n_scale));
b = fl2i(round((angles->h/* - PI/2*/) * n_scale));
c = fl2i(round((angles->p/* - PI/2*/) * n_scale));
CAP(a, n_min_range, n_max_range);
CAP(b, n_min_range, n_max_range);
CAP(c, n_min_range, n_max_range);
bitbuffer_put( &buf, (uint)a, 16 );
bitbuffer_put( &buf, (uint)b, 16 );
bitbuffer_put( &buf, (uint)c, 16 );
return bitbuffer_write_flush(&buf);
} else {
a = bitbuffer_get_signed(&buf,16);
b = bitbuffer_get_signed(&buf,16);
c = bitbuffer_get_signed(&buf,16);
angles->b =/* PI/2 +*/ (i2fl(a)/n_scale);
angles->h =/* PI/2 +*/ (i2fl(b)/n_scale);
angles->p =/* PI/2 +*/ (i2fl(c)/n_scale);
return bitbuffer_read_flush(&buf);
}
}
// Packs/unpacks velocity
// Returns number of bytes read or written.
int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, physics_info *pi)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a, b, c;
float r, u, f;
if ( write ) {
// output velocity
r = vm_vec_dot( &orient->vec.rvec, &pi->vel );
u = vm_vec_dot( &orient->vec.uvec, &pi->vel );
f = vm_vec_dot( &orient->vec.fvec, &pi->vel );
// Cyborg17 - using round here allows us keep part of the decimal accuracy that would have been dropped with just fl2i
a = fl2i(round(r * 16.0f));
b = fl2i(round(u * 16.0f));
c = fl2i(round(f * 32.0f));
CAP(a,-2048,2047);
CAP(b,-2048,2047);
CAP(c,-4096,4095);
bitbuffer_put( &buf, (uint)a, 13 );
bitbuffer_put( &buf, (uint)b, 13 );
bitbuffer_put( &buf, (uint)c, 14 );
return bitbuffer_write_flush(&buf);
} else {
// unpack velocity
a = bitbuffer_get_signed(&buf,13);
b = bitbuffer_get_signed(&buf,13);
c = bitbuffer_get_signed(&buf,14);
r = i2fl(a)/16.0f;
u = i2fl(b)/16.0f;
f = i2fl(c)/32.0f;
// Convert into world coordinates
vm_vec_zero(&pi->vel);
vm_vec_scale_add2( &pi->vel, &orient->vec.rvec, r );
vm_vec_scale_add2( &pi->vel, &orient->vec.uvec, u );
vm_vec_scale_add2( &pi->vel, &orient->vec.fvec, f );
return bitbuffer_read_flush(&buf);
}
}
// Packs/unpacks rotational velocity
// Returns number of bytes read or written.
int multi_pack_unpack_rotvel( int write, ubyte *data, physics_info *pi)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a, b, c;
if ( write ) {
// output rotational velocity
a = fl2i(round(pi->rotvel.xyz.x*32.0f));
b = fl2i(round(pi->rotvel.xyz.y*32.0f));
c = fl2i(round(pi->rotvel.xyz.z*32.0f));
CAP(a,-512,511);
CAP(b,-512,511);
CAP(c,-512,511);
bitbuffer_put( &buf, (uint)a, 10 );
bitbuffer_put( &buf, (uint)b, 10 );
bitbuffer_put( &buf, (uint)c, 10 );
return bitbuffer_write_flush(&buf);
} else {
// unpack rotational velocity
a = bitbuffer_get_signed(&buf,10);
b = bitbuffer_get_signed(&buf,10);
c = bitbuffer_get_signed(&buf,10);
pi->rotvel.xyz.x = i2fl(a)/32.0f;
pi->rotvel.xyz.y = i2fl(b)/32.0f;
pi->rotvel.xyz.z = i2fl(c)/32.0f;
return bitbuffer_read_flush(&buf);
}
}
int multi_pack_unpack_desired_vel_and_desired_rotvel( int write, bool full_physics, ubyte *data, physics_info *pi, vec3d* local_desired_vel)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a = 0, b = 0, c = 0;
int d = 0, e = 0, f = 0;
// we could have reduced it to 8 when full physics is false, and saved the byte,
// but this ends up allowing us more accuracy during capship warpin/out
const int z_bitcount = (full_physics) ? 9 : 16;
const int z_capfactor = (full_physics) ? 255 : 32640;
if ( write ) {
if (full_physics) {
// output desired rotational velocity
if (pi->max_rotvel.xyz.x > 0.0f) {
a = fl2i(round( (pi->desired_rotvel.xyz.x / pi->max_rotvel.xyz.x) * 15.0f));
}
if (pi->max_rotvel.xyz.y > 0.0f) {
b = fl2i(round( (pi->desired_rotvel.xyz.y / pi->max_rotvel.xyz.y) * 15.0f));
}
if (pi->max_rotvel.xyz.z > 0.0f) {
c = fl2i(round( (pi->desired_rotvel.xyz.z / pi->max_rotvel.xyz.z) * 15.0f));
}
CAP(a,-15,15);
CAP(b,-15,15);
CAP(c,-15,15);
bitbuffer_put( &buf, (uint)a,5);
bitbuffer_put( &buf, (uint)b,5);
bitbuffer_put( &buf, (uint)c,5);
}
// pack desired velocity.
if (pi->max_vel.xyz.x > 0.0f) {
d = fl2i(round( (local_desired_vel->xyz.x / pi->max_vel.xyz.x) * 7.0f));
}
if (pi->max_vel.xyz.y > 0.0f) {
e = fl2i(round( (local_desired_vel->xyz.y / pi->max_vel.xyz.y) * 7.0f));
}
// for z velocity, take into account afterburner.
float z_divisor = MAX(pi->afterburner_max_vel.xyz.z, pi->max_vel.xyz.z);
if (z_divisor > 0.0f) {
f = fl2i(round( (local_desired_vel->xyz.z / z_divisor) * 255.0f));
}
CAP(d,-7,7);
CAP(e,-7,7);
CAP(f,-z_capfactor,z_capfactor);
bitbuffer_put( &buf, (uint)d,4);
bitbuffer_put( &buf, (uint)e,4);
bitbuffer_put( &buf, (uint)f,z_bitcount); // either 9 or 16 bits.
return bitbuffer_write_flush(&buf);
} else {
if (full_physics) {
// unpack desired rotational velocity
a = bitbuffer_get_signed(&buf,5);
b = bitbuffer_get_signed(&buf,5);
c = bitbuffer_get_signed(&buf,5);
pi->rotvel.xyz.x = pi->max_rotvel.xyz.x * i2fl(a)/15.0f;
pi->rotvel.xyz.y = pi->max_rotvel.xyz.y * i2fl(b)/15.0f;
pi->rotvel.xyz.z = pi->max_rotvel.xyz.z * i2fl(c)/15.0f;
}
// unpack desired velocity
d = bitbuffer_get_signed(&buf,4);
e = bitbuffer_get_signed(&buf,4);
f = bitbuffer_get_signed(&buf,z_bitcount); // either 9 or 16 bits.
local_desired_vel->xyz.x = pi->max_vel.xyz.x * i2fl(d)/7.0f;
local_desired_vel->xyz.y = pi->max_vel.xyz.y * i2fl(e)/7.0f;
float z_multiplier = MAX(pi->afterburner_max_vel.xyz.z, pi->max_vel.xyz.z);
local_desired_vel->xyz.z = z_multiplier * i2fl(f)/255.0f;
return bitbuffer_read_flush(&buf);
}
}
#define SUBSYSTEM_LIST_MINI_PACKET_SIZE 7
#define SUBSYSTEM_PACKER_CUTOFF 128
#define SUBSYSTEM_PACKER_TRUE 1
#define SUBSYSTEM_PACKER_FALSE 0
// Cyborg17 - A packing function to manage subsystem info.
int multi_pack_unpack_subsystem_list(bool write, ubyte* data, SCP_vector<ubyte>* flags, SCP_vector<float>* subsys_data)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
Assertion(flags != nullptr, "Someone fed multi_pack_unpack_subsystem_list a nullptr. This is a coder mistake, please report.");
Assertion(subsys_data != nullptr, "Someone fed multi_pack_unpack_subsystem_list a nullptr. This is a coder mistake, please report.");
// packing/unpacking variable
int a = 0;
bool done = false;
if (write) {
int last_index = (int)flags->size();
// no need to pack anything if there's nothing to pack.
if (last_index == 0) {
return 0;
}
// because we need to make sure there are predictable chunks, expand the last chunck if it is the wrong size.
// we can't depend on the subsystem info being the same on both sides and knowing how the packet ends that way.
int remainder = last_index % SUBSYSTEM_LIST_MINI_PACKET_SIZE;
if (remainder > 0) {
last_index += SUBSYSTEM_LIST_MINI_PACKET_SIZE - remainder;
for (int i = remainder; i < SUBSYSTEM_LIST_MINI_PACKET_SIZE; i++) {
flags->push_back(0);
}
}
ubyte current_flags;
int subsys_data_index = 0;
// go through the list of subsystems sent to the packer
for (int i = 0; i < last_index; i++) {
current_flags = flags->at(i);
// mark this if there are things to store for this subsystem
if (current_flags > 0) {
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put( &buf, (uint)a,1);
// is there health stored?
if (current_flags & OO_SUBSYS_HEALTH) {
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put( &buf, (uint)a,1);
// stuff the health of the subsystem.
a = (int)(subsys_data->at(subsys_data_index) * 127);
CAP(a, 0, 127);
bitbuffer_put( &buf, (uint)a,7);
subsys_data_index++;
// this succinctly marks if there are any other flags, instead of listing each.
// because a lot of times we do not have both health and animation marked.
current_flags &= ~OO_SUBSYS_HEALTH;
if (current_flags > 0) {
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put( &buf, (uint)a,1);
} // if no other flags, mark as done and go to the next subsystem
else {
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put( &buf, (uint)a,1);
done = true;
}
} // no new health info for this subsystem.
else {
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (!done) {
// health is dealt with, now add turret orientation
// (other types need to be dealt with in other ways.i.e. Dumb rotate needs time syncing, not constant updates)
if (current_flags & (OO_SUBSYS_ROTATION_1b)) {
// mark as present
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
subsys_data_index++;
} // no rotation in this axis
else {
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_1h)) {
// mark as present
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_1p)) {
// mark as present
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_2b)) {
// mark as present
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_2h)) {
// mark as present
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_2p)) {
// mark as present
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
// this is where translation info should go, once implemented and if needed!
// It Will require a multi bump...
}
} // if there was no info to pack, mark it as so, and move on.
else {
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put( &buf, (uint)a,1);
}
// whenever we've reached the end of a section, tell the client if we're continuing.
if (( (i + 1) % 7 == 0) && (i != 0)) {
// and if we're at the end or have gone too far, mark it as the end.
if ((i >= (last_index - 1)) || (bitbuffer_read_flush(&buf) >= SUBSYSTEM_PACKER_CUTOFF) ){
a = SUBSYSTEM_PACKER_FALSE;
bitbuffer_put( &buf, (uint)a,1);
break;
} // start a new section right after this bit.
else {
a = SUBSYSTEM_PACKER_TRUE;
bitbuffer_put( &buf, (uint)a,1);
}
}
// reset skipping rotation flag
done = false;
}
return bitbuffer_write_flush(&buf);
}
else {
Assertion(flags->empty(), "The flags vector was not empty before being sent to multi_pack_unpack_subsystem_list. This is a coder mistake, please report!");
Assertion(subsys_data->empty(), "The subsys_data vector was not empty before being sent to multi_pack_unpack_subsystem_list. This is a coder mistake, please report!");
int current_subsystem_index = 0;
flags->push_back(0);
// each iteration of this outer loop is a mini packet within the OO_packet.
do {
for (int i = 0; i < SUBSYSTEM_LIST_MINI_PACKET_SIZE; i++) {
done = false;
a = bitbuffer_get_unsigned(&buf, 1);
// check to see if there is info to unpack
if (a == SUBSYSTEM_PACKER_TRUE) {
// is there health info?
a = bitbuffer_get_unsigned(&buf, 1);
if (a == SUBSYSTEM_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_HEALTH;
a = bitbuffer_get_unsigned(&buf, 7);
subsys_data->push_back((float)a / 127.0f);
// check for additional info for this subsystem.
a = bitbuffer_get_unsigned(&buf, 1);
if (a == SUBSYSTEM_PACKER_FALSE) {
// no further info, continue.
done = true;
}
}
if (!done) {
// now check for each type of subsystem rotation before going on to the next subsystem
a = bitbuffer_get_unsigned(&buf, 1);
if (a == SUBSYSTEM_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_1b;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == SUBSYSTEM_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_1h;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == SUBSYSTEM_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_1p;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == SUBSYSTEM_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_2b;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == SUBSYSTEM_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_2h;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == SUBSYSTEM_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_2p;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
}
}
flags->push_back(0);
current_subsystem_index++;
}
a = bitbuffer_get_unsigned(&buf, 1);
} while (a == SUBSYSTEM_PACKER_TRUE);
return bitbuffer_read_flush(&buf);
}
}
// Karajorma - sends the player to the correct debrief for this game type
// Currently supports the dogfight kill matrix and normal debriefing stages but if new types are created they should be added here
void send_debrief_event() {
// we have a special debriefing screen multiplayer furballs use by default
if((Game_mode & GM_MULTIPLAYER) && IS_MISSION_MULTI_DOGFIGHT && !(The_mission.flags[Mission::Mission_Flags::Toggle_debriefing])) {
gameseq_post_event( GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
}
// do the normal debriefing for all other situations
else {
gameseq_post_event(GS_EVENT_DEBRIEF);
}
}
// sends out a ping if we are multi so that psnet2 doesn't kill us off for a long load
void multi_send_anti_timeout_ping()
{
if (Game_mode & GM_MULTIPLAYER) {
if (!Multi_ping_timestamp.isValid() || ui_timestamp_elapsed(Multi_ping_timestamp)) {
multi_ping_send_all();
Multi_ping_timestamp = ui_timestamp(10000); // timeout is 10 seconds between pings
}
}
}
#ifdef _MSC_VER
#pragma optimize("", on)
#endif