mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
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1882 lines
53 KiB
C++
1882 lines
53 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "network/multi.h"
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#include "network/multiutil.h"
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#include "network/multimsgs.h"
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#include "ship/ship.h"
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#include "io/timer.h"
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#include "playerman/player.h"
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#include "mission/missionparse.h"
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#include "mission/missioncampaign.h"
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#include "gamesequence/gamesequence.h"
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#include "freespace.h"
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#include "osapi/osapi.h"
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#include "network/stand_gui.h"
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#include "network/multi_xfer.h"
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#include "network/multiui.h"
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#include "network/multi_ingame.h"
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#include "popup/popup.h"
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#include "missionui/chatbox.h"
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#include "network/multiteamselect.h"
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#include "network/multi_data.h"
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#include "network/multi_kick.h"
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#include "network/multi_campaign.h"
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#include "network/multi_voice.h"
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#include "network/multi_team.h"
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#include "network/multi_respawn.h"
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#include "network/multi_pmsg.h"
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#include "network/multi_endgame.h"
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#include "missionui/missiondebrief.h"
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#include "network/multi_pause.h"
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#include "mission/missiongoals.h"
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#include "network/multi_log.h"
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#include "network/multi_rate.h"
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#include "hud/hudescort.h"
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#include "hud/hudmessage.h"
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#include "globalincs/alphacolors.h"
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#include "globalincs/pstypes.h"
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#include "cfile/cfile.h"
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#include "network/multi_fstracker.h"
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#include "network/multi_sw.h"
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#include "network/multi_portfwd.h"
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#include "pilotfile/pilotfile.h"
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#include "debugconsole/console.h"
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#include "network/psnet2.h"
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#include "network/multi_mdns.h"
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// Stupid windows workaround...
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#ifdef MessageBox
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#undef MessageBox
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#endif
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// ----------------------------------------------------------------------------------------
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// Basic module scope defines
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//
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//
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// timestamp defines
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#define NETGAME_SEND_TIME 2 // time between sending netgame update packets
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#define STATE_SEND_TIME 2 // time between sending netplayer state packets
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#define GAMEINFO_SEND_TIME 3 // time between sending game information packets
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#define PING_SEND_TIME 2 // time between player pings
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#define BYTES_SENT_TIME 5 // every five seconds
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// local network buffer stuff
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#define MAX_NET_BUFFER (1024 * 16) // define and variable declaration for our local tcp buffer
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#define NUM_REENTRANT_LEVELS 3
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// time (in fixed seconds) to put up dialog about no contect from server
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#define MULTI_SERVER_MAX_TIMEOUT (F1_0 * 4) // after this number of milliseoncds, stop client simulation
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#define MULTI_SERVER_MAX_TIMEOUT_LARGE (F1_0 * 40) // done anytime not in mission
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#define MULTI_SERVER_WAIT_TIME (F1_0 * 60) // wait 60 seconds to reconnect with the server
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#define MULTI_SERVER_GONE 1
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#define MULTI_SERVER_ALIVE 2
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// define for when to show "slow network" icon
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#define MULTI_SERVER_SLOW_PING_TIME 700 // when average ping time to server reaches this -- display hud icon
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// update times for clients ships based on object update level
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#define MULTI_CLIENT_UPDATE_TIME 333
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int Multi_display_netinfo = 1;
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// ----------------------------------------------------------------------------------------
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// Multiplayer vars
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//
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//
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// net player vars
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net_player Net_players[MAX_PLAYERS]; // array of all netplayers in the game
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net_player *Net_player; // pointer to console's net_player entry
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// netgame vars
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netgame_info Netgame; // netgame information
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int Multi_mission_loaded = 0; // flag, so that we don't load the mission more than once client side
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int Ingame_join_net_signature = -1; // signature for the player obj for use when joining ingame
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int Multi_button_info_ok = 0; // flag saying it is ok to apply critical button info on a client machine
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int Multi_button_info_id = 0; // identifier of the stored button info to be applying
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// low level networking vars
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int HEADER_LENGTH; // 1 byte (packet type)
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// misc data
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active_game* Active_game_head; // linked list of active games displayed on Join screen
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int Active_game_count; // for interface screens as well
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CFILE* Multi_chat_stream; // for streaming multiplayer chat strings to a file
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int Multi_has_cd = 0; // if this machine has a cd or not (call multi_common_verify_cd() to set this)
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int Multi_connection_speed; // connection speed of this machine.
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int Multi_num_players_at_start = 0; // the # of players present (kept track of only on the server) at the very start of the mission
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short Multi_id_num = 0; // for assigning player id #'s
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// permanent server list
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server_item* Game_server_head; // list of permanent game servers to be querying
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// timestamp data
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int Netgame_send_time = -1; // timestamp used to send netgame info to players before misison starts
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int State_send_time = -1; // timestamp used to send state information to the host before a mission starts
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int Gameinfo_send_time = -1; // timestamp used by master to send game information to clients
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int Next_ping_time = -1; // when we should next ping all
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int Multi_server_check_count = 0; // var to keep track of reentrancy when checking server status
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int Next_bytes_time = -1; // bytes sent
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// how often each player gets updated
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int Multi_client_update_times[MAX_PLAYERS]; // client update packet timestamp
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// local network buffer data
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LOCAL ubyte net_buffer[NUM_REENTRANT_LEVELS][MAX_NET_BUFFER];
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LOCAL ubyte Multi_read_count;
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int Multi_restr_query_timestamp = -1;
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join_request Multi_restr_join_request;
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net_addr Multi_restr_addr;
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int Multi_join_restr_mode = -1;
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LOCAL fix Multi_server_wait_start; // variable to hold start time when waiting to reestablish with server
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// non API master tracker vars
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char Multi_tracker_login[MULTI_TRACKER_STRING_LEN+1] = "";
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char Multi_tracker_passwd[MULTI_TRACKER_STRING_LEN+1] = "";
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char Multi_tracker_squad_name[MULTI_TRACKER_STRING_LEN+1] = "";
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int Multi_tracker_id = -1;
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char Multi_tracker_id_string[255];
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// current file checksum
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ushort Multi_current_file_checksum = 0;
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int Multi_current_file_length = -1;
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// -------------------------------------------------------------------------------------------------
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// multi_init() is called only once, at game start-up. Get player address + port, initialize the
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// network players list.
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//
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//
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void multi_init()
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{
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int idx;
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// read in config file
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multi_options_read_config();
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Assert( Net_player == NULL );
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Multi_id_num = 0;
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// clear out all netplayers
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memset(Net_players, 0, sizeof(net_player) * MAX_PLAYERS);
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for(idx=0; idx<MAX_PLAYERS; idx++){
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Net_players[idx].reliable_socket = PSNET_INVALID_SOCKET;
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}
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// initialize the local netplayer
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Net_player = &Net_players[0];
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Net_player->tracker_player_id = Multi_tracker_id;
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Net_player->m_player = Player;
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Net_player->flags = 0;
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Net_player->s_info.xfer_handle = -1;
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Net_player->player_id = multi_get_new_id();
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Net_player->client_cinfo_seq = 0;
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Net_player->client_server_seq = 0;
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// get our connection speed
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Multi_connection_speed = multi_get_connection_speed();
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// initialize other stuff
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multi_log_init();
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// load up common multiplayer icons
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if (!Is_standalone)
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multi_load_common_icons();
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// delete mvalid.cfg if it exists
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cf_delete(MULTI_VALID_MISSION_FILE, CF_TYPE_DATA);
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}
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// this is an important function which re-initializes any variables required in multiplayer games.
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// Always make sure globals you add are re-initialized here !!!!
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void multi_vars_init()
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{
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// initialize this variable right away. Used in game_level_init for init'ing the player
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Next_ship_signature = SHIP_SIG_MIN;
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Next_asteroid_signature = ASTEROID_SIG_MIN;
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Next_non_perm_signature = NPERM_SIG_MIN;
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Next_debris_signature = DEBRIS_SIG_MIN;
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Next_waypoint_signature = WAYPOINT_SIG_MIN;
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// server-client critical stuff
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Multi_button_info_ok = 0;
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Multi_button_info_id = 0;
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// Ingame join stuff
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Ingame_join_net_signature = -1;
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// Netgame stuff
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Netgame.game_state = NETGAME_STATE_FORMING;
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// team select stuff
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Multi_ts_inited = 0;
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// load send stuff
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Multi_mission_loaded = 0; // client side
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// restricted game stuff
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Multi_restr_query_timestamp = -1;
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// respawn stuff
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Multi_server_check_count = 0;
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// reentrant variable
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Multi_read_count = 0;
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// unset the "have cd" var
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// NOTE: we unset this here because we are going to be calling multi_common_verify_cd()
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// immediately after this (in multi_level_init() to re-check the status)
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Multi_has_cd = 0;
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// current file checksum
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Multi_current_file_checksum = 0;
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Multi_current_file_length = -1;
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Active_game_head = NULL;
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Game_server_head = NULL;
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// only the server should ever care about this
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Multi_id_num = 0;
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}
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// -------------------------------------------------------------------------------------------------
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// multi_level_init() is called whenever the player starts a multiplayer game
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//
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//
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void multi_level_init()
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{
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int idx;
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// NETLOG
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ml_string(NOX("multi_level_init()"));
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// initialize the Net_players array
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for ( idx = 0; idx < MAX_PLAYERS; idx++) {
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// close all sockets down just for good measure
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psnet_rel_close_socket(Net_players[idx].reliable_socket);
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memset(&Net_players[idx],0,sizeof(net_player));
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Net_players[idx].reliable_socket = PSNET_INVALID_SOCKET;
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Net_players[idx].s_info.xfer_handle = -1;
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Net_players[idx].p_info.team = 0;
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}
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// initialize the Players array
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for (idx=0;idx<MAX_PLAYERS;idx++) {
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if (Player == &Players[idx]) {
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continue;
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}
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Players[idx].reset();
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}
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multi_vars_init();
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// initialize the fake lag/loss system
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#ifdef MULTI_USE_LAG
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multi_lag_init();
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#endif
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// initialize the kick system
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multi_kick_init();
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// initialize all file xfer stuff
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multi_xfer_init(multi_file_xfer_notify);
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// close the chatbox (if one exists)
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chatbox_close();
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// reset the data xfer system
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multi_data_reset();
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// initialize the voice system
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multi_voice_init();
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// intialize the pause system
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multi_pause_reset();
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// initialize endgame stuff
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multi_endgame_init();
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// initialize respawning
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multi_respawn_init();
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// initialize all netgame timestamps
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multi_reset_timestamps();
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// flush psnet sockets
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psnet_flush();
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}
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// multi_check_listen() calls low level psnet routine to see if we have a connection from a client we
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// should accept.
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void multi_check_listen()
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{
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int i;
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net_addr addr;
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PSNET_SOCKET_RELIABLE sock;
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// call psnet routine which calls select to see if we need to check for a connect from a client
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// by passing addr, we are telling check_for_listen to do the accept and return who it was from in
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// addr. The
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sock = psnet_rel_check_for_listen(&addr);
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if (sock != PSNET_INVALID_SOCKET) {
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// be sure that my address and the server address are set correctly.
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if ( !psnet_same(&Psnet_my_addr, &Net_player->p_info.addr) ){
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Net_player->p_info.addr = Psnet_my_addr;
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}
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if ( !psnet_same(&Psnet_my_addr, &(Netgame.server_addr)) ){
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Netgame.server_addr = Psnet_my_addr;
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}
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// the connection was accepted in check_for_listen. Find the netplayer whose address we connected
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// with and assign the socket descriptor.
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// Updated to utilize psnet_same() for address comparison so the port is also taken into account.
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// This allows multiple players using NAT to access a remote server simultneously.
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for (i = 0; i < MAX_PLAYERS; i++ ) {
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if ( (Net_players[i].flags & NETINFO_FLAG_CONNECTED) && (psnet_same(&addr, &(Net_players[i].p_info.addr))) ) {
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// mark this flag so we know he's "fully" connected
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Net_players[i].flags |= NETINFO_FLAG_RELIABLE_CONNECTED;
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Net_players[i].reliable_socket = sock;
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// send player information to the joiner
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send_accept_player_data( &Net_players[i], (Net_players[i].flags & NETINFO_FLAG_INGAME_JOIN)?1:0 );
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// send a netgame update so the new client has all the necessary settings
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send_netgame_update_packet();
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// if this is a team vs. team game, send an update
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if(Netgame.type_flags & NG_TYPE_TEAM){
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multi_team_send_update();
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}
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// NETLOG
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ml_printf(NOX("Accepted TCP connection from %s"), Net_players[i].m_player == NULL ? NOX("Unknown") : Net_players[i].m_player->callsign);
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break;
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}
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}
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// if we didn't find a player, close the socket
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if ( i == MAX_PLAYERS ) {
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nprintf(("Network", "Got accept on my listen socket, but unknown player. Closing socket.\n"));
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psnet_rel_close_socket(sock);
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}
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}
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}
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// returns true is server hasn't been heard from in N seconds. false otherwise
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int multi_client_server_dead()
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{
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fix this_time, last_time, max;
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// get the last time we have heard from the server. If greater than some default, then maybe
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// display some icon on the HUD indicating slow network connection. if greater than some higher
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// max, stop simulating on the client side until we hear from the server again.
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this_time = timer_get_fixed_seconds();
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last_time = Netgame.server->last_heard_time;
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// check for wrap! must return 0
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if ( last_time > this_time )
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return 0;
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this_time -= last_time;
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// if in mission, use the smaller timeout value. Outside of mission, use a large one.
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if ( MULTI_IN_MISSION ){
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max = MULTI_SERVER_MAX_TIMEOUT;
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} else {
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max = MULTI_SERVER_MAX_TIMEOUT_LARGE;
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}
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if ( this_time > max){
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return 1;
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} else {
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return 0;
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}
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}
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void multi_process_incoming(); // prototype for function later in this module
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// function to process network data in hopes of getting info back from server
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int multi_client_wait_on_server()
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{
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int is_dead;
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is_dead = multi_client_server_dead();
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// if the server is back alive, tell our popup
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if ( !is_dead ){
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return MULTI_SERVER_ALIVE;
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}
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// on release version -- keep popup active for 60 seconds, then bail
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#ifdef NDEBUG
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fix this_time = timer_get_fixed_seconds();
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// if the timer wrapped:
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if ( this_time < Multi_server_wait_start ) {
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Multi_server_wait_start = timer_get_fixed_seconds();
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return FALSE;
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}
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// check to see if timeout expired
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this_time -= Multi_server_wait_start;
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if ( this_time > MULTI_SERVER_WAIT_TIME ){
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return MULTI_SERVER_GONE;
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}
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#endif
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return FALSE;
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}
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// function called by multiplayer clients to stop simulating when they have not heard from the server
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// in a while.
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void multi_client_check_server()
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{
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int rval;
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Assert( MULTIPLAYER_CLIENT );
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// this function can get called while in the popup code below. So we include this check as a
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// reentrancy check.
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if ( Multi_server_check_count )
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return;
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// make sure we have a valid server
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if(Netgame.server == NULL){
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return;
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}
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Multi_server_check_count++;
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if(multi_client_server_dead()){
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Netgame.flags |= NG_FLAG_SERVER_LOST;
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} else {
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Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
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}
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if(Netgame.flags & NG_FLAG_SERVER_LOST) {
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if(!(Game_mode & GM_IN_MISSION) && !popup_active()){
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// need to start a popup
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Multi_server_wait_start = timer_get_fixed_seconds();
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rval = popup_till_condition( multi_client_wait_on_server, XSTR("Cancel",641), XSTR("Contact lost with server. Stopping simulation until contact reestablished. Press Cancel to exit game.",642) );
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if ( !rval || (rval == MULTI_SERVER_GONE) ) {
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multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
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}
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Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
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}
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}
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Multi_server_check_count--;
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}
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// -------------------------------------------------------------------------------------------------
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// process_packet_normal() will determine what sort of packet it is, and send it to the appropriate spot.
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// Prelimiary verification of the magic number and checksum are done here.
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//
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void process_packet_normal(ubyte* data, header *header_info)
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{
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switch ( data[0] ) {
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case JOIN:
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process_join_packet(data, header_info);
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break;
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case GAME_CHAT:
|
|
process_game_chat_packet( data, header_info );
|
|
break;
|
|
|
|
case NOTIFY_NEW_PLAYER:
|
|
process_new_player_packet(data, header_info);
|
|
break;
|
|
|
|
case HUD_MSG:
|
|
process_hud_message(data, header_info);
|
|
break;
|
|
|
|
case MISSION_MESSAGE:
|
|
process_mission_message_packet( data, header_info );
|
|
break;
|
|
|
|
case LEAVE_GAME:
|
|
process_leave_game_packet(data, header_info);
|
|
break;
|
|
|
|
case GAME_QUERY:
|
|
process_game_query(data, header_info);
|
|
break;
|
|
|
|
case GAME_ACTIVE:
|
|
process_game_active_packet(data, header_info);
|
|
break;
|
|
|
|
case GAME_INFO:
|
|
process_game_info_packet( data, header_info );
|
|
break;
|
|
|
|
case SECONDARY_FIRED_AI:
|
|
process_secondary_fired_packet(data, header_info, 0);
|
|
break;
|
|
|
|
case SECONDARY_FIRED_PLR:
|
|
process_secondary_fired_packet(data, header_info, 1);
|
|
break;
|
|
|
|
case COUNTERMEASURE_FIRED:
|
|
process_countermeasure_fired_packet( data, header_info );
|
|
break;
|
|
|
|
case FIRE_TURRET_WEAPON:
|
|
process_turret_fired_packet( data, header_info );
|
|
break;
|
|
|
|
case GAME_UPDATE:
|
|
process_netgame_update_packet( data, header_info );
|
|
break;
|
|
|
|
case UPDATE_DESCRIPT:
|
|
process_netgame_descript_packet( data, header_info );
|
|
break;
|
|
|
|
case NETPLAYER_UPDATE:
|
|
process_netplayer_update_packet( data, header_info );
|
|
break;
|
|
|
|
case ACCEPT :
|
|
process_accept_packet(data, header_info);
|
|
break;
|
|
|
|
case OBJECT_UPDATE:
|
|
multi_oo_process_update(data, header_info);
|
|
break;
|
|
|
|
case SHIP_KILL:
|
|
process_ship_kill_packet( data, header_info );
|
|
break;
|
|
|
|
case WING_CREATE:
|
|
process_wing_create_packet( data, header_info );
|
|
break;
|
|
|
|
case SHIP_CREATE:
|
|
process_ship_create_packet( data, header_info );
|
|
break;
|
|
|
|
case SHIP_DEPART:
|
|
process_ship_depart_packet( data, header_info );
|
|
break;
|
|
|
|
case MISSION_LOG_ENTRY:
|
|
process_mission_log_packet( data, header_info );
|
|
break;
|
|
|
|
case PING:
|
|
process_ping_packet(data, header_info);
|
|
break;
|
|
|
|
case PONG:
|
|
process_pong_packet(data, header_info);
|
|
break;
|
|
|
|
case XFER_PACKET:
|
|
Assert(header_info->id >= 0);
|
|
int np_index;
|
|
PSNET_SOCKET_RELIABLE sock;
|
|
sock = PSNET_INVALID_SOCKET;
|
|
|
|
// if I'm the server of the game, find out who this came from
|
|
if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
|
|
np_index = find_player_id(header_info->id);
|
|
if(np_index >= 0){
|
|
sock = Net_players[np_index].reliable_socket;
|
|
}
|
|
}
|
|
// otherwise always use my own socket
|
|
else if(Net_player != NULL){
|
|
sock = Net_player->reliable_socket;
|
|
}
|
|
|
|
header_info->bytes_processed = multi_xfer_process_packet(data + HEADER_LENGTH, sock) + HEADER_LENGTH;
|
|
break;
|
|
|
|
case MISSION_REQUEST:
|
|
process_mission_request_packet(data,header_info);
|
|
break;
|
|
|
|
case MISSION_ITEM:
|
|
process_mission_item_packet(data,header_info);
|
|
break;
|
|
|
|
case MULTI_PAUSE_REQUEST:
|
|
process_multi_pause_packet(data, header_info);
|
|
break;
|
|
|
|
case INGAME_NAK:
|
|
process_ingame_nak(data, header_info);
|
|
break;
|
|
|
|
case SHIPS_INGAME_PACKET:
|
|
process_ingame_ships_packet(data, header_info);
|
|
break;
|
|
|
|
case WINGS_INGAME_PACKET:
|
|
process_ingame_wings_packet(data, header_info);
|
|
break;
|
|
|
|
case MISSION_END:
|
|
process_endgame_packet(data, header_info);
|
|
break;
|
|
|
|
case FORCE_MISSION_END:
|
|
process_force_end_mission_packet(data, header_info);
|
|
break;
|
|
|
|
case OBSERVER_UPDATE:
|
|
process_observer_update_packet(data, header_info);
|
|
break;
|
|
|
|
case NETPLAYER_SLOTS_P:
|
|
process_netplayer_slot_packet(data, header_info);
|
|
break;
|
|
|
|
case SHIP_STATUS_CHANGE:
|
|
process_ship_status_packet(data, header_info);
|
|
break;
|
|
|
|
case PLAYER_ORDER_PACKET:
|
|
process_player_order_packet(data, header_info);
|
|
break;
|
|
|
|
case INGAME_SHIP_UPDATE:
|
|
process_ingame_ship_update_packet(data, header_info);
|
|
break;
|
|
|
|
case INGAME_SHIP_REQUEST:
|
|
process_ingame_ship_request_packet(data, header_info);
|
|
break;
|
|
|
|
case FILE_SIG_INFO:
|
|
process_file_sig_packet(data, header_info);
|
|
break;
|
|
|
|
case RESPAWN_NOTICE:
|
|
multi_respawn_process_packet(data,header_info);
|
|
break;
|
|
|
|
case SUBSYSTEM_DESTROYED:
|
|
process_subsystem_destroyed_packet( data, header_info );
|
|
break;
|
|
|
|
case LOAD_MISSION_NOW :
|
|
process_netplayer_load_packet(data, header_info);
|
|
break;
|
|
|
|
case FILE_SIG_REQUEST :
|
|
process_file_sig_request(data, header_info);
|
|
break;
|
|
|
|
case JUMP_INTO_GAME:
|
|
process_jump_into_mission_packet(data, header_info);
|
|
break;
|
|
|
|
case CLIENT_REPAIR_INFO:
|
|
process_repair_info_packet(data,header_info);
|
|
break;
|
|
|
|
case MISSION_SYNC_DATA:
|
|
process_mission_sync_packet(data,header_info);
|
|
break;
|
|
|
|
case STORE_MISSION_STATS:
|
|
process_store_stats_packet(data, header_info);
|
|
break;
|
|
|
|
case DEBRIS_UPDATE:
|
|
process_debris_update_packet(data, header_info);
|
|
break;
|
|
|
|
case SHIP_WSTATE_CHANGE:
|
|
process_ship_weapon_change( data, header_info );
|
|
break;
|
|
|
|
case WSS_UPDATE_PACKET:
|
|
process_wss_update_packet(data, header_info);
|
|
break;
|
|
|
|
case WSS_REQUEST_PACKET:
|
|
process_wss_request_packet( data, header_info );
|
|
break;
|
|
|
|
case FIRING_INFO:
|
|
process_firing_info_packet( data, header_info );
|
|
break;
|
|
|
|
case CARGO_REVEALED:
|
|
process_cargo_revealed_packet( data, header_info);
|
|
break;
|
|
|
|
case CARGO_HIDDEN:
|
|
process_cargo_hidden_packet( data, header_info);
|
|
break;
|
|
|
|
case SUBSYS_CARGO_REVEALED:
|
|
process_subsystem_cargo_revealed_packet( data, header_info);
|
|
break;
|
|
|
|
case SUBSYS_CARGO_HIDDEN:
|
|
process_subsystem_cargo_hidden_packet( data, header_info);
|
|
break;
|
|
|
|
case MISSION_GOAL_INFO:
|
|
process_mission_goal_info_packet(data, header_info);
|
|
break;
|
|
|
|
case KICK_PLAYER:
|
|
process_player_kick_packet(data, header_info);
|
|
break;
|
|
|
|
case PLAYER_SETTINGS:
|
|
process_player_settings_packet(data, header_info);
|
|
break;
|
|
|
|
case DENY:
|
|
process_deny_packet(data, header_info);
|
|
break;
|
|
|
|
case POST_SYNC_DATA:
|
|
process_post_sync_data_packet(data, header_info);
|
|
break;
|
|
|
|
case WSS_SLOTS_DATA:
|
|
process_wss_slots_data_packet(data,header_info);
|
|
break;
|
|
|
|
case SHIELD_EXPLOSION:
|
|
process_shield_explosion_packet( data, header_info );
|
|
break;
|
|
|
|
case PLAYER_STATS:
|
|
process_player_stats_block_packet(data, header_info);
|
|
break;
|
|
|
|
case SLOT_UPDATE:
|
|
process_pslot_update_packet(data,header_info);
|
|
break;
|
|
|
|
case AI_INFO_UPDATE:
|
|
process_ai_info_update_packet( data, header_info );
|
|
break;
|
|
|
|
case CAMPAIGN_UPDATE :
|
|
multi_campaign_process_update(data,header_info);
|
|
break;
|
|
|
|
case CAMPAIGN_UPDATE_INGAME:
|
|
multi_campaign_process_ingame_start(data,header_info);
|
|
break;
|
|
|
|
case VOICE_PACKET :
|
|
multi_voice_process_packet(data,header_info);
|
|
break;
|
|
|
|
case TEAM_UPDATE :
|
|
multi_team_process_packet(data,header_info);
|
|
break;
|
|
|
|
case ASTEROID_INFO:
|
|
process_asteroid_info(data, header_info);
|
|
break;
|
|
|
|
case HOST_RESTR_QUERY:
|
|
process_host_restr_packet(data, header_info);
|
|
break;
|
|
|
|
case OPTIONS_UPDATE:
|
|
multi_options_process_packet(data,header_info);
|
|
break;
|
|
|
|
case SQUADMSG_PLAYER:
|
|
multi_msg_process_squadmsg_packet(data,header_info);
|
|
break;
|
|
|
|
case NETGAME_END_ERROR:
|
|
process_netgame_end_error_packet(data,header_info);
|
|
break;
|
|
|
|
case COUNTERMEASURE_SUCCESS:
|
|
process_countermeasure_success_packet( data, header_info );
|
|
break;
|
|
|
|
case CLIENT_UPDATE:
|
|
process_client_update_packet(data, header_info);
|
|
break;
|
|
|
|
case COUNTDOWN:
|
|
process_countdown_packet(data, header_info);
|
|
break;
|
|
|
|
case DEBRIEF_INFO:
|
|
process_debrief_info( data, header_info );
|
|
break;
|
|
|
|
case ACCEPT_PLAYER_DATA:
|
|
process_accept_player_data( data, header_info );
|
|
break;
|
|
|
|
case HOMING_WEAPON_UPDATE:
|
|
process_homing_weapon_info( data, header_info );
|
|
break;
|
|
|
|
case EMP_EFFECT:
|
|
process_emp_effect(data, header_info);
|
|
break;
|
|
|
|
case REINFORCEMENT_AVAIL:
|
|
process_reinforcement_avail( data, header_info );
|
|
break;
|
|
|
|
case PRIMARY_FIRED_NEW:
|
|
process_NEW_primary_fired_packet(data, header_info);
|
|
break;
|
|
|
|
case LINEAR_WEAPON_FIRED:
|
|
process_non_homing_fired_packet(data, header_info);
|
|
break;
|
|
|
|
case COUNTERMEASURE_NEW:
|
|
process_NEW_countermeasure_fired_packet(data, header_info);
|
|
break;
|
|
|
|
case BEAM_FIRED:
|
|
process_beam_fired_packet(data, header_info);
|
|
break;
|
|
|
|
case SW_STD_QUERY:
|
|
process_sw_query_packet(data, header_info);
|
|
break;
|
|
|
|
case EVENT_UPDATE:
|
|
process_event_update_packet(data, header_info);
|
|
break;
|
|
|
|
case VARIABLE_UPDATE:
|
|
process_variable_update_packet(data, header_info);
|
|
break;
|
|
|
|
case OBJECT_UPDATE_NEW:
|
|
multi_oo_process_update(data, header_info);
|
|
break;
|
|
|
|
case WEAPON_DET:
|
|
process_weapon_detonate_packet(data, header_info);
|
|
break;
|
|
|
|
case FLAK_FIRED:
|
|
process_flak_fired_packet(data, header_info);
|
|
break;
|
|
|
|
case NETPLAYER_PAIN:
|
|
process_player_pain_packet(data, header_info);
|
|
break;
|
|
|
|
case LIGHTNING_PACKET:
|
|
process_lightning_packet(data, header_info);
|
|
break;
|
|
|
|
case BYTES_SENT:
|
|
process_bytes_recvd_packet(data, header_info);
|
|
break;
|
|
|
|
case TRANSFER_HOST:
|
|
process_host_captain_change_packet(data, header_info);
|
|
break;
|
|
|
|
case SELF_DESTRUCT:
|
|
process_self_destruct_packet(data, header_info);
|
|
break;
|
|
|
|
case SEXP:
|
|
process_sexp_packet(data, header_info);
|
|
break;
|
|
|
|
default:
|
|
nprintf(("Network", "Received packet with unknown type %d\n", data[0] ));
|
|
header_info->bytes_processed = 10000;
|
|
break;
|
|
|
|
} // end switch
|
|
}
|
|
|
|
|
|
|
|
// Takes a bunch of messages, check them for validity,
|
|
// and pass them to multi_process_data.
|
|
// --------------------^
|
|
// this should be process_packet() I think, or with the new code
|
|
// process_tracker_packet() as defined in MultiTracker.[h,cpp]
|
|
void multi_process_bigdata(ubyte *data, int len, net_addr *from_addr, int reliable)
|
|
{
|
|
int type, bytes_processed;
|
|
int player_num;
|
|
header header_info;
|
|
ubyte *buf;
|
|
|
|
// the only packets we will process from an unknown player are GAME_QUERY, GAME_INFO, JOIN, PING, PONG, ACCEPT, and GAME_ACTIVE packets
|
|
player_num = find_player(from_addr);
|
|
|
|
// find the player who sent the message and mark the last_heard time for this player
|
|
// check to see if netplayer is null (it may be in cases such as getting lists of games from the tracker)
|
|
if(player_num >= 0){
|
|
Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
|
|
}
|
|
|
|
// store fields that were passed along in the message
|
|
// store header information that was captured from the network-layer header
|
|
memcpy(header_info.addr, from_addr->addr, sizeof(header_info.addr));
|
|
header_info.port = from_addr->port;
|
|
if(player_num >= 0){
|
|
header_info.id = Net_players[player_num].player_id;
|
|
} else {
|
|
header_info.id = -1;
|
|
}
|
|
|
|
bytes_processed = 0;
|
|
while( (bytes_processed >= 0) && (bytes_processed < len) ) {
|
|
|
|
buf = &(data[bytes_processed]);
|
|
|
|
type = buf[0];
|
|
|
|
// if its coming from an unknown source, there are only certain packets we will actually process
|
|
if((player_num == -1) && !multi_is_valid_unknown_packet((ubyte)type)){
|
|
return ;
|
|
}
|
|
|
|
if ( (type<0) || (type > MAX_TYPE_ID )) {
|
|
nprintf( ("Network", "multi_process_bigdata: Invalid packet type %d!\n", type ));
|
|
return;
|
|
}
|
|
|
|
// perform any special processing checks here
|
|
process_packet_normal(buf,&header_info);
|
|
|
|
// MWA -- magic number was removed from header on 8/4/97. Replaced with bytes_processed
|
|
// variable which gets stuffed whenever a packet is processed.
|
|
bytes_processed += header_info.bytes_processed;
|
|
}
|
|
|
|
// if this is not reliable data and we have a valid player
|
|
if(Net_player != NULL){
|
|
if(!MULTIPLAYER_MASTER && !reliable && (Game_mode & GM_IN_MISSION)){
|
|
Net_player->cl_bytes_recvd += len;
|
|
}
|
|
}
|
|
}
|
|
|
|
// process all reliable socket details
|
|
void multi_process_reliable_details()
|
|
{
|
|
int idx;
|
|
int sock_status;
|
|
|
|
// run reliable sockets
|
|
psnet_rel_work();
|
|
|
|
|
|
// server operations
|
|
if ( MULTIPLAYER_MASTER ){
|
|
// listen for new reliable socket connections
|
|
multi_check_listen();
|
|
|
|
// check for any broken sockets and delete any players
|
|
for(idx=0; idx<MAX_PLAYERS; idx++){
|
|
// players who _should_ be validly connected
|
|
if((idx != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[idx])){
|
|
// if this guy's socket is broken or disconnected, kill him
|
|
sock_status = psnet_rel_get_status(Net_players[idx].reliable_socket);
|
|
if((sock_status == RNF_UNUSED) || (sock_status == RNF_BROKEN) || (sock_status == RNF_DISCONNECTED)){
|
|
ml_string("Shutting down rel socket because of disconnect!");
|
|
delete_player(idx);
|
|
}
|
|
|
|
// if we're still waiting for this guy to connect on his reliable socket and he's timed out, boot him
|
|
if(Net_players[idx].s_info.reliable_connect_time != -1){
|
|
// if he's connected
|
|
if(Net_players[idx].reliable_socket != PSNET_INVALID_SOCKET){
|
|
Net_players[idx].s_info.reliable_connect_time = -1;
|
|
}
|
|
// if he's timed out
|
|
else if(((time(nullptr) - Net_players[idx].s_info.reliable_connect_time) > MULTI_RELIABLE_CONNECT_WAIT) && (Net_players[idx].reliable_socket == PSNET_INVALID_SOCKET)){
|
|
ml_string("Player timed out while connecting on reliable socket!");
|
|
delete_player(idx);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
// clients should detect broken sockets
|
|
else {
|
|
extern unsigned int Serverconn;
|
|
if(Serverconn != 0xffffffff){
|
|
int status = psnet_rel_get_status(Serverconn);
|
|
if(status == RNF_BROKEN){
|
|
mprintf(("CLIENT SOCKET DISCONNECTED\n"));
|
|
|
|
// quit the game
|
|
if(!multi_endgame_ending()){
|
|
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// multi_process_incoming reads incoming data off the unreliable and reliable ports and sends
|
|
// the data to process_big_data
|
|
void multi_process_incoming()
|
|
{
|
|
int size;
|
|
ubyte *data, *savep;
|
|
net_addr from_addr;
|
|
|
|
Assert( Multi_read_count < NUM_REENTRANT_LEVELS );
|
|
savep = net_buffer[Multi_read_count];
|
|
|
|
Multi_read_count++;
|
|
|
|
data = savep;
|
|
|
|
// get the other net players data
|
|
while( (size = psnet_get(data, &from_addr))>0 ) {
|
|
// ingame joiners will ignore UDP packets until they are have picked a ship and are in the mission
|
|
if( (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) && (Net_player->state != NETPLAYER_STATE_INGAME_SHIP_SELECT) ){
|
|
nprintf(("Network","Tossing UDP like a good little ingame joiner...\n"));
|
|
}
|
|
// otherwise process incoming data normally
|
|
else {
|
|
multi_process_bigdata(data, size, &from_addr, 0);
|
|
}
|
|
} // end while
|
|
|
|
// read reliable sockets for data
|
|
data = savep;
|
|
int idx;
|
|
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
for (idx=0;idx<MAX_PLAYERS;idx++) {
|
|
if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id)){
|
|
while( (size = psnet_rel_get(Net_players[idx].reliable_socket, data, MAX_NET_BUFFER)) > 0){
|
|
multi_process_bigdata(data, size, &Net_players[idx].p_info.addr, 1);
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
// if I'm not the master of the game, read reliable data from my connection with the server
|
|
if((Net_player->reliable_socket != PSNET_INVALID_SOCKET) && (Net_player->reliable_socket != 0)){
|
|
while( (size = psnet_rel_get(Net_player->reliable_socket,data, MAX_NET_BUFFER)) > 0){
|
|
multi_process_bigdata(data, size, &Netgame.server_addr, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
Multi_read_count--;
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------------------
|
|
// multi_do_frame() is called once per game loop do update all the multiplayer objects, and send
|
|
// the player data to all the other net players.
|
|
//
|
|
//
|
|
|
|
int eye_tog = 1;
|
|
DCF(eye_tog, "Toggles setting of the local player eyepoint on every frame (Multiplayer)")
|
|
{
|
|
if (dc_optional_string_either("status", "--status") || dc_optional_string_either("?", "--?")) {
|
|
dc_printf("proper eye stuff is %s\n", eye_tog ? "ON" : "OFF");
|
|
return;
|
|
}
|
|
|
|
eye_tog = !eye_tog;
|
|
dc_printf("proper eye stuff is %s\n", eye_tog ? "ON" : "OFF");
|
|
}
|
|
|
|
void multi_do_frame()
|
|
{
|
|
PSNET_TOP_LAYER_PROCESS();
|
|
|
|
// always set the local player eye position/orientation here so we know its valid throughout all multiplayer
|
|
// function calls
|
|
if((Net_player != NULL) && eye_tog){
|
|
camid cid = player_get_cam();
|
|
if(cid.isValid())
|
|
{
|
|
camera *cam = cid.getCamera();
|
|
cam->get_info(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
|
|
}
|
|
}
|
|
|
|
// send all buffered packets from the previous frame
|
|
multi_io_send_buffered_packets();
|
|
|
|
// datarate tracking
|
|
multi_rate_process();
|
|
|
|
// always process any pending endgame details
|
|
multi_endgame_process();
|
|
|
|
// process all reliable socket details, including :
|
|
// 1.) Listening for new pending reliable connections (server)
|
|
// 2.) Checking for broken sockets (server/client)
|
|
// 3.) Checking for clients who haven't fully connected
|
|
multi_process_reliable_details();
|
|
|
|
// get the other net players data
|
|
multi_process_incoming();
|
|
|
|
// process object update datarate stuff (for clients and server both)
|
|
multi_oo_rate_process();
|
|
|
|
// clients should check when last time they heard from sever was -- if too long, then
|
|
// pause the simulation so wait for it to possibly come back
|
|
if ( (MULTIPLAYER_CLIENT) && (Net_player->flags & NETINFO_FLAG_CONNECTED) ){
|
|
multi_client_check_server();
|
|
}
|
|
|
|
// everybody pings all the time
|
|
if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
|
|
if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) ){
|
|
send_netplayer_update_packet();
|
|
}
|
|
|
|
// ping everyone
|
|
multi_ping_send_all();
|
|
Next_ping_time = (int) time(NULL);
|
|
}
|
|
|
|
// if I am the master, and we are not yet actually playing the mission, send off netgame
|
|
// status to all other players in the game. If I am not the master of the game, and we
|
|
// are not in the game, then send out my netplayer status to the host
|
|
if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && !(Game_mode & GM_IN_MISSION)){
|
|
if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
|
|
if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
|
|
send_netgame_update_packet(nullptr, true);
|
|
|
|
Netgame_send_time = (int) time(NULL);
|
|
}
|
|
} else {
|
|
if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
|
|
// observers shouldn't send an update state packet
|
|
if ( !(Net_player->flags & NETINFO_FLAG_OBSERVER) ){
|
|
send_netplayer_update_packet();
|
|
}
|
|
|
|
State_send_time = (int) time(NULL);
|
|
}
|
|
}
|
|
}
|
|
else if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && (Game_mode & GM_IN_MISSION) ) {
|
|
// if I am connected and am in the mission, do things that need to be done on a regular basis
|
|
if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
|
|
if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
|
|
send_game_info_packet();
|
|
|
|
Gameinfo_send_time = (int) time(NULL);
|
|
}
|
|
|
|
// for any potential respawns
|
|
multi_respawn_handle_invul_players();
|
|
multi_respawn_check_ai();
|
|
|
|
// for any potential ingame joiners
|
|
multi_handle_ingame_joiners();
|
|
} else {
|
|
// the clients need to do some processing of stuff as well
|
|
}
|
|
}
|
|
|
|
// check to see if we're waiting on confirmation for a restricted ingame join
|
|
if(Multi_restr_query_timestamp != -1){
|
|
// if it has elapsed, unset the ingame join flag
|
|
if(timestamp_elapsed(Multi_restr_query_timestamp)){
|
|
Multi_restr_query_timestamp = -1;
|
|
Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
|
|
}
|
|
}
|
|
|
|
// while in the mission, send my PlayerControls to the host so that he can process
|
|
// my movement
|
|
if ( Game_mode & GM_IN_MISSION ) {
|
|
|
|
if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
|
|
if(Net_player->flags & NETINFO_FLAG_OBSERVER){
|
|
// if the rate limiting system says its ok
|
|
if(multi_oo_cirate_can_send()){
|
|
// send my observer position/object update
|
|
send_observer_update_packet();
|
|
}
|
|
} else if ( !(Player_ship->is_departing() ) ){
|
|
// if the rate limiting system says its ok
|
|
if(multi_oo_cirate_can_send()){
|
|
// use the new method
|
|
multi_oo_send_control_info();
|
|
}
|
|
}
|
|
|
|
// bytes received info
|
|
if( (Next_bytes_time < 0) || ((time(NULL) - Next_bytes_time) > BYTES_SENT_TIME) ){
|
|
if(Net_player != NULL){
|
|
send_bytes_recvd_packet(Net_player);
|
|
|
|
// reset bytes recvd
|
|
Net_player->cl_bytes_recvd = 0;
|
|
}
|
|
|
|
// reset timestamp
|
|
Next_bytes_time = (int) time(NULL);
|
|
}
|
|
} else {
|
|
|
|
// right before sending new positions, we should do any rollback shots and resimulation
|
|
multi_ship_record_do_rollback();
|
|
|
|
// sending new objects from here is dependent on having objects only created after
|
|
// the game is done moving the objects. I think that I can enforce this.
|
|
multi_oo_process();
|
|
|
|
// evaluate whether the time limit has been reached or max kills has been reached
|
|
// Commented out by Sandeep 4/12/98, was causing problems with testing.
|
|
if( ((f2fl(Netgame.options.mission_time_limit) > 0.0f) && (Missiontime > Netgame.options.mission_time_limit)) ||
|
|
multi_kill_limit_reached() ) {
|
|
|
|
// make sure we don't do this more than once
|
|
if(Netgame.game_state == NETGAME_STATE_IN_MISSION){
|
|
multi_handle_end_mission_request();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// periodically send a client update packet to all clients
|
|
if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
|
|
int idx;
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
|
|
if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
|
|
|
|
send_client_update_packet(&Net_players[idx]);
|
|
|
|
Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// process any kicked player details
|
|
multi_kick_process();
|
|
|
|
// do any file xfer details
|
|
multi_xfer_do();
|
|
|
|
// process any player data details (wav files, pilot pics, etc)
|
|
multi_data_do();
|
|
|
|
// do any voice details
|
|
multi_voice_process();
|
|
|
|
// process any player messaging details
|
|
multi_msg_process();
|
|
|
|
// process any tracker messages
|
|
multi_fs_tracker_process();
|
|
|
|
// Cyborg17 update the new frame recording system for accurate client shots, needs to go after most everything else in multi.
|
|
if (Game_mode & GM_IN_MISSION) {
|
|
multi_ship_record_increment_frame();
|
|
}
|
|
|
|
// if on the standalone, do any gui stuff
|
|
if (Game_mode & GM_STANDALONE_SERVER) {
|
|
std_do_gui_frame();
|
|
}
|
|
|
|
// dogfight nonstandalone players should recalc the escort list every frame
|
|
if(!(Game_mode & GM_STANDALONE_SERVER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && MULTI_IN_MISSION){
|
|
hud_setup_escort_list(0);
|
|
}
|
|
|
|
// if master then maybe do port forwarding setup/refresh/wait
|
|
if (Net_player->flags & NETINFO_FLAG_AM_MASTER) {
|
|
multi_port_forward_do();
|
|
|
|
// do mdns stuff here too
|
|
if ( !MULTI_IS_TRACKER_GAME && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST) ) {
|
|
multi_mdns_service_do();
|
|
}
|
|
}
|
|
}
|
|
|
|
// -------------------------------------------------------------------------------------------------
|
|
// multi_pause_do_frame() is called once per game loop do update all the multiplayer objects, and send
|
|
// the player data to all the other net players when the multiplayer game is paused. It only will do
|
|
// checking for a few specialized packets (MULTI_UNPAUSE, etc)
|
|
//
|
|
|
|
void multi_pause_do_frame()
|
|
{
|
|
PSNET_TOP_LAYER_PROCESS();
|
|
|
|
// always set the local player eye position/orientation here so we know its valid throughout all multiplayer
|
|
// function calls
|
|
// if((Net_player != NULL) && eye_tog){
|
|
// player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
|
|
// }
|
|
|
|
// send all buffered packets from the previous frame
|
|
multi_io_send_buffered_packets();
|
|
|
|
// always process any pending endgame details
|
|
multi_endgame_process();
|
|
|
|
// process all reliable socket details, including :
|
|
// 1.) Listening for new pending reliable connections (server)
|
|
// 2.) Checking for broken sockets (server/client)
|
|
// 3.) Checking for clients who haven't fully connected
|
|
multi_process_reliable_details();
|
|
|
|
// these timestamps and handlers shoul be evaluated in the pause state
|
|
if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
|
|
if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
|
|
send_game_info_packet();
|
|
|
|
Gameinfo_send_time = (int) time(NULL);
|
|
}
|
|
}
|
|
|
|
// everybody pings all the time
|
|
if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
|
|
multi_ping_send_all();
|
|
|
|
Next_ping_time = (int) time(NULL);
|
|
}
|
|
|
|
// periodically send a client update packet to all clients
|
|
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
|
|
int idx;
|
|
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
|
|
if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
|
|
|
|
send_client_update_packet(&Net_players[idx]);
|
|
|
|
Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
|
|
}
|
|
}
|
|
}
|
|
|
|
// for any potential ingame joiners
|
|
multi_handle_ingame_joiners();
|
|
}
|
|
|
|
// do any file xfer details
|
|
multi_xfer_do();
|
|
|
|
// process any player data details (wav files, pilot pics, etc)
|
|
multi_data_do();
|
|
|
|
// get the other net players data
|
|
multi_process_incoming();
|
|
|
|
// do any voice details
|
|
multi_voice_process();
|
|
|
|
// process any player messaging details
|
|
multi_msg_process();
|
|
|
|
// process any kicked player details
|
|
multi_kick_process();
|
|
|
|
// process any pending endgame details
|
|
multi_endgame_process();
|
|
|
|
// process object update stuff (for clients and server both)
|
|
if(MULTIPLAYER_MASTER){
|
|
multi_oo_process();
|
|
}
|
|
|
|
// if on the standalone, do any gui stuff
|
|
if (Game_mode & GM_STANDALONE_SERVER) {
|
|
std_do_gui_frame();
|
|
}
|
|
|
|
// if master then maybe do port forwarding setup/refresh/wait
|
|
if (Net_player->flags & NETINFO_FLAG_AM_MASTER) {
|
|
multi_port_forward_do();
|
|
|
|
// do mdns stuff here too
|
|
if ( !MULTI_IS_TRACKER_GAME && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST) ) {
|
|
multi_mdns_service_do();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// standalone_main_init() the standalone equivalent of the main menu
|
|
//
|
|
|
|
extern int sock_inited;
|
|
float frame_time = (float)1.0/(float)30.0;
|
|
|
|
void standalone_main_init()
|
|
{
|
|
std_debug_set_standalone_state_string("Main Init");
|
|
|
|
Game_mode = (GM_STANDALONE_SERVER | GM_MULTIPLAYER);
|
|
|
|
// NETLOG
|
|
ml_string(NOX("Standalone server initializing"));
|
|
|
|
// read in config file
|
|
// multi_options_read_config();
|
|
#ifdef _WIN32
|
|
// if we failed to startup on our desired protocol, fail
|
|
if ( !psnet_is_active() ) {
|
|
if (Psnet_failure_code == WSAEADDRINUSE) {
|
|
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, XSTR("You have selected TCP/IP for multiplayer FreeSpace, but the TCP socket is already in use. Check for another instance and/or use the \"-port <port_num>\" command line option to select an available port.", 1604));
|
|
}
|
|
else {
|
|
os::dialogs::Message(os::dialogs::MESSAGEBOX_ERROR, XSTR("You have selected TCP/IP for multiplayer FreeSpace, but the TCP/IP protocol was not detected on your machine.", 362));
|
|
}
|
|
|
|
exit(1);
|
|
}
|
|
#endif // ifdef _WIN32
|
|
|
|
HEADER_LENGTH = 1;
|
|
|
|
// clear out the Netgame structure and start filling in the values
|
|
// NOTE : these values are not incredibly important since they will be overwritten by the host when he joins
|
|
memset( &Netgame, 0, sizeof(Netgame) );
|
|
Netgame.game_state = NETGAME_STATE_FORMING; // game is currently starting up
|
|
Netgame.security = 0;
|
|
Netgame.server_addr = Psnet_my_addr;
|
|
|
|
The_mission.Reset( );
|
|
|
|
// reinitialize all systems
|
|
multi_level_init();
|
|
|
|
// intialize endgame stuff
|
|
multi_endgame_init();
|
|
|
|
// clear the file xfer system
|
|
multi_xfer_reset();
|
|
multi_xfer_force_dir(CF_TYPE_MULTI_CACHE);
|
|
|
|
// reset timer
|
|
timestamp_reset();
|
|
|
|
// setup a blank pilot (this is a standalone usage only!)
|
|
Pilot.load_player(NULL);
|
|
|
|
// setup the netplayer for the standalone
|
|
Net_player = &Net_players[0];
|
|
Net_player->tracker_player_id = -1;
|
|
Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_MISSION_OK);
|
|
Net_player->state = NETPLAYER_STATE_WAITING;
|
|
Net_player->m_player = Player;
|
|
strcpy_s(Player->callsign, "server");
|
|
Net_player->p_info.addr = Psnet_my_addr;
|
|
Net_player->s_info.xfer_handle = -1;
|
|
Net_player->player_id = multi_get_new_id();
|
|
Netgame.server = Net_player;
|
|
|
|
// maybe flag the game as having a hacked ships.tbl
|
|
/*if(!Game_ships_tbl_valid){
|
|
Netgame.flags |= NG_FLAG_HACKED_SHIPS_TBL;
|
|
}
|
|
// maybe flag the game as having a hacked weapons.tbl
|
|
if(!Game_weapons_tbl_valid){
|
|
Netgame.flags |= NG_FLAG_HACKED_WEAPONS_TBL;
|
|
}*/
|
|
|
|
// hacked data
|
|
if(game_hacked_data()){
|
|
Netgame.flags |= NG_FLAG_HACKED_SHIPS_TBL;
|
|
Net_player->flags |= NETINFO_FLAG_HAXOR;
|
|
}
|
|
|
|
// setup debug flags
|
|
Netgame.debug_flags = 0;
|
|
|
|
// setup the default game name for the standalone
|
|
std_connect_set_gamename(NULL);
|
|
|
|
// set netgame default options
|
|
multi_options_set_netgame_defaults(&Netgame.options);
|
|
|
|
// set local netplayer default options
|
|
multi_options_set_local_defaults(&Net_player->p_info.options);
|
|
|
|
// set our object update level from the standalone default
|
|
Net_player->p_info.options.obj_update_level = Multi_options_g.std_datarate;
|
|
switch(Net_player->p_info.options.obj_update_level){
|
|
case OBJ_UPDATE_LOW:
|
|
nprintf(("Network","STANDALONE USING LOW UPDATES\n"));
|
|
break;
|
|
case OBJ_UPDATE_MEDIUM:
|
|
nprintf(("Network","STANDALONE USING MEDIUM UPDATES\n"));
|
|
break;
|
|
case OBJ_UPDATE_HIGH:
|
|
nprintf(("Network","STANDALONE USING HIGH UPDATE\n"));
|
|
break;
|
|
case OBJ_UPDATE_LAN:
|
|
nprintf(("Network","STANDALONE USING LAN UPDATE\n"));
|
|
break;
|
|
}
|
|
|
|
// clear out various things
|
|
psnet_flush();
|
|
game_flush();
|
|
ship_init();
|
|
|
|
// setup port forwarding
|
|
multi_port_forward_init();
|
|
|
|
// setup mdns
|
|
if ( !MULTI_IS_TRACKER_GAME ) {
|
|
multi_mdns_service_init();
|
|
}
|
|
|
|
// login to game tracker
|
|
std_tracker_login();
|
|
|
|
std_debug_set_standalone_state_string("Main Do");
|
|
std_set_standalone_fps((float)0);
|
|
std_multi_set_standalone_missiontime((float)0);
|
|
|
|
// load my missions and campaigns
|
|
multi_create_list_load_missions();
|
|
multi_create_list_load_campaigns();
|
|
|
|
// if this is a tracker game, validate missions
|
|
if(MULTI_IS_TRACKER_GAME){
|
|
multi_update_valid_missions();
|
|
}
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// standalone_main_do()
|
|
//
|
|
|
|
// DESCRIPTION : the standalone server will wait in this state until the host of the game
|
|
// is "Waiting". That is, his state==NETPLAYER_STATE_WAITING, and he has finished
|
|
// doing everything and wants to play the game. Once this happens, we will jump
|
|
// into GS_STATE_MULTI_SERVER_WAIT
|
|
|
|
void standalone_main_do()
|
|
{
|
|
|
|
os_sleep(10); // since nothing will really be going on here, we can afford to give some time
|
|
// back to the operating system.
|
|
|
|
// kind of a do-nothing spin state.
|
|
// The standalone will eventually move into the GS_STATE_MULTI_MISSION_SYNC state when a host connects and
|
|
// attempts to start a game
|
|
|
|
// process/renew port mapping
|
|
multi_port_forward_do();
|
|
|
|
// handle mdns messages
|
|
if ( !MULTI_IS_TRACKER_GAME ) {
|
|
multi_mdns_service_do();
|
|
}
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// standalone_main_close()
|
|
//
|
|
|
|
void standalone_main_close()
|
|
{
|
|
std_debug_set_standalone_state_string("Main Close");
|
|
|
|
// disconnect game from tracker
|
|
multi_fs_tracker_logout();
|
|
|
|
// remove port forwarding
|
|
multi_port_forward_close();
|
|
|
|
// stop mdns
|
|
multi_mdns_service_close();
|
|
}
|
|
|
|
void multi_standalone_reset_all()
|
|
{
|
|
int idx;
|
|
|
|
// NETLOG
|
|
ml_string(NOX("Standalone resetting"));
|
|
|
|
// shut all game stuff down
|
|
game_level_close();
|
|
|
|
// reinitialize the gui
|
|
std_reset_standalone_gui();
|
|
|
|
// close down all sockets
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
|
|
// 6/25/98 -- MWA -- call delete_player here to remove the player. This closes down the socket
|
|
// and marks the player as not connected anymore. It is probably cleaner to do this.
|
|
if ( &Net_players[idx] != Net_player ) {
|
|
delete_player( idx );
|
|
}
|
|
}
|
|
|
|
// make sure we go to the proper state.
|
|
if(gameseq_get_state() == GS_STATE_STANDALONE_MAIN){
|
|
standalone_main_init();
|
|
}
|
|
gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// multi_server_wait_init() do stuff like setting the status bits correctly
|
|
//
|
|
|
|
void multi_standalone_wait_init()
|
|
{
|
|
std_debug_set_standalone_state_string("Wait Do");
|
|
std_multi_add_goals(); // fill in the goals for the mission into the tree view
|
|
multi_reset_timestamps();
|
|
|
|
// create the bogus standalone object
|
|
multi_create_standalone_object();
|
|
}
|
|
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// multi_server_wait_do_frame() wait for everyone to log in or the host to send commands
|
|
//
|
|
|
|
// DESCRIPTION : we will be in this state once the host of the game is waiting for everyone
|
|
// to be finished and ready to go, at which point, we will will tell everyone
|
|
// to enter the game, and we will start simulating ourselves. Note that most of
|
|
// this code is lifted from multi_wait_do_frame()
|
|
void multi_standalone_wait_do()
|
|
{
|
|
}
|
|
|
|
// --------------------------------------------------------------------------------
|
|
// multi_server_wait_close() cleanup
|
|
//
|
|
|
|
void multi_standalone_wait_close()
|
|
{
|
|
std_debug_set_standalone_state_string("Wait Close / Game Play");
|
|
|
|
// all players should reset sequencing
|
|
int idx;
|
|
for(idx=0;idx<MAX_PLAYERS;idx++){
|
|
if(Net_player->flags & NETINFO_FLAG_CONNECTED){
|
|
Net_players[idx].client_cinfo_seq = 0;
|
|
Net_players[idx].client_server_seq = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
// this is an artificial state which will push the standalone into the main state without it having to go through
|
|
// the init function (which would disconnect everyone and generally just screw things up)
|
|
// it will also eventually do tracker stats update
|
|
extern int Multi_debrief_server_framecount;
|
|
void multi_standalone_postgame_init()
|
|
{
|
|
std_debug_set_standalone_state_string("Postgame / Send Stats");
|
|
|
|
// NETLOG
|
|
ml_string(NOX("Standlone entering postgame"));
|
|
|
|
mission_goal_fail_incomplete();
|
|
|
|
// handle campaign stuff
|
|
if ( Game_mode & GM_CAMPAIGN_MODE ) {
|
|
// MUST store goals and events first - may be used to evaluate next mission
|
|
// store goals and events
|
|
mission_campaign_store_goals_and_events_and_variables();
|
|
|
|
// evaluate next mission
|
|
mission_campaign_eval_next_mission();
|
|
}
|
|
|
|
// always set my state to be "DEBRIEF_ACCEPT"
|
|
Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT;
|
|
|
|
// mark stats as not being store yet
|
|
Netgame.flags &= ~(NG_FLAG_STORED_MT_STATS);
|
|
|
|
Multi_debrief_server_framecount = 0;
|
|
|
|
// reset network timestamps
|
|
multi_reset_timestamps();
|
|
}
|
|
|
|
void multi_standalone_postgame_do()
|
|
{
|
|
// wait until everyone is in the debriefing
|
|
if((Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check(NETPLAYER_STATE_DEBRIEF, 1)){
|
|
Netgame.game_state = NETGAME_STATE_DEBRIEF;
|
|
send_netgame_update_packet();
|
|
debrief_multi_server_stuff();
|
|
}
|
|
|
|
// process server debriefing details
|
|
if(Netgame.game_state == NETGAME_STATE_DEBRIEF){
|
|
multi_debrief_server_process();
|
|
}
|
|
}
|
|
|
|
void multi_standalone_postgame_close()
|
|
{
|
|
// maybe store stats on tracker
|
|
if ( MULTI_IS_TRACKER_GAME && !(Netgame.flags & NG_FLAG_STORED_MT_STATS) ) {
|
|
if (multi_debrief_stats_accept_code() != 0) {
|
|
int stats_saved = multi_fs_std_tracker_store_stats();
|
|
|
|
if (stats_saved) {
|
|
Netgame.flags |= NG_FLAG_STORED_MT_STATS;
|
|
send_netgame_update_packet();
|
|
} else {
|
|
send_store_stats_packet(0);
|
|
}
|
|
|
|
if (Netgame.type_flags & NG_TYPE_SW) {
|
|
multi_sw_report(stats_saved);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void multi_reset_timestamps()
|
|
{
|
|
int i;
|
|
|
|
for ( i = 0 ; i < MAX_PLAYERS; i++ ){
|
|
Multi_client_update_times[i] = -1;
|
|
}
|
|
Netgame_send_time = -1;
|
|
Gameinfo_send_time = -1;
|
|
Next_ping_time = -1;
|
|
State_send_time = -1;
|
|
Next_bytes_time = -1;
|
|
|
|
chatbox_reset_timestamps();
|
|
|
|
// do for all players so that ingame joiners work properly.
|
|
for (i = 0; i < MAX_PLAYERS; i++ ) {
|
|
Players[i].update_dumbfire_time = timestamp(0);
|
|
Players[i].update_lock_time = timestamp(0);
|
|
|
|
Net_players[i].s_info.voice_token_timestamp = -1;
|
|
}
|
|
|
|
// reset standalone gui timestamps (these are not game critical, so there is not much danger)
|
|
std_reset_timestamps();
|
|
}
|
|
|
|
// netgame debug flags for debug console stuff
|
|
DCF(netd, "change netgame debug flags (Mulitplayer)")
|
|
{
|
|
int value;
|
|
dc_stuff_int(&value);
|
|
|
|
// if we're the server, change flags
|
|
if ((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (value <= 7)) {
|
|
Netgame.debug_flags ^= (1 << value);
|
|
}
|
|
|
|
// display network flags
|
|
dc_printf("BITS\n");
|
|
}
|
|
|
|
// display any multiplayer/networking information here
|
|
void multi_display_netinfo()
|
|
{
|
|
int sx = gr_screen.center_offset_x + gr_screen.center_w - 200;
|
|
int sy = gr_screen.center_offset_y + 20;
|
|
int dy = gr_get_font_height() + 1;
|
|
int idx;
|
|
|
|
// not multiplayer
|
|
if(!(Game_mode & GM_MULTIPLAYER)){
|
|
return;
|
|
}
|
|
|
|
// HUD is turned off
|
|
if (!HUD_draw) {
|
|
return;
|
|
}
|
|
|
|
// message window is open
|
|
if (Player->flags & PLAYER_FLAGS_MSG_MODE) {
|
|
return;
|
|
}
|
|
|
|
gr_set_color_fast(&Color_normal);
|
|
|
|
// server or client
|
|
if(MULTIPLAYER_MASTER){
|
|
gr_string(sx, sy, "SERVER", GR_RESIZE_NONE); sy += dy;
|
|
|
|
for(idx=0; idx<MAX_PLAYERS; idx++){
|
|
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Net_players[idx].m_player != NULL)){
|
|
if(Net_players[idx].sv_last_pl < 0){
|
|
gr_printf_no_resize(sx, sy, "%s: %d, %d pl", Net_players[idx].m_player->callsign, Net_players[idx].sv_bytes_sent, 0);
|
|
sy += dy;
|
|
} else {
|
|
gr_printf_no_resize(sx, sy, "%s: %d, %d pl", Net_players[idx].m_player->callsign, Net_players[idx].sv_bytes_sent, Net_players[idx].sv_last_pl);
|
|
sy += dy;
|
|
}
|
|
}
|
|
}
|
|
} else {
|
|
gr_string(sx, sy, "CLIENT", GR_RESIZE_NONE); sy += dy;
|
|
|
|
// display PL
|
|
if(Net_player != NULL){
|
|
if(Net_player->cl_last_pl < 0){
|
|
gr_printf_no_resize(sx, sy, "PL: %d %d pl\n", Net_player->cl_bytes_recvd, 0);
|
|
sy += dy;
|
|
} else {
|
|
gr_printf_no_resize(sx, sy, "PL: %d %d pl\n", Net_player->cl_bytes_recvd, Net_player->cl_last_pl);
|
|
sy += dy;
|
|
}
|
|
}
|
|
}
|
|
}
|