Files
fs2open.github.com/code/network/multiutil.h
T
2005-07-13 03:35:36 +00:00

389 lines
14 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.
*
*/
/*
* $Logfile: /Freespace2/code/Network/MultiUtil.h $
* $Revision: 2.6 $
* $Date: 2005-07-13 03:35:33 $
* $Author: Goober5000 $
*
* Header file to support misc. multiplayer support functions
*
* $Log: not supported by cvs2svn $
* Revision 2.5 2005/04/05 05:53:21 taylor
* s/vector/vec3d/g, better support for different compilers (Jens Granseuer)
*
* Revision 2.4 2005/02/04 10:12:31 taylor
* merge with Linux/OSX tree - p0204
*
* Revision 2.3 2004/08/11 05:06:29 Kazan
* added preprocdefines.h to prevent what happened with fred -- make sure to make all fred2 headers include this file as the _first_ include -- i have already modified fs2 files to do this
*
* Revision 2.2 2004/07/07 21:00:08 Kazan
* FS2NetD: C2S Ping/Pong, C2S Ping/Pong, Global IP Banlist, Global Network Messages
*
* Revision 2.1 2002/08/01 01:41:08 penguin
* The big include file move
*
* Revision 2.0 2002/06/03 04:02:26 penguin
* Warpcore CVS sync
*
* Revision 1.1 2002/05/02 18:03:11 mharris
* Initial checkin - converted filenames and includes to lower case
*
*
* 13 9/15/99 1:45a Dave
* Don't init joystick on standalone. Fixed campaign mode on standalone.
* Fixed no-score-report problem in TvT
*
* 12 8/22/99 5:53p Dave
* Scoring fixes. Added self destruct key. Put callsigns in the logfile
* instead of ship designations for multiplayer players.
*
* 11 7/30/99 7:01p Dave
* Dogfight escort gauge. Fixed up laser rendering in Glide.
*
* 10 5/04/99 5:20p Dave
* Fixed up multiplayer join screen and host options screen. Should both
* be at 100% now.
*
* 9 3/08/99 7:03p Dave
* First run of new object update system. Looks very promising.
*
* 8 2/24/99 2:25p Dave
* Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
* bug for dogfight more.
*
* 7 2/23/99 2:29p Dave
* First run of oldschool dogfight mode.
*
* 6 12/14/98 12:13p Dave
* Spiffed up xfer system a bit. Put in support for squad logo file xfer.
* Need to test now.
*
* 5 11/19/98 4:19p Dave
* Put IPX sockets back in psnet. Consolidated all multiplayer config
* files into one.
*
* 4 11/17/98 11:12a Dave
* Removed player identification by address. Now assign explicit id #'s.
*
* 3 11/05/98 5:55p Dave
* Big pass at reducing #includes
*
* 2 10/07/98 10:53a Dave
* Initial checkin.
*
* 1 10/07/98 10:50a Dave
*
* 121 9/11/98 5:08p Dave
* More tweaks to kick notification system.
*
* 120 9/04/98 3:52p Dave
* Put in validated mission updating and application during stats
* updating.
*
* 119 8/12/98 4:53p Dave
* Put in 32 bit checksumming for PXO missions. No validation on the
* actual tracker yet, though.
*
* 118 7/24/98 11:15a Allender
* added 32bit checksumming stuff for validated missions
*
* 117 7/10/98 1:13a Allender
* lots of small multiplayer update changes. Code in launcher to specify
* connection speed. A couple of small fixes regarding empty mission
* files. Time out players after 10 second when they don't connect on
* their reliable socket.
*
* 116 6/30/98 2:17p Dave
* Revised object update system. Removed updates for all weapons. Put
* button info back into control info packet.
*
* 115 6/12/98 2:49p Dave
* Patch 1.02 changes.
*
* 114 6/10/98 2:56p Dave
* Substantial changes to reduce bandwidth and latency problems.
*
* 113 6/04/98 11:46a Dave
* Drastically reduce size/rate of client control info update packets. Put
* in rate limiting for object updating from server.
*
* 112 6/03/98 2:15p Dave
* Added special code from john to drastically reduce physics info packet
* fields. (30-50% reduction in bandwidth)
*
* 111 5/21/98 1:52a Dave
* Remove obsolete command line functions. Reduce shield explosion packets
* drastically. Tweak PXO screen even more. Fix file xfer system so that
* we can guarantee file uniqueness.
*
* 110 5/15/98 5:16p Dave
* Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
* status for team vs. team. Put in asserts to check for invalid team vs.
* team situations.
*
* 109 5/11/98 11:40p Dave
* Stuff.
*
* 108 5/10/98 7:06p Dave
* Fix endgame sequencing ESC key. Changed how host options warning popups
* are done. Fixed pause/message scrollback/options screen problems in mp.
* Make sure observer HUD doesn't try to lock weapons.
*
* 107 5/07/98 6:31p Dave
* Fix sticky situations where players are dying/respawning when the game
* is ended.
*
* 106 5/04/98 10:39p Dave
* Put in endgame sequencing. Need to check campaign situations.
* Realigned ship info on team select screen.
*
* 105 4/30/98 12:57a Dave
* Put in new mode for ship/weapon selection. Rearranged how game querying
* is done a bit.
*
* $NoKeywords: $
*/
#ifndef MULTI_UTIL_H
#define MULTI_UTIL_H
#include "network/psnet.h"
// prototypes instead of headers :)
struct net_player;
struct net_addr;
struct player;
struct button_info;
struct join_request;
struct physics_info;
struct object;
struct active_game;
struct ship;
struct server_item;
struct ship_info;
// two types of signatures that we can request, permanent signatures are all below 1000. non-permanent are above 1000
#define MULTI_SIG_SHIP 1
#define MULTI_SIG_ASTEROID 2
#define MULTI_SIG_NON_PERMANENT 3
#define MULTI_SIG_DEBRIS 4
extern ushort multi_assign_network_signature( int what_kind );
extern ushort multi_get_next_network_signature( int what_kind );
extern void multi_set_network_signature( ushort signature, int what_kind );
extern void stuff_netplayer_info( net_player *nplayer, net_addr *addr, int ship_class, player *pplayer );
extern int find_player(net_addr* addr);
extern int find_player_no_port(net_addr *addr);
extern int find_player_id(short player_id);
extern int find_player_socket(PSNET_SOCKET_RELIABLE sock); // note this is only valid to do on a server!
extern int multi_find_player_by_object( object *obj );
extern int multi_find_player_by_signature( int signature );
extern int multi_find_player_by_callsign(char *callsign);
extern int multi_find_player_by_net_signature(ushort net_signature);
extern int multi_find_player_by_ship_name(char *ship_name);
extern int multi_create_player(int player_num, player *pl,char* name, net_addr* addr, int ship_class, short id);
extern int multi_find_open_netplayer_slot();
extern int multi_find_open_player_slot();
extern void delete_player(int player_num, int kicked_reason = -1);
extern int multi_get_player_ship(int np_index);
extern int multi_num_players();
extern int multi_num_observers();
extern int multi_num_connections();
extern char* multi_random_death_word();
extern char* multi_random_chat_start();
extern int multi_ship_class_lookup(char* ship_name);
extern ushort netmisc_calc_checksum( void * vptr, int len );
extern void fill_net_addr(net_addr* addr, ubyte* address, ubyte* net_id, ushort port);
extern char* get_text_address( char * text, ubyte * address );
extern object *multi_get_network_object( ushort net_signature ); // find a network object
void multi_find_ingame_join_pos(object *new_obj);
// return size of packed matrix
void multi_pack_orient_matrix(ubyte *data,matrix *m);
// return bytes processed
void multi_unpack_orient_matrix(ubyte *data,matrix *m);
// catchall to do any necessary client-side simulation processing or master side process for menu pauses, etc.
void multi_do_client_warp(float frame_time);
void multi_assign_player_ship( int net_player, object *objp, int ship_class );
// -------------------------------------------------------------------
// ship status change functions (used both client and server side)
int lookup_ship_status(net_player *p, int unique_id, int remove=0); // auto-remove if remove == 1
void remove_ship_status_item(net_player *p, int id);
void add_net_button_info(net_player *p, button_info *bi, int unique_id);
// called client-side every frame
void multi_maybe_send_ship_status();
// will be used server side _and_ client side.
void multi_apply_ship_status(net_player *p,button_info *bi, int locally);
void multiplayer_match_target_speed(net_player *p);
void multi_subsys_update_all();
void server_verify_filesig(short player_id, ushort sum_sig, int length_sig);
int server_all_filesigs_ok();
void multi_untag_player_ships();
// broadcast alltime stats to everyone in the game
void multi_broadcast_stats(int stats_code);
int multi_netplayer_state_check(int state, int ignore_standalone = 0);
int multi_netplayer_state_check2(int state, int state2, int ignore_standalone = 0);
int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone = 0);
int multi_netplayer_flag_check(int flags, int ignore_standalone = 0);
void multi_eval_socket_error(PSNET_SOCKET sock, int error);
void multi_maybe_send_repair_info(object *dest_obj, object *source_objp, int code);
int multi_is_valid_unknown_packet(ubyte type);
// create a bogus object for the standalone
void multi_create_standalone_object();
// determine whether (as a server), you should be rebroadcasting certain messages to everyone in the game
int multi_message_should_broadcast(int type);
// the active game list manager functions
active_game *multi_new_active_game( void );
active_game *multi_update_active_games(active_game *ag);
void multi_free_active_games();
server_item *multi_new_server_item( void );
void multi_free_server_list();
// netgame options evaluation stuff
int multi_can_message(net_player *p);
int multi_can_end_mission(net_player *p);
int multi_eval_join_request(join_request *jr,net_addr *addr);
// called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
void multi_warpout_all_players();
// determine the highest rank of any of the players in the game
int multi_get_highest_rank();
// called on the machine of the player who hit alt+j
void multi_handle_end_mission_request();
// called to handle any special cases where a player is in some submenu when he needs to get pushed into some other state
void multi_handle_state_special();
// called by the file xfer subsytem when we start receiving a file
void multi_file_xfer_notify(int handle);
// return the lag/disconnected status of the game
int multi_query_lag_status();
// process a valid join request
void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int ingame_join_team = -1);
// if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
int multi_process_restricted_keys(int k);
// 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);
// 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);
// flush the multidata cache directory
void multi_flush_multidata_cache();
// flush all data from a previous mission before starting the next
void multi_flush_mission_stuff();
// should we ignore all controls and keypresses because of some multiplayer
int multi_ignore_controls(int key = -1);
// if the kill limit has been reached by any given player
int multi_kill_limit_reached();
// display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
void multi_display_chat_msg(char *msg, int player_index, int add_id);
// fill in Current_file_checksum and Current_file_length
void multi_get_mission_checksum(char *filename);
// Packs/unpacks an object position.
// Returns number of bytes read or written.
#define OO_POS_RET_SIZE 9
int multi_pack_unpack_position(int write, ubyte *data, vec3d *pos);
// Packs/unpacks an orientation matrix.
// Returns number of bytes read or written.
#define OO_ORIENT_RET_SIZE 6
int multi_pack_unpack_orient(int write, ubyte *data, matrix *orient);
// Packs/unpacks velocity
// Returns number of bytes read or written.
#define OO_VEL_RET_SIZE 4
int multi_pack_unpack_vel(int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi);
// Packs/unpacks desired_velocity
// Returns number of bytes read or written.
#define OO_DESIRED_VEL_RET_SIZE 3
int multi_pack_unpack_desired_vel(int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi, ship_info *sip);
// Packs/unpacks rotational velocity
// Returns number of bytes read or written.
#define OO_ROTVEL_RET_SIZE 4
int multi_pack_unpack_rotvel(int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi);
// Packs/unpacks desired rotvel
// Returns number of bytes read or written.
#define OO_DESIRED_ROTVEL_RET_SIZE 3
int multi_pack_unpack_desired_rotvel(int write, ubyte *data, matrix *orient, vec3d *pos, physics_info *pi, ship_info *sip);
char multi_unit_to_char(float unit);
float multi_char_to_unit(float val);
// if we should render our ping time to the server in a multiplayer game
int multi_show_ingame_ping();
// if Game_current_mission_filename is a builtin multiplayer mission
int multi_is_builtin_mission();
int multi_get_connection_speed();
// if we're in tracker mode, do a validation update on all known missions
void multi_update_valid_missions();
// if we're in tracker mode, get the ip banmask list
void multi_update_ban_list();
// if we're in tracker mode, check if this addr matches a banmask
bool fs2netd_player_banned(net_addr *addr);
// get a new id# for a player
short multi_get_new_id();
// 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);
#endif
#endif