Files
fs2open.github.com/code/network/multi_options.cpp
T
Goober5000andClaude Opus 4.6 fa86575606 Suppress Coverity GLOBAL_INIT_ORDER false positives for safe globals
Add coverity[GLOBAL_INIT_ORDER] annotations to ~50 global variables
across 27 files. These were all analyzed and confirmed safe:

- ~48 OptionBuilder::finish() globals use a Meyers singleton
  (OptionsManager::instance()), which guarantees safe init order.
  Destruction is also safe due to shared_ptr ref-counting.
- 6 default-constructed container globals (vectors, maps) have no
  cross-TU dependencies at construction or destruction time.

Co-Authored-By: Claude Opus 4.6 (1M context) <[email protected]>
2026-03-22 15:00:25 -04:00

887 lines
25 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.
*
*/
#include "cmdline/cmdline.h"
#include "osapi/osregistry.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multi_obj.h"
#include "freespace.h"
#include "network/stand_gui.h"
#include "network/multiutil.h"
#include "network/multi_voice.h"
#include "network/multi_options.h"
#include "network/multi_team.h"
#include "mission/missioncampaign.h"
#include "mission/missionparse.h"
#include "options/Option.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "cfile/cfile.h"
#include "network/multi_fstracker.h"
#include <climits>
// ----------------------------------------------------------------------------------
// MULTI OPTIONS DEFINES/VARS
//
// packet codes
#define MULTI_OPTION_SERVER 0 // server update follows
#define MULTI_OPTION_LOCAL 1 // local netplayer options follow
#define MULTI_OPTION_START_GAME 2 // host's start game options on the standalone server
#define MULTI_OPTION_MISSION 3 // host's mission selection stuff on a standalone server
// global options
#define MULTI_CFG_FILE NOX("multi.cfg")
multi_global_options Multi_options_g;
char Multi_options_proxy[512] = "";
ushort Multi_options_proxy_port = 0;
bool Multi_cfg_missing = true;
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
auto TogglePXOOption __UNUSED = options::OptionBuilder<bool>("Multi.TogglePXO",
std::pair<const char*, int>{"PXO", 1383},
std::pair<const char*, int>{"Whether or not to play games on the local network or on PXO", 1809})
.category(std::make_pair("Multi", 1828))
.level(options::ExpertLevel::Beginner)
.default_val(false) // false to match FSO defaults, will set to default when loading new pilots anyway
.bind_to(&Multi_options_g.pxo)
.importance(10)
.flags({options::OptionFlags::RetailBuiltinOption})
.finish();
// These next few options are a little messy because the values are stored in the player file
// rather than a global. The Change_Listener runs on game start and when the option is changed.
// The "initial" paramter is used to skip setting the player flag on game start because Player
// hasn't been initialized yet. On Player Load the static local globals are set based on the
// player flags and the options will read/save those as necessary. When an option is changed
// any time after startup the Change_Listener will set the player flags. We don't need to manually
// save the player flags because the player file already does that. So after the local globals
// and player flags are sync'd up at game start then we are good to go for the entire runtime.
static bool BroadcastGamesLocally = false;
static bool local_broadcast_change(bool val, bool initial)
{
if (initial) {
return false;
} else {
if (!val) {
Player->m_local_options.flags &= ~(MLO_FLAG_LOCAL_BROADCAST);
} else {
Player->m_local_options.flags |= MLO_FLAG_LOCAL_BROADCAST;
}
BroadcastGamesLocally = (Player->m_local_options.flags & MLO_FLAG_LOCAL_BROADCAST);
return true;
}
}
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
auto LocalBroadcastOption __UNUSED = options::OptionBuilder<bool>("Multi.LocalBroadcast",
std::pair<const char*, int>{"Broadcast Locally", 1387},
std::pair<const char*, int>{"Whether or not to broadcast games on the local network", 1808})
.category(std::make_pair("Multi", 1828))
.level(options::ExpertLevel::Beginner)
.default_val(true) // true to match FSO defaults, will set to default when loading new pilots anyway
.bind_to(&BroadcastGamesLocally)
.change_listener(local_broadcast_change)
.importance(10)
.flags({options::OptionFlags::RetailBuiltinOption})
.finish();
static bool AlwaysFlushCache = false;
static bool flush_cache_change(bool val, bool initial)
{
if (initial) {
return false;
} else {
if (!val) {
Player->m_local_options.flags &= ~(MLO_FLAG_FLUSH_CACHE);
} else {
Player->m_local_options.flags |= MLO_FLAG_FLUSH_CACHE;
}
AlwaysFlushCache = (Player->m_local_options.flags & MLO_FLAG_FLUSH_CACHE);
return true;
}
}
static SCP_string flush_cache_display(bool mode) { return mode ? XSTR("Before Game", 1401) : XSTR("Never", 1400); }
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
auto FlushCacheOption __UNUSED = options::OptionBuilder<bool>("Multi.FlushCache",
std::pair<const char*, int>{"Flush Cache", 1399},
std::pair<const char*, int>{"Whether or not flush the multidata cache before games", 1810})
.category(std::make_pair("Multi", 1828))
.level(options::ExpertLevel::Beginner)
.flags({options::OptionFlags::ForceMultiValueSelection, options::OptionFlags::RetailBuiltinOption})
.display(flush_cache_display)
.default_val(false)
.bind_to(&AlwaysFlushCache)
.change_listener(flush_cache_change)
.importance(10)
.finish();
static bool CacheMissionsToMultidata = false;
static bool transfer_missions_change(bool val, bool initial)
{
if (initial) {
return false;
} else {
if (!val) {
Player->m_local_options.flags &= ~(MLO_FLAG_XFER_MULTIDATA);
} else {
Player->m_local_options.flags |= MLO_FLAG_XFER_MULTIDATA;
}
CacheMissionsToMultidata = (Player->m_local_options.flags & MLO_FLAG_XFER_MULTIDATA);
return true;
}
}
static SCP_string transfer_missions_display(bool mode) { return mode ? XSTR("/multidata", 1397) : XSTR("/missions", 1398); }
// coverity[GLOBAL_INIT_ORDER] -- safe; OptionBuilder::finish() uses Meyers singleton
auto TransferMissionsOption __UNUSED = options::OptionBuilder<bool>("Multi.TransferMissions",
std::pair<const char*, int>{"Transfer Missions", 1396},
std::pair<const char*, int>{"What appdata folder to save missions to", 1811})
.category(std::make_pair("Multi", 1828))
.level(options::ExpertLevel::Beginner)
.flags({options::OptionFlags::ForceMultiValueSelection, options::OptionFlags::RetailBuiltinOption})
.display(transfer_missions_display)
.default_val(false)
.bind_to(&CacheMissionsToMultidata)
.change_listener(transfer_missions_change)
.importance(10)
.finish();
// ----------------------------------------------------------------------------------
// MULTI OPTIONS FUNCTIONS
//
// load in the config file
#define NEXT_TOKEN() do { tok = strtok(NULL, "\n"); if(tok != NULL){ drop_leading_white_space(tok); drop_trailing_white_space(tok); } } while(false);
#define SETTING(s) ( !stricmp(tok, s) )
void multi_options_read_config()
{
CFILE *in;
char str[512];
char *tok = NULL;
// set default value for the global multi options
Multi_options_g.reset();
ushort forced_port = (ushort)os_config_read_uint(NULL, "ForcePort", 0);
Multi_options_g.port = (Cmdline_network_port >= 0) ? (ushort)Cmdline_network_port : forced_port == 0 ? (ushort)DEFAULT_GAME_PORT : forced_port;
Multi_options_g.log = (Cmdline_multi_log) ? 1 : 0;
// read in the config file
in = cfopen(MULTI_CFG_FILE, "rt", CF_TYPE_DATA);
// if we failed to open the config file, user default settings
if (in == NULL) {
nprintf(("Network","Failed to open network config file, using default settings\n"));
} else {
Multi_cfg_missing = false;
while ( !cfeof(in) ) {
// read in the game info
memset(str, 0, 512);
cfgets(str, 512, in);
// parse the first line
tok = strtok(str, " \t");
// check the token
if (tok != NULL) {
drop_leading_white_space(tok);
drop_trailing_white_space(tok);
} else {
continue;
}
// all possible options
// only standalone cares about the following options
if (Is_standalone) {
// setup PXO mode
if ( SETTING("+pxo") ) {
Multi_options_g.pxo = true;
// force protocol to TCP
Multi_options_g.protocol = NET_TCP;
NEXT_TOKEN();
if (tok != NULL) {
strncpy(Multi_fs_tracker_channel, tok, MAX_PATH-1);
}
} else
// set the standalone server's permanent name
if ( SETTING("+name") ) {
NEXT_TOKEN();
if (tok != NULL) {
strncpy(Multi_options_g.std_pname, tok, STD_NAME_LEN);
}
} else
// standalone won't allow voice transmission
if ( SETTING("+no_voice") ) {
Multi_options_g.std_voice = 0;
} else
// set the max # of players on the standalone
if ( SETTING("+max_players") ) {
NEXT_TOKEN();
if (tok != NULL) {
if ( !((atoi(tok) < 1) || (atoi(tok) > MAX_PLAYERS)) ) {
Multi_options_g.std_max_players = atoi(tok);
}
}
} else
// ban a player
if ( SETTING("+ban") ) {
NEXT_TOKEN();
if (tok != NULL) {
std_add_ban(tok);
}
} else
// set the standalone host password
if ( SETTING("+passwd") ) {
NEXT_TOKEN();
if (tok != NULL) {
strncpy(Multi_options_g.std_passwd, tok, STD_PASSWD_LEN);
#ifdef _WIN32
// yuck
extern HWND Multi_std_host_passwd;
SetWindowText(Multi_std_host_passwd, Multi_options_g.std_passwd);
#else
// TODO: get password ?
// argh, gonna have to figure out how to do this - mharris 07/07/2002
#endif
}
} else
// set standalone to low updates
if ( SETTING("+low_update") ) {
Multi_options_g.std_datarate = OBJ_UPDATE_LOW;
} else
// set standalone to medium updates
if ( SETTING("+med_update") ) {
Multi_options_g.std_datarate = OBJ_UPDATE_MEDIUM;
} else
// set standalone to high updates
if ( SETTING("+high_update") ) {
Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
} else
// set standalone to high updates
if ( SETTING("+lan_update") ) {
Multi_options_g.std_datarate = OBJ_UPDATE_LAN;
} else
if ( SETTING("+webui_root") ) {
NEXT_TOKEN();
if (tok != NULL) {
Multi_options_g.webuiRootDirectory = SCP_string(tok);
}
} else
if ( SETTING("+webapi_username") ) {
NEXT_TOKEN();
if (tok != NULL) {
Multi_options_g.webapiUsername = SCP_string(tok);
}
} else
if ( SETTING("+webapi_password") ) {
NEXT_TOKEN();
if (tok != NULL) {
Multi_options_g.webapiPassword = SCP_string(tok);
}
} else
if ( SETTING("+webapi_server_port") ) {
NEXT_TOKEN();
if (tok != NULL) {
long int result = strtol(tok, NULL, 10);
if(result <= 0 || result > USHRT_MAX) {
mprintf(("ERROR: Invalid or out of range webapi_server_port '%s' specified in multi.cfg, must be integer between 1024 and %i.\n", tok, USHRT_MAX));
}
else if(result < 1024) {
mprintf(("ERROR: webapi_server_port '%ld' in multi.cfg is too low, must be between 1024 and %d.\n", result, USHRT_MAX));
}
else {
mprintf(("Using webapi_server_port '%ld' from multi.cfg.\n", result));
Multi_options_g.webapiPort = (ushort) result;
}
}
}
}
// ... common to all modes ...
// ip addr of user tracker
if ( SETTING("+user_server") ) {
NEXT_TOKEN();
if (tok != NULL) {
strcpy_s(Multi_options_g.user_tracker_ip, tok);
}
} else
// ip addr of game tracker
if ( SETTING("+game_server") ) {
NEXT_TOKEN();
if (tok != NULL) {
strcpy_s(Multi_options_g.game_tracker_ip, tok);
}
} else
// ip addr of pxo chat server
if ( SETTING("+chat_server") ) {
NEXT_TOKEN();
if (tok != NULL) {
strcpy_s(Multi_options_g.pxo_ip, tok);
}
} else
// url of pilot rankings page
if ( SETTING("+rank_url") ) {
NEXT_TOKEN();
if (tok != NULL) {
strcpy_s(Multi_options_g.pxo_rank_url, tok);
}
} else
// url of pxo account create page
if ( SETTING("+create_url") ) {
NEXT_TOKEN();
if (tok != NULL) {
strcpy_s(Multi_options_g.pxo_create_url, tok);
}
} else
// url of pxo account verify page
if ( SETTING("+verify_url") ) {
NEXT_TOKEN();
if (tok != NULL) {
strcpy_s(Multi_options_g.pxo_verify_url, tok);
}
} else
// url of pxo banners
if ( SETTING("+banner_url") ) {
NEXT_TOKEN();
if (tok != NULL) {
strcpy_s(Multi_options_g.pxo_banner_url, tok);
}
} else
// set the max datarate for high updates
if ( SETTING("+datarate") ) {
NEXT_TOKEN();
if (tok != NULL) {
if ( atoi(tok) >= 4000 ) {
Multi_options_g.datarate_cap = atoi(tok);
}
}
} else
// get the proxy server
if ( SETTING("+http_proxy") ) {
NEXT_TOKEN();
if (tok != NULL) {
char *ip = strtok(tok, ":");
if (ip != NULL) {
strcpy_s(Multi_options_proxy, ip);
}
ip = strtok(NULL, "");
if (ip != NULL) {
Multi_options_proxy_port = (ushort)atoi(ip);
} else {
strcpy_s(Multi_options_proxy, "");
}
}
}
}
// close the config file
cfclose(in);
in = NULL;
}
// sanitize config options for PXO
multi_fs_tracker_verify_options();
#ifndef _WIN32
if (Is_standalone) {
std_configLoaded(&Multi_options_g);
}
#endif
}
// set netgame defaults
// NOTE : should be used when creating a newpilot
void multi_options_set_netgame_defaults(multi_server_options *options)
{
// any player can do squadmate messaging
options->squad_set = MSO_SQUAD_ANY;
// only the host can end the game
options->endgame_set = MSO_END_HOST;
// allow ingame file xfer and custom pilot pix
options->flags = (MSO_FLAG_INGAME_XFER | MSO_FLAG_ACCEPT_PIX);
// set the default time limit to be -1 (no limit)
options->mission_time_limit = fl2f(-1.0f);
// set the default max kills for a mission
options->kill_limit = 9999;
// set the default # of respawns
options->respawn = 2;
// set the default # of max observers
options->max_observers = 2;
// set the default netgame qos
options->voice_qos = 10;
// set the default token timeout
options->voice_token_wait = 2000; // he must wait 2 seconds between voice gets
// set the default max voice record time
options->voice_record_time = 5000;
// Set default skill level to medium
options->skill_level = NUM_SKILL_LEVELS / 2;
}
// set local netplayer defaults
// NOTE : should be used when creating a newpilot
void multi_options_set_local_defaults(multi_local_options *options)
{
// accept pix by default and broadcast on the local subnet
options->flags = (MLO_FLAG_ACCEPT_PIX | MLO_FLAG_LOCAL_BROADCAST);
// set the object update level based on the type of network connection specified by the mod
options->obj_update_level = Default_multi_object_update_level;
}
// fill in the passed netgame options struct with the data from my player file data (only host/server should do this)
void multi_options_netgame_load(multi_server_options *options)
{
if(options != NULL){
memcpy(options,&Player->m_server_options,sizeof(multi_server_options));
}
}
// fill in the passed local options struct with the data from my player file data (all machines except standalone should do this)
void multi_options_local_load(multi_local_options *options, net_player *pxo_pl)
{
if(options != NULL){
memcpy(options,&Player->m_local_options,sizeof(multi_local_options));
}
// stuff pxo squad info
if(pxo_pl != NULL){
strcpy_s(pxo_pl->p_info.pxo_squad_name, Multi_tracker_squad_name);
}
}
// fill out the in-game options local globals using the player data
void multi_options_init_globals()
{
BroadcastGamesLocally = (Player->m_local_options.flags & MLO_FLAG_LOCAL_BROADCAST);
AlwaysFlushCache = (Player->m_local_options.flags & MLO_FLAG_FLUSH_CACHE);
CacheMissionsToMultidata = (Player->m_local_options.flags & MLO_FLAG_XFER_MULTIDATA);
}
// add data from a multi_server_options struct
void add_server_options(ubyte *data, int *size, const multi_server_options *mso)
{
int packet_size = *size;
// misc settings and flags
ADD_DATA(mso->squad_set);
ADD_DATA(mso->endgame_set);
ADD_INT(mso->flags);
// default respawn count
ADD_UINT(mso->respawn);
// default max # of observers
ADD_DATA(mso->max_observers);
// default skill level
ADD_DATA(mso->skill_level);
// voice settings
ADD_DATA(mso->voice_qos);
ADD_INT(mso->voice_token_wait);
ADD_INT(mso->voice_record_time);
// time limit
ADD_INT(mso->mission_time_limit);
// kill limit
ADD_INT(mso->kill_limit);
*size = packet_size;
}
// add data from a multi_local_options struct
void add_local_options(ubyte *data, int *size, const multi_local_options *mlo)
{
int packet_size = *size;
ADD_INT(mlo->flags);
ADD_INT(mlo->obj_update_level);
*size = packet_size;
}
// get data from multi_server_options struct
void get_server_options(ubyte *data, int *size, multi_server_options *mso)
{
int offset = *size;
// misc settings and flags
GET_DATA(mso->squad_set);
GET_DATA(mso->endgame_set);
GET_INT(mso->flags);
// default respawn count
GET_UINT(mso->respawn);
// default max # of observers
GET_DATA(mso->max_observers);
// default skill level
GET_DATA(mso->skill_level);
// voice settings
GET_DATA(mso->voice_qos);
GET_INT(mso->voice_token_wait);
GET_INT(mso->voice_record_time);
// time limit
GET_INT(mso->mission_time_limit);
// kill limit
GET_INT(mso->kill_limit);
*size = offset;
}
// get data from multi_local_options struct
void get_local_options(ubyte *data, int *size, multi_local_options *mlo)
{
int offset = *size;
GET_INT(mlo->flags);
GET_INT(mlo->obj_update_level);
*size = offset;
}
// update everyone on the current netgame options
void multi_options_update_netgame()
{
ubyte data[MAX_PACKET_SIZE],code;
int packet_size = 0;
Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
// build the header and add the opcode
BUILD_HEADER(OPTIONS_UPDATE);
code = MULTI_OPTION_SERVER;
ADD_DATA(code);
// add the netgame options
add_server_options(data, &packet_size, &Netgame.options);
// send the packet
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_io_send_to_all_reliable(data, packet_size);
} else {
multi_io_send_reliable(Net_player, data, packet_size);
}
}
// update everyone with my local settings
void multi_options_update_local()
{
ubyte data[MAX_PACKET_SIZE],code;
int packet_size = 0;
// if i'm the server, don't do anything
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
return;
}
// build the header and add the opcode
BUILD_HEADER(OPTIONS_UPDATE);
code = MULTI_OPTION_LOCAL;
ADD_DATA(code);
// add the netgame options
add_local_options(data, &packet_size, &Net_player->p_info.options);
// send the packet
multi_io_send_reliable(Net_player, data, packet_size);
}
// update the standalone with the settings I have picked at the "start game" screen
void multi_options_update_start_game(netgame_info *ng)
{
ubyte data[MAX_PACKET_SIZE],code;
int packet_size = 0;
// should be a host on a standalone
Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
// build the header
BUILD_HEADER(OPTIONS_UPDATE);
code = MULTI_OPTION_START_GAME;
ADD_DATA(code);
// add the start game options
ADD_STRING(ng->name);
ADD_INT(ng->mode);
ADD_INT(ng->security);
// add mode-specific data
switch(ng->mode){
case NG_MODE_PASSWORD:
ADD_STRING(ng->passwd);
break;
case NG_MODE_RANK_ABOVE:
case NG_MODE_RANK_BELOW:
ADD_INT(ng->rank_base);
break;
}
// send to the standalone server
multi_io_send_reliable(Net_player, data, packet_size);
}
// update the standalone with the mission settings I have picked (mission filename, etc)
void multi_options_update_mission(netgame_info *ng, int campaign_mode)
{
ubyte data[MAX_PACKET_SIZE],code;
int packet_size = 0;
// should be a host on a standalone
Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
// build the header
BUILD_HEADER(OPTIONS_UPDATE);
code = MULTI_OPTION_MISSION;
ADD_DATA(code);
// type (coop or team vs. team)
ADD_INT(ng->type_flags);
// respawns
ADD_UINT(ng->respawn);
// add the mission/campaign filename
code = (ubyte)campaign_mode;
ADD_DATA(code);
if(campaign_mode){
ADD_STRING(ng->campaign_name);
} else {
ADD_STRING(ng->mission_name);
}
// send to the server
multi_io_send_reliable(Net_player, data, packet_size);
}
// ----------------------------------------------------------------------------------
// MULTI OPTIONS FUNCTIONS
//
// process an incoming multi options packet
void multi_options_process_packet(unsigned char *data, header *hinfo)
{
ubyte code;
multi_local_options bogus;
int idx,player_index;
char str[255];
int offset = HEADER_LENGTH;
// find out who is sending this data
player_index = find_player_index(hinfo->id);
if (player_index < 0) {
nprintf(("Network", "Received packet from unknown player!\n"));
return;
}
// get the packet code
GET_DATA(code);
switch(code){
// get the start game options
case MULTI_OPTION_START_GAME:
Assert(Game_mode & GM_STANDALONE_SERVER);
// get the netgame name
GET_STRING(Netgame.name);
// get the netgame mode
GET_INT(Netgame.mode);
// get the security #
GET_INT(Netgame.security);
// get mode specific data
switch(Netgame.mode){
case NG_MODE_PASSWORD:
GET_STRING(Netgame.passwd);
break;
case NG_MODE_RANK_ABOVE:
case NG_MODE_RANK_BELOW:
GET_INT(Netgame.rank_base);
break;
}
// update standalone stuff
std_connect_set_gamename(Netgame.name);
std_multi_update_netgame_info_controls();
break;
// get mission choice options
case MULTI_OPTION_MISSION: {
netgame_info ng;
SCP_string title;
int campaign_type,max_players;
Assert(Game_mode & GM_STANDALONE_SERVER);
// coop or team vs. team mode
GET_INT(ng.type_flags);
if((ng.type_flags & NG_TYPE_TEAM) && !(Netgame.type_flags & NG_TYPE_TEAM)){
multi_team_reset();
}
// if squad war was switched on
if((ng.type_flags & NG_TYPE_SW) && !(Netgame.type_flags & NG_TYPE_SW)){
mprintf(("STANDALONE TURNED ON SQUAD WAR!!\n"));
}
Netgame.type_flags = ng.type_flags;
// new respawn count
GET_UINT(Netgame.respawn);
// name string
memset(str,0,255);
GET_DATA(code);
// campaign mode
if(code){
GET_STRING(ng.campaign_name);
// set the netgame max players here if the filename has changed
if(strcmp(Netgame.campaign_name,ng.campaign_name) != 0){
if(!mission_campaign_get_info(ng.campaign_name,title,&campaign_type,&max_players)){
Netgame.max_players = 0;
} else {
Netgame.max_players = max_players;
}
strcpy_s(Netgame.campaign_name,ng.campaign_name);
}
Netgame.campaign_mode = 1;
// put brackets around the campaign name
if(Game_mode & GM_STANDALONE_SERVER){
strcpy_s(str,"(");
strcat_s(str,Netgame.campaign_name);
strcat_s(str,")");
std_multi_set_standalone_mission_name(str);
}
}
// non-campaign mode
else {
GET_STRING(ng.mission_name);
if(strcmp(Netgame.mission_name,ng.mission_name) != 0){
if(strlen(ng.mission_name)){
Netgame.max_players = mission_parse_get_multi_mission_info( ng.mission_name );
} else {
// setting this to -1 will prevent us from being seen on the network
Netgame.max_players = -1;
}
strcpy_s(Netgame.mission_name,ng.mission_name);
strcpy_s(Game_current_mission_filename,Netgame.mission_name);
}
Netgame.campaign_mode = 0;
// set the mission name
if(Game_mode & GM_STANDALONE_SERVER){
std_multi_set_standalone_mission_name(Netgame.mission_name);
}
}
send_netgame_update_packet();
break;
}
// get the netgame options
case MULTI_OPTION_SERVER:
get_server_options(data, &offset, &Netgame.options);
// if we're a standalone set for no sound, do so here
if((Game_mode & GM_STANDALONE_SERVER) && !Multi_options_g.std_voice){
Netgame.options.flags |= MSO_FLAG_NO_VOICE;
} else {
// maybe update the quality of sound
multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time);
}
// set the skill level
Game_skill_level = Netgame.options.skill_level;
if((Game_mode & GM_STANDALONE_SERVER) && !(Game_mode & GM_CAMPAIGN_MODE)){
Netgame.respawn = Netgame.options.respawn;
}
// if we have the "temp closed" flag toggle
if(Netgame.options.flags & MLO_FLAG_TEMP_CLOSED){
Netgame.flags ^= NG_FLAG_TEMP_CLOSED;
}
Netgame.options.flags &= ~(MLO_FLAG_TEMP_CLOSED);
// if i'm the standalone server, I should rebroadcast to all other players
if(Game_mode & GM_STANDALONE_SERVER){
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (&Net_players[idx] != &Net_players[player_index]) ){
multi_io_send_reliable(&Net_players[idx], data, offset);
}
}
send_netgame_update_packet();
}
break;
// local netplayer options
case MULTI_OPTION_LOCAL:
if(player_index == -1){
get_local_options(data, &offset, &bogus);
} else {
get_local_options(data, &offset, &Net_players[player_index].p_info.options);
//If the client has sent an object update higher than that which the server allows, reset it
if (Net_player->flags & NETINFO_FLAG_AM_MASTER) {
if (Net_players[player_index].p_info.options.obj_update_level > Cmdline_objupd) {
Net_players[player_index].p_info.options.obj_update_level = Cmdline_objupd;
}
}
}
break;
}
PACKET_SET_SIZE();
}