quadrilateralcowboy/framework/async/AsyncNetwork.cpp

514 lines
18 KiB
C++
Raw Permalink Normal View History

2020-06-12 21:06:25 +00:00
/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "../../idlib/precompiled.h"
#pragma hdrstop
#include "AsyncNetwork.h"
idAsyncServer idAsyncNetwork::server;
idAsyncClient idAsyncNetwork::client;
idCVar idAsyncNetwork::verbose( "net_verbose", "0", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "1 = verbose output, 2 = even more verbose output", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
idCVar idAsyncNetwork::allowCheats( "net_allowCheats", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_NETWORKSYNC, "Allow cheats in network game" );
#ifdef ID_DEDICATED
// dedicated executable can only have a value of 1 for net_serverDedicated
idCVar idAsyncNetwork::serverDedicated( "net_serverDedicated", "1", CVAR_SERVERINFO | CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT | CVAR_ROM, "" );
#else
idCVar idAsyncNetwork::serverDedicated( "net_serverDedicated", "0", CVAR_SERVERINFO | CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "1 = text console dedicated server, 2 = graphical dedicated server", 0, 2, idCmdSystem::ArgCompletion_Integer<0,2> );
#endif
idCVar idAsyncNetwork::serverSnapshotDelay( "net_serverSnapshotDelay", "50", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "delay between snapshots in milliseconds" );
idCVar idAsyncNetwork::serverMaxClientRate( "net_serverMaxClientRate", "16000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_NOCHEAT, "maximum rate to a client in bytes/sec" );
idCVar idAsyncNetwork::clientMaxRate( "net_clientMaxRate", "16000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE | CVAR_NOCHEAT, "maximum rate requested by client from server in bytes/sec" );
idCVar idAsyncNetwork::serverMaxUsercmdRelay( "net_serverMaxUsercmdRelay", "5", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "maximum number of usercmds from other clients the server relays to a client", 1, MAX_USERCMD_RELAY, idCmdSystem::ArgCompletion_Integer<1,MAX_USERCMD_RELAY> );
idCVar idAsyncNetwork::serverZombieTimeout( "net_serverZombieTimeout", "5", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "disconnected client timeout in seconds" );
idCVar idAsyncNetwork::serverClientTimeout( "net_serverClientTimeout", "40", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "client time out in seconds" );
idCVar idAsyncNetwork::clientServerTimeout( "net_clientServerTimeout", "40", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "server time out in seconds" );
idCVar idAsyncNetwork::serverDrawClient( "net_serverDrawClient", "-1", CVAR_SYSTEM | CVAR_INTEGER, "number of client for which to draw view on server" );
idCVar idAsyncNetwork::serverRemoteConsolePassword( "net_serverRemoteConsolePassword", "", CVAR_SYSTEM | CVAR_NOCHEAT, "remote console password" );
idCVar idAsyncNetwork::clientPrediction( "net_clientPrediction", "16", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "additional client side prediction in milliseconds" );
idCVar idAsyncNetwork::clientMaxPrediction( "net_clientMaxPrediction", "1000", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "maximum number of milliseconds a client can predict ahead of server." );
idCVar idAsyncNetwork::clientUsercmdBackup( "net_clientUsercmdBackup", "5", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "number of usercmds to resend" );
idCVar idAsyncNetwork::clientRemoteConsoleAddress( "net_clientRemoteConsoleAddress", "localhost", CVAR_SYSTEM | CVAR_NOCHEAT, "remote console address" );
idCVar idAsyncNetwork::clientRemoteConsolePassword( "net_clientRemoteConsolePassword", "", CVAR_SYSTEM | CVAR_NOCHEAT, "remote console password" );
idCVar idAsyncNetwork::master0( "net_master0", IDNET_HOST ":" IDNET_MASTER_PORT, CVAR_SYSTEM | CVAR_ROM, "idnet master server address" );
idCVar idAsyncNetwork::master1( "net_master1", "", CVAR_SYSTEM | CVAR_ARCHIVE, "1st master server address" );
idCVar idAsyncNetwork::master2( "net_master2", "", CVAR_SYSTEM | CVAR_ARCHIVE, "2nd master server address" );
idCVar idAsyncNetwork::master3( "net_master3", "", CVAR_SYSTEM | CVAR_ARCHIVE, "3rd master server address" );
idCVar idAsyncNetwork::master4( "net_master4", "", CVAR_SYSTEM | CVAR_ARCHIVE, "4th master server address" );
idCVar idAsyncNetwork::LANServer( "net_LANServer", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_NOCHEAT, "config LAN games only - affects clients and servers" );
idCVar idAsyncNetwork::serverReloadEngine( "net_serverReloadEngine", "0", CVAR_SYSTEM | CVAR_INTEGER | CVAR_NOCHEAT, "perform a full reload on next map restart (including flushing referenced pak files) - decreased if > 0" );
idCVar idAsyncNetwork::serverAllowServerMod( "net_serverAllowServerMod", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_NOCHEAT, "allow server-side mods" );
idCVar idAsyncNetwork::idleServer( "si_idleServer", "0", CVAR_SYSTEM | CVAR_BOOL | CVAR_INIT | CVAR_SERVERINFO, "game clients are idle" );
idCVar idAsyncNetwork::clientDownload( "net_clientDownload", "1", CVAR_SYSTEM | CVAR_INTEGER | CVAR_ARCHIVE, "client pk4 downloads policy: 0 - never, 1 - ask, 2 - always (will still prompt for binary code)" );
int idAsyncNetwork::realTime;
master_t idAsyncNetwork::masters[ MAX_MASTER_SERVERS ];
/*
==================
idAsyncNetwork::idAsyncNetwork
==================
*/
idAsyncNetwork::idAsyncNetwork( void ) {
}
/*
==================
idAsyncNetwork::Init
==================
*/
void idAsyncNetwork::Init( void ) {
realTime = 0;
memset( masters, 0, sizeof( masters ) );
masters[0].var = &master0;
masters[1].var = &master1;
masters[2].var = &master2;
masters[3].var = &master3;
masters[4].var = &master4;
#ifndef ID_DEMO_BUILD
cmdSystem->AddCommand( "spawnServer", SpawnServer_f, CMD_FL_SYSTEM, "spawns a server", idCmdSystem::ArgCompletion_MapName );
cmdSystem->AddCommand( "nextMap", NextMap_f, CMD_FL_SYSTEM, "loads the next map on the server" );
cmdSystem->AddCommand( "connect", Connect_f, CMD_FL_SYSTEM, "connects to a server" );
cmdSystem->AddCommand( "reconnect", Reconnect_f, CMD_FL_SYSTEM, "reconnect to the last server we tried to connect to" );
cmdSystem->AddCommand( "serverInfo", GetServerInfo_f, CMD_FL_SYSTEM, "shows server info" );
cmdSystem->AddCommand( "LANScan", GetLANServers_f, CMD_FL_SYSTEM, "scans LAN for servers" );
cmdSystem->AddCommand( "listServers", ListServers_f, CMD_FL_SYSTEM, "lists scanned servers" );
cmdSystem->AddCommand( "rcon", RemoteConsole_f, CMD_FL_SYSTEM, "sends remote console command to server" );
cmdSystem->AddCommand( "heartbeat", Heartbeat_f, CMD_FL_SYSTEM, "send a heartbeat to the the master servers" );
cmdSystem->AddCommand( "kick", Kick_f, CMD_FL_SYSTEM, "kick a client by connection number" );
cmdSystem->AddCommand( "checkNewVersion", CheckNewVersion_f, CMD_FL_SYSTEM, "check if a new version of the game is available" );
cmdSystem->AddCommand( "updateUI", UpdateUI_f, CMD_FL_SYSTEM, "internal - cause a sync down of game-modified userinfo" );
#endif
}
/*
==================
idAsyncNetwork::GetMasterAddress
==================
*/
netadr_t idAsyncNetwork::GetMasterAddress( void ) {
netadr_t ret;
GetMasterAddress( 0, ret );
return masters[ 0 ].address;
}
/*
==================
idAsyncNetwork::GetMasterAddress
==================
*/
bool idAsyncNetwork::GetMasterAddress( int index, netadr_t &adr ) {
if ( !masters[ index ].var ) {
return false;
}
if ( masters[ index ].var->GetString()[0] == '\0' ) {
return false;
}
if ( !masters[ index ].resolved || masters[ index ].var->IsModified() ) {
masters[ index ].var->ClearModified();
if ( !Sys_StringToNetAdr( masters[ index ].var->GetString(), &masters[ index ].address, true ) ) {
common->Printf( "Failed to resolve master%d: %s\n", index, masters[ index ].var->GetString() );
memset( &masters[ index ].address, 0, sizeof( netadr_t ) );
masters[ index ].resolved = true;
return false;
}
if ( masters[ index ].address.port == 0 ) {
masters[ index ].address.port = atoi( IDNET_MASTER_PORT );
}
masters[ index ].resolved = true;
}
adr = masters[ index ].address;
return true;
}
/*
==================
idAsyncNetwork::Shutdown
==================
*/
void idAsyncNetwork::Shutdown( void ) {
client.serverList.Shutdown();
client.DisconnectFromServer();
client.ClearServers();
client.ClosePort();
server.Kill();
server.ClosePort();
}
/*
==================
idAsyncNetwork::RunFrame
==================
*/
void idAsyncNetwork::RunFrame( void ) {
if ( console->Active() ) {
Sys_GrabMouseCursor( false );
usercmdGen->InhibitUsercmd( INHIBIT_ASYNC, true );
} else {
Sys_GrabMouseCursor( true );
usercmdGen->InhibitUsercmd( INHIBIT_ASYNC, false );
}
client.RunFrame();
server.RunFrame();
}
/*
==================
idAsyncNetwork::WriteUserCmdDelta
==================
*/
void idAsyncNetwork::WriteUserCmdDelta( idBitMsg &msg, const usercmd_t &cmd, const usercmd_t *base ) {
if ( base ) {
msg.WriteDeltaLongCounter( base->gameTime, cmd.gameTime );
msg.WriteDeltaByte( base->buttons, cmd.buttons );
msg.WriteDeltaShort( base->mx, cmd.mx );
msg.WriteDeltaShort( base->my, cmd.my );
msg.WriteDeltaChar( base->forwardmove, cmd.forwardmove );
msg.WriteDeltaChar( base->rightmove, cmd.rightmove );
msg.WriteDeltaChar( base->upmove, cmd.upmove );
msg.WriteDeltaShort( base->angles[0], cmd.angles[0] );
msg.WriteDeltaShort( base->angles[1], cmd.angles[1] );
msg.WriteDeltaShort( base->angles[2], cmd.angles[2] );
return;
}
msg.WriteLong( cmd.gameTime );
msg.WriteByte( cmd.buttons );
msg.WriteShort( cmd.mx );
msg.WriteShort( cmd.my );
msg.WriteChar( cmd.forwardmove );
msg.WriteChar( cmd.rightmove );
msg.WriteChar( cmd.upmove );
msg.WriteShort( cmd.angles[0] );
msg.WriteShort( cmd.angles[1] );
msg.WriteShort( cmd.angles[2] );
}
/*
==================
idAsyncNetwork::ReadUserCmdDelta
==================
*/
void idAsyncNetwork::ReadUserCmdDelta( const idBitMsg &msg, usercmd_t &cmd, const usercmd_t *base ) {
memset( &cmd, 0, sizeof( cmd ) );
if ( base ) {
cmd.gameTime = msg.ReadDeltaLongCounter( base->gameTime );
cmd.buttons = msg.ReadDeltaByte( base->buttons );
cmd.mx = msg.ReadDeltaShort( base->mx );
cmd.my = msg.ReadDeltaShort( base->my );
cmd.forwardmove = msg.ReadDeltaChar( base->forwardmove );
cmd.rightmove = msg.ReadDeltaChar( base->rightmove );
cmd.upmove = msg.ReadDeltaChar( base->upmove );
cmd.angles[0] = msg.ReadDeltaShort( base->angles[0] );
cmd.angles[1] = msg.ReadDeltaShort( base->angles[1] );
cmd.angles[2] = msg.ReadDeltaShort( base->angles[2] );
return;
}
cmd.gameTime = msg.ReadLong();
cmd.buttons = msg.ReadByte();
cmd.mx = msg.ReadShort();
cmd.my = msg.ReadShort();
cmd.forwardmove = msg.ReadChar();
cmd.rightmove = msg.ReadChar();
cmd.upmove = msg.ReadChar();
cmd.angles[0] = msg.ReadShort();
cmd.angles[1] = msg.ReadShort();
cmd.angles[2] = msg.ReadShort();
}
/*
==================
idAsyncNetwork::DuplicateUsercmd
==================
*/
bool idAsyncNetwork::DuplicateUsercmd( const usercmd_t &previousUserCmd, usercmd_t &currentUserCmd, int frame, int time ) {
if ( currentUserCmd.gameTime <= previousUserCmd.gameTime ) {
currentUserCmd = previousUserCmd;
currentUserCmd.gameFrame = frame;
currentUserCmd.gameTime = time;
currentUserCmd.duplicateCount++;
if ( currentUserCmd.duplicateCount > MAX_USERCMD_DUPLICATION ) {
currentUserCmd.buttons &= ~BUTTON_ATTACK;
if ( abs( currentUserCmd.forwardmove ) > 2 ) currentUserCmd.forwardmove >>= 1;
if ( abs( currentUserCmd.rightmove ) > 2 ) currentUserCmd.rightmove >>= 1;
if ( abs( currentUserCmd.upmove ) > 2 ) currentUserCmd.upmove >>= 1;
}
return true;
}
return false;
}
/*
==================
idAsyncNetwork::UsercmdInputChanged
==================
*/
bool idAsyncNetwork::UsercmdInputChanged( const usercmd_t &previousUserCmd, const usercmd_t &currentUserCmd ) {
return previousUserCmd.buttons != currentUserCmd.buttons ||
previousUserCmd.forwardmove != currentUserCmd.forwardmove ||
previousUserCmd.rightmove != currentUserCmd.rightmove ||
previousUserCmd.upmove != currentUserCmd.upmove ||
previousUserCmd.angles[0] != currentUserCmd.angles[0] ||
previousUserCmd.angles[1] != currentUserCmd.angles[1] ||
previousUserCmd.angles[2] != currentUserCmd.angles[2];
}
/*
==================
idAsyncNetwork::SpawnServer_f
==================
*/
void idAsyncNetwork::SpawnServer_f( const idCmdArgs &args ) {
if(args.Argc() > 1) {
cvarSystem->SetCVarString("si_map", args.Argv(1));
}
// don't let a server spawn with singleplayer game type - it will crash
if ( idStr::Icmp( cvarSystem->GetCVarString( "si_gameType" ), "singleplayer" ) == 0 ) {
cvarSystem->SetCVarString( "si_gameType", "deathmatch" );
}
com_asyncInput.SetBool( false );
// make sure the current system state is compatible with net_serverDedicated
switch ( cvarSystem->GetCVarInteger( "net_serverDedicated" ) ) {
case 0:
case 2:
if ( !renderSystem->IsOpenGLRunning() ) {
common->Warning( "OpenGL is not running, net_serverDedicated == %d", cvarSystem->GetCVarInteger( "net_serverDedicated" ) );
}
break;
case 1:
if ( renderSystem->IsOpenGLRunning() ) {
Sys_ShowConsole( 1, false );
renderSystem->ShutdownOpenGL();
}
soundSystem->SetMute( true );
soundSystem->ShutdownHW();
break;
}
// use serverMapRestart if we already have a running server
if ( server.IsActive() ) {
cmdSystem->BufferCommandText( CMD_EXEC_NOW, "serverMapRestart" );
} else {
server.Spawn();
}
}
/*
==================
idAsyncNetwork::NextMap_f
==================
*/
void idAsyncNetwork::NextMap_f( const idCmdArgs &args ) {
server.ExecuteMapChange();
}
/*
==================
idAsyncNetwork::Connect_f
==================
*/
void idAsyncNetwork::Connect_f( const idCmdArgs &args ) {
if ( server.IsActive() ) {
common->Printf( "already running a server\n" );
return;
}
if ( args.Argc() != 2 ) {
common->Printf( "USAGE: connect <serverName>\n" );
return;
}
com_asyncInput.SetBool( false );
client.ConnectToServer( args.Argv( 1 ) );
}
/*
==================
idAsyncNetwork::Reconnect_f
==================
*/
void idAsyncNetwork::Reconnect_f( const idCmdArgs &args ) {
client.Reconnect();
}
/*
==================
idAsyncNetwork::GetServerInfo_f
==================
*/
void idAsyncNetwork::GetServerInfo_f( const idCmdArgs &args ) {
client.GetServerInfo( args.Argv( 1 ) );
}
/*
==================
idAsyncNetwork::GetLANServers_f
==================
*/
void idAsyncNetwork::GetLANServers_f( const idCmdArgs &args ) {
client.GetLANServers();
}
/*
==================
idAsyncNetwork::ListServers_f
==================
*/
void idAsyncNetwork::ListServers_f( const idCmdArgs &args ) {
client.ListServers();
}
/*
==================
idAsyncNetwork::RemoteConsole_f
==================
*/
void idAsyncNetwork::RemoteConsole_f( const idCmdArgs &args ) {
client.RemoteConsole( args.Args() );
}
/*
==================
idAsyncNetwork::Heartbeat_f
==================
*/
void idAsyncNetwork::Heartbeat_f( const idCmdArgs &args ) {
if ( !server.IsActive() ) {
common->Printf( "server is not running\n" );
return;
}
server.MasterHeartbeat( true );
}
/*
==================
idAsyncNetwork::Kick_f
==================
*/
void idAsyncNetwork::Kick_f( const idCmdArgs &args ) {
idStr clientId;
int iclient;
if ( !server.IsActive() ) {
common->Printf( "server is not running\n" );
return;
}
clientId = args.Argv( 1 );
if ( !clientId.IsNumeric() ) {
common->Printf( "usage: kick <client number>\n" );
return;
}
iclient = atoi( clientId );
if ( server.GetLocalClientNum() == iclient ) {
common->Printf( "can't kick the host\n" );
return;
}
server.DropClient( iclient, "#str_07134" );
}
/*
==================
idAsyncNetwork::GetNETServers
==================
*/
void idAsyncNetwork::GetNETServers( ) {
client.GetNETServers();
}
/*
==================
idAsyncNetwork::CheckNewVersion_f
==================
*/
void idAsyncNetwork::CheckNewVersion_f( const idCmdArgs &args ) {
client.SendVersionCheck();
}
/*
==================
idAsyncNetwork::ExecuteSessionCommand
==================
*/
void idAsyncNetwork::ExecuteSessionCommand( const char *sessCmd ) {
if ( sessCmd[ 0 ] ) {
if ( !idStr::Icmp( sessCmd, "game_startmenu" ) ) {
session->SetGUI( game->StartMenu(), NULL );
}
}
}
/*
=================
idAsyncNetwork::UpdateUI_f
=================
*/
void idAsyncNetwork::UpdateUI_f( const idCmdArgs &args ) {
if ( args.Argc() != 2 ) {
common->Warning( "idAsyncNetwork::UpdateUI_f: wrong arguments\n" );
return;
}
if ( !server.IsActive() ) {
common->Warning( "idAsyncNetwork::UpdateUI_f: server is not active\n" );
return;
}
int clientNum = atoi( args.Args( 1 ) );
server.UpdateUI( clientNum );
}
/*
===============
idAsyncNetwork::BuildInvalidKeyMsg
===============
*/
void idAsyncNetwork::BuildInvalidKeyMsg( idStr &msg, bool valid[ 2 ] ) {
if ( !valid[ 0 ] ) {
msg += common->GetLanguageDict()->GetString( "#str_07194" );
}
if ( fileSystem->HasD3XP() && !valid[ 1 ] ) {
if ( msg.Length() ) {
msg += "\n";
}
msg += common->GetLanguageDict()->GetString( "#str_07195" );
}
msg += "\n";
msg += common->GetLanguageDict()->GetString( "#str_04304" );
}