/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition 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 "Precompiled.h" #include "globaldata.h" #include "m_menu.h" #include "i_system.h" #include "i_video.h" #include "i_net.h" #include "g_game.h" #include "doomdef.h" #include "doomstat.h" #include "doomlib.h" #include "Main.h" #include "d3xp/Game_local.h" void I_GetEvents( controller_t * ); void D_ProcessEvents (void); void G_BuildTiccmd (ticcmd_t *cmd, idUserCmdMgr *, int newTics ); void D_DoAdvanceDemo (void); extern bool globalNetworking; // // NETWORKING // // ::g->gametic is the tic about to (or currently being) run // ::g->maketic is the tick that hasn't had control made for it yet // ::g->nettics[] has the maketics for all ::g->players // // a ::g->gametic cannot be run until ::g->nettics[] > ::g->gametic for all ::g->players // #define NET_TIMEOUT 1 * TICRATE // // // int NetbufferSize (void) { int size = (int)&(((doomdata_t *)0)->cmds[::g->netbuffer->numtics]); return size; } // // Checksum // unsigned NetbufferChecksum (void) { unsigned c; int i,l; c = 0x1234567; if ( globalNetworking ) { l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4; for (i=0 ; inetbuffer->retransmitfrom)[i] * (i+1); } return c & NCMD_CHECKSUM; } // // // int ExpandTics (int low) { int delta; delta = low - (::g->maketic&0xff); if (delta >= -64 && delta <= 64) return (::g->maketic&~0xff) + low; if (delta > 64) return (::g->maketic&~0xff) - 256 + low; if (delta < -64) return (::g->maketic&~0xff) + 256 + low; I_Error ("ExpandTics: strange value %i at ::g->maketic %i",low,::g->maketic); return 0; } // // HSendPacket // void HSendPacket (int node, int flags ) { ::g->netbuffer->checksum = NetbufferChecksum () | flags; if (!node) { ::g->reboundstore = *::g->netbuffer; ::g->reboundpacket = true; return; } if (::g->demoplayback) return; if (!::g->netgame) I_Error ("Tried to transmit to another node"); ::g->doomcom.command = CMD_SEND; ::g->doomcom.remotenode = node; ::g->doomcom.datalength = NetbufferSize (); if (::g->debugfile) { int i; int realretrans; if (::g->netbuffer->checksum & NCMD_RETRANSMIT) realretrans = ExpandTics (::g->netbuffer->retransmitfrom); else realretrans = -1; fprintf (::g->debugfile,"send (%i + %i, R %i) [%i] ", ExpandTics(::g->netbuffer->starttic), ::g->netbuffer->numtics, realretrans, ::g->doomcom.datalength); for (i=0 ; i < ::g->doomcom.datalength ; i++) fprintf (::g->debugfile,"%i ",((byte *)::g->netbuffer)[i]); fprintf (::g->debugfile,"\n"); } I_NetCmd (); } // // HGetPacket // Returns false if no packet is waiting // qboolean HGetPacket (void) { if (::g->reboundpacket) { *::g->netbuffer = ::g->reboundstore; ::g->doomcom.remotenode = 0; ::g->reboundpacket = false; return true; } if (!::g->netgame) return false; if (::g->demoplayback) return false; ::g->doomcom.command = CMD_GET; I_NetCmd (); if (::g->doomcom.remotenode == -1) return false; if (::g->doomcom.datalength != NetbufferSize ()) { if (::g->debugfile) fprintf (::g->debugfile,"bad packet length %i\n",::g->doomcom.datalength); return false; } // ALAN NETWORKING -- this fails a lot on 4 player split debug!! // TODO: Networking #ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING if ( !gameLocal->IsSplitscreen() && NetbufferChecksum() != (::g->netbuffer->checksum&NCMD_CHECKSUM) ) { if (::g->debugfile) { fprintf (::g->debugfile,"bad packet checksum\n"); } return false; } #endif if (::g->debugfile) { int realretrans; int i; if (::g->netbuffer->checksum & NCMD_SETUP) fprintf (::g->debugfile,"setup packet\n"); else { if (::g->netbuffer->checksum & NCMD_RETRANSMIT) realretrans = ExpandTics (::g->netbuffer->retransmitfrom); else realretrans = -1; fprintf (::g->debugfile,"get %i = (%i + %i, R %i)[%i] ", ::g->doomcom.remotenode, ExpandTics(::g->netbuffer->starttic), ::g->netbuffer->numtics, realretrans, ::g->doomcom.datalength); for (i=0 ; i < ::g->doomcom.datalength ; i++) fprintf (::g->debugfile,"%i ",((byte *)::g->netbuffer)[i]); fprintf (::g->debugfile,"\n"); } } return true; } // // GetPackets // void GetPackets (void) { int netconsole; int netnode; ticcmd_t *src, *dest; int realend; int realstart; while ( HGetPacket() ) { if (::g->netbuffer->checksum & NCMD_SETUP) continue; // extra setup packet netconsole = ::g->netbuffer->player & ~PL_DRONE; netnode = ::g->doomcom.remotenode; // to save bytes, only the low byte of tic numbers are sent // Figure out what the rest of the bytes are realstart = ExpandTics (::g->netbuffer->starttic); realend = (realstart+::g->netbuffer->numtics); // check for exiting the game if (::g->netbuffer->checksum & NCMD_EXIT) { if (!::g->nodeingame[netnode]) continue; ::g->nodeingame[netnode] = false; ::g->playeringame[netconsole] = false; strcpy (::g->exitmsg, "Player 1 left the game"); ::g->exitmsg[7] += netconsole; ::g->players[::g->consoleplayer].message = ::g->exitmsg; if( ::g->demorecording ) { G_CheckDemoStatus(); } continue; } // check for a remote game kill /* if (::g->netbuffer->checksum & NCMD_KILL) I_Error ("Killed by network driver"); */ ::g->nodeforplayer[netconsole] = netnode; // check for retransmit request if ( ::g->resendcount[netnode] <= 0 && (::g->netbuffer->checksum & NCMD_RETRANSMIT) ) { ::g->resendto[netnode] = ExpandTics(::g->netbuffer->retransmitfrom); if (::g->debugfile) fprintf (::g->debugfile,"retransmit from %i\n", ::g->resendto[netnode]); ::g->resendcount[netnode] = RESENDCOUNT; } else ::g->resendcount[netnode]--; // check for out of order / duplicated packet if (realend == ::g->nettics[netnode]) continue; if (realend < ::g->nettics[netnode]) { if (::g->debugfile) fprintf (::g->debugfile, "out of order packet (%i + %i)\n" , realstart,::g->netbuffer->numtics); continue; } // check for a missed packet if (realstart > ::g->nettics[netnode]) { // stop processing until the other system resends the missed tics if (::g->debugfile) fprintf (::g->debugfile, "missed tics from %i (%i - %i)\n", netnode, realstart, ::g->nettics[netnode]); ::g->remoteresend[netnode] = true; continue; } // update command store from the packet { int start; ::g->remoteresend[netnode] = false; start = ::g->nettics[netnode] - realstart; src = &::g->netbuffer->cmds[start]; while (::g->nettics[netnode] < realend) { dest = &::g->netcmds[netconsole][::g->nettics[netnode]%BACKUPTICS]; ::g->nettics[netnode]++; *dest = *src; src++; } } } } // // NetUpdate // Builds ticcmds for console player, // sends out a packet // void NetUpdate ( idUserCmdMgr * userCmdMgr ) { int nowtime; int newtics; int i,j; int realstart; int gameticdiv; // check time nowtime = I_GetTime ()/::g->ticdup; newtics = nowtime - ::g->gametime; ::g->gametime = nowtime; if (newtics <= 0) // nothing new to update goto listen; if (::g->skiptics <= newtics) { newtics -= ::g->skiptics; ::g->skiptics = 0; } else { ::g->skiptics -= newtics; newtics = 0; } ::g->netbuffer->player = ::g->consoleplayer; // build new ticcmds for console player gameticdiv = ::g->gametic/::g->ticdup; for (i=0 ; iI_StartTicCallback () ); D_ProcessEvents (); if (::g->maketic - gameticdiv >= BACKUPTICS/2-1) { printf( "Out of room for ticcmds: maketic = %d, gameticdiv = %d\n", ::g->maketic, gameticdiv ); break; // can't hold any more } //I_Printf ("mk:%i ",::g->maketic); // Grab the latest tech5 command G_BuildTiccmd (&::g->localcmds[::g->maketic%BACKUPTICS], userCmdMgr, newtics ); ::g->maketic++; } if (::g->singletics) return; // singletic update is syncronous // send the packet to the other ::g->nodes for (i=0 ; i < ::g->doomcom.numnodes ; i++) { if (::g->nodeingame[i]) { ::g->netbuffer->starttic = realstart = ::g->resendto[i]; ::g->netbuffer->numtics = ::g->maketic - realstart; if (::g->netbuffer->numtics > BACKUPTICS) I_Error ("NetUpdate: ::g->netbuffer->numtics > BACKUPTICS"); ::g->resendto[i] = ::g->maketic - ::g->doomcom.extratics; for (j=0 ; j< ::g->netbuffer->numtics ; j++) ::g->netbuffer->cmds[j] = ::g->localcmds[(realstart+j)%BACKUPTICS]; if (::g->remoteresend[i]) { ::g->netbuffer->retransmitfrom = ::g->nettics[i]; HSendPacket (i, NCMD_RETRANSMIT); } else { ::g->netbuffer->retransmitfrom = 0; HSendPacket (i, 0); } } } // listen for other packets listen: GetPackets (); } // // CheckAbort // void CheckAbort (void) { // DHM - Time starts at 0 tics when starting a multiplayer game, so we can // check for timeouts easily. If we're still waiting after N seconds, abort. if ( I_GetTime() > NET_TIMEOUT ) { // TOOD: Show error & leave net game. printf( "NET GAME TIMED OUT!\n" ); //gameLocal->showFatalErrorMessage( XuiLookupStringTable(globalStrings,L"Timed out waiting for match start.") ); D_QuitNetGame(); session->QuitMatch(); common->Dialog().AddDialog( GDM_OPPONENT_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, false ); } } // // D_ArbitrateNetStart // bool D_ArbitrateNetStart (void) { int i; ::g->autostart = true; if (::g->doomcom.consoleplayer) { // listen for setup info from key player CheckAbort (); if (!HGetPacket ()) return false; if (::g->netbuffer->checksum & NCMD_SETUP) { printf( "Received setup info\n" ); if (::g->netbuffer->player != VERSION) I_Error ("Different DOOM versions cannot play a net game!"); ::g->startskill = (skill_t)(::g->netbuffer->retransmitfrom & 15); ::g->deathmatch = (::g->netbuffer->retransmitfrom & 0xc0) >> 6; ::g->nomonsters = (::g->netbuffer->retransmitfrom & 0x20) > 0; ::g->respawnparm = (::g->netbuffer->retransmitfrom & 0x10) > 0; // VV original xbox doom :: don't do this.. it will be setup from the launcher //::g->startmap = ::g->netbuffer->starttic & 0x3f; //::g->startepisode = ::g->netbuffer->starttic >> 6; return true; } return false; } else { // key player, send the setup info CheckAbort (); for (i=0 ; i < ::g->doomcom.numnodes ; i++) { printf( "Sending setup info to node %d\n", i ); ::g->netbuffer->retransmitfrom = ::g->startskill; if (::g->deathmatch) ::g->netbuffer->retransmitfrom |= (::g->deathmatch<<6); if (::g->nomonsters) ::g->netbuffer->retransmitfrom |= 0x20; if (::g->respawnparm) ::g->netbuffer->retransmitfrom |= 0x10; ::g->netbuffer->starttic = ::g->startepisode * 64 + ::g->startmap; ::g->netbuffer->player = VERSION; ::g->netbuffer->numtics = 0; HSendPacket (i, NCMD_SETUP); } while (HGetPacket ()) { ::g->gotinfo[::g->netbuffer->player&0x7f] = true; } for (i=1 ; i < ::g->doomcom.numnodes ; i++) { if (!::g->gotinfo[i]) break; } if (i >= ::g->doomcom.numnodes) return true; return false; } } // // D_CheckNetGame // Works out player numbers among the net participants // void D_CheckNetGame (void) { int i; for (i=0 ; inodeingame[i] = false; ::g->nettics[i] = 0; ::g->remoteresend[i] = false; // set when local needs tics ::g->resendto[i] = 0; // which tic to start sending } // I_InitNetwork sets ::g->doomcom and ::g->netgame I_InitNetwork (); #ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING if (::g->doomcom.id != DOOMCOM_ID) I_Error ("Doomcom buffer invalid!"); #endif ::g->netbuffer = &::g->doomcom.data; ::g->consoleplayer = ::g->displayplayer = ::g->doomcom.consoleplayer; } bool D_PollNetworkStart() { int i; if (::g->netgame) { if (D_ArbitrateNetStart () == false) return false; } I_Printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", ::g->startskill, ::g->deathmatch, ::g->startmap, ::g->startepisode); // read values out of ::g->doomcom ::g->ticdup = ::g->doomcom.ticdup; ::g->maxsend = BACKUPTICS/(2*::g->ticdup)-1; if (::g->maxsend<1) ::g->maxsend = 1; for (i=0 ; i < ::g->doomcom.numplayers ; i++) ::g->playeringame[i] = true; for (i=0 ; i < ::g->doomcom.numnodes ; i++) ::g->nodeingame[i] = true; I_Printf ("player %i of %i (%i ::g->nodes)\n", ::g->consoleplayer+1, ::g->doomcom.numplayers, ::g->doomcom.numnodes); return true; } // // D_QuitNetGame // Called before quitting to leave a net game // without hanging the other ::g->players // void D_QuitNetGame (void) { int i; if ( (!::g->netgame && !::g->usergame) || ::g->consoleplayer == -1 || ::g->demoplayback || ::g->netbuffer == NULL ) return; // send a quit packet to the other nodes ::g->netbuffer->player = ::g->consoleplayer; ::g->netbuffer->numtics = 0; for ( i=1; i < ::g->doomcom.numnodes; i++ ) { if ( ::g->nodeingame[i] ) { HSendPacket( i, NCMD_EXIT ); } } DoomLib::SendNetwork(); for (i=1 ; inodeingame[i] = false; ::g->nettics[i] = 0; ::g->remoteresend[i] = false; // set when local needs tics ::g->resendto[i] = 0; // which tic to start sending } //memset (&::g->doomcom, 0, sizeof(::g->doomcom) ); // Reset singleplayer state ::g->doomcom.id = DOOMCOM_ID; ::g->doomcom.ticdup = 1; ::g->doomcom.extratics = 0; ::g->doomcom.numplayers = ::g->doomcom.numnodes = 1; ::g->doomcom.deathmatch = false; ::g->doomcom.consoleplayer = 0; ::g->netgame = false; ::g->netbuffer = &::g->doomcom.data; ::g->consoleplayer = ::g->displayplayer = ::g->doomcom.consoleplayer; ::g->ticdup = ::g->doomcom.ticdup; ::g->maxsend = BACKUPTICS/(2*::g->ticdup)-1; if (::g->maxsend<1) ::g->maxsend = 1; for (i=0 ; i < ::g->doomcom.numplayers ; i++) ::g->playeringame[i] = true; for (i=0 ; i < ::g->doomcom.numnodes ; i++) ::g->nodeingame[i] = true; } // // TryRunTics // bool TryRunTics ( idUserCmdMgr * userCmdMgr ) { int i; int lowtic_node = -1; // get real tics ::g->trt_entertic = I_GetTime ()/::g->ticdup; ::g->trt_realtics = ::g->trt_entertic - ::g->oldtrt_entertics; ::g->oldtrt_entertics = ::g->trt_entertic; // get available tics NetUpdate ( userCmdMgr ); ::g->trt_lowtic = MAXINT; ::g->trt_numplaying = 0; for (i=0 ; i < ::g->doomcom.numnodes ; i++) { if (::g->nodeingame[i]) { ::g->trt_numplaying++; if (::g->nettics[i] < ::g->trt_lowtic) { ::g->trt_lowtic = ::g->nettics[i]; lowtic_node = i; } } } ::g->trt_availabletics = ::g->trt_lowtic - ::g->gametic/::g->ticdup; // decide how many tics to run if (::g->trt_realtics < ::g->trt_availabletics-1) { ::g->trt_counts = ::g->trt_realtics+1; } else if (::g->trt_realtics < ::g->trt_availabletics) { ::g->trt_counts = ::g->trt_realtics; } else { ::g->trt_counts = ::g->trt_availabletics; } if (::g->trt_counts < 1) { ::g->trt_counts = 1; } ::g->frameon++; if (::g->debugfile) { fprintf (::g->debugfile, "=======real: %i avail: %i game: %i\n", ::g->trt_realtics, ::g->trt_availabletics,::g->trt_counts); } if ( !::g->demoplayback ) { // ideally ::g->nettics[0] should be 1 - 3 tics above ::g->trt_lowtic // if we are consistantly slower, speed up time for (i=0 ; iplayeringame[i]) { break; } } if (::g->consoleplayer == i) { // the key player does not adapt } else { if (::g->nettics[0] <= ::g->nettics[::g->nodeforplayer[i]]) { ::g->gametime--; //OutputDebugString("-"); } ::g->frameskip[::g->frameon&3] = (::g->oldnettics > ::g->nettics[::g->nodeforplayer[i]]); ::g->oldnettics = ::g->nettics[0]; if (::g->frameskip[0] && ::g->frameskip[1] && ::g->frameskip[2] && ::g->frameskip[3]) { ::g->skiptics = 1; //OutputDebugString("+"); } } } // wait for new tics if needed if (::g->trt_lowtic < ::g->gametic/::g->ticdup + ::g->trt_counts) { int lagtime = 0; if (::g->trt_lowtic < ::g->gametic/::g->ticdup) { I_Error ("TryRunTics: ::g->trt_lowtic < gametic"); } if ( ::g->lastnettic == 0 ) { ::g->lastnettic = ::g->trt_entertic; } lagtime = ::g->trt_entertic - ::g->lastnettic; // Detect if a client has stopped sending updates, remove them from the game after 5 secs. if ( common->IsMultiplayer() && (!::g->demoplayback && ::g->netgame) && lagtime >= TICRATE ) { if ( lagtime > NET_TIMEOUT ) { if ( lowtic_node == ::g->nodeforplayer[::g->consoleplayer] ) { #ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING #ifndef __PS3__ gameLocal->showFatalErrorMessage( XuiLookupStringTable(globalStrings,L"You have been disconnected from the match.") ); gameLocal->Interface.QuitCurrentGame(); #endif #endif } else { if (::g->nodeingame[lowtic_node]) { int i, consoleNum = lowtic_node; for ( i=0; i < ::g->doomcom.numnodes; i++ ) { if ( ::g->nodeforplayer[i] == lowtic_node ) { consoleNum = i; break; } } ::g->nodeingame[lowtic_node] = false; ::g->playeringame[consoleNum] = false; strcpy (::g->exitmsg, "Player 1 left the game"); ::g->exitmsg[7] += consoleNum; ::g->players[::g->consoleplayer].message = ::g->exitmsg; // Stop a demo record now, as playback doesn't support losing players G_CheckDemoStatus(); } } } } return false; } ::g->lastnettic = 0; // run the count * ::g->ticdup dics while (::g->trt_counts--) { for (i=0 ; i < ::g->ticdup ; i++) { if (::g->gametic/::g->ticdup > ::g->trt_lowtic) { I_Error ("gametic(%d) greater than trt_lowtic(%d), trt_counts(%d)", ::g->gametic, ::g->trt_lowtic, ::g->trt_counts ); return false; } if (::g->advancedemo) { D_DoAdvanceDemo (); } M_Ticker (); G_Ticker (); ::g->gametic++; // modify command for duplicated tics if (i != ::g->ticdup-1) { ticcmd_t *cmd; int buf; int j; buf = (::g->gametic/::g->ticdup)%BACKUPTICS; for (j=0 ; jnetcmds[j][buf]; if (cmd->buttons & BT_SPECIAL) cmd->buttons = 0; } } } NetUpdate ( userCmdMgr ); // check for new console commands } return true; }