mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-04 01:41:40 +00:00
166 lines
4.6 KiB
C++
166 lines
4.6 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "Precompiled.h"
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#include "../Main/Main.h"
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#include <sys/types.h>
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#include <sys/socket.h>
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#include "tech5/engine/sys/sys_lobby.h"
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bool useTech5Packets = true;
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#if 1
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struct networkitem
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{
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int source;
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int size;
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char buffer[256*64];
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};
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std::queue< networkitem > networkstacks[4];
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//sockaddr_in sockaddrs[4];
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int DoomLibRecv( char* buff, DWORD *numRecv )
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{
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//int player = DoomInterface::CurrentPlayer();
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int player = ::g->consoleplayer;
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if (networkstacks[player].empty())
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return -1;
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networkitem item = networkstacks[player].front();
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memcpy( buff, item.buffer, item.size );
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*numRecv = item.size;
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//*source = sockaddrs[item.source];
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networkstacks[player].pop();
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return 1;
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}
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void I_Printf(char *error, ...);
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int DoomLibSend( const char* buff, DWORD size, sockaddr_in *target, int toNode )
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{
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int i;
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i = DoomLib::RemoteNodeToPlayerIndex( toNode );
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//I_Printf( "DoomLibSend %d --> %d: %d\n", ::g->consoleplayer, i, size );
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networkitem item;
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item.source = DoomInterface::CurrentPlayer();
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item.size = size;
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memcpy( item.buffer, buff, size );
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networkstacks[i].push( item );
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return 1;
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}
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int DoomLibSendRemote()
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{
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if ( gameLocal == NULL ) {
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return 0;
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}
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int curPlayer = DoomLib::GetPlayer();
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for (int player = 0; player < gameLocal->Interface.GetNumPlayers(); ++player)
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{
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DoomLib::SetPlayer( player );
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for( int i = 0; i < 4; i++ ) {
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//Check if it is remote
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int node = DoomLib::PlayerIndexToRemoteNode( i );
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if ( ::g->sendaddress[node].sin_addr.s_addr == ::g->sendaddress[0].sin_addr.s_addr ) {
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continue;
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}
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while(!networkstacks[i].empty()) {
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networkitem item = networkstacks[i].front();
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int c;
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//WSABUF buffer;
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//DWORD num_sent;
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//buffer.buf = (char*)&item.buffer;
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//buffer.len = item.size;
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if ( useTech5Packets ) {
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idLobby & lobby = static_cast< idLobby & >( session->GetGameLobbyBase() );
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lobbyUser_t * user = lobby.GetLobbyUser( i );
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if ( user != NULL ) {
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lobby.SendConnectionLess( user->address, idLobby::OOB_GENERIC_GAME_DATA, (const byte *)(&item.buffer[0] ), item.size );
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}
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} else {
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c = sendto( ::g->sendsocket, &item.buffer, item.size, MSG_DONTWAIT, (sockaddr*)&::g->sendaddress[node], sizeof(::g->sendaddress[node]) );
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//c = WSASendTo(::g->sendsocket, &buffer, 1, &num_sent, 0, (sockaddr*)&::g->sendaddress[node], sizeof(::g->sendaddress[node]), 0, 0);
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}
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networkstacks[i].pop();
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}
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}
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}
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DoomLib::SetPlayer(curPlayer);
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return 1;
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}
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void DL_InitNetworking( DoomInterface *pdi )
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{
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// DHM - Nerve :: Clear out any old splitscreen packets that may be lingering.
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for ( int i = 0; i<4; i++ ) {
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while ( !networkstacks[i].empty() ) {
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networkstacks[i].pop();
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}
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}
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/*sockaddrs[0].sin_addr.s_addr = inet_addr("0.0.0.1" );
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sockaddrs[1].sin_addr.s_addr = inet_addr("0.0.0.2" );
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sockaddrs[2].sin_addr.s_addr = inet_addr("0.0.0.3" );
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sockaddrs[3].sin_addr.s_addr = inet_addr("0.0.0.4" );*/
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pdi->SetNetworking( DoomLibRecv, DoomLibSend, DoomLibSendRemote );
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}
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#else
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void DL_InitNetworking( DoomInterface *pdi ) {
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}
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#endif
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