doom3-bfg/doomclassic/doom/Networking.cpp
2012-11-26 12:58:24 -06:00

166 lines
4.6 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 "../Main/Main.h"
#include <sys/types.h>
#include <sys/socket.h>
#include "tech5/engine/sys/sys_lobby.h"
bool useTech5Packets = true;
#if 1
struct networkitem
{
int source;
int size;
char buffer[256*64];
};
std::queue< networkitem > networkstacks[4];
//sockaddr_in sockaddrs[4];
int DoomLibRecv( char* buff, DWORD *numRecv )
{
//int player = DoomInterface::CurrentPlayer();
int player = ::g->consoleplayer;
if (networkstacks[player].empty())
return -1;
networkitem item = networkstacks[player].front();
memcpy( buff, item.buffer, item.size );
*numRecv = item.size;
//*source = sockaddrs[item.source];
networkstacks[player].pop();
return 1;
}
void I_Printf(char *error, ...);
int DoomLibSend( const char* buff, DWORD size, sockaddr_in *target, int toNode )
{
int i;
i = DoomLib::RemoteNodeToPlayerIndex( toNode );
//I_Printf( "DoomLibSend %d --> %d: %d\n", ::g->consoleplayer, i, size );
networkitem item;
item.source = DoomInterface::CurrentPlayer();
item.size = size;
memcpy( item.buffer, buff, size );
networkstacks[i].push( item );
return 1;
}
int DoomLibSendRemote()
{
if ( gameLocal == NULL ) {
return 0;
}
int curPlayer = DoomLib::GetPlayer();
for (int player = 0; player < gameLocal->Interface.GetNumPlayers(); ++player)
{
DoomLib::SetPlayer( player );
for( int i = 0; i < 4; i++ ) {
//Check if it is remote
int node = DoomLib::PlayerIndexToRemoteNode( i );
if ( ::g->sendaddress[node].sin_addr.s_addr == ::g->sendaddress[0].sin_addr.s_addr ) {
continue;
}
while(!networkstacks[i].empty()) {
networkitem item = networkstacks[i].front();
int c;
//WSABUF buffer;
//DWORD num_sent;
//buffer.buf = (char*)&item.buffer;
//buffer.len = item.size;
if ( useTech5Packets ) {
idLobby & lobby = static_cast< idLobby & >( session->GetGameLobbyBase() );
lobbyUser_t * user = lobby.GetLobbyUser( i );
if ( user != NULL ) {
lobby.SendConnectionLess( user->address, idLobby::OOB_GENERIC_GAME_DATA, (const byte *)(&item.buffer[0] ), item.size );
}
} else {
c = sendto( ::g->sendsocket, &item.buffer, item.size, MSG_DONTWAIT, (sockaddr*)&::g->sendaddress[node], sizeof(::g->sendaddress[node]) );
//c = WSASendTo(::g->sendsocket, &buffer, 1, &num_sent, 0, (sockaddr*)&::g->sendaddress[node], sizeof(::g->sendaddress[node]), 0, 0);
}
networkstacks[i].pop();
}
}
}
DoomLib::SetPlayer(curPlayer);
return 1;
}
void DL_InitNetworking( DoomInterface *pdi )
{
// DHM - Nerve :: Clear out any old splitscreen packets that may be lingering.
for ( int i = 0; i<4; i++ ) {
while ( !networkstacks[i].empty() ) {
networkstacks[i].pop();
}
}
/*sockaddrs[0].sin_addr.s_addr = inet_addr("0.0.0.1" );
sockaddrs[1].sin_addr.s_addr = inet_addr("0.0.0.2" );
sockaddrs[2].sin_addr.s_addr = inet_addr("0.0.0.3" );
sockaddrs[3].sin_addr.s_addr = inet_addr("0.0.0.4" );*/
pdi->SetNetworking( DoomLibRecv, DoomLibSend, DoomLibSendRemote );
}
#else
void DL_InitNetworking( DoomInterface *pdi ) {
}
#endif