mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
831 lines
19 KiB
C++
831 lines
19 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 "globaldata.h"
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#include "m_menu.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "i_net.h"
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#include "g_game.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "doomlib.h"
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#include "Main.h"
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#include "d3xp/Game_local.h"
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void I_GetEvents( controller_t * );
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void D_ProcessEvents (void);
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void G_BuildTiccmd (ticcmd_t *cmd, idUserCmdMgr *, int newTics );
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void D_DoAdvanceDemo (void);
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extern bool globalNetworking;
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//
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// NETWORKING
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//
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// ::g->gametic is the tic about to (or currently being) run
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// ::g->maketic is the tick that hasn't had control made for it yet
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// ::g->nettics[] has the maketics for all ::g->players
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//
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// a ::g->gametic cannot be run until ::g->nettics[] > ::g->gametic for all ::g->players
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//
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#define NET_TIMEOUT 1 * TICRATE
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//
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//
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//
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int NetbufferSize (void)
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{
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int size = (int)&(((doomdata_t *)0)->cmds[::g->netbuffer->numtics]);
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return size;
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}
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//
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// Checksum
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//
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unsigned NetbufferChecksum (void)
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{
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unsigned c;
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int i,l;
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c = 0x1234567;
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if ( globalNetworking ) {
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l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4;
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for (i=0 ; i<l ; i++)
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c += ((unsigned *)&::g->netbuffer->retransmitfrom)[i] * (i+1);
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}
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return c & NCMD_CHECKSUM;
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}
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//
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//
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//
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int ExpandTics (int low)
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{
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int delta;
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delta = low - (::g->maketic&0xff);
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if (delta >= -64 && delta <= 64)
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return (::g->maketic&~0xff) + low;
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if (delta > 64)
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return (::g->maketic&~0xff) - 256 + low;
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if (delta < -64)
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return (::g->maketic&~0xff) + 256 + low;
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I_Error ("ExpandTics: strange value %i at ::g->maketic %i",low,::g->maketic);
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return 0;
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}
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//
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// HSendPacket
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//
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void
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HSendPacket
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(int node,
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int flags )
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{
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::g->netbuffer->checksum = NetbufferChecksum () | flags;
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if (!node)
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{
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::g->reboundstore = *::g->netbuffer;
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::g->reboundpacket = true;
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return;
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}
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if (::g->demoplayback)
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return;
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if (!::g->netgame)
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I_Error ("Tried to transmit to another node");
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::g->doomcom.command = CMD_SEND;
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::g->doomcom.remotenode = node;
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::g->doomcom.datalength = NetbufferSize ();
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if (::g->debugfile)
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{
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int i;
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int realretrans;
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if (::g->netbuffer->checksum & NCMD_RETRANSMIT)
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realretrans = ExpandTics (::g->netbuffer->retransmitfrom);
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else
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realretrans = -1;
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fprintf (::g->debugfile,"send (%i + %i, R %i) [%i] ",
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ExpandTics(::g->netbuffer->starttic),
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::g->netbuffer->numtics, realretrans, ::g->doomcom.datalength);
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for (i=0 ; i < ::g->doomcom.datalength ; i++)
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fprintf (::g->debugfile,"%i ",((byte *)::g->netbuffer)[i]);
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fprintf (::g->debugfile,"\n");
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}
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I_NetCmd ();
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}
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//
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// HGetPacket
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// Returns false if no packet is waiting
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//
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qboolean HGetPacket (void)
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{
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if (::g->reboundpacket)
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{
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*::g->netbuffer = ::g->reboundstore;
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::g->doomcom.remotenode = 0;
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::g->reboundpacket = false;
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return true;
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}
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if (!::g->netgame)
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return false;
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if (::g->demoplayback)
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return false;
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::g->doomcom.command = CMD_GET;
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I_NetCmd ();
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if (::g->doomcom.remotenode == -1)
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return false;
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if (::g->doomcom.datalength != NetbufferSize ())
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{
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if (::g->debugfile)
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fprintf (::g->debugfile,"bad packet length %i\n",::g->doomcom.datalength);
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return false;
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}
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// ALAN NETWORKING -- this fails a lot on 4 player split debug!!
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// TODO: Networking
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#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
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if ( !gameLocal->IsSplitscreen() && NetbufferChecksum() != (::g->netbuffer->checksum&NCMD_CHECKSUM) )
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{
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if (::g->debugfile) {
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fprintf (::g->debugfile,"bad packet checksum\n");
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}
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return false;
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}
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#endif
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if (::g->debugfile)
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{
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int realretrans;
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int i;
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if (::g->netbuffer->checksum & NCMD_SETUP)
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fprintf (::g->debugfile,"setup packet\n");
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else
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{
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if (::g->netbuffer->checksum & NCMD_RETRANSMIT)
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realretrans = ExpandTics (::g->netbuffer->retransmitfrom);
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else
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realretrans = -1;
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fprintf (::g->debugfile,"get %i = (%i + %i, R %i)[%i] ",
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::g->doomcom.remotenode,
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ExpandTics(::g->netbuffer->starttic),
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::g->netbuffer->numtics, realretrans, ::g->doomcom.datalength);
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for (i=0 ; i < ::g->doomcom.datalength ; i++)
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fprintf (::g->debugfile,"%i ",((byte *)::g->netbuffer)[i]);
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fprintf (::g->debugfile,"\n");
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}
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}
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return true;
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}
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//
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// GetPackets
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//
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void GetPackets (void)
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{
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int netconsole;
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int netnode;
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ticcmd_t *src, *dest;
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int realend;
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int realstart;
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while ( HGetPacket() )
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{
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if (::g->netbuffer->checksum & NCMD_SETUP)
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continue; // extra setup packet
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netconsole = ::g->netbuffer->player & ~PL_DRONE;
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netnode = ::g->doomcom.remotenode;
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// to save bytes, only the low byte of tic numbers are sent
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// Figure out what the rest of the bytes are
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realstart = ExpandTics (::g->netbuffer->starttic);
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realend = (realstart+::g->netbuffer->numtics);
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// check for exiting the game
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if (::g->netbuffer->checksum & NCMD_EXIT)
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{
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if (!::g->nodeingame[netnode])
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continue;
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::g->nodeingame[netnode] = false;
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::g->playeringame[netconsole] = false;
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strcpy (::g->exitmsg, "Player 1 left the game");
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::g->exitmsg[7] += netconsole;
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::g->players[::g->consoleplayer].message = ::g->exitmsg;
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if( ::g->demorecording ) {
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G_CheckDemoStatus();
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}
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continue;
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}
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// check for a remote game kill
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/*
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if (::g->netbuffer->checksum & NCMD_KILL)
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I_Error ("Killed by network driver");
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*/
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::g->nodeforplayer[netconsole] = netnode;
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// check for retransmit request
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if ( ::g->resendcount[netnode] <= 0
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&& (::g->netbuffer->checksum & NCMD_RETRANSMIT) )
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{
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::g->resendto[netnode] = ExpandTics(::g->netbuffer->retransmitfrom);
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if (::g->debugfile)
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fprintf (::g->debugfile,"retransmit from %i\n", ::g->resendto[netnode]);
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::g->resendcount[netnode] = RESENDCOUNT;
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}
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else
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::g->resendcount[netnode]--;
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// check for out of order / duplicated packet
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if (realend == ::g->nettics[netnode])
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continue;
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if (realend < ::g->nettics[netnode])
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{
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if (::g->debugfile)
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fprintf (::g->debugfile,
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"out of order packet (%i + %i)\n" ,
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realstart,::g->netbuffer->numtics);
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continue;
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}
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// check for a missed packet
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if (realstart > ::g->nettics[netnode])
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{
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// stop processing until the other system resends the missed tics
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if (::g->debugfile)
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fprintf (::g->debugfile,
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"missed tics from %i (%i - %i)\n",
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netnode, realstart, ::g->nettics[netnode]);
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::g->remoteresend[netnode] = true;
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continue;
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}
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// update command store from the packet
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{
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int start;
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::g->remoteresend[netnode] = false;
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start = ::g->nettics[netnode] - realstart;
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src = &::g->netbuffer->cmds[start];
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while (::g->nettics[netnode] < realend)
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{
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dest = &::g->netcmds[netconsole][::g->nettics[netnode]%BACKUPTICS];
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::g->nettics[netnode]++;
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*dest = *src;
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src++;
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}
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}
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}
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}
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//
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// NetUpdate
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// Builds ticcmds for console player,
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// sends out a packet
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//
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void NetUpdate ( idUserCmdMgr * userCmdMgr )
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{
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int nowtime;
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int newtics;
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int i,j;
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int realstart;
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int gameticdiv;
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// check time
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nowtime = I_GetTime ()/::g->ticdup;
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newtics = nowtime - ::g->gametime;
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::g->gametime = nowtime;
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if (newtics <= 0) // nothing new to update
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goto listen;
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if (::g->skiptics <= newtics)
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{
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newtics -= ::g->skiptics;
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::g->skiptics = 0;
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}
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else
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{
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::g->skiptics -= newtics;
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newtics = 0;
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}
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::g->netbuffer->player = ::g->consoleplayer;
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// build new ticcmds for console player
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gameticdiv = ::g->gametic/::g->ticdup;
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for (i=0 ; i<newtics ; i++)
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{
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//I_GetEvents( ::g->I_StartTicCallback () );
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D_ProcessEvents ();
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if (::g->maketic - gameticdiv >= BACKUPTICS/2-1) {
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printf( "Out of room for ticcmds: maketic = %d, gameticdiv = %d\n", ::g->maketic, gameticdiv );
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break; // can't hold any more
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}
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//I_Printf ("mk:%i ",::g->maketic);
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// Grab the latest tech5 command
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G_BuildTiccmd (&::g->localcmds[::g->maketic%BACKUPTICS], userCmdMgr, newtics );
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::g->maketic++;
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}
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if (::g->singletics)
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return; // singletic update is syncronous
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// send the packet to the other ::g->nodes
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for (i=0 ; i < ::g->doomcom.numnodes ; i++) {
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if (::g->nodeingame[i]) {
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::g->netbuffer->starttic = realstart = ::g->resendto[i];
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::g->netbuffer->numtics = ::g->maketic - realstart;
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if (::g->netbuffer->numtics > BACKUPTICS)
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I_Error ("NetUpdate: ::g->netbuffer->numtics > BACKUPTICS");
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::g->resendto[i] = ::g->maketic - ::g->doomcom.extratics;
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for (j=0 ; j< ::g->netbuffer->numtics ; j++)
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::g->netbuffer->cmds[j] =
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::g->localcmds[(realstart+j)%BACKUPTICS];
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if (::g->remoteresend[i])
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{
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::g->netbuffer->retransmitfrom = ::g->nettics[i];
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HSendPacket (i, NCMD_RETRANSMIT);
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}
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else
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{
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::g->netbuffer->retransmitfrom = 0;
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HSendPacket (i, 0);
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}
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}
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}
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// listen for other packets
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listen:
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GetPackets ();
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}
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//
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// CheckAbort
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//
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void CheckAbort (void)
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{
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// DHM - Time starts at 0 tics when starting a multiplayer game, so we can
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// check for timeouts easily. If we're still waiting after N seconds, abort.
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if ( I_GetTime() > NET_TIMEOUT ) {
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// TOOD: Show error & leave net game.
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printf( "NET GAME TIMED OUT!\n" );
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//gameLocal->showFatalErrorMessage( XuiLookupStringTable(globalStrings,L"Timed out waiting for match start.") );
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D_QuitNetGame();
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session->QuitMatch();
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common->Dialog().AddDialog( GDM_OPPONENT_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, false );
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}
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}
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//
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// D_ArbitrateNetStart
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//
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bool D_ArbitrateNetStart (void)
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{
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int i;
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::g->autostart = true;
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if (::g->doomcom.consoleplayer)
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{
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// listen for setup info from key player
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CheckAbort ();
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if (!HGetPacket ())
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return false;
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if (::g->netbuffer->checksum & NCMD_SETUP)
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{
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printf( "Received setup info\n" );
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if (::g->netbuffer->player != VERSION)
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I_Error ("Different DOOM versions cannot play a net game!");
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::g->startskill = (skill_t)(::g->netbuffer->retransmitfrom & 15);
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::g->deathmatch = (::g->netbuffer->retransmitfrom & 0xc0) >> 6;
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::g->nomonsters = (::g->netbuffer->retransmitfrom & 0x20) > 0;
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::g->respawnparm = (::g->netbuffer->retransmitfrom & 0x10) > 0;
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// VV original xbox doom :: don't do this.. it will be setup from the launcher
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//::g->startmap = ::g->netbuffer->starttic & 0x3f;
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//::g->startepisode = ::g->netbuffer->starttic >> 6;
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return true;
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}
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return false;
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}
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else
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{
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// key player, send the setup info
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CheckAbort ();
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for (i=0 ; i < ::g->doomcom.numnodes ; i++)
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{
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printf( "Sending setup info to node %d\n", i );
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::g->netbuffer->retransmitfrom = ::g->startskill;
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if (::g->deathmatch)
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::g->netbuffer->retransmitfrom |= (::g->deathmatch<<6);
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if (::g->nomonsters)
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::g->netbuffer->retransmitfrom |= 0x20;
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if (::g->respawnparm)
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::g->netbuffer->retransmitfrom |= 0x10;
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::g->netbuffer->starttic = ::g->startepisode * 64 + ::g->startmap;
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::g->netbuffer->player = VERSION;
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::g->netbuffer->numtics = 0;
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HSendPacket (i, NCMD_SETUP);
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}
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while (HGetPacket ())
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{
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::g->gotinfo[::g->netbuffer->player&0x7f] = true;
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}
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for (i=1 ; i < ::g->doomcom.numnodes ; i++) {
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if (!::g->gotinfo[i])
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break;
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}
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if (i >= ::g->doomcom.numnodes)
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return true;
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return false;
|
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}
|
|
}
|
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|
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//
|
|
// D_CheckNetGame
|
|
// Works out player numbers among the net participants
|
|
//
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|
|
|
void D_CheckNetGame (void)
|
|
{
|
|
int i;
|
|
|
|
for (i=0 ; i<MAXNETNODES ; i++)
|
|
{
|
|
::g->nodeingame[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 ; i<MAXNETNODES ; i++)
|
|
{
|
|
::g->nodeingame[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 ; i<MAXPLAYERS ; i++) {
|
|
if (::g->playeringame[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 ; j<MAXPLAYERS ; j++)
|
|
{
|
|
cmd = &::g->netcmds[j][buf];
|
|
if (cmd->buttons & BT_SPECIAL)
|
|
cmd->buttons = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
NetUpdate ( userCmdMgr ); // check for new console commands
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|