mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +00:00
280 lines
6.6 KiB
C++
280 lines
6.6 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 "globaldata.h"
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#include <stdlib.h>
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#include <string.h>
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#include <stdio.h>
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#include <string>
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#include <errno.h>
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#include "i_system.h"
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#include "d_event.h"
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#include "d_net.h"
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#include "m_argv.h"
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#include "doomstat.h"
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#include "i_net.h"
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#include "doomlib.h"
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void NetSend (void);
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qboolean NetListen (void);
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namespace {
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bool IsValidSocket( int socketDescriptor );
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int GetLastSocketError();
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/*
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========================
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Returns true if the socket is valid. I made this function to help abstract the differences
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between WinSock (used on Xbox) and BSD sockets, which the PS3 follows more closely.
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========================
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*/
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bool IsValidSocket( int socketDescriptor ) {
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return false;
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}
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/*
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========================
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Returns the last error reported by the platform's socket library.
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========================
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*/
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int GetLastSocketError() {
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return 0;
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}
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}
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//
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// NETWORKING
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//
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int DOOMPORT = 1002; // DHM - Nerve :: On original XBox, ports 1000 - 1255 saved you a byte on every packet. 360 too?
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unsigned long GetServerIP() {
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//return ::g->sendaddress[::g->doomcom.consoleplayer].sin_addr.s_addr;
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return 0;
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}
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void (*netget) (void);
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void (*netsend) (void);
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//
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// UDPsocket
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//
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int UDPsocket (void)
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{
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//int s;
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// allocate a socket
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//s = socket (AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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//if ( !IsValidSocket( s ) ) {
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// int err = GetLastSocketError();
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// I_Error( "can't create socket, error %d", err );
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//}
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//return s;
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return 0;
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}
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//
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// BindToLocalPort
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//
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void BindToLocalPort( int s, int port )
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{
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}
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//
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// PacketSend
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//
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void PacketSend (void)
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{
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}
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//
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// PacketGet
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//
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void PacketGet (void)
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{
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}
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static int I_TrySetupNetwork(void)
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{
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// DHM - Moved to Session
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return 1;
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}
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//
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// I_InitNetwork
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//
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void I_InitNetwork (void)
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{
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//qboolean trueval = true;
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int i;
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int p;
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//int a = 0;
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// struct hostent* hostentry; // host information entry
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memset (&::g->doomcom, 0, sizeof(::g->doomcom) );
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// set up for network
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i = M_CheckParm ("-dup");
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if (i && i< ::g->myargc-1)
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{
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::g->doomcom.ticdup = ::g->myargv[i+1][0]-'0';
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if (::g->doomcom.ticdup < 1)
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::g->doomcom.ticdup = 1;
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if (::g->doomcom.ticdup > 9)
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::g->doomcom.ticdup = 9;
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}
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else
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::g->doomcom.ticdup = 1;
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if (M_CheckParm ("-extratic"))
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::g->doomcom.extratics = 1;
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else
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::g->doomcom.extratics = 0;
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p = M_CheckParm ("-port");
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if (p && p < ::g->myargc-1)
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{
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DOOMPORT = atoi (::g->myargv[p+1]);
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I_Printf ("using alternate port %i\n",DOOMPORT);
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}
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// parse network game options,
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// -net <::g->consoleplayer> <host> <host> ...
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i = M_CheckParm ("-net");
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if (!i || !I_TrySetupNetwork())
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{
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// single player game
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::g->netgame = false;
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::g->doomcom.id = DOOMCOM_ID;
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::g->doomcom.numplayers = ::g->doomcom.numnodes = 1;
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::g->doomcom.deathmatch = false;
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::g->doomcom.consoleplayer = 0;
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return;
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}
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netsend = PacketSend;
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netget = PacketGet;
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#ifdef ID_ENABLE_DOOM_CLASSIC_NETWORKING
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::g->netgame = true;
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{
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++i; // skip the '-net'
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::g->doomcom.numnodes = 0;
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::g->doomcom.consoleplayer = atoi( ::g->myargv[i] );
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// skip the console number
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++i;
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::g->doomcom.numnodes = 0;
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for (; i < ::g->myargc; ++i)
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{
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::g->sendaddress[::g->doomcom.numnodes].sin_family = AF_INET;
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::g->sendaddress[::g->doomcom.numnodes].sin_port = htons(DOOMPORT);
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// Pull out the port number.
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const std::string ipAddressWithPort( ::g->myargv[i] );
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const std::size_t colonPosition = ipAddressWithPort.find_last_of(':');
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std::string ipOnly;
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if( colonPosition != std::string::npos && colonPosition + 1 < ipAddressWithPort.size() ) {
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const std::string portOnly( ipAddressWithPort.substr( colonPosition + 1 ) );
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::g->sendaddress[::g->doomcom.numnodes].sin_port = htons( atoi( portOnly.c_str() ) );
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ipOnly = ipAddressWithPort.substr( 0, colonPosition );
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} else {
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// Assume the address doesn't include a port.
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ipOnly = ipAddressWithPort;
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}
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in_addr_t ipAddress = inet_addr( ipOnly.c_str() );
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if ( ipAddress == INADDR_NONE ) {
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I_Error( "Invalid IP Address: %s\n", ipOnly.c_str() );
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session->QuitMatch();
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common->AddDialog( GDM_OPPONENT_CONNECTION_LOST, DIALOG_ACCEPT, NULL, NULL, false );
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}
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::g->sendaddress[::g->doomcom.numnodes].sin_addr.s_addr = ipAddress;
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::g->doomcom.numnodes++;
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}
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::g->doomcom.id = DOOMCOM_ID;
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::g->doomcom.numplayers = ::g->doomcom.numnodes;
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}
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if ( globalNetworking ) {
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// Setup sockets
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::g->insocket = UDPsocket ();
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BindToLocalPort (::g->insocket,htons(DOOMPORT));
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// PS3 call to enable non-blocking mode
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int nonblocking = 1; // Non-zero is nonblocking mode.
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setsockopt( ::g->insocket, SOL_SOCKET, SO_NBIO, &nonblocking, sizeof(nonblocking));
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::g->sendsocket = UDPsocket ();
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I_Printf( "[+] Setting up sockets for player %d\n", DoomLib::GetPlayer() );
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}
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#endif
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}
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// DHM - Nerve
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void I_ShutdownNetwork( void ) {
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}
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void I_NetCmd (void)
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{
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//if (::g->doomcom.command == CMD_SEND)
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//{
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// netsend ();
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//}
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//else if (::g->doomcom.command == CMD_GET)
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//{
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// netget ();
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//}
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//else
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// I_Error ("Bad net cmd: %i\n",::g->doomcom.command);
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}
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