Resend Gamestate instead of Resynching port

port of https://git.do.srb2.org/STJr/SRB2/-/merge_requests/829

With a few changes accomidating karts code
This commit is contained in:
Alug 2024-09-17 16:21:57 +02:00
parent ea49b16a02
commit a1874036f1
10 changed files with 276 additions and 1025 deletions

File diff suppressed because it is too large Load diff

View file

@ -67,8 +67,9 @@ typedef enum
PT_REQUESTFILE, // Client requests a file transfer
PT_ASKINFOVIAMS, // Packet from the MS requesting info be sent to new client.
// If this ID changes, update masterserver definition.
PT_RESYNCHEND, // Player is now resynched and is being requested to remake the gametic
PT_RESYNCHGET, // Player got resynch packet
PT_WILLRESENDGAMESTATE, // Hey Client, I am about to resend you the gamestate!
PT_CANRECEIVEGAMESTATE, // Okay Server, I'm ready to receive it, you can go ahead.
PT_RECEIVEDGAMESTATE, // Thank you Server, I am ready to play again!
// Add non-PT_CANFAIL packet types here to avoid breaking MS compatibility.
@ -91,8 +92,6 @@ typedef enum
PT_TEXTCMD4, // 4P
PT_CLIENTJOIN, // Client wants to join; used in start game.
PT_NODETIMEOUT, // Packet sent to self if the connection times out.
PT_RESYNCHING, // Packet sent to resync players.
// Blocks game advance until synched.
PT_TELLFILESNEEDED, // Client, to server: "what other files do I need starting from this number?"
PT_MOREFILESNEEDED, // Server, to client: "you need these (+ more on top of those)"
@ -166,149 +165,6 @@ typedef struct
ticcmd_t cmds[45]; // Normally [BACKUPTIC][MAXPLAYERS] but too large
} ATTRPACK servertics_pak;
// Sent to client when all consistency data
// for players has been restored
typedef struct
{
UINT32 randomseed;
// CTF flag stuff
SINT8 flagplayer[2];
INT32 flagloose[2];
INT32 flagflags[2];
fixed_t flagx[2];
fixed_t flagy[2];
fixed_t flagz[2];
UINT32 ingame; // Spectator bit for each player
INT32 ctfteam[MAXPLAYERS]; // Which team? (can't be 1 bit, since in regular Match there are no teams)
// Resynch game scores and the like all at once
UINT32 score[MAXPLAYERS]; // Everyone's score
UINT32 marescore[MAXPLAYERS]; // SRB2kart: Battle score
tic_t realtime[MAXPLAYERS];
UINT8 laps[MAXPLAYERS];
} ATTRPACK resynchend_pak;
typedef struct
{
// Player stuff
UINT8 playernum;
// Do not send anything visual related.
// Only send data that we need to know for physics.
UINT8 playerstate; // playerstate_t
UINT32 pflags; // pflags_t
UINT8 panim; // panim_t
angle_t aiming;
INT32 currentweapon;
INT32 ringweapons;
UINT16 powers[NUMPOWERS];
INT32 kartstuff[NUMKARTSTUFF]; // SRB2kart
angle_t frameangle; // SRB2kart
// Score is resynched in the confirm resync packet
INT32 health;
SINT8 lives;
SINT8 continues;
UINT8 scoreadd;
SINT8 xtralife;
SINT8 pity;
UINT8 skincolor;
INT32 skin;
// Just in case Lua does something like
// modify these at runtime
// SRB2kart
UINT8 kartspeed;
UINT8 kartweight;
//
UINT32 charflags;
fixed_t speed;
UINT8 jumping;
UINT8 secondjump;
UINT8 fly1;
tic_t glidetime;
UINT8 climbing;
INT32 deadtimer;
tic_t exiting;
UINT8 homing;
tic_t skidtime;
fixed_t cmomx;
fixed_t cmomy;
fixed_t rmomx;
fixed_t rmomy;
INT32 weapondelay;
INT32 tossdelay;
INT16 starpostx;
INT16 starposty;
INT16 starpostz;
INT32 starpostnum;
tic_t starposttime;
angle_t starpostangle;
INT32 maxlink;
fixed_t dashspeed;
INT32 dashtime;
angle_t angle_pos;
angle_t old_angle_pos;
tic_t bumpertime;
INT32 flyangle;
tic_t drilltimer;
INT32 linkcount;
tic_t linktimer;
INT32 anotherflyangle;
tic_t nightstime;
INT32 drillmeter;
UINT8 drilldelay;
UINT8 bonustime;
UINT8 mare;
INT16 lastsidehit, lastlinehit;
tic_t losstime;
UINT8 timeshit;
INT32 onconveyor;
tic_t jointime;
tic_t spectatorreentry;
tic_t grieftime;
UINT8 griefstrikes;
UINT8 splitscreenindex;
//player->mo stuff
UINT8 hasmo; // Boolean
angle_t angle;
fixed_t x;
fixed_t y;
fixed_t z;
fixed_t momx;
fixed_t momy;
fixed_t momz;
fixed_t friction;
fixed_t movefactor;
INT32 tics;
statenum_t statenum;
UINT32 flags;
UINT32 flags2;
UINT16 eflags;
fixed_t radius;
fixed_t height;
fixed_t scale;
fixed_t destscale;
fixed_t scalespeed;
} ATTRPACK resynch_pak;
typedef struct
{
UINT8 version; // Different versions don't work
@ -322,13 +178,8 @@ typedef struct
UINT8 clientnode;
UINT8 gamestate;
// 0xFF == not in game; else player skin num
UINT8 playerskins[MAXPLAYERS];
UINT8 playercolor[MAXPLAYERS];
UINT8 gametype;
UINT8 modifiedgame;
SINT8 adminplayers[MAXPLAYERS]; // Needs to be signed
char server_context[8]; // Unique context id, generated at server startup.
@ -336,8 +187,6 @@ typedef struct
UINT8 maxplayer;
boolean allownewplayer;
boolean discordinvites;
UINT8 varlengthinputs[0]; // Playernames and netvars
} ATTRPACK serverconfig_pak;
typedef struct {
@ -471,9 +320,6 @@ typedef struct
client4cmd_pak client4pak; // 316 bytes(?)
servertics_pak serverpak; // 132495 bytes (more around 360, no?)
serverconfig_pak servercfg; // 773 bytes
resynchend_pak resynchend; //
resynch_pak resynchpak; //
UINT8 resynchgot; //
UINT8 textcmd[MAXTEXTCMD+1]; // 66049 bytes (wut??? 64k??? More like 257 bytes...)
filetx_pak filetxpak; // 139 bytes
clientconfig_pak clientcfg; // 153 bytes
@ -626,7 +472,7 @@ void D_ResetTiccmds(void);
tic_t GetLag(INT32 node);
UINT8 GetFreeXCmdSize(void);
extern UINT8 hu_resynching;
extern UINT8 hu_redownloadinggamestate;
extern UINT8 hu_stopped; // kart, true when the game is stopped for players due to a disconnecting or connecting player
typedef struct rewind_s {

View file

@ -1683,7 +1683,7 @@ void D_SRB2Main(void)
pagename = "TITLESKY";
levelstarttic = gametic;
G_SetGamestate(GS_LEVEL);
if (!P_SetupLevel(false))
if (!P_SetupLevel(false, false))
I_Quit(); // fail so reset game stuff
}

View file

@ -810,8 +810,9 @@ static const char *packettypename[NUMPACKETTYPE] =
"REQUESTFILE",
"ASKINFOVIAMS",
"RESYNCHEND",
"RESYNCHGET",
"WILLRESENDGAMESTATE",
"CANRECEIVEGAMESTATE",
"RECEIVEDGAMESTATE",
"CLIENT3CMD",
"CLIENT3MIS",
@ -826,7 +827,6 @@ static const char *packettypename[NUMPACKETTYPE] =
"TEXTCMD4",
"CLIENTJOIN",
"NODETIMEOUT",
"RESYNCHING",
"PING"
};

View file

@ -1371,8 +1371,8 @@ void G_BuildTiccmd(ticcmd_t *cmd, INT32 realtics, UINT8 ssplayer)
// why build a ticcmd if we're paused?
// Or, for that matter, if we're being reborn.
// Kart, don't build a ticcmd if someone is resynching or the server is stopped too so we don't fly off course in bad conditions
if (paused || P_AutoPause() || (gamestate == GS_LEVEL && player->playerstate == PST_REBORN) || hu_resynching)
// Kart, don't build a ticcmd if the server is stopped too so we don't fly off course in bad conditions
if (paused || P_AutoPause() || (gamestate == GS_LEVEL && player->playerstate == PST_REBORN))
{
cmd->angleturn = (INT16)(lang >> 16);
cmd->aiming = G_ClipAimingPitch(&laim);
@ -1821,7 +1821,7 @@ void G_DoLoadLevel(boolean resetplayer)
}
// Setup the level.
if (!P_SetupLevel(false))
if (!P_SetupLevel(false, false)) // this never returns false?
{
// fail so reset game stuff
Command_ExitGame_f();

View file

@ -1118,7 +1118,7 @@ void HU_Ticker(void)
if (cechotimer > 0) --cechotimer;
// Animate the desynch dots
if (hu_resynching)
if (hu_redownloadinggamestate)
resynch_ticker++; //tic tic tic tic tic
HU_TickSongCredits();
@ -2442,7 +2442,7 @@ void HU_Drawer(void)
HU_DrawSongCredits();
// draw desynch text
if (hu_resynching)
if (hu_redownloadinggamestate)
{
char resynch_text[14];
UINT32 i;

View file

@ -117,13 +117,16 @@ static void P_NetArchivePlayers(void)
for (i = 0; i < MAXPLAYERS; i++)
{
WRITESINT8(save_p, (SINT8)adminplayers[i]);
if (!playeringame[i])
continue;
flags = 0;
// no longer send ticcmds, player name, skin, or color
// no longer send ticcmds
WRITESTRINGN(save_p, player_names[i], MAXPLAYERNAME);
WRITEANGLE(save_p, players[i].aiming);
WRITEANGLE(save_p, players[i].awayviewaiming);
WRITEINT32(save_p, players[i].awayviewtics);
@ -148,6 +151,8 @@ static void P_NetArchivePlayers(void)
WRITEUINT16(save_p, players[i].flashpal);
WRITEUINT16(save_p, players[i].flashcount);
WRITEUINT8(save_p, players[i].skincolor);
WRITEINT32(save_p, players[i].skin);
WRITEUINT32(save_p, players[i].score);
WRITEFIXED(save_p, players[i].dashspeed);
WRITEINT32(save_p, players[i].dashtime);
@ -295,6 +300,8 @@ static void P_NetUnArchivePlayers(void)
for (i = 0; i < MAXPLAYERS; i++)
{
adminplayers[i] = (INT32)READSINT8(save_p);
// Do NOT memset player struct to 0
// other areas may initialize data elsewhere
//memset(&players[i], 0, sizeof (player_t));
@ -302,9 +309,8 @@ static void P_NetUnArchivePlayers(void)
continue;
// NOTE: sending tics should (hopefully) no longer be necessary
// sending player names, skin and color should not be necessary at all!
// (that data is handled in the server config now)
READSTRINGN(save_p, player_names[i], MAXPLAYERNAME);
players[i].aiming = READANGLE(save_p);
players[i].awayviewaiming = READANGLE(save_p);
players[i].awayviewtics = READINT32(save_p);
@ -329,6 +335,8 @@ static void P_NetUnArchivePlayers(void)
players[i].flashpal = READUINT16(save_p);
players[i].flashcount = READUINT16(save_p);
players[i].skincolor = READUINT8(save_p);
players[i].skin = READINT32(save_p);
players[i].score = READUINT32(save_p);
players[i].dashspeed = READFIXED(save_p); // dashing speed
players[i].dashtime = READINT32(save_p); // dashing speed
@ -3209,18 +3217,21 @@ static inline void P_UnArchiveSPGame(INT16 mapoverride)
playeringame[consoleplayer] = true;
}
static void P_NetArchiveMisc(void)
static void P_NetArchiveMisc(boolean resending)
{
UINT32 pig = 0;
INT32 i;
WRITEUINT32(save_p, ARCHIVEBLOCK_MISC);
if (resending)
WRITEUINT32(save_p, gametic);
WRITEINT16(save_p, gamemap);
if (gamestate != GS_LEVEL)
WRITEINT16(save_p, GS_WAITINGPLAYERS); // nice hack to put people back into waitingplayers
else
WRITEINT16(save_p, gamestate);
WRITEINT16(save_p, gametype);
for (i = 0; i < MAXPLAYERS; i++)
pig |= (playeringame[i] != 0)<<i;
@ -3304,7 +3315,7 @@ static void P_NetArchiveMisc(void)
WRITEUINT8(save_p, 0x2e);
}
static inline boolean P_NetUnArchiveMisc(void)
static inline boolean P_NetUnArchiveMisc(boolean reloading)
{
UINT32 pig;
INT32 i;
@ -3312,6 +3323,9 @@ static inline boolean P_NetUnArchiveMisc(void)
if (READUINT32(save_p) != ARCHIVEBLOCK_MISC)
I_Error("Bad $$$.sav at archive block Misc");
if (reloading)
gametic = READUINT32(save_p);
gamemap = READINT16(save_p);
// gamemap changed; we assume that its map header is always valid,
@ -3325,6 +3339,8 @@ static inline boolean P_NetUnArchiveMisc(void)
G_SetGamestate(READINT16(save_p));
gametype = READINT16(save_p);
pig = READUINT32(save_p);
for (i = 0; i < MAXPLAYERS; i++)
{
@ -3338,7 +3354,7 @@ static inline boolean P_NetUnArchiveMisc(void)
encoremode = (boolean)READUINT8(save_p);
if (!P_SetupLevel(true))
if (!P_SetupLevel(true, reloading))
return false;
// get the time
@ -3422,14 +3438,14 @@ void P_SaveGame(void)
WRITEUINT8(save_p, 0x1d); // consistency marker
}
void P_SaveNetGame(void)
void P_SaveNetGame(boolean resending)
{
thinker_t *th;
mobj_t *mobj;
INT32 i = 1; // don't start from 0, it'd be confused with a blank pointer otherwise
CV_SaveNetVars(&save_p, false);
P_NetArchiveMisc();
P_NetArchiveMisc(resending);
// Assign the mobjnumber for pointer tracking
if (gamestate == GS_LEVEL)
@ -3483,10 +3499,10 @@ boolean P_LoadGame(INT16 mapoverride)
return true;
}
boolean P_LoadNetGame(void)
boolean P_LoadNetGame(boolean reloading)
{
CV_LoadNetVars(&save_p);
if (!P_NetUnArchiveMisc())
if (!P_NetUnArchiveMisc(reloading))
return false;
P_NetUnArchivePlayers();
if (gamestate == GS_LEVEL)

View file

@ -22,9 +22,9 @@
// These are the load / save game routines.
void P_SaveGame(void);
void P_SaveNetGame(void);
void P_SaveNetGame(boolean resending);
boolean P_LoadGame(INT16 mapoverride);
boolean P_LoadNetGame(void);
boolean P_LoadNetGame(boolean reloading);
mobj_t *P_FindNewPosition(UINT32 oldposition);

View file

@ -2314,14 +2314,12 @@ lumpnum_t lastloadedmaplumpnum; // for comparative savegame
//
// Some player initialization for map start.
//
static void P_LevelInitStuff(void)
static void P_LevelInitStuff(boolean reloadinggamestate)
{
INT32 i;
leveltime = 0;
memset(localaiming, 0, sizeof(localaiming));
// map object scale
mapobjectscale = mapheaderinfo[gamemap-1]->mobj_scale;
@ -2349,7 +2347,10 @@ static void P_LevelInitStuff(void)
// circuit, race and competition stuff
circuitmap = false;
numstarposts = 0;
totalrings = timeinmap = 0;
totalrings = 0;
if (!reloadinggamestate)
timeinmap = 0;
// special stage
stagefailed = false;
@ -2458,7 +2459,7 @@ void P_LoadThingsOnly(void)
P_RemoveMobj(mo);
}
P_LevelInitStuff();
P_LevelInitStuff(false);
if (W_IsLumpWad(lastloadedmaplumpnum)) // welp it's a map wad in a pk3
{ // HACK: Open wad file rather quickly so we can use the things lump
@ -2470,6 +2471,9 @@ void P_LoadThingsOnly(void)
}
else // phew it's just a WAD
P_PrepareThings(lastloadedmaplumpnum + ML_THINGS);
memset(localaiming, 0, sizeof(localaiming));
P_LoadThings();
P_SpawnSecretItems(true);
@ -2801,12 +2805,39 @@ static boolean P_CanSave(void)
#endif
}
static void P_InitCamera(void)
{
INT32 i;
if (!dedicated)
{
if (!demo.freecam)
for (i = 0; i <= splitscreen; i++)
P_SetupCamera(displayplayers[i], &camera[i]);
// Though, I don't think anyone would care about cam_rotate being reset back to the only value that makes sense :P
if (!cv_cam_rotate.changed)
CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
if (!cv_cam2_rotate.changed)
CV_Set(&cv_cam2_rotate, cv_cam2_rotate.defaultvalue);
if (!cv_cam3_rotate.changed)
CV_Set(&cv_cam3_rotate, cv_cam3_rotate.defaultvalue);
if (!cv_cam4_rotate.changed)
CV_Set(&cv_cam4_rotate, cv_cam4_rotate.defaultvalue);
displayplayers[0] = consoleplayer; // Start with your OWN view, please!
}
}
/** Loads a level from a lump or external wad.
*
* \param skipprecip If true, don't spawn precipitation.
* \todo Clean up, refactor, split up; get rid of the bloat.
*/
boolean P_SetupLevel(boolean skipprecip)
boolean P_SetupLevel(boolean skipprecip, boolean reloadinggamestate)
{
// use gamemap to get map number.
// 99% of the things already did, so.
@ -2844,7 +2875,7 @@ boolean P_SetupLevel(boolean skipprecip)
if (cv_runscripts.value && mapheaderinfo[gamemap-1]->scriptname[0] != '#')
P_RunLevelScript(mapheaderinfo[gamemap-1]->scriptname);
P_LevelInitStuff();
P_LevelInitStuff(reloadinggamestate);
for (i = 0; i <= splitscreen; i++)
postimgtype[i] = postimg_none;
@ -2857,12 +2888,8 @@ boolean P_SetupLevel(boolean skipprecip)
// chasecam off in match, tag, capture the flag
chase = true; // srb2kart: always on
if (!dedicated)
if (!dedicated && !reloadinggamestate)
{
// Salt: CV_ClearChangedFlags() messes with your settings :(
/*if (!cv_cam_speed.changed)
CV_Set(&cv_cam_speed, cv_cam_speed.defaultvalue);*/
if (!cv_chasecam.changed)
CV_SetValue(&cv_chasecam, chase);
@ -2881,9 +2908,12 @@ boolean P_SetupLevel(boolean skipprecip)
// will be set by player think.
players[consoleplayer].viewz = 1;
// Cancel all d_main.c fadeouts (keep fade in though).
if (reloadinggamestate)
wipegamestate = gamestate; // Don't fade if reloading the gamestate
// Encore mode fade to pink to white
// This is handled BEFORE sounds are stopped.
if (encoremode && !prevencoremode && !demo.rewinding)
else if (encoremode && !prevencoremode && !demo.rewinding)
{
tic_t locstarttime, endtime, nowtime;
@ -2940,15 +2970,16 @@ boolean P_SetupLevel(boolean skipprecip)
// As oddly named as this is, this handles music only.
// We should be fine starting it here.
S_Start();
if (!reloadinggamestate)
S_Start();
levelfadecol = (encoremode && !ranspecialwipe ? 122 : 120);
// Let's fade to white here
// But only if we didn't do the encore startup wipe
if (!ranspecialwipe && !demo.rewinding)
if (!ranspecialwipe && !demo.rewinding && !reloadinggamestate)
{
if(rendermode != render_none)
if (rendermode != render_none)
{
F_WipeStartScreen();
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
@ -3282,74 +3313,12 @@ boolean P_SetupLevel(boolean skipprecip)
// landing point for netgames.
netgameskip:
if (!dedicated)
if (!reloadinggamestate)
{
if (!demo.freecam)
for (i = 0; i <= splitscreen; i++)
P_SetupCamera(displayplayers[i], &camera[i]);
// Salt: CV_ClearChangedFlags() messes with your settings :(
/*if (!cv_cam_height.changed)
CV_Set(&cv_cam_height, cv_cam_height.defaultvalue);
if (!cv_cam_dist.changed)
CV_Set(&cv_cam_dist, cv_cam_dist.defaultvalue);
if (!cv_cam2_height.changed)
CV_Set(&cv_cam2_height, cv_cam2_height.defaultvalue);
if (!cv_cam2_dist.changed)
CV_Set(&cv_cam2_dist, cv_cam2_dist.defaultvalue);*/
// Though, I don't think anyone would care about cam_rotate being reset back to the only value that makes sense :P
if (!cv_cam_rotate.changed)
CV_Set(&cv_cam_rotate, cv_cam_rotate.defaultvalue);
if (!cv_cam2_rotate.changed)
CV_Set(&cv_cam2_rotate, cv_cam2_rotate.defaultvalue);
if (!cv_cam3_rotate.changed)
CV_Set(&cv_cam3_rotate, cv_cam3_rotate.defaultvalue);
if (!cv_cam4_rotate.changed)
CV_Set(&cv_cam4_rotate, cv_cam4_rotate.defaultvalue);
/*if (!cv_analog.changed)
CV_SetValue(&cv_analog, 0);
if (!cv_analog2.changed)
CV_SetValue(&cv_analog2, 0);
if (!cv_analog3.changed)
CV_SetValue(&cv_analog3, 0);
if (!cv_analog4.changed)
CV_SetValue(&cv_analog4, 0);*/
// Shouldn't be necessary with render parity?
/*if (rendermode != render_none)
CV_Set(&cv_fov, cv_fov.defaultvalue);*/
displayplayers[0] = consoleplayer; // Start with your OWN view, please!
P_InitCamera();
memset(localaiming, 0, sizeof(localaiming));
}
/*if (cv_useranalog.value)
CV_SetValue(&cv_analog, true);
if ((splitscreen && cv_useranalog2.value) || botingame)
CV_SetValue(&cv_analog2, true);
if (splitscreen > 1 && cv_useranalog3.value)
CV_SetValue(&cv_analog3, true);
if (splitscreen > 2 && cv_useranalog4.value)
CV_SetValue(&cv_analog4, true);
if (twodlevel)
{
CV_SetValue(&cv_analog4, false);
CV_SetValue(&cv_analog3, false);
CV_SetValue(&cv_analog2, false);
CV_SetValue(&cv_analog, false);
}*/
// clear special respawning que
iquehead = iquetail = 0;
@ -3367,7 +3336,7 @@ boolean P_SetupLevel(boolean skipprecip)
P_MapEnd();
// Remove the loading shit from the screen
if (rendermode != render_none)
if (rendermode != render_none && !reloadinggamestate)
V_DrawFill(0, 0, BASEVIDWIDTH, BASEVIDHEIGHT, levelfadecol);
if (precache || dedicated)

View file

@ -59,7 +59,7 @@ void P_SetupLevelSky(INT32 skynum, boolean global);
void P_ScanThings(INT16 mapnum, INT16 wadnum, INT16 lumpnum);
#endif
void P_LoadThingsOnly(void);
boolean P_SetupLevel(boolean skipprecip);
boolean P_SetupLevel(boolean skipprecip, boolean reloadinggamestate);
boolean P_AddWadFile(const char *wadfilename);
#ifdef DELFILE
boolean P_DelWadFile(void);