Kart-Public/src/d_net.c
Eidolon 8f354ad9c1 Implement Uncapped (squashed)
Co-Authored-By: Sally Coolatta <tehrealsalt@gmail.com>
Co-Authored-By: James R <justsomejames2@gmail.com>
Co-Authored-By: Monster Iestyn <iestynjealous@ntlworld.com>
Co-Authored-By: katsy <katmint@live.com>

Place Frame Interpolation in "Experimental" video options header

This seems like an appropriate way to describe the feature for now.

Add smooth level platter under interpolation, `renderdeltatics`

`renderdeltatics` can be used as a standard delta time in any place,
allowing for smooth menus. It will always be equal to `realtics`
when frame interpolation is turned off, producing consistent
framerate behavior everywhere it is used.

Add smooth rendering to save select screen

Add smooth rendering to Record/NiGHTS Attack, F_SkyScroll

Ensure viewsector is accurate to viewx/viewy

This fixes a potential crash in OpenGL when changing between levels.

Ensure + commands get executed before map start

Always have precise_t defined

Fix misc dropshadow issues

Reset view interpolation on level load

Remove unnecessary precipmobj thinker hack

Add reset interpolation state functions

Reset precip interpolation on snap to ceil

Reset mobj interp state on TeleportMove

Only swap view interp state if a tick is run

Run anti-lag chasecam at tic frequency

Fixes jittery and unstable chasecam in high latency netgames

Homogenize mobj interpolations

Add sector plane level interpolations

Add SectorScroll interpolator

Add SideScroll interpolator

Add Polyobj interpolator

Intialize interpolator list at a better time

Delete interpolators associated with thinkers

Interpolate mobj angles and player drawangle

Interpolate HWR_DrawModel

Add functions to handle interpolation

Much less code duplication

P_InitAngle, to fix angle interpolation on spawning objects

Fully fix drop shadows

It used the thing's floorz / ceilingz directly -- that wouldn't account for interpolated coordinates.

Do not speed up underwater/heatwave effect in OpenGL

Closer OpenGL underwater/heatwave effect to Software

Interpolate from time of previous tic

Previously interpolated from last 35th of a second, which
may be offset from game time due to connection lag.

Consider this the proper fix to 54148a0dd0 too.

Calculate FPS stuff even if frame is skipped

I decided ultimately to actually keep the frame skip optimization disabled, because I think it is actually a little bit helpful that you can still get accurate rendering perfstats while paused, however if we decide otherwise then we can have this optimization back without making the game act like it's lagging.

Keep rect in memory

Feel better about this than creating one all da time

Lots of FPS stuff

- Disabled VSync, due to the numerous problems it has.
- Instead, added an FPS cap.
- Frame interpolation is now tied to fpscap != 35.
- By default, the FPS cap is set to the monitor's refresh rate.
- Rewrote the FPS counter.

(This also consolidates several more commits ahead of this
fixing various issues. -eid)

Misc changes after Kart cherry-picks

Fix renderdeltatics with new timing data

Update mobj oldstates before all thinkers

Allow FPS cap values

Adjust how FPS cap is checked to improve FPS stability

Fix precip crash from missing vars

Improve the framerate limiter's timing for extreme stable FPS

Handle the sleep at the end of D_SRB2Loop instead of the start

Simplifies logic in the other parts of the loop, and fixes problems with it frequently waiting too long.

Reset mobj interp state on add

Add mobj interpolator on load netgame

Move mobj interpolators to r_fps

Dynamic slope interpolators

I_GetFrameTime to try and improve frame pace

(It doesn't feel that much better though.)

Move I_FinishUpdate to D_SRB2Loop to sync screen updates with FPS cap, use timestamps in I_FrameCapSleep to simplify the code

Fix plane interpolation light level flickering

Fix flickering plane interpolation for OpenGL in the exact same way

Funny OpenGL renderer being at least 50% copy-pasted Software code :)

P_SetOrigin & P_MoveOrigin to replace P_TeleportMove

Convert P_TeleportMove use to origin funcs

Revert "P_InitAngle, to fix angle interpolation on spawning objects"

This reverts commit a80c98bd164a2748cbbfad9027b34601185d93f5.

Waypoint polyobjects interpolate z & children

Add interpolation to more moving plane types

Adds interpolation to the following:
- Crumbling platforms
- Mario blocks
- Floatbob platforms (this one works really strangely due to two thinkers, maybe double-check this one?)

Reset overlays interp states each TryRunTics

Interpolate model interpolation (lol)

Use interp tracer pos for GL linkdraw

Papersprite angle interpolation

Makes the ending signpost smooth

Move intermission emerald bounce to ticker

Bring back shadows on polyobjects

Also optimizes the method used so rings can show their shadows too. Using just the subsector is a tad bit imprecise admittedly but any more precise methods get really laggy.

Fix a bunch of ticking in hu_ drawing functions

Revert "Reset overlays interp states each TryRunTics"

This reverts commit a71a216faa20e8751b3bd0157354e8d748940c92.

Move intro ticking out of the drawer

Adjust 1up monitor icon z offsets

Fixes interpolation issues with 1up monitors.

Delta time choose player menu animations

Add drawerlib deltaTime function

Interpolate afterimages further back

Use old sleep in dedicated mode

Clamp cechotimer to 0

Fixes issues with cechos staying on-screen and glitching out
(NiGHTS items for example).

Revert "Remove unnecessary precipmobj thinker hack"

This reverts commit 0e38208620d19ec2ab690740438ac2fc7862a49e.

Fix frame pacing when game lags behind

The frame timestamp should've been made at the start of the frame, not the end.

Fix I_FrameCapSleep not respecting cpusleep

Jonathan Joestar bruh

Allow dedicated to use precise sleep timing again

Instead of only using one old sleep, just enforce framerate cap to match TICRATE.

Make Lua TeleportMove call MoveOrigin

Reset Metal fume interp state on appear

Add interpdebug

Put interpdebug stuff in perfstats instead

Add timescale cvar

Slow the game down to debug animations / interpolation problems! Speed it up if you need to get somewhere quickly while mapping!

Enable timescale outside of DEVELOP builds

It has NETVAR, so it should be fine -- put an end to useful debugging features excluded in multiplayer!

Force interpolation when timescale != 1.0

Reset old_z in MT_LOCKON think

Fixes interpolation artifacting due to spawn pos.

Fix cutscenes in interp

Fix boss1 laser in interp

Interpolate mobj scale

Precalculate refresh rate

Slower PCs can have issue querying mode over and over. This might kinda suck for windowed mode if you have different refresh rate displays but oh well

Fix interp scaling crashing software

Reset interp scale when Lua sets .scale

Disable angle interp on fresh mobjs

Fix interp scale crash for hires sprites

Interp shadow scales

Copy interp state in P_SpawnMobjFromMobj

Fix multiplayer character select

Don't interpolate mobj state if frac = 1.0

Fix Mario block item placement

Interpolate spritescale/offset x/y

Fix offset copies for SpawnMobjFromMobj

THANKS SAL

Add Lua HUD drawlists

Buffers draw calls between tics to ensure hooks
run at the originally intended rate.

Rename drawerlib deltaTime to getDeltaTime

Make renderisnewtic is false between tics

I know what I'm doing! I swear

Completely refactor timing system

Time is now tracked internally in the game using I_GetPreciseTime
and I_UpdateTime. I_Time now pulls from this internal timer. The
system code no longer needs to keep track of time itself.

This significantly improves frame and tic timing in interp mode,
resulting in a much smoother image with essentially no judder at
any framerate.

Ensure mobj interpolators reset on level load

Ensure view is not interpolated on first frame

Disable sprite offset interpolation (for now)

Refactor timing code even more

System layer is greatly simplified and framecap
logic has been moved internally. I_Sleep now
takes a sleep duration and I_SleepDuration
generically implements a precise sleep with spin
loop.
2022-05-01 17:35:30 -05:00

1472 lines
35 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2018 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file d_net.c
/// \brief SRB2 network game communication and protocol, all OS independent parts.
//
/// Implement a Sliding window protocol without receiver window
/// (out of order reception)
/// This protocol uses a mix of "goback n" and "selective repeat" implementation
/// The NOTHING packet is sent when connection is idle to acknowledge packets
#include "doomdef.h"
#include "g_game.h"
#include "i_time.h"
#include "i_net.h"
#include "i_system.h"
#include "m_argv.h"
#include "d_net.h"
#include "w_wad.h"
#include "d_netfil.h"
#include "d_clisrv.h"
#include "z_zone.h"
#include "i_tcp.h"
#include "d_main.h" // srb2home
//
// NETWORKING
//
// gametic is the tic about to (or currently being) run
// Server:
// maketic is the tic that hasn't had control made for it yet
// nettics is the tic for each node
// firstticstosend is the lowest value of nettics
// Client:
// neededtic is the tic needed by the client to run the game
// firstticstosend is used to optimize a condition
// Normally maketic >= gametic > 0
#define FORCECLOSE 0x8000
tic_t connectiontimeout = (10*TICRATE);
/// \brief network packet
doomcom_t *doomcom = NULL;
/// \brief network packet data, points inside doomcom
doomdata_t *netbuffer = NULL;
#ifdef DEBUGFILE
FILE *debugfile = NULL; // put some net info in a file during the game
#endif
#define MAXREBOUND 8
static doomdata_t reboundstore[MAXREBOUND];
static INT16 reboundsize[MAXREBOUND];
static INT32 rebound_head, rebound_tail;
/// \brief bandwith of netgame
INT32 net_bandwidth;
/// \brief max length per packet
INT16 hardware_MAXPACKETLENGTH;
boolean (*I_NetGet)(void) = NULL;
void (*I_NetSend)(void) = NULL;
boolean (*I_NetCanSend)(void) = NULL;
boolean (*I_NetCanGet)(void) = NULL;
void (*I_NetCloseSocket)(void) = NULL;
void (*I_NetFreeNodenum)(INT32 nodenum) = NULL;
SINT8 (*I_NetMakeNodewPort)(const char *address, const char* port) = NULL;
boolean (*I_NetOpenSocket)(void) = NULL;
boolean (*I_Ban) (INT32 node) = NULL;
void (*I_ClearBans)(void) = NULL;
const char *(*I_GetNodeAddress) (INT32 node) = NULL;
const char *(*I_GetBanAddress) (size_t ban) = NULL;
const char *(*I_GetBanMask) (size_t ban) = NULL;
boolean (*I_SetBanAddress) (const char *address, const char *mask) = NULL;
boolean *bannednode = NULL;
// network stats
static tic_t statstarttic;
INT32 getbytes = 0;
INT64 sendbytes = 0;
static INT32 retransmit = 0, duppacket = 0;
static INT32 sendackpacket = 0, getackpacket = 0;
INT32 ticruned = 0, ticmiss = 0;
// globals
INT32 getbps, sendbps;
float lostpercent, duppercent, gamelostpercent;
INT32 packetheaderlength;
boolean Net_GetNetStat(void)
{
const tic_t t = I_GetTime();
static INT64 oldsendbyte = 0;
if (statstarttic+STATLENGTH <= t)
{
const tic_t df = t-statstarttic;
const INT64 newsendbyte = sendbytes - oldsendbyte;
sendbps = (INT32)(newsendbyte*TICRATE)/df;
getbps = (getbytes*TICRATE)/df;
if (sendackpacket)
lostpercent = 100.0f*(float)retransmit/(float)sendackpacket;
else
lostpercent = 0.0f;
if (getackpacket)
duppercent = 100.0f*(float)duppacket/(float)getackpacket;
else
duppercent = 0.0f;
if (ticruned)
gamelostpercent = 100.0f*(float)ticmiss/(float)ticruned;
else
gamelostpercent = 0.0f;
ticmiss = ticruned = 0;
oldsendbyte = sendbytes;
getbytes = 0;
sendackpacket = getackpacket = duppacket = retransmit = 0;
statstarttic = t;
return 1;
}
return 0;
}
// -----------------------------------------------------------------
// Some structs and functions for acknowledgement of packets
// -----------------------------------------------------------------
#define MAXACKPACKETS 96 // Minimum number of nodes (wat)
#define MAXACKTOSEND 96
#define URGENTFREESLOTNUM 10
#define ACKTOSENDTIMEOUT (TICRATE/11)
#ifndef NONET
typedef struct
{
UINT8 acknum;
UINT8 nextacknum;
UINT8 destinationnode; // The node to send the ack to
tic_t senttime; // The time when the ack was sent
UINT16 length; // The packet size
UINT16 resentnum; // The number of times the ack has been resent
union {
SINT8 raw[MAXPACKETLENGTH];
doomdata_t data;
} pak;
} ackpak_t;
#endif
typedef enum
{
NF_CLOSE = 1, // Flag is set when connection is closing
NF_TIMEOUT = 2, // Flag is set when the node got a timeout
} node_flags_t;
#ifndef NONET
// Table of packets that were not acknowleged can be resent (the sender window)
static ackpak_t ackpak[MAXACKPACKETS];
#endif
typedef struct
{
// ack return to send (like sliding window protocol)
UINT8 firstacktosend;
// when no consecutive packets are received we keep in mind what packets
// we already received in a queue
UINT8 acktosend_head;
UINT8 acktosend_tail;
UINT8 acktosend[MAXACKTOSEND];
// automatically send keep alive packet when not enough trafic
tic_t lasttimeacktosend_sent;
// detect connection lost
tic_t lasttimepacketreceived;
// flow control: do not send too many packets with ack
UINT8 remotefirstack;
UINT8 nextacknum;
UINT8 flags;
} node_t;
static node_t nodes[MAXNETNODES];
#define NODETIMEOUT 14
#ifndef NONET
// return <0 if a < b (mod 256)
// 0 if a = n (mod 256)
// >0 if a > b (mod 256)
// mnemonic: to use it compare to 0: cmpack(a,b)<0 is "a < b" ...
FUNCMATH static INT32 cmpack(UINT8 a, UINT8 b)
{
register INT32 d = a - b;
if (d >= 127 || d < -128)
return -d;
return d;
}
/** Sets freeack to a free acknum and copies the netbuffer in the ackpak table
*
* \param freeack The address to store the free acknum at
* \param lowtimer ???
* \return True if a free acknum was found
*/
static boolean GetFreeAcknum(UINT8 *freeack, boolean lowtimer)
{
node_t *node = &nodes[doomcom->remotenode];
INT32 i, numfreeslot = 0;
if (cmpack((UINT8)((node->remotefirstack + MAXACKTOSEND) % 256), node->nextacknum) < 0)
{
DEBFILE(va("too fast %d %d\n",node->remotefirstack,node->nextacknum));
return false;
}
for (i = 0; i < MAXACKPACKETS; i++)
if (!ackpak[i].acknum)
{
// For low priority packets, make sure to let freeslots so urgent packets can be sent
if (netbuffer->packettype >= PT_CANFAIL)
{
numfreeslot++;
if (numfreeslot <= URGENTFREESLOTNUM)
continue;
}
ackpak[i].acknum = node->nextacknum;
ackpak[i].nextacknum = node->nextacknum;
node->nextacknum++;
if (!node->nextacknum)
node->nextacknum++;
ackpak[i].destinationnode = (UINT8)(node - nodes);
ackpak[i].length = doomcom->datalength;
if (lowtimer)
{
// Lowtime means can't be sent now so try it as soon as possible
ackpak[i].senttime = 0;
ackpak[i].resentnum = 1;
}
else
{
ackpak[i].senttime = I_GetTime();
ackpak[i].resentnum = 0;
}
M_Memcpy(ackpak[i].pak.raw, netbuffer, ackpak[i].length);
*freeack = ackpak[i].acknum;
sendackpacket++; // For stat
return true;
}
#ifdef PARANOIA
CONS_Debug(DBG_NETPLAY, "No more free ackpacket\n");
#endif
if (netbuffer->packettype < PT_CANFAIL)
I_Error("Connection lost\n");
return false;
}
/** Counts how many acks are free
*
* \param urgent True if the type of the packet meant to
* use an ack is lower than PT_CANFAIL
* If for some reason you don't want use it
* for any packet type in particular,
* just set to false
* \return The number of free acks
*
*/
INT32 Net_GetFreeAcks(boolean urgent)
{
INT32 i, numfreeslot = 0;
INT32 n = 0; // Number of free acks found
for (i = 0; i < MAXACKPACKETS; i++)
if (!ackpak[i].acknum)
{
// For low priority packets, make sure to let freeslots so urgent packets can be sent
if (!urgent)
{
numfreeslot++;
if (numfreeslot <= URGENTFREESLOTNUM)
continue;
}
n++;
}
return n;
}
// Get a ack to send in the queue of this node
static UINT8 GetAcktosend(INT32 node)
{
nodes[node].lasttimeacktosend_sent = I_GetTime();
return nodes[node].firstacktosend;
}
static void RemoveAck(INT32 i)
{
INT32 node = ackpak[i].destinationnode;
DEBFILE(va("Remove ack %d\n",ackpak[i].acknum));
ackpak[i].acknum = 0;
if (nodes[node].flags & NF_CLOSE)
Net_CloseConnection(node);
}
// We have got a packet, proceed the ack request and ack return
static boolean Processackpak(void)
{
INT32 i;
boolean goodpacket = true;
node_t *node = &nodes[doomcom->remotenode];
// Received an ack return, so remove the ack in the list
if (netbuffer->ackreturn && cmpack(node->remotefirstack, netbuffer->ackreturn) < 0)
{
node->remotefirstack = netbuffer->ackreturn;
// Search the ackbuffer and free it
for (i = 0; i < MAXACKPACKETS; i++)
if (ackpak[i].acknum && ackpak[i].destinationnode == node - nodes
&& cmpack(ackpak[i].acknum, netbuffer->ackreturn) <= 0)
{
RemoveAck(i);
}
}
// Received a packet with ack, queue it to send the ack back
if (netbuffer->ack)
{
UINT8 ack = netbuffer->ack;
getackpacket++;
if (cmpack(ack, node->firstacktosend) <= 0)
{
DEBFILE(va("Discard(1) ack %d (duplicated)\n", ack));
duppacket++;
goodpacket = false; // Discard packet (duplicate)
}
else
{
// Check if it is not already in the queue
for (i = node->acktosend_tail; i != node->acktosend_head; i = (i+1) % MAXACKTOSEND)
if (node->acktosend[i] == ack)
{
DEBFILE(va("Discard(2) ack %d (duplicated)\n", ack));
duppacket++;
goodpacket = false; // Discard packet (duplicate)
break;
}
if (goodpacket)
{
// Is a good packet so increment the acknowledge number,
// Then search for a "hole" in the queue
UINT8 nextfirstack = (UINT8)(node->firstacktosend + 1);
if (!nextfirstack)
nextfirstack = 1;
if (ack == nextfirstack)
{
UINT8 hm1; // head - 1
boolean change = true;
node->firstacktosend = nextfirstack++;
if (!nextfirstack)
nextfirstack = 1;
hm1 = (UINT8)((node->acktosend_head-1+MAXACKTOSEND) % MAXACKTOSEND);
while (change)
{
change = false;
for (i = node->acktosend_tail; i != node->acktosend_head;
i = (i+1) % MAXACKTOSEND)
{
if (cmpack(node->acktosend[i], nextfirstack) <= 0)
{
if (node->acktosend[i] == nextfirstack)
{
node->firstacktosend = nextfirstack++;
if (!nextfirstack)
nextfirstack = 1;
change = true;
}
if (i == node->acktosend_tail)
{
node->acktosend[node->acktosend_tail] = 0;
node->acktosend_tail = (UINT8)((i+1) % MAXACKTOSEND);
}
else if (i == hm1)
{
node->acktosend[hm1] = 0;
node->acktosend_head = hm1;
hm1 = (UINT8)((hm1-1+MAXACKTOSEND) % MAXACKTOSEND);
}
}
}
}
}
else // Out of order packet
{
// Don't increment firsacktosend, put it in asktosend queue
// Will be incremented when the nextfirstack comes (code above)
UINT8 newhead = (UINT8)((node->acktosend_head+1) % MAXACKTOSEND);
DEBFILE(va("out of order packet (%d expected)\n", nextfirstack));
if (newhead != node->acktosend_tail)
{
node->acktosend[node->acktosend_head] = ack;
node->acktosend_head = newhead;
}
else // Buffer full discard packet, sender will resend it
{ // We can admit the packet but we will not detect the duplication after :(
DEBFILE("no more freeackret\n");
goodpacket = false;
}
}
}
}
}
return goodpacket;
}
#endif
// send special packet with only ack on it
void Net_SendAcks(INT32 node)
{
#ifdef NONET
(void)node;
#else
netbuffer->packettype = PT_NOTHING;
M_Memcpy(netbuffer->u.textcmd, nodes[node].acktosend, MAXACKTOSEND);
HSendPacket(node, false, 0, MAXACKTOSEND);
#endif
}
#ifndef NONET
static void GotAcks(void)
{
INT32 i, j;
for (j = 0; j < MAXACKTOSEND; j++)
if (netbuffer->u.textcmd[j])
for (i = 0; i < MAXACKPACKETS; i++)
if (ackpak[i].acknum && ackpak[i].destinationnode == doomcom->remotenode)
{
if (ackpak[i].acknum == netbuffer->u.textcmd[j])
RemoveAck(i);
// nextacknum is first equal to acknum, then when receiving bigger ack
// there is big chance the packet is lost
// When resent, nextacknum = nodes[node].nextacknum
// will redo the same but with different value
else if (cmpack(ackpak[i].nextacknum, netbuffer->u.textcmd[j]) <= 0
&& ackpak[i].senttime > 0)
{
ackpak[i].senttime--; // hurry up
}
}
}
#endif
void Net_ConnectionTimeout(INT32 node)
{
// Don't timeout several times
if (nodes[node].flags & NF_TIMEOUT)
return;
nodes[node].flags |= NF_TIMEOUT;
// Send a very special packet to self (hack the reboundstore queue)
// Main code will handle it
reboundstore[rebound_head].packettype = PT_NODETIMEOUT;
reboundstore[rebound_head].ack = 0;
reboundstore[rebound_head].ackreturn = 0;
reboundstore[rebound_head].u.textcmd[0] = (UINT8)node;
reboundsize[rebound_head] = (INT16)(BASEPACKETSIZE + 1);
rebound_head = (rebound_head+1) % MAXREBOUND;
// Do not redo it quickly (if we do not close connection it is
// for a good reason!)
nodes[node].lasttimepacketreceived = I_GetTime();
}
// Resend the data if needed
void Net_AckTicker(void)
{
#ifndef NONET
INT32 i;
for (i = 0; i < MAXACKPACKETS; i++)
{
const INT32 nodei = ackpak[i].destinationnode;
node_t *node = &nodes[nodei];
if (ackpak[i].acknum && ackpak[i].senttime + NODETIMEOUT < I_GetTime())
{
if (ackpak[i].resentnum > 10 && (node->flags & NF_CLOSE))
{
DEBFILE(va("ack %d sent 10 times so connection is supposed lost: node %d\n",
i, nodei));
Net_CloseConnection(nodei | FORCECLOSE);
ackpak[i].acknum = 0;
continue;
}
DEBFILE(va("Resend ack %d, %u<%d at %u\n", ackpak[i].acknum, ackpak[i].senttime,
NODETIMEOUT, I_GetTime()));
M_Memcpy(netbuffer, ackpak[i].pak.raw, ackpak[i].length);
ackpak[i].senttime = I_GetTime();
ackpak[i].resentnum++;
ackpak[i].nextacknum = node->nextacknum;
retransmit++; // For stat
HSendPacket((INT32)(node - nodes), false, ackpak[i].acknum,
(size_t)(ackpak[i].length - BASEPACKETSIZE));
}
}
for (i = 1; i < MAXNETNODES; i++)
{
// This is something like node open flag
if (nodes[i].firstacktosend)
{
// We haven't sent a packet for a long time
// Acknowledge packet if needed
if (nodes[i].lasttimeacktosend_sent + ACKTOSENDTIMEOUT < I_GetTime())
Net_SendAcks(i);
if (!(nodes[i].flags & NF_CLOSE)
&& nodes[i].lasttimepacketreceived + connectiontimeout < I_GetTime())
{
Net_ConnectionTimeout(i);
}
}
}
#endif
}
// Remove last packet received ack before resending the ackreturn
// (the higher layer doesn't have room, or something else ....)
void Net_UnAcknowledgePacket(INT32 node)
{
#ifdef NONET
(void)node;
#else
INT32 hm1 = (nodes[node].acktosend_head-1+MAXACKTOSEND) % MAXACKTOSEND;
DEBFILE(va("UnAcknowledge node %d\n", node));
if (!node)
return;
if (nodes[node].acktosend[hm1] == netbuffer->ack)
{
nodes[node].acktosend[hm1] = 0;
nodes[node].acktosend_head = (UINT8)hm1;
}
else if (nodes[node].firstacktosend == netbuffer->ack)
{
nodes[node].firstacktosend--;
if (!nodes[node].firstacktosend)
nodes[node].firstacktosend = UINT8_MAX;
}
else
{
while (nodes[node].firstacktosend != netbuffer->ack)
{
nodes[node].acktosend_tail = (UINT8)
((nodes[node].acktosend_tail-1+MAXACKTOSEND) % MAXACKTOSEND);
nodes[node].acktosend[nodes[node].acktosend_tail] = nodes[node].firstacktosend;
nodes[node].firstacktosend--;
if (!nodes[node].firstacktosend)
nodes[node].firstacktosend = UINT8_MAX;
}
nodes[node].firstacktosend++;
if (!nodes[node].firstacktosend)
nodes[node].firstacktosend = 1;
}
#endif
}
#ifndef NONET
/** Checks if all acks have been received
*
* \return True if all acks have been received
*
*/
static boolean Net_AllAcksReceived(void)
{
INT32 i;
for (i = 0; i < MAXACKPACKETS; i++)
if (ackpak[i].acknum)
return false;
return true;
}
#endif
/** Waits for all ackreturns
*
* \param timeout Timeout in seconds
*
*/
void Net_WaitAllAckReceived(UINT32 timeout)
{
#ifdef NONET
(void)timeout;
#else
tic_t tictac = I_GetTime();
timeout = tictac + timeout*NEWTICRATE;
HGetPacket();
while (timeout > I_GetTime() && !Net_AllAcksReceived())
{
while (tictac == I_GetTime())
{
I_Sleep(cv_sleep.value);
I_UpdateTime(cv_timescale.value);
}
tictac = I_GetTime();
HGetPacket();
Net_AckTicker();
}
#endif
}
static void InitNode(node_t *node)
{
node->acktosend_head = node->acktosend_tail = 0;
node->firstacktosend = 0;
node->nextacknum = 1;
node->remotefirstack = 0;
node->flags = 0;
}
static void InitAck(void)
{
INT32 i;
#ifndef NONET
for (i = 0; i < MAXACKPACKETS; i++)
ackpak[i].acknum = 0;
#endif
for (i = 0; i < MAXNETNODES; i++)
InitNode(&nodes[i]);
}
/** Removes all acks of a given packet type
*
* \param packettype The packet type to forget
*
*/
void Net_AbortPacketType(UINT8 packettype)
{
#ifdef NONET
(void)packettype;
#else
INT32 i;
for (i = 0; i < MAXACKPACKETS; i++)
if (ackpak[i].acknum && (ackpak[i].pak.data.packettype == packettype
|| packettype == UINT8_MAX))
{
ackpak[i].acknum = 0;
}
#endif
}
// -----------------------------------------------------------------
// end of acknowledge function
// -----------------------------------------------------------------
// remove a node, clear all ack from this node and reset askret
void Net_CloseConnection(INT32 node)
{
#ifdef NONET
(void)node;
#else
INT32 i;
boolean forceclose = (node & FORCECLOSE) != 0;
if (node == -1)
{
DEBFILE(M_GetText("Net_CloseConnection: node -1 detected!\n"));
return; // nope, just ignore it
}
node &= ~FORCECLOSE;
if (!node)
return;
if (node < 0 || node >= MAXNETNODES) // prevent invalid nodes from crashing the game
{
DEBFILE(va(M_GetText("Net_CloseConnection: invalid node %d detected!\n"), node));
return;
}
nodes[node].flags |= NF_CLOSE;
// try to Send ack back (two army problem)
if (GetAcktosend(node))
{
Net_SendAcks(node);
Net_SendAcks(node);
}
// check if we are waiting for an ack from this node
for (i = 0; i < MAXACKPACKETS; i++)
if (ackpak[i].acknum && ackpak[i].destinationnode == node)
{
if (!forceclose)
return; // connection will be closed when ack is returned
else
ackpak[i].acknum = 0;
}
InitNode(&nodes[node]);
SV_AbortSendFiles(node);
I_NetFreeNodenum(node);
#endif
}
#ifndef NONET
//
// Checksum
//
static UINT32 NetbufferChecksum(void)
{
UINT32 c = 0x1234567;
const INT32 l = doomcom->datalength - 4;
const UINT8 *buf = (UINT8 *)netbuffer + 4;
INT32 i;
for (i = 0; i < l; i++, buf++)
c += (*buf) * (i+1);
return LONG(c);
}
#endif
#ifdef DEBUGFILE
static void fprintfstring(char *s, size_t len)
{
INT32 mode = 0;
size_t i;
for (i = 0; i < len; i++)
if (s[i] < 32)
{
if (!mode)
{
fprintf(debugfile, "[%d", (UINT8)s[i]);
mode = 1;
}
else
fprintf(debugfile, ",%d", (UINT8)s[i]);
}
else
{
if (mode)
{
fprintf(debugfile, "]");
mode = 0;
}
fprintf(debugfile, "%c", s[i]);
}
if (mode)
fprintf(debugfile, "]");
}
static void fprintfstringnewline(char *s, size_t len)
{
fprintfstring(s, len);
fprintf(debugfile, "\n");
}
/// \warning Keep this up-to-date if you add/remove/rename packet types
static const char *packettypename[NUMPACKETTYPE] =
{
"NOTHING",
"SERVERCFG",
"CLIENTCMD",
"CLIENTMIS",
"CLIENT2CMD",
"CLIENT2MIS",
"NODEKEEPALIVE",
"NODEKEEPALIVEMIS",
"SERVERTICS",
"SERVERREFUSE",
"SERVERSHUTDOWN",
"CLIENTQUIT",
"ASKINFO",
"SERVERINFO",
"PLAYERINFO",
"REQUESTFILE",
"ASKINFOVIAMS",
"RESYNCHEND",
"RESYNCHGET",
"CLIENT3CMD",
"CLIENT3MIS",
"CLIENT4CMD",
"CLIENT4MIS",
"BASICKEEPALIVE",
"FILEFRAGMENT",
"TEXTCMD",
"TEXTCMD2",
"TEXTCMD3",
"TEXTCMD4",
"CLIENTJOIN",
"NODETIMEOUT",
"RESYNCHING",
"PING"
};
static void DebugPrintpacket(const char *header)
{
fprintf(debugfile, "%-12s (node %d,ack %d,ackret %d,size %d) type(%d) : %s\n",
header, doomcom->remotenode, netbuffer->ack, netbuffer->ackreturn, doomcom->datalength,
netbuffer->packettype, packettypename[netbuffer->packettype]);
switch (netbuffer->packettype)
{
case PT_ASKINFO:
case PT_ASKINFOVIAMS:
fprintf(debugfile, " time %u\n", (tic_t)LONG(netbuffer->u.askinfo.time));
break;
case PT_CLIENTJOIN:
fprintf(debugfile, " number %d mode %d\n", netbuffer->u.clientcfg.localplayers,
netbuffer->u.clientcfg.mode);
break;
case PT_SERVERTICS:
{
servertics_pak *serverpak = &netbuffer->u.serverpak;
UINT8 *cmd = (UINT8 *)(&serverpak->cmds[serverpak->numslots * serverpak->numtics]);
size_t ntxtcmd = &((UINT8 *)netbuffer)[doomcom->datalength] - cmd;
fprintf(debugfile, " firsttic %u ply %d tics %d ntxtcmd %s\n ",
(UINT32)serverpak->starttic, serverpak->numslots, serverpak->numtics, sizeu1(ntxtcmd));
/// \todo Display more readable information about net commands
fprintfstringnewline((char *)cmd, ntxtcmd);
/*fprintfstring((char *)cmd, 3);
if (ntxtcmd > 4)
{
fprintf(debugfile, "[%s]", netxcmdnames[*((cmd) + 3) - 1]);
fprintfstring(((char *)cmd) + 4, ntxtcmd - 4);
}
fprintf(debugfile, "\n");*/
break;
}
case PT_CLIENTCMD:
case PT_CLIENT2CMD:
case PT_CLIENT3CMD:
case PT_CLIENT4CMD:
case PT_CLIENTMIS:
case PT_CLIENT2MIS:
case PT_CLIENT3MIS:
case PT_CLIENT4MIS:
case PT_NODEKEEPALIVE:
case PT_NODEKEEPALIVEMIS:
fprintf(debugfile, " tic %4u resendfrom %u\n",
(UINT32)netbuffer->u.clientpak.client_tic,
(UINT32)netbuffer->u.clientpak.resendfrom);
break;
case PT_BASICKEEPALIVE:
fprintf(debugfile, " keep alive\n");
break;
case PT_TEXTCMD:
case PT_TEXTCMD2:
case PT_TEXTCMD3:
case PT_TEXTCMD4:
fprintf(debugfile, " length %d\n ", netbuffer->u.textcmd[0]);
fprintf(debugfile, "[%s]", netxcmdnames[netbuffer->u.textcmd[1] - 1]);
fprintfstringnewline((char *)netbuffer->u.textcmd + 2, netbuffer->u.textcmd[0] - 1);
break;
case PT_SERVERCFG:
fprintf(debugfile, " playerslots %d clientnode %d serverplayer %d "
"gametic %u gamestate %d gametype %d modifiedgame %d\n",
netbuffer->u.servercfg.totalslotnum, netbuffer->u.servercfg.clientnode,
netbuffer->u.servercfg.serverplayer, (UINT32)LONG(netbuffer->u.servercfg.gametic),
netbuffer->u.servercfg.gamestate, netbuffer->u.servercfg.gametype,
netbuffer->u.servercfg.modifiedgame);
break;
case PT_SERVERINFO:
fprintf(debugfile, " '%s' player %d/%d, map %s, filenum %d, time %u \n",
netbuffer->u.serverinfo.servername, netbuffer->u.serverinfo.numberofplayer,
netbuffer->u.serverinfo.maxplayer, netbuffer->u.serverinfo.mapname,
netbuffer->u.serverinfo.fileneedednum,
(UINT32)LONG(netbuffer->u.serverinfo.time));
fprintfstringnewline((char *)netbuffer->u.serverinfo.fileneeded,
(UINT8)((UINT8 *)netbuffer + doomcom->datalength
- (UINT8 *)netbuffer->u.serverinfo.fileneeded));
break;
case PT_SERVERREFUSE:
fprintf(debugfile, " reason %s\n", netbuffer->u.serverrefuse.reason);
break;
case PT_FILEFRAGMENT:
fprintf(debugfile, " fileid %d datasize %d position %u\n",
netbuffer->u.filetxpak.fileid, (UINT16)SHORT(netbuffer->u.filetxpak.size),
(UINT32)LONG(netbuffer->u.filetxpak.position));
break;
case PT_REQUESTFILE:
default: // write as a raw packet
fprintfstringnewline((char *)netbuffer->u.textcmd,
(UINT8)((UINT8 *)netbuffer + doomcom->datalength - (UINT8 *)netbuffer->u.textcmd));
break;
}
}
#endif
#ifdef PACKETDROP
static INT32 packetdropquantity[NUMPACKETTYPE] = {0};
static INT32 packetdroprate = 0;
void Command_Drop(void)
{
INT32 packetquantity;
const char *packetname;
size_t i;
if (COM_Argc() < 2)
{
CONS_Printf("drop <packettype> [quantity]: drop packets\n"
"drop reset: cancel all packet drops\n");
return;
}
if (!(stricmp(COM_Argv(1), "reset") && stricmp(COM_Argv(1), "cancel") && stricmp(COM_Argv(1), "stop")))
{
memset(packetdropquantity, 0, sizeof(packetdropquantity));
return;
}
if (COM_Argc() >= 3)
{
packetquantity = atoi(COM_Argv(2));
if (packetquantity <= 0 && COM_Argv(2)[0] != '0')
{
CONS_Printf("Invalid quantity\n");
return;
}
}
else
packetquantity = -1;
packetname = COM_Argv(1);
if (!(stricmp(packetname, "all") && stricmp(packetname, "any")))
for (i = 0; i < NUMPACKETTYPE; i++)
packetdropquantity[i] = packetquantity;
else
{
for (i = 0; i < NUMPACKETTYPE; i++)
if (!stricmp(packetname, packettypename[i]))
{
packetdropquantity[i] = packetquantity;
return;
}
CONS_Printf("Unknown packet name\n");
}
}
void Command_Droprate(void)
{
INT32 droprate;
if (COM_Argc() < 2)
{
CONS_Printf("Packet drop rate: %d%%\n", packetdroprate);
return;
}
droprate = atoi(COM_Argv(1));
if ((droprate <= 0 && COM_Argv(1)[0] != '0') || droprate > 100)
{
CONS_Printf("Packet drop rate must be between 0 and 100!\n");
return;
}
packetdroprate = droprate;
}
#ifndef NONET
static boolean ShouldDropPacket(void)
{
return (packetdropquantity[netbuffer->packettype])
|| (packetdroprate != 0 && rand() < (RAND_MAX * (packetdroprate / 100.f))) || packetdroprate == 100;
}
#endif
#endif
//
// HSendPacket
//
boolean HSendPacket(INT32 node, boolean reliable, UINT8 acknum, size_t packetlength)
{
doomcom->datalength = (INT16)(packetlength + BASEPACKETSIZE);
if (node == 0) // Packet is to go back to us
{
if ((rebound_head+1) % MAXREBOUND == rebound_tail)
{
#ifdef PARANOIA
CONS_Debug(DBG_NETPLAY, "No more rebound buf\n");
#endif
return false;
}
netbuffer->ack = netbuffer->ackreturn = 0; // don't hold over values from last packet sent/received
M_Memcpy(&reboundstore[rebound_head], netbuffer,
doomcom->datalength);
reboundsize[rebound_head] = doomcom->datalength;
rebound_head = (rebound_head+1) % MAXREBOUND;
#ifdef DEBUGFILE
if (debugfile)
{
doomcom->remotenode = (INT16)node;
DebugPrintpacket("SENDLOCAL");
}
#endif
return true;
}
if (!netgame)
I_Error("Tried to transmit to another node");
#ifdef NONET
(void)node;
(void)reliable;
(void)acknum;
#else
// do this before GetFreeAcknum because this function backups
// the current packet
doomcom->remotenode = (INT16)node;
if (doomcom->datalength <= 0)
{
DEBFILE("HSendPacket: nothing to send\n");
#ifdef DEBUGFILE
if (debugfile)
DebugPrintpacket("TRISEND");
#endif
return false;
}
if (node < MAXNETNODES) // Can be a broadcast
netbuffer->ackreturn = GetAcktosend(node);
else
netbuffer->ackreturn = 0;
if (reliable)
{
if (I_NetCanSend && !I_NetCanSend())
{
if (netbuffer->packettype < PT_CANFAIL)
GetFreeAcknum(&netbuffer->ack, true);
DEBFILE("HSendPacket: Out of bandwidth\n");
return false;
}
else if (!GetFreeAcknum(&netbuffer->ack, false))
return false;
}
else
netbuffer->ack = acknum;
netbuffer->checksum = NetbufferChecksum();
sendbytes += packetheaderlength + doomcom->datalength; // For stat
#ifdef PACKETDROP
// Simulate internet :)
//if (rand() >= (INT32)(RAND_MAX * (PACKETLOSSRATE / 100.f)))
if (!ShouldDropPacket())
{
#endif
#ifdef DEBUGFILE
if (debugfile)
DebugPrintpacket("SENT");
#endif
I_NetSend();
#ifdef PACKETDROP
}
else
{
if (packetdropquantity[netbuffer->packettype] > 0)
packetdropquantity[netbuffer->packettype]--;
#ifdef DEBUGFILE
if (debugfile)
DebugPrintpacket("NOT SENT");
#endif
}
#endif
#endif // ndef NONET
return true;
}
//
// HGetPacket
// Returns false if no packet is waiting
// Check Datalength and checksum
//
boolean HGetPacket(void)
{
//boolean nodejustjoined;
// Get a packet from self
if (rebound_tail != rebound_head)
{
M_Memcpy(netbuffer, &reboundstore[rebound_tail], reboundsize[rebound_tail]);
doomcom->datalength = reboundsize[rebound_tail];
if (netbuffer->packettype == PT_NODETIMEOUT)
doomcom->remotenode = netbuffer->u.textcmd[0];
else
doomcom->remotenode = 0;
rebound_tail = (rebound_tail+1) % MAXREBOUND;
#ifdef DEBUGFILE
if (debugfile)
DebugPrintpacket("GETLOCAL");
#endif
return true;
}
if (!netgame)
return false;
#ifndef NONET
while(true)
{
//nodejustjoined = I_NetGet();
I_NetGet();
if (doomcom->remotenode == -1) // No packet received
return false;
getbytes += packetheaderlength + doomcom->datalength; // For stat
if (doomcom->remotenode >= MAXNETNODES)
{
DEBFILE(va("Received packet from node %d!\n", doomcom->remotenode));
continue;
}
nodes[doomcom->remotenode].lasttimepacketreceived = I_GetTime();
if (netbuffer->checksum != NetbufferChecksum())
{
DEBFILE("Bad packet checksum\n");
//Net_CloseConnection(nodejustjoined ? (doomcom->remotenode | FORCECLOSE) : doomcom->remotenode);
Net_CloseConnection(doomcom->remotenode);
continue;
}
#ifdef DEBUGFILE
if (debugfile)
DebugPrintpacket("GET");
#endif
/*// If a new node sends an unexpected packet, just ignore it
if (nodejustjoined && server
&& !(netbuffer->packettype == PT_ASKINFO
|| netbuffer->packettype == PT_SERVERINFO
|| netbuffer->packettype == PT_PLAYERINFO
|| netbuffer->packettype == PT_REQUESTFILE
|| netbuffer->packettype == PT_ASKINFOVIAMS
|| netbuffer->packettype == PT_CLIENTJOIN))
{
DEBFILE(va("New node sent an unexpected %s packet\n", packettypename[netbuffer->packettype]));
//CONS_Alert(CONS_NOTICE, "New node sent an unexpected %s packet\n", packettypename[netbuffer->packettype]);
Net_CloseConnection(doomcom->remotenode | FORCECLOSE);
continue;
}*/
// Proceed the ack and ackreturn field
if (!Processackpak())
continue; // discarded (duplicated)
// A packet with just ackreturn
if (netbuffer->packettype == PT_NOTHING)
{
GotAcks();
continue;
}
break;
}
#endif // ndef NONET
return true;
}
static boolean Internal_Get(void)
{
doomcom->remotenode = -1;
return false;
}
FUNCNORETURN static ATTRNORETURN void Internal_Send(void)
{
I_Error("Send without netgame\n");
}
static void Internal_FreeNodenum(INT32 nodenum)
{
(void)nodenum;
}
SINT8 I_NetMakeNode(const char *hostname)
{
SINT8 newnode = -1;
if (I_NetMakeNodewPort)
{
char *localhostname = strdup(hostname);
char *t = localhostname;
const char *port;
if (!localhostname)
return newnode;
// retrieve portnum from address!
strtok(localhostname, ":");
port = strtok(NULL, ":");
// remove the port in the hostname as we've it already
while ((*t != ':') && (*t != '\0'))
t++;
*t = '\0';
newnode = I_NetMakeNodewPort(localhostname, port);
free(localhostname);
}
return newnode;
}
void D_SetDoomcom(void)
{
if (doomcom) return;
doomcom = Z_Calloc(sizeof (doomcom_t), PU_STATIC, NULL);
doomcom->id = DOOMCOM_ID;
doomcom->numslots = doomcom->numnodes = 1;
doomcom->gametype = 0;
doomcom->consoleplayer = 0;
doomcom->extratics = 0;
}
//
// D_CheckNetGame
// Works out player numbers among the net participants
//
boolean D_CheckNetGame(void)
{
boolean ret = false;
InitAck();
rebound_tail = rebound_head = 0;
statstarttic = I_GetTime();
I_NetGet = Internal_Get;
I_NetSend = Internal_Send;
I_NetCanSend = NULL;
I_NetCloseSocket = NULL;
I_NetFreeNodenum = Internal_FreeNodenum;
I_NetMakeNodewPort = NULL;
hardware_MAXPACKETLENGTH = MAXPACKETLENGTH;
net_bandwidth = 30000;
// I_InitNetwork sets doomcom and netgame
// check and initialize the network driver
multiplayer = false;
// only dos version with external driver will return true
netgame = I_InitNetwork();
if (!netgame && !I_NetOpenSocket)
{
D_SetDoomcom();
netgame = I_InitTcpNetwork();
}
if (netgame)
ret = true;
if (client && netgame)
netgame = false;
server = true; // WTF? server always true???
// no! The deault mode is server. Client is set elsewhere
// when the client executes connect command.
doomcom->ticdup = 1;
if (M_CheckParm("-extratic"))
{
if (M_IsNextParm())
doomcom->extratics = (INT16)atoi(M_GetNextParm());
else
doomcom->extratics = 1;
CONS_Printf(M_GetText("Set extratics to %d\n"), doomcom->extratics);
}
if (M_CheckParm("-bandwidth"))
{
if (M_IsNextParm())
{
net_bandwidth = atoi(M_GetNextParm());
if (net_bandwidth < 1000)
net_bandwidth = 1000;
if (net_bandwidth > 100000)
hardware_MAXPACKETLENGTH = MAXPACKETLENGTH;
CONS_Printf(M_GetText("Network bandwidth set to %d\n"), net_bandwidth);
}
else
I_Error("usage: -bandwidth <byte_per_sec>");
}
software_MAXPACKETLENGTH = hardware_MAXPACKETLENGTH;
if (M_CheckParm("-packetsize"))
{
if (M_IsNextParm())
{
INT32 p = atoi(M_GetNextParm());
if (p < 75)
p = 75;
if (p > hardware_MAXPACKETLENGTH)
p = hardware_MAXPACKETLENGTH;
software_MAXPACKETLENGTH = (UINT16)p;
}
else
I_Error("usage: -packetsize <bytes_per_packet>");
}
if (netgame)
multiplayer = true;
if (doomcom->id != DOOMCOM_ID)
I_Error("Doomcom buffer invalid!");
if (doomcom->numnodes > MAXNETNODES)
I_Error("Too many nodes (%d), max:%d", doomcom->numnodes, MAXNETNODES);
netbuffer = (doomdata_t *)(void *)&doomcom->data;
#ifdef DEBUGFILE
#ifdef _arch_dreamcast
//debugfile = stderr;
if (debugfile)
CONS_Printf(M_GetText("debug output to: %s\n"), "STDERR");
#else
if (M_CheckParm("-debugfile"))
{
char filename[21];
INT32 k = doomcom->consoleplayer - 1;
if (M_IsNextParm())
k = atoi(M_GetNextParm()) - 1;
while (!debugfile && k < MAXPLAYERS)
{
k++;
sprintf(filename, "debug%d.txt", k);
debugfile = fopen(va("%s" PATHSEP "%s", srb2home, filename), "w");
}
if (debugfile)
CONS_Printf(M_GetText("debug output to: %s\n"), va("%s" PATHSEP "%s", srb2home, filename));
else
CONS_Alert(CONS_WARNING, M_GetText("cannot debug output to file %s!\n"), va("%s" PATHSEP "%s", srb2home, filename));
}
#endif
#endif
D_ClientServerInit();
return ret;
}
struct pingcell
{
INT32 num;
INT32 ms;
};
static int pingcellcmp(const void *va, const void *vb)
{
const struct pingcell *a, *b;
a = va;
b = vb;
return ( a->ms - b->ms );
}
/*
New ping command formatted nicely to present ping in
ascending order. And with equally spaced columns.
The caller's ping is presented at the bottom too, for
convenience.
*/
void Command_Ping_f(void)
{
struct pingcell pingv[MAXPLAYERS];
INT32 pingc;
int name_width = 0;
int ms_width = 0;
int n;
INT32 i;
pingc = 0;
for (i = 1; i < MAXPLAYERS; ++i)
if (playeringame[i])
{
n = strlen(player_names[i]);
if (n > name_width)
name_width = n;
n = playerpingtable[i];
if (n > ms_width)
ms_width = n;
pingv[pingc].num = i;
pingv[pingc].ms = playerpingtable[i];
pingc++;
}
if (ms_width < 10) ms_width = 1;
else if (ms_width < 100) ms_width = 2;
else ms_width = 3;
qsort(pingv, pingc, sizeof (struct pingcell), &pingcellcmp);
for (i = 0; i < pingc; ++i)
{
CONS_Printf("%02d : %-*s %*d ms\n",
pingv[i].num,
name_width, player_names[pingv[i].num],
ms_width, pingv[i].ms);
}
if (!server && playeringame[consoleplayer])
{
CONS_Printf("\nYour ping is %d ms\n", playerpingtable[consoleplayer]);
}
}
void D_CloseConnection(void)
{
INT32 i;
if (netgame)
{
// wait the ackreturn with timout of 5 Sec
Net_WaitAllAckReceived(5);
// close all connection
for (i = 0; i < MAXNETNODES; i++)
Net_CloseConnection(i|FORCECLOSE);
InitAck();
if (I_NetCloseSocket)
I_NetCloseSocket();
I_NetGet = Internal_Get;
I_NetSend = Internal_Send;
I_NetCanSend = NULL;
I_NetCloseSocket = NULL;
I_NetFreeNodenum = Internal_FreeNodenum;
I_NetMakeNodewPort = NULL;
netgame = false;
addedtogame = false;
}
D_ResetTiccmds();
}