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443 lines
10 KiB
C
443 lines
10 KiB
C
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program 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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//-----------------------------------------------------------------------------
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/// \file
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/// \brief SDL network interface
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#include "../doomdef.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 "../z_zone.h"
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#include "../i_tcp.h"
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#ifdef SDL
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#ifdef HAVE_SDLNET
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#include "SDL_net.h"
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#define MAXBANS 20
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static IPaddress clientaddress[MAXNETNODES+1];
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static IPaddress banned[MAXBANS];
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static UDPpacket mypacket;
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static UDPsocket mysocket = NULL;
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static SDLNet_SocketSet myset = NULL;
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static size_t numbans = 0;
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static boolean NET_bannednode[MAXNETNODES+1]; /// \note do we really need the +1?
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static boolean init_SDLNet_driver = false;
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static const char *NET_AddrToStr(IPaddress* sk)
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{
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static char s[22]; // 255.255.255.255:65535
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strcpy(s, SDLNet_ResolveIP(sk));
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if (sk->port != 0) strcat(s, va(":%d", sk->port));
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return s;
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}
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static const char *NET_GetNodeAddress(INT32 node)
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{
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if (!nodeconnected[node])
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return NULL;
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return NET_AddrToStr(&clientaddress[node]);
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}
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static const char *NET_GetBanAddress(size_t ban)
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{
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if (ban > numbans)
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return NULL;
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return NET_AddrToStr(&banned[ban]);
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}
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static boolean NET_cmpaddr(IPaddress* a, IPaddress* b)
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{
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return (a->host == b->host && (b->port == 0 || a->port == b->port));
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}
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static boolean NET_CanGet(void)
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{
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return myset?(SDLNet_CheckSockets(myset,0) == 1):false;
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}
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static void NET_Get(void)
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{
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INT32 mystatus;
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INT32 newnode;
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mypacket.len = MAXPACKETLENGTH;
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if (!NET_CanGet())
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{
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doomcom->remotenode = -1; // no packet
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return;
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}
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mystatus = SDLNet_UDP_Recv(mysocket,&mypacket);
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if (mystatus != -1)
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{
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if (mypacket.channel != -1)
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{
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doomcom->remotenode = mypacket.channel+1; // good packet from a game player
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doomcom->datalength = mypacket.len;
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return;
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}
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newnode = SDLNet_UDP_Bind(mysocket,-1,&mypacket.address);
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if (newnode != -1)
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{
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size_t i;
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newnode++;
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M_Memcpy(&clientaddress[newnode], &mypacket.address, sizeof (IPaddress));
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DEBFILE(va("New node detected: node:%d address:%s\n", newnode,
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NET_GetNodeAddress(newnode)));
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doomcom->remotenode = newnode; // good packet from a game player
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doomcom->datalength = mypacket.len;
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for (i = 0; i < numbans; i++)
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{
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if (NET_cmpaddr(&mypacket.address, &banned[i]))
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{
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DEBFILE("This dude has been banned\n");
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NET_bannednode[newnode] = true;
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break;
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}
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}
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if (i == numbans)
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NET_bannednode[newnode] = false;
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return;
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}
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else
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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}
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else if (mystatus == -1)
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{
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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}
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DEBFILE("New node detected: No more free slots\n");
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doomcom->remotenode = -1; // no packet
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}
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#if 0
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static boolean NET_CanSend(void)
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{
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return true;
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}
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#endif
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static void NET_Send(void)
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{
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if (!doomcom->remotenode)
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return;
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mypacket.len = doomcom->datalength;
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if (SDLNet_UDP_Send(mysocket,doomcom->remotenode-1,&mypacket) == 0)
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{
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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}
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}
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static void NET_FreeNodenum(INT32 numnode)
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{
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// can't disconnect from self :)
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if (!numnode)
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return;
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DEBFILE(va("Free node %d (%s)\n", numnode, NET_GetNodeAddress(numnode)));
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SDLNet_UDP_Unbind(mysocket,numnode-1);
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memset(&clientaddress[numnode], 0, sizeof (IPaddress));
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}
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static UDPsocket NET_Socket(void)
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{
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UDPsocket temp = NULL;
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Uint16 portnum = 0;
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IPaddress tempip = {INADDR_BROADCAST,0};
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//Hurdler: I'd like to put a server and a client on the same computer
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//Logan: Me too
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//BP: in fact for client we can use any free port we want i have read
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// in some doc that connect in udp can do it for us...
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//Alam: where?
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if (M_CheckParm("-clientport"))
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{
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if (!M_IsNextParm())
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I_Error("syntax: -clientport <portnum>");
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portnum = atoi(M_GetNextParm());
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}
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else
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portnum = sock_port;
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temp = SDLNet_UDP_Open(portnum);
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if (!temp)
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{
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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return NULL;
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}
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if (SDLNet_UDP_Bind(temp,BROADCASTADDR-1,&tempip) == -1)
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{
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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SDLNet_UDP_Close(temp);
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return NULL;
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}
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clientaddress[BROADCASTADDR].port = sock_port;
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clientaddress[BROADCASTADDR].host = INADDR_BROADCAST;
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doomcom->extratics = 1; // internet is very high ping
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return temp;
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}
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static void I_ShutdownSDLNetDriver(void)
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{
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if (myset) SDLNet_FreeSocketSet(myset);
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myset = NULL;
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SDLNet_Quit();
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init_SDLNet_driver = false;
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}
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static void I_InitSDLNetDriver(void)
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{
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if (init_SDLNet_driver)
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I_ShutdownSDLNetDriver();
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if (SDLNet_Init() == -1)
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{
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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return; // No good!
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}
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D_SetDoomcom();
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mypacket.data = doomcom->data;
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init_SDLNet_driver = true;
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}
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static void NET_CloseSocket(void)
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{
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if (mysocket)
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SDLNet_UDP_Close(mysocket);
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mysocket = NULL;
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}
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static SINT8 NET_NetMakeNodewPort(const char *hostname, const char *port)
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{
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INT32 newnode;
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UINT16 portnum = sock_port;
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IPaddress hostnameIP;
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// retrieve portnum from address!
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if (port && !port[0])
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portnum = atoi(port);
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if (SDLNet_ResolveHost(&hostnameIP,hostname,portnum) == -1)
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{
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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return -1;
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}
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newnode = SDLNet_UDP_Bind(mysocket,-1,&hostnameIP);
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if (newnode == -1)
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{
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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return newnode;
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}
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newnode++;
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M_Memcpy(&clientaddress[newnode],&hostnameIP,sizeof (IPaddress));
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return (SINT8)newnode;
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}
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static boolean NET_OpenSocket(void)
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{
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memset(clientaddress, 0, sizeof (clientaddress));
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//I_OutputMsg("SDL_Net Code starting up\n");
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I_NetSend = NET_Send;
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I_NetGet = NET_Get;
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I_NetCloseSocket = NET_CloseSocket;
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I_NetFreeNodenum = NET_FreeNodenum;
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I_NetMakeNodewPort = NET_NetMakeNodewPort;
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//I_NetCanSend = NET_CanSend;
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// build the socket but close it first
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NET_CloseSocket();
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mysocket = NET_Socket();
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if (!mysocket)
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return false;
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// for select
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myset = SDLNet_AllocSocketSet(1);
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if (!myset)
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{
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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return false;
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}
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if (SDLNet_UDP_AddSocket(myset,mysocket) == -1)
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{
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I_OutputMsg("SDL_Net: %s",SDLNet_GetError());
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return false;
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}
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return true;
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}
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static boolean NET_Ban(INT32 node)
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{
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if (numbans == MAXBANS)
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return false;
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M_Memcpy(&banned[numbans], &clientaddress[node], sizeof (IPaddress));
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banned[numbans].port = 0;
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numbans++;
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return true;
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}
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static boolean NET_SetBanAddress(const char *address, const char *mask)
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{
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(void)mask;
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if (bans == MAXBANS)
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return false;
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if (SDLNet_ResolveHost(&banned[numbans], address, 0) == -1)
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return false;
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numbans++;
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return true;
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}
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static void NET_ClearBans(void)
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{
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numbans = 0;
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}
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#endif
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//
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// I_InitNetwork
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// Only required for DOS, so this is more a dummy
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//
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boolean I_InitNetwork(void)
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{
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#ifdef HAVE_SDLNET
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char serverhostname[255];
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boolean ret = false;
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SDL_version SDLcompiled;
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const SDL_version *SDLlinked = SDLNet_Linked_Version();
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SDL_NET_VERSION(&SDLcompiled)
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I_OutputMsg("Compiled for SDL_Net version: %d.%d.%d\n",
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SDLcompiled.major, SDLcompiled.minor, SDLcompiled.patch);
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I_OutputMsg("Linked with SDL_Net version: %d.%d.%d\n",
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SDLlinked->major, SDLlinked->minor, SDLlinked->patch);
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//if (!M_CheckParm ("-sdlnet"))
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// return false;
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// initilize the driver
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I_InitSDLNetDriver();
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I_AddExitFunc(I_ShutdownSDLNetDriver);
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if (!init_SDLNet_driver)
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return false;
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if (M_CheckParm("-udpport"))
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{
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if (M_IsNextParm())
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sock_port = (UINT16)atoi(M_GetNextParm());
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else
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sock_port = 0;
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}
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// parse network game options,
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if (M_CheckParm("-server") || dedicated)
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{
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server = true;
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// If a number of clients (i.e. nodes) is specified, the server will wait for the clients
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// to connect before starting.
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// If no number is specified here, the server starts with 1 client, and others can join
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// in-game.
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// Since Boris has implemented join in-game, there is no actual need for specifying a
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// particular number here.
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// FIXME: for dedicated server, numnodes needs to be set to 0 upon start
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/* if (M_IsNextParm())
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doomcom->numnodes = (INT16)atoi(M_GetNextParm());
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else */if (dedicated)
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doomcom->numnodes = 0;
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else
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doomcom->numnodes = 1;
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if (doomcom->numnodes < 0)
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doomcom->numnodes = 0;
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if (doomcom->numnodes > MAXNETNODES)
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doomcom->numnodes = MAXNETNODES;
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// server
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servernode = 0;
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// FIXME:
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// ??? and now ?
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// server on a big modem ??? 4*isdn
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net_bandwidth = 16000;
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hardware_MAXPACKETLENGTH = INETPACKETLENGTH;
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ret = true;
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}
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else if (M_CheckParm("-connect"))
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{
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if (M_IsNextParm())
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strcpy(serverhostname, M_GetNextParm());
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else
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serverhostname[0] = 0; // assuming server in the LAN, use broadcast to detect it
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// server address only in ip
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if (serverhostname[0])
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{
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COM_BufAddText("connect \"");
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COM_BufAddText(serverhostname);
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COM_BufAddText("\"\n");
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// probably modem
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hardware_MAXPACKETLENGTH = INETPACKETLENGTH;
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}
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else
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{
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// so we're on a LAN
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COM_BufAddText("connect any\n");
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net_bandwidth = 800000;
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hardware_MAXPACKETLENGTH = MAXPACKETLENGTH;
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}
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}
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mypacket.maxlen = hardware_MAXPACKETLENGTH;
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I_NetOpenSocket = NET_OpenSocket;
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I_Ban = NET_Ban;
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I_ClearBans = NET_ClearBans;
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I_GetNodeAddress = NET_GetNodeAddress;
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I_GetBenAddress = NET_GetBenAddress;
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I_SetBanAddress = NET_SetBanAddress;
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bannednode = NET_bannednode;
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return ret;
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#else
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if ( M_CheckParm ("-net") )
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{
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I_Error("-net not supported, use -server and -connect\n"
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"see docs for more\n");
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}
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return false;
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#endif
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}
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#endif
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