mirror of
https://git.do.srb2.org/STJr/SRB2.git
synced 2025-03-24 11:42:03 +00:00
Add "resendgamestate" command
This commit is contained in:
parent
014b93406e
commit
d02c4c0cc7
9 changed files with 153 additions and 29 deletions
120
src/d_clisrv.c
120
src/d_clisrv.c
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@ -121,6 +121,7 @@ static ticcmd_t localcmds2;
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static boolean cl_packetmissed;
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// here it is for the secondary local player (splitscreen)
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static UINT8 mynode; // my address pointofview server
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static boolean cl_redownloadinggamestate = false;
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static UINT8 localtextcmd[MAXTEXTCMD];
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static UINT8 localtextcmd2[MAXTEXTCMD]; // splitscreen
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@ -1429,7 +1430,7 @@ static boolean SV_SendServerConfig(INT32 node)
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#ifdef JOININGAME
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#define SAVEGAMESIZE (768*1024)
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static void SV_SendSaveGame(INT32 node)
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static void SV_SendSaveGame(INT32 node, boolean resending)
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{
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size_t length, compressedlen;
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UINT8 *savebuffer;
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@ -1447,7 +1448,7 @@ static void SV_SendSaveGame(INT32 node)
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// Leave room for the uncompressed length.
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save_p = savebuffer + sizeof(UINT32);
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P_SaveNetGame();
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P_SaveNetGame(resending);
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length = save_p - savebuffer;
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if (length > SAVEGAMESIZE)
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@ -1520,7 +1521,7 @@ static void SV_SavedGame(void)
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return;
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}
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P_SaveNetGame();
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P_SaveNetGame(false);
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length = save_p - savebuffer;
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if (length > SAVEGAMESIZE)
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@ -1543,7 +1544,7 @@ static void SV_SavedGame(void)
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#define TMPSAVENAME "$$$.sav"
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static void CL_LoadReceivedSavegame(void)
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static void CL_LoadReceivedSavegame(boolean reloading)
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{
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UINT8 *savebuffer = NULL;
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size_t length, decompressedlen;
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@ -1579,7 +1580,7 @@ static void CL_LoadReceivedSavegame(void)
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automapactive = false;
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// load a base level
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if (P_LoadNetGame())
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if (P_LoadNetGame(reloading))
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{
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const INT32 actnum = mapheaderinfo[gamemap-1]->actnum;
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CONS_Printf(M_GetText("Map is now \"%s"), G_BuildMapName(gamemap));
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@ -1611,6 +1612,32 @@ static void CL_LoadReceivedSavegame(void)
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consistancy[gametic%BACKUPTICS] = Consistancy();
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CON_ToggleOff();
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}
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static void CL_ReloadReceivedSavegame(void)
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{
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INT32 i;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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#ifdef HAVE_BLUA
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LUA_InvalidatePlayer(&players[i]);
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#endif
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sprintf(player_names[i], "Player %d", i + 1);
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}
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CL_LoadReceivedSavegame(true);
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if (neededtic < gametic)
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neededtic = gametic;
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maketic = neededtic;
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camera.subsector = R_PointInSubsector(camera.x, camera.y);
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camera2.subsector = R_PointInSubsector(camera2.x, camera2.y);
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cl_redownloadinggamestate = false;
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CONS_Printf(M_GetText("Game state reloaded\n"));
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}
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#endif
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#ifndef NONET
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@ -1950,7 +1977,7 @@ static boolean CL_ServerConnectionTicker(boolean viams, const char *tmpsave, tic
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if (fileneeded[0].status == FS_FOUND)
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{
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// Gamestate is now handled within CL_LoadReceivedSavegame()
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CL_LoadReceivedSavegame();
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CL_LoadReceivedSavegame(false);
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cl_mode = CL_CONNECTED;
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} // don't break case continue to CL_CONNECTED
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else
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@ -2974,6 +3001,32 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum)
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CL_RemovePlayer(pnum, kickreason);
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}
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static void Command_ResendGamestate(void)
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{
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if (COM_Argc() == 1)
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{
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CONS_Printf(M_GetText("resendgamestate <playername/playernum>: resend the game state to a player\n"));
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return;
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}
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else if (client)
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{
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CONS_Printf(M_GetText("Only the server can use this.\n"));
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return;
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}
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const SINT8 playernum = nametonum(COM_Argv(1));
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if (playernum == -1 || playernum == 0)
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return;
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// Send a PT_WILLRESENDGAMESTATE packet to the client so they know what's going on
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netbuffer->packettype = PT_WILLRESENDGAMESTATE;
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if (!HSendPacket(playernode[playernum], true, 0, 0))
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{
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CONS_Alert(CONS_ERROR, M_GetText("A problem occured, please try again.\n"));
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return;
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}
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}
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consvar_t cv_allownewplayer = {"allowjoin", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL };
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consvar_t cv_joinnextround = {"joinnextround", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; /// \todo not done
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static CV_PossibleValue_t maxplayers_cons_t[] = {{2, "MIN"}, {32, "MAX"}, {0, NULL}};
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@ -3012,6 +3065,7 @@ void D_ClientServerInit(void)
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COM_AddCommand("reloadbans", Command_ReloadBan);
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COM_AddCommand("connect", Command_connect);
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COM_AddCommand("nodes", Command_Nodes);
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COM_AddCommand("resendgamestate", Command_ResendGamestate);
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#ifdef PACKETDROP
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COM_AddCommand("drop", Command_Drop);
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COM_AddCommand("droprate", Command_Droprate);
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@ -3082,6 +3136,7 @@ void SV_ResetServer(void)
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mynode = 0;
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cl_packetmissed = false;
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cl_redownloadinggamestate = false;
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if (dedicated)
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{
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@ -3598,7 +3653,7 @@ static void HandleConnect(SINT8 node)
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{
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if ((gamestate == GS_LEVEL || gamestate == GS_INTERMISSION) && newnode)
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{
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SV_SendSaveGame(node); // send a complete game state
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SV_SendSaveGame(node, false); // send a complete game state
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DEBFILE("send savegame\n");
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}
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SV_AddWaitingPlayers(names[0], names[1]);
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@ -3665,6 +3720,42 @@ static void HandleServerInfo(SINT8 node)
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}
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#endif
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static void PT_WillResendGamestate(void)
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{
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char tmpsave[256];
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if (server || cl_redownloadinggamestate)
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return;
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// Send back a PT_CANRESENDGAMESTATE packet to the server
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// so they know they can start sending the game state
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netbuffer->packettype = PT_CANRESENDGAMESTATE;
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if (!HSendPacket(servernode, true, 0, 0))
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return;
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CONS_Printf(M_GetText("Reloading game state...\n"));
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sprintf(tmpsave, "%s" PATHSEP TMPSAVENAME, srb2home);
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// Don't get a corrupt savegame error because tmpsave already exists
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if (FIL_FileExists(tmpsave) && unlink(tmpsave) == -1)
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I_Error("Can't delete %s\n", tmpsave);
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CL_PrepareDownloadSaveGame(tmpsave);
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cl_redownloadinggamestate = true;
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}
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static void PT_CanResendGamestate(SINT8 node)
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{
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if (client || sendingsavegame[node])
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return;
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CONS_Printf(M_GetText("Resending game state to %s...\n"), player_names[nodetoplayer[node]]);
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SV_SendSaveGame(node, true); // Resend a complete game state
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}
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/** Handles a packet received from a node that isn't in game
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*
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* \param node The packet sender
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@ -4107,6 +4198,9 @@ static void HandlePacketFromPlayer(SINT8 node)
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Net_CloseConnection(node);
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nodeingame[node] = false;
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break;
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case PT_CANRESENDGAMESTATE:
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PT_CanResendGamestate(node);
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break;
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// -------------------------------------------- CLIENT RECEIVE ----------
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case PT_RESYNCHEND:
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// Only accept PT_RESYNCHEND from the server.
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@ -4136,6 +4230,9 @@ static void HandlePacketFromPlayer(SINT8 node)
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break;
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}
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if (cl_redownloadinggamestate)
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break;
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realstart = ExpandTics(netbuffer->u.serverpak.starttic);
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realend = realstart + netbuffer->u.serverpak.numtics;
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@ -4234,6 +4331,9 @@ static void HandlePacketFromPlayer(SINT8 node)
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if (client)
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Got_Filetxpak();
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break;
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case PT_WILLRESENDGAMESTATE:
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PT_WillResendGamestate();
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break;
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default:
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DEBFILE(va("UNKNOWN PACKET TYPE RECEIVED %d from host %d\n",
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netbuffer->packettype, node));
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@ -4876,7 +4976,11 @@ void NetUpdate(void)
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if (client)
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{
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if (!resynch_local_inprogress)
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// If the client just finished redownloading the game state, load it
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if (cl_redownloadinggamestate && fileneeded[0].status == FS_FOUND)
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CL_ReloadReceivedSavegame();
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if (!(resynch_local_inprogress || cl_redownloadinggamestate))
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CL_SendClientCmd(); // Send tic cmd
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hu_resynching = resynch_local_inprogress;
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}
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@ -67,6 +67,9 @@ typedef enum
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PT_RESYNCHEND, // Player is now resynched and is being requested to remake the gametic
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PT_RESYNCHGET, // Player got resynch packet
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PT_WILLRESENDGAMESTATE, // Hey Client, I am about to resend you the gamestate!
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PT_CANRESENDGAMESTATE, // Okay Server, I'm ready to receive it, you can go ahead.
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// Add non-PT_CANFAIL packet types here to avoid breaking MS compatibility.
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PT_CANFAIL, // This is kind of a priority. Anything bigger than CANFAIL
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@ -1514,7 +1514,7 @@ void D_SRB2Main(void)
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{
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levelstarttic = gametic;
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G_SetGamestate(GS_LEVEL);
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if (!P_LoadLevel(false))
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if (!P_LoadLevel(false, false))
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I_Quit(); // fail so reset game stuff
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}
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}
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@ -799,6 +799,9 @@ static const char *packettypename[NUMPACKETTYPE] =
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"RESYNCHEND",
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"RESYNCHGET",
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"WILLRESENDGAMESTATE",
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"CANRESENDGAMESTATE",
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"FILEFRAGMENT",
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"TEXTCMD",
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"TEXTCMD2",
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@ -1839,7 +1839,7 @@ void G_DoLoadLevel(boolean resetplayer)
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}
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// Setup the level.
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if (!P_LoadLevel(false)) // this never returns false?
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if (!P_LoadLevel(false, false)) // this never returns false?
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{
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// fail so reset game stuff
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Command_ExitGame_f();
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@ -3985,12 +3985,14 @@ static inline void P_UnArchiveSPGame(INT16 mapoverride)
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playeringame[consoleplayer] = true;
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}
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static void P_NetArchiveMisc(void)
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static void P_NetArchiveMisc(boolean resending)
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{
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INT32 i;
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WRITEUINT32(save_p, ARCHIVEBLOCK_MISC);
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if (resending)
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WRITEUINT32(save_p, gametic);
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WRITEINT16(save_p, gamemap);
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WRITEINT16(save_p, gamestate);
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WRITEINT16(save_p, gametype);
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@ -4056,13 +4058,16 @@ static void P_NetArchiveMisc(void)
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WRITEUINT8(save_p, 0x2e);
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}
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static inline boolean P_NetUnArchiveMisc(void)
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static inline boolean P_NetUnArchiveMisc(boolean reloading)
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{
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INT32 i;
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if (READUINT32(save_p) != ARCHIVEBLOCK_MISC)
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I_Error("Bad $$$.sav at archive block Misc");
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if (reloading)
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gametic = READUINT32(save_p);
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gamemap = READINT16(save_p);
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// gamemap changed; we assume that its map header is always valid,
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@ -4091,7 +4096,7 @@ static inline boolean P_NetUnArchiveMisc(void)
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tokenlist = READUINT32(save_p);
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if (!P_LoadLevel(true))
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if (!P_LoadLevel(true, reloading))
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return false;
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// get the time
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@ -4192,14 +4197,14 @@ void P_SaveGame(void)
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P_ArchiveLuabanksAndConsistency();
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}
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void P_SaveNetGame(void)
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void P_SaveNetGame(boolean resending)
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{
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thinker_t *th;
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mobj_t *mobj;
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INT32 i = 1; // don't start from 0, it'd be confused with a blank pointer otherwise
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CV_SaveNetVars(&save_p);
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P_NetArchiveMisc();
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P_NetArchiveMisc(resending);
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// Assign the mobjnumber for pointer tracking
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for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
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@ -4250,10 +4255,10 @@ boolean P_LoadGame(INT16 mapoverride)
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return true;
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}
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boolean P_LoadNetGame(void)
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boolean P_LoadNetGame(boolean reloading)
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{
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CV_LoadNetVars(&save_p);
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if (!P_NetUnArchiveMisc())
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if (!P_NetUnArchiveMisc(reloading))
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return false;
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P_NetUnArchivePlayers();
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if (gamestate == GS_LEVEL)
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@ -22,9 +22,9 @@
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// These are the load / save game routines.
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void P_SaveGame(void);
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void P_SaveNetGame(void);
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void P_SaveNetGame(boolean resending);
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boolean P_LoadGame(INT16 mapoverride);
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boolean P_LoadNetGame(void);
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boolean P_LoadNetGame(boolean reloading);
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mobj_t *P_FindNewPosition(UINT32 oldposition);
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@ -2777,8 +2777,6 @@ static void P_InitLevelSettings(void)
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leveltime = 0;
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localaiming = 0;
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localaiming2 = 0;
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modulothing = 0;
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// special stage tokens, emeralds, and ring total
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@ -2893,6 +2891,9 @@ void P_RespawnThings(void)
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P_InitLevelSettings();
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localaiming = 0;
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localaiming2 = 0;
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P_SpawnMapThings(true);
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// restore skybox viewpoint/centerpoint if necessary, set them to defaults if we can't do that
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@ -3387,7 +3388,7 @@ static void P_InitGametype(void)
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* \param fromnetsave If true, skip some stuff because we're loading a netgame snapshot.
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* \todo Clean up, refactor, split up; get rid of the bloat.
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*/
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boolean P_LoadLevel(boolean fromnetsave)
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boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate)
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{
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// use gamemap to get map number.
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// 99% of the things already did, so.
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@ -3457,7 +3458,10 @@ boolean P_LoadLevel(boolean fromnetsave)
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players[consoleplayer].viewz = 1;
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// Cancel all d_main.c fadeouts (keep fade in though).
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wipegamestate = FORCEWIPEOFF;
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if (reloadinggamestate)
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wipegamestate = gamestate; // Don't fade if reloading the gamestate
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else
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wipegamestate = FORCEWIPEOFF;
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wipestyleflags = 0;
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// Special stage fade to white
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@ -3491,7 +3495,7 @@ boolean P_LoadLevel(boolean fromnetsave)
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// Let's fade to black here
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// But only if we didn't do the special stage wipe
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if (rendermode != render_none && !ranspecialwipe)
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if (rendermode != render_none && !(ranspecialwipe || reloadinggamestate))
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P_RunLevelWipe();
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if (!titlemapinaction)
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@ -3622,7 +3626,12 @@ boolean P_LoadLevel(boolean fromnetsave)
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if (!fromnetsave)
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P_InitGametype();
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P_InitCamera();
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if (!reloadinggamestate)
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{
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P_InitCamera();
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localaiming = 0;
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localaiming2 = 0;
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}
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// clear special respawning que
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iquehead = iquetail = 0;
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@ -3633,7 +3642,7 @@ boolean P_LoadLevel(boolean fromnetsave)
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P_MapEnd();
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// Remove the loading shit from the screen
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if (rendermode != render_none && !titlemapinaction)
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if (rendermode != render_none && !(titlemapinaction || reloadinggamestate))
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F_WipeColorFill(levelfadecol);
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if (precache || dedicated)
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@ -3671,8 +3680,8 @@ boolean P_LoadLevel(boolean fromnetsave)
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#endif
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}
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// No render mode, stop here.
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if (rendermode == render_none)
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// No render mode or reloading gamestate, stop here.
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if (rendermode == render_none || reloadinggamestate)
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return true;
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// Title card!
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@ -97,7 +97,7 @@ void P_SetupLevelSky(INT32 skynum, boolean global);
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void P_ScanThings(INT16 mapnum, INT16 wadnum, INT16 lumpnum);
|
||||
#endif
|
||||
void P_RespawnThings(void);
|
||||
boolean P_LoadLevel(boolean fromnetsave);
|
||||
boolean P_LoadLevel(boolean fromnetsave, boolean reloadinggamestate);
|
||||
#ifdef HWRENDER
|
||||
void HWR_SetupLevel(void);
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue