From de46eef068b5fa241c2340edf88a6ff24c74c24c Mon Sep 17 00:00:00 2001 From: LJ Sonic Date: Sat, 7 Jan 2023 13:01:48 +0100 Subject: [PATCH] Move gamestate handling to a new file --- src/hu_stuff.c | 1 + src/netcode/Sourcefile | 1 + src/netcode/d_clisrv.c | 308 +---------------------------- src/netcode/d_clisrv.h | 5 - src/netcode/gamestate.c | 341 ++++++++++++++++++++++++++++++++ src/netcode/gamestate.h | 31 +++ src/netcode/net_command.c | 1 + src/netcode/server_connection.c | 1 + src/netcode/tic_command.c | 1 + 9 files changed, 378 insertions(+), 312 deletions(-) create mode 100644 src/netcode/gamestate.c create mode 100644 src/netcode/gamestate.h diff --git a/src/hu_stuff.c b/src/hu_stuff.c index 1e5e47df6..dc4dfe4b7 100644 --- a/src/hu_stuff.c +++ b/src/hu_stuff.c @@ -21,6 +21,7 @@ #include "netcode/d_clisrv.h" #include "netcode/net_command.h" +#include "netcode/gamestate.h" #include "g_game.h" #include "g_input.h" diff --git a/src/netcode/Sourcefile b/src/netcode/Sourcefile index 1039b218a..c59050367 100644 --- a/src/netcode/Sourcefile +++ b/src/netcode/Sourcefile @@ -3,6 +3,7 @@ server_connection.c client_connection.c tic_command.c net_command.c +gamestate.c d_net.c d_netcmd.c d_netfil.c diff --git a/src/netcode/d_clisrv.c b/src/netcode/d_clisrv.c index b834c92f5..8ba10f6ea 100644 --- a/src/netcode/d_clisrv.c +++ b/src/netcode/d_clisrv.c @@ -53,6 +53,7 @@ #include "client_connection.h" #include "tic_command.h" #include "net_command.h" +#include "gamestate.h" #include "protocol.h" // @@ -93,18 +94,12 @@ tic_t maketic; INT16 consistancy[BACKUPTICS]; -UINT8 hu_redownloadinggamestate = 0; - // true when a player is connecting or disconnecting so that the gameplay has stopped in its tracks boolean hu_stopped = false; UINT8 adminpassmd5[16]; boolean adminpasswordset = false; -// Client specific -// here it is for the secondary local player (splitscreen) -static boolean cl_redownloadinggamestate = false; - tic_t neededtic; SINT8 servernode = 0; // the number of the server node @@ -122,233 +117,6 @@ consvar_t cv_playbackspeed = CVAR_INIT ("playbackspeed", "1", 0, playbackspeed_c // of 512 bytes is like 0.1) UINT16 software_MAXPACKETLENGTH; -#define SAVEGAMESIZE (768*1024) - -boolean SV_ResendingSavegameToAnyone(void) -{ - INT32 i; - - for (i = 0; i < MAXNETNODES; i++) - if (netnodes[i].resendingsavegame) - return true; - return false; -} - -void SV_SendSaveGame(INT32 node, boolean resending) -{ - size_t length, compressedlen; - UINT8 *savebuffer; - UINT8 *compressedsave; - UINT8 *buffertosend; - - // first save it in a malloced buffer - savebuffer = (UINT8 *)malloc(SAVEGAMESIZE); - if (!savebuffer) - { - CONS_Alert(CONS_ERROR, M_GetText("No more free memory for savegame\n")); - return; - } - - // Leave room for the uncompressed length. - save_p = savebuffer + sizeof(UINT32); - - P_SaveNetGame(resending); - - length = save_p - savebuffer; - if (length > SAVEGAMESIZE) - { - free(savebuffer); - save_p = NULL; - I_Error("Savegame buffer overrun"); - } - - // Allocate space for compressed save: one byte fewer than for the - // uncompressed data to ensure that the compression is worthwhile. - compressedsave = malloc(length - 1); - if (!compressedsave) - { - CONS_Alert(CONS_ERROR, M_GetText("No more free memory for savegame\n")); - return; - } - - // Attempt to compress it. - if((compressedlen = lzf_compress(savebuffer + sizeof(UINT32), length - sizeof(UINT32), compressedsave + sizeof(UINT32), length - sizeof(UINT32) - 1))) - { - // Compressing succeeded; send compressed data - - free(savebuffer); - - // State that we're compressed. - buffertosend = compressedsave; - WRITEUINT32(compressedsave, length - sizeof(UINT32)); - length = compressedlen + sizeof(UINT32); - } - else - { - // Compression failed to make it smaller; send original - - free(compressedsave); - - // State that we're not compressed - buffertosend = savebuffer; - WRITEUINT32(savebuffer, 0); - } - - AddRamToSendQueue(node, buffertosend, length, SF_RAM, 0); - save_p = NULL; - - // Remember when we started sending the savegame so we can handle timeouts - netnodes[node].sendingsavegame = true; - netnodes[node].freezetimeout = I_GetTime() + jointimeout + length / 1024; // 1 extra tic for each kilobyte -} - -#ifdef DUMPCONSISTENCY -#define TMPSAVENAME "badmath.sav" -static consvar_t cv_dumpconsistency = CVAR_INIT ("dumpconsistency", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL); - -static void SV_SavedGame(void) -{ - size_t length; - UINT8 *savebuffer; - char tmpsave[256]; - - if (!cv_dumpconsistency.value) - return; - - sprintf(tmpsave, "%s" PATHSEP TMPSAVENAME, srb2home); - - // first save it in a malloced buffer - save_p = savebuffer = (UINT8 *)malloc(SAVEGAMESIZE); - if (!save_p) - { - CONS_Alert(CONS_ERROR, M_GetText("No more free memory for savegame\n")); - return; - } - - P_SaveNetGame(false); - - length = save_p - savebuffer; - if (length > SAVEGAMESIZE) - { - free(savebuffer); - save_p = NULL; - I_Error("Savegame buffer overrun"); - } - - // then save it! - if (!FIL_WriteFile(tmpsave, savebuffer, length)) - CONS_Printf(M_GetText("Didn't save %s for netgame"), tmpsave); - - free(savebuffer); - save_p = NULL; -} - -#undef TMPSAVENAME -#endif -#define TMPSAVENAME "$$$.sav" - - -void CL_LoadReceivedSavegame(boolean reloading) -{ - UINT8 *savebuffer = NULL; - size_t length, decompressedlen; - char tmpsave[256]; - - FreeFileNeeded(); - - sprintf(tmpsave, "%s" PATHSEP TMPSAVENAME, srb2home); - - length = FIL_ReadFile(tmpsave, &savebuffer); - - CONS_Printf(M_GetText("Loading savegame length %s\n"), sizeu1(length)); - if (!length) - { - I_Error("Can't read savegame sent"); - return; - } - - save_p = savebuffer; - - // Decompress saved game if necessary. - decompressedlen = READUINT32(save_p); - if(decompressedlen > 0) - { - UINT8 *decompressedbuffer = Z_Malloc(decompressedlen, PU_STATIC, NULL); - lzf_decompress(save_p, length - sizeof(UINT32), decompressedbuffer, decompressedlen); - Z_Free(savebuffer); - save_p = savebuffer = decompressedbuffer; - } - - paused = false; - demoplayback = false; - titlemapinaction = TITLEMAP_OFF; - titledemo = false; - automapactive = false; - - P_StopRumble(NULL); - - // load a base level - if (P_LoadNetGame(reloading)) - { - const UINT8 actnum = mapheaderinfo[gamemap-1]->actnum; - CONS_Printf(M_GetText("Map is now \"%s"), G_BuildMapName(gamemap)); - if (strcmp(mapheaderinfo[gamemap-1]->lvlttl, "")) - { - CONS_Printf(": %s", mapheaderinfo[gamemap-1]->lvlttl); - if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE)) - CONS_Printf(M_GetText(" Zone")); - if (actnum > 0) - CONS_Printf(" %2d", actnum); - } - CONS_Printf("\"\n"); - } - - // done - Z_Free(savebuffer); - save_p = NULL; - if (unlink(tmpsave) == -1) - CONS_Alert(CONS_ERROR, M_GetText("Can't delete %s\n"), tmpsave); - consistancy[gametic%BACKUPTICS] = Consistancy(); - CON_ToggleOff(); - - // Tell the server we have received and reloaded the gamestate - // so they know they can resume the game - netbuffer->packettype = PT_RECEIVEDGAMESTATE; - HSendPacket(servernode, true, 0, 0); -} - -static void CL_ReloadReceivedSavegame(void) -{ - INT32 i; - - for (i = 0; i < MAXPLAYERS; i++) - { - LUA_InvalidatePlayer(&players[i]); - sprintf(player_names[i], "Player %d", i + 1); - } - - CL_LoadReceivedSavegame(true); - - if (neededtic < gametic) - neededtic = gametic; - maketic = neededtic; - - ticcmd_oldangleturn[0] = players[consoleplayer].oldrelangleturn; - P_ForceLocalAngle(&players[consoleplayer], (angle_t)(players[consoleplayer].angleturn << 16)); - if (splitscreen) - { - ticcmd_oldangleturn[1] = players[secondarydisplayplayer].oldrelangleturn; - P_ForceLocalAngle(&players[secondarydisplayplayer], (angle_t)(players[secondarydisplayplayer].angleturn << 16)); - } - - camera.subsector = R_PointInSubsector(camera.x, camera.y); - camera2.subsector = R_PointInSubsector(camera2.x, camera2.y); - - cl_redownloadinggamestate = false; - - CONS_Printf(M_GetText("Game state reloaded\n")); -} - typedef struct banreason_s { char *reason; @@ -1006,34 +774,6 @@ static void Command_Kick(void) CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n")); } -static void Command_ResendGamestate(void) -{ - SINT8 playernum; - - if (COM_Argc() == 1) - { - CONS_Printf(M_GetText("resendgamestate : resend the game state to a player\n")); - return; - } - else if (client) - { - CONS_Printf(M_GetText("Only the server can use this.\n")); - return; - } - - playernum = nametonum(COM_Argv(1)); - if (playernum == -1 || playernum == 0) - return; - - // Send a PT_WILLRESENDGAMESTATE packet to the client so they know what's going on - netbuffer->packettype = PT_WILLRESENDGAMESTATE; - if (!HSendPacket(playernode[playernum], true, 0, 0)) - { - CONS_Alert(CONS_ERROR, M_GetText("A problem occured, please try again.\n")); - return; - } -} - static void Got_KickCmd(UINT8 **p, INT32 playernum) { INT32 pnum, msg; @@ -1736,17 +1476,6 @@ static void PT_ClientQuit(SINT8 node, INT32 netconsole) netnodes[node].ingame = false; } -static void PT_CanReceiveGamestate(SINT8 node) -{ - if (client || netnodes[node].sendingsavegame) - return; - - CONS_Printf(M_GetText("Resending game state to %s...\n"), player_names[netnodes[node].player]); - - SV_SendSaveGame(node, true); // Resend a complete game state - netnodes[node].resendingsavegame = true; -} - static void PT_AskLuaFile(SINT8 node) { if (server && luafiletransfers && luafiletransfers->nodestatus[node] == LFTNS_ASKED) @@ -1759,13 +1488,6 @@ static void PT_HasLuaFile(SINT8 node) SV_HandleLuaFileSent(node); } -static void PT_ReceivedGamestate(SINT8 node) -{ - netnodes[node].sendingsavegame = false; - netnodes[node].resendingsavegame = false; - netnodes[node].savegameresendcooldown = I_GetTime() + 5 * TICRATE; -} - static void PT_Ping(SINT8 node, INT32 netconsole) { // Only accept PT_PING from the server. @@ -1789,34 +1511,6 @@ static void PT_Ping(SINT8 node, INT32 netconsole) } } -static void PT_WillResendGamestate(SINT8 node) -{ - (void)node; - - char tmpsave[256]; - - if (server || cl_redownloadinggamestate) - return; - - // Send back a PT_CANRECEIVEGAMESTATE packet to the server - // so they know they can start sending the game state - netbuffer->packettype = PT_CANRECEIVEGAMESTATE; - if (!HSendPacket(servernode, true, 0, 0)) - return; - - CONS_Printf(M_GetText("Reloading game state...\n")); - - sprintf(tmpsave, "%s" PATHSEP TMPSAVENAME, srb2home); - - // Don't get a corrupt savegame error because tmpsave already exists - if (FIL_FileExists(tmpsave) && unlink(tmpsave) == -1) - I_Error("Can't delete %s\n", tmpsave); - - CL_PrepareDownloadSaveGame(tmpsave); - - cl_redownloadinggamestate = true; -} - static void PT_SendingLuaFile(SINT8 node) { (void)node; diff --git a/src/netcode/d_clisrv.h b/src/netcode/d_clisrv.h index 691a2787f..d5bafe750 100644 --- a/src/netcode/d_clisrv.h +++ b/src/netcode/d_clisrv.h @@ -89,19 +89,16 @@ void NetUpdate(void); void GetPackets(void); void ResetNode(INT32 node); INT16 Consistancy(void); -boolean SV_ResendingSavegameToAnyone(void); void SV_StartSinglePlayerServer(void); void SV_SpawnServer(void); void SV_StopServer(void); void SV_ResetServer(void); -void SV_SendSaveGame(INT32 node, boolean resending); void CL_AddSplitscreenPlayer(void); void CL_RemoveSplitscreenPlayer(void); void CL_Reset(void); void CL_ClearPlayer(INT32 playernum); void CL_RemovePlayer(INT32 playernum, kickreason_t reason); -void CL_LoadReceivedSavegame(boolean reloading); // Is there a game running boolean Playing(void); @@ -130,8 +127,6 @@ tic_t GetLag(INT32 node); void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest); -extern UINT8 hu_redownloadinggamestate; - extern UINT8 adminpassmd5[16]; extern boolean adminpasswordset; diff --git a/src/netcode/gamestate.c b/src/netcode/gamestate.c new file mode 100644 index 000000000..4a3e9f3af --- /dev/null +++ b/src/netcode/gamestate.c @@ -0,0 +1,341 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2022 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 gamestate.c +/// \brief Gamestate (re)sending + +#include "d_clisrv.h" +#include "d_netfil.h" +#include "gamestate.h" +#include "i_net.h" +#include "protocol.h" +#include "server_connection.h" +#include "../am_map.h" +#include "../byteptr.h" +#include "../console.h" +#include "../d_main.h" +#include "../doomstat.h" +#include "../doomtype.h" +#include "../f_finale.h" +#include "../g_demo.h" +#include "../g_game.h" +#include "../i_time.h" +#include "../lua_script.h" +#include "../lzf.h" +#include "../m_misc.h" +#include "../p_haptic.h" +#include "../p_local.h" +#include "../p_saveg.h" +#include "../r_main.h" +#include "../tables.h" +#include "../z_zone.h" + +#define SAVEGAMESIZE (768*1024) + +UINT8 hu_redownloadinggamestate = 0; +boolean cl_redownloadinggamestate = false; + +boolean SV_ResendingSavegameToAnyone(void) +{ + INT32 i; + + for (i = 0; i < MAXNETNODES; i++) + if (netnodes[i].resendingsavegame) + return true; + return false; +} + +void SV_SendSaveGame(INT32 node, boolean resending) +{ + size_t length, compressedlen; + UINT8 *savebuffer; + UINT8 *compressedsave; + UINT8 *buffertosend; + + // first save it in a malloced buffer + savebuffer = (UINT8 *)malloc(SAVEGAMESIZE); + if (!savebuffer) + { + CONS_Alert(CONS_ERROR, M_GetText("No more free memory for savegame\n")); + return; + } + + // Leave room for the uncompressed length. + save_p = savebuffer + sizeof(UINT32); + + P_SaveNetGame(resending); + + length = save_p - savebuffer; + if (length > SAVEGAMESIZE) + { + free(savebuffer); + save_p = NULL; + I_Error("Savegame buffer overrun"); + } + + // Allocate space for compressed save: one byte fewer than for the + // uncompressed data to ensure that the compression is worthwhile. + compressedsave = malloc(length - 1); + if (!compressedsave) + { + CONS_Alert(CONS_ERROR, M_GetText("No more free memory for savegame\n")); + return; + } + + // Attempt to compress it. + if((compressedlen = lzf_compress(savebuffer + sizeof(UINT32), length - sizeof(UINT32), compressedsave + sizeof(UINT32), length - sizeof(UINT32) - 1))) + { + // Compressing succeeded; send compressed data + + free(savebuffer); + + // State that we're compressed. + buffertosend = compressedsave; + WRITEUINT32(compressedsave, length - sizeof(UINT32)); + length = compressedlen + sizeof(UINT32); + } + else + { + // Compression failed to make it smaller; send original + + free(compressedsave); + + // State that we're not compressed + buffertosend = savebuffer; + WRITEUINT32(savebuffer, 0); + } + + AddRamToSendQueue(node, buffertosend, length, SF_RAM, 0); + save_p = NULL; + + // Remember when we started sending the savegame so we can handle timeouts + netnodes[node].sendingsavegame = true; + netnodes[node].freezetimeout = I_GetTime() + jointimeout + length / 1024; // 1 extra tic for each kilobyte +} + +#ifdef DUMPCONSISTENCY +#define TMPSAVENAME "badmath.sav" +static consvar_t cv_dumpconsistency = CVAR_INIT ("dumpconsistency", "Off", CV_SAVE|CV_NETVAR, CV_OnOff, NULL); + +void SV_SavedGame(void) +{ + size_t length; + UINT8 *savebuffer; + char tmpsave[256]; + + if (!cv_dumpconsistency.value) + return; + + sprintf(tmpsave, "%s" PATHSEP TMPSAVENAME, srb2home); + + // first save it in a malloced buffer + save_p = savebuffer = (UINT8 *)malloc(SAVEGAMESIZE); + if (!save_p) + { + CONS_Alert(CONS_ERROR, M_GetText("No more free memory for savegame\n")); + return; + } + + P_SaveNetGame(false); + + length = save_p - savebuffer; + if (length > SAVEGAMESIZE) + { + free(savebuffer); + save_p = NULL; + I_Error("Savegame buffer overrun"); + } + + // then save it! + if (!FIL_WriteFile(tmpsave, savebuffer, length)) + CONS_Printf(M_GetText("Didn't save %s for netgame"), tmpsave); + + free(savebuffer); + save_p = NULL; +} + +#undef TMPSAVENAME +#endif +#define TMPSAVENAME "$$$.sav" + + +void CL_LoadReceivedSavegame(boolean reloading) +{ + UINT8 *savebuffer = NULL; + size_t length, decompressedlen; + char tmpsave[256]; + + FreeFileNeeded(); + + sprintf(tmpsave, "%s" PATHSEP TMPSAVENAME, srb2home); + + length = FIL_ReadFile(tmpsave, &savebuffer); + + CONS_Printf(M_GetText("Loading savegame length %s\n"), sizeu1(length)); + if (!length) + { + I_Error("Can't read savegame sent"); + return; + } + + save_p = savebuffer; + + // Decompress saved game if necessary. + decompressedlen = READUINT32(save_p); + if(decompressedlen > 0) + { + UINT8 *decompressedbuffer = Z_Malloc(decompressedlen, PU_STATIC, NULL); + lzf_decompress(save_p, length - sizeof(UINT32), decompressedbuffer, decompressedlen); + Z_Free(savebuffer); + save_p = savebuffer = decompressedbuffer; + } + + paused = false; + demoplayback = false; + titlemapinaction = TITLEMAP_OFF; + titledemo = false; + automapactive = false; + + P_StopRumble(NULL); + + // load a base level + if (P_LoadNetGame(reloading)) + { + const UINT8 actnum = mapheaderinfo[gamemap-1]->actnum; + CONS_Printf(M_GetText("Map is now \"%s"), G_BuildMapName(gamemap)); + if (strcmp(mapheaderinfo[gamemap-1]->lvlttl, "")) + { + CONS_Printf(": %s", mapheaderinfo[gamemap-1]->lvlttl); + if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE)) + CONS_Printf(M_GetText(" Zone")); + if (actnum > 0) + CONS_Printf(" %2d", actnum); + } + CONS_Printf("\"\n"); + } + + // done + Z_Free(savebuffer); + save_p = NULL; + if (unlink(tmpsave) == -1) + CONS_Alert(CONS_ERROR, M_GetText("Can't delete %s\n"), tmpsave); + consistancy[gametic%BACKUPTICS] = Consistancy(); + CON_ToggleOff(); + + // Tell the server we have received and reloaded the gamestate + // so they know they can resume the game + netbuffer->packettype = PT_RECEIVEDGAMESTATE; + HSendPacket(servernode, true, 0, 0); +} + +void CL_ReloadReceivedSavegame(void) +{ + INT32 i; + + for (i = 0; i < MAXPLAYERS; i++) + { + LUA_InvalidatePlayer(&players[i]); + sprintf(player_names[i], "Player %d", i + 1); + } + + CL_LoadReceivedSavegame(true); + + if (neededtic < gametic) + neededtic = gametic; + maketic = neededtic; + + ticcmd_oldangleturn[0] = players[consoleplayer].oldrelangleturn; + P_ForceLocalAngle(&players[consoleplayer], (angle_t)(players[consoleplayer].angleturn << 16)); + if (splitscreen) + { + ticcmd_oldangleturn[1] = players[secondarydisplayplayer].oldrelangleturn; + P_ForceLocalAngle(&players[secondarydisplayplayer], (angle_t)(players[secondarydisplayplayer].angleturn << 16)); + } + + camera.subsector = R_PointInSubsector(camera.x, camera.y); + camera2.subsector = R_PointInSubsector(camera2.x, camera2.y); + + cl_redownloadinggamestate = false; + + CONS_Printf(M_GetText("Game state reloaded\n")); +} + +void Command_ResendGamestate(void) +{ + SINT8 playernum; + + if (COM_Argc() == 1) + { + CONS_Printf(M_GetText("resendgamestate : resend the game state to a player\n")); + return; + } + else if (client) + { + CONS_Printf(M_GetText("Only the server can use this.\n")); + return; + } + + playernum = nametonum(COM_Argv(1)); + if (playernum == -1 || playernum == 0) + return; + + // Send a PT_WILLRESENDGAMESTATE packet to the client so they know what's going on + netbuffer->packettype = PT_WILLRESENDGAMESTATE; + if (!HSendPacket(playernode[playernum], true, 0, 0)) + { + CONS_Alert(CONS_ERROR, M_GetText("A problem occured, please try again.\n")); + return; + } +} + +void PT_CanReceiveGamestate(SINT8 node) +{ + if (client || netnodes[node].sendingsavegame) + return; + + CONS_Printf(M_GetText("Resending game state to %s...\n"), player_names[netnodes[node].player]); + + SV_SendSaveGame(node, true); // Resend a complete game state + netnodes[node].resendingsavegame = true; +} + +void PT_ReceivedGamestate(SINT8 node) +{ + netnodes[node].sendingsavegame = false; + netnodes[node].resendingsavegame = false; + netnodes[node].savegameresendcooldown = I_GetTime() + 5 * TICRATE; +} + +void PT_WillResendGamestate(SINT8 node) +{ + (void)node; + + char tmpsave[256]; + + if (server || cl_redownloadinggamestate) + return; + + // Send back a PT_CANRECEIVEGAMESTATE packet to the server + // so they know they can start sending the game state + netbuffer->packettype = PT_CANRECEIVEGAMESTATE; + if (!HSendPacket(servernode, true, 0, 0)) + return; + + CONS_Printf(M_GetText("Reloading game state...\n")); + + sprintf(tmpsave, "%s" PATHSEP TMPSAVENAME, srb2home); + + // Don't get a corrupt savegame error because tmpsave already exists + if (FIL_FileExists(tmpsave) && unlink(tmpsave) == -1) + I_Error("Can't delete %s\n", tmpsave); + + CL_PrepareDownloadSaveGame(tmpsave); + + cl_redownloadinggamestate = true; +} diff --git a/src/netcode/gamestate.h b/src/netcode/gamestate.h new file mode 100644 index 000000000..9d2779772 --- /dev/null +++ b/src/netcode/gamestate.h @@ -0,0 +1,31 @@ +// SONIC ROBO BLAST 2 +//----------------------------------------------------------------------------- +// Copyright (C) 1998-2000 by DooM Legacy Team. +// Copyright (C) 1999-2022 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 gamestate.h +/// \brief Gamestate (re)sending + +#ifndef __GAMESTATE__ +#define __GAMESTATE__ + +#include "../doomtype.h" + +extern UINT8 hu_redownloadinggamestate; +extern boolean cl_redownloadinggamestate; + +boolean SV_ResendingSavegameToAnyone(void); +void SV_SendSaveGame(INT32 node, boolean resending); +void SV_SavedGame(void); +void CL_LoadReceivedSavegame(boolean reloading); +void CL_ReloadReceivedSavegame(void); +void Command_ResendGamestate(void); +void PT_CanReceiveGamestate(SINT8 node); +void PT_ReceivedGamestate(SINT8 node); +void PT_WillResendGamestate(SINT8 node); + +#endif diff --git a/src/netcode/net_command.c b/src/netcode/net_command.c index eeb479d21..6f9f3f79a 100644 --- a/src/netcode/net_command.c +++ b/src/netcode/net_command.c @@ -12,6 +12,7 @@ #include "net_command.h" #include "tic_command.h" +#include "gamestate.h" #include "d_clisrv.h" #include "i_net.h" #include "../g_game.h" diff --git a/src/netcode/server_connection.c b/src/netcode/server_connection.c index b776db422..28d97c052 100644 --- a/src/netcode/server_connection.c +++ b/src/netcode/server_connection.c @@ -16,6 +16,7 @@ #include "d_netfil.h" #include "mserv.h" #include "net_command.h" +#include "gamestate.h" #include "../byteptr.h" #include "../g_game.h" #include "../g_state.h" diff --git a/src/netcode/tic_command.c b/src/netcode/tic_command.c index e7df895ff..180d54e69 100644 --- a/src/netcode/tic_command.c +++ b/src/netcode/tic_command.c @@ -14,6 +14,7 @@ #include "d_clisrv.h" #include "net_command.h" #include "client_connection.h" +#include "gamestate.h" #include "i_net.h" #include "../d_main.h" #include "../g_game.h"