// SONIC ROBO BLAST 2 //----------------------------------------------------------------------------- // 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_clisrv.c /// \brief SRB2 Network game communication and protocol, all OS independent parts. #include #ifdef __GNUC__ #include //for unlink #endif #include "i_net.h" #include "i_system.h" #include "i_video.h" #include "d_net.h" #include "d_main.h" #include "g_game.h" #include "hu_stuff.h" #include "keys.h" #include "g_input.h" // JOY1 #include "m_menu.h" #include "console.h" #include "d_netfil.h" #include "byteptr.h" #include "p_saveg.h" #include "z_zone.h" #include "p_local.h" #include "m_misc.h" #include "am_map.h" #include "m_random.h" #include "mserv.h" #include "y_inter.h" #include "r_local.h" #include "m_argv.h" #include "p_setup.h" #include "lzf.h" #include "lua_script.h" #include "lua_hook.h" #ifdef CLIENT_LOADINGSCREEN // cl loading screen #include "v_video.h" #include "f_finale.h" #endif // // 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 PREDICTIONQUEUE BACKUPTICS #define PREDICTIONMASK (PREDICTIONQUEUE-1) #define MAX_REASONLENGTH 30 boolean server = true; // true or false but !server == client #define client (!server) boolean nodownload = false; static boolean serverrunning = false; INT32 serverplayer = 0; char motd[254], server_context[8]; // Message of the Day, Unique Context (even without Mumble support) // Server specific vars UINT8 playernode[MAXPLAYERS]; // Minimum timeout for sending the savegame // The actual timeout will be longer depending on the savegame length tic_t jointimeout = (10*TICRATE); static boolean sendingsavegame[MAXNETNODES]; // Are we sending the savegame? static tic_t freezetimeout[MAXNETNODES]; // Until when can this node freeze the server before getting a timeout? #ifdef NEWPING UINT16 pingmeasurecount = 1; UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone. UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values. #endif SINT8 nodetoplayer[MAXNETNODES]; SINT8 nodetoplayer2[MAXNETNODES]; // say the numplayer for this node if any (splitscreen) UINT8 playerpernode[MAXNETNODES]; // used specialy for scplitscreen boolean nodeingame[MAXNETNODES]; // set false as nodes leave game static tic_t nettics[MAXNETNODES]; // what tic the client have received static tic_t supposedtics[MAXNETNODES]; // nettics prevision for smaller packet static UINT8 nodewaiting[MAXNETNODES]; static tic_t firstticstosend; // min of the nettics static tic_t tictoclear = 0; // optimize d_clearticcmd static tic_t maketic; static INT16 consistancy[BACKUPTICS]; // Resynching shit! static UINT32 resynch_score[MAXNETNODES]; // "score" for kicking -- if this gets too high then cfail kick static UINT16 resynch_delay[MAXNETNODES]; // delay time before the player can be considered to have desynched static UINT32 resynch_status[MAXNETNODES]; // 0 bit means synched for that player, 1 means possibly desynched static UINT8 resynch_sent[MAXNETNODES][MAXPLAYERS]; // what synch packets have we attempted to send to the player static UINT8 resynch_inprogress[MAXNETNODES]; static UINT8 resynch_local_inprogress = false; // WE are desynched and getting packets to fix it. static UINT8 player_joining = false; UINT8 hu_resynching = 0; // Client specific static ticcmd_t localcmds; static ticcmd_t localcmds2; static boolean cl_packetmissed; // here it is for the secondary local player (splitscreen) static UINT8 mynode; // my address pointofview server static UINT8 localtextcmd[MAXTEXTCMD]; static UINT8 localtextcmd2[MAXTEXTCMD]; // splitscreen static tic_t neededtic; SINT8 servernode = 0; // the number of the server node /// \brief do we accept new players? /// \todo WORK! boolean acceptnewnode = true; // engine // Must be a power of two #define TEXTCMD_HASH_SIZE 4 typedef struct textcmdplayer_s { INT32 playernum; UINT8 cmd[MAXTEXTCMD]; struct textcmdplayer_s *next; } textcmdplayer_t; typedef struct textcmdtic_s { tic_t tic; textcmdplayer_t *playercmds[TEXTCMD_HASH_SIZE]; struct textcmdtic_s *next; } textcmdtic_t; ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS]; static textcmdtic_t *textcmds[TEXTCMD_HASH_SIZE] = {NULL}; static consvar_t cv_showjoinaddress = {"showjoinaddress", "On", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; static CV_PossibleValue_t playbackspeed_cons_t[] = {{1, "MIN"}, {10, "MAX"}, {0, NULL}}; consvar_t cv_playbackspeed = {"playbackspeed", "1", 0, playbackspeed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; static inline void *G_DcpyTiccmd(void* dest, const ticcmd_t* src, const size_t n) { const size_t d = n / sizeof(ticcmd_t); const size_t r = n % sizeof(ticcmd_t); UINT8 *ret = dest; if (r) M_Memcpy(dest, src, n); else if (d) G_MoveTiccmd(dest, src, d); return ret+n; } static inline void *G_ScpyTiccmd(ticcmd_t* dest, void* src, const size_t n) { const size_t d = n / sizeof(ticcmd_t); const size_t r = n % sizeof(ticcmd_t); UINT8 *ret = src; if (r) M_Memcpy(dest, src, n); else if (d) G_MoveTiccmd(dest, src, d); return ret+n; } // Some software don't support largest packet // (original sersetup, not exactely, but the probability of sending a packet // of 512 bytes is like 0.1) UINT16 software_MAXPACKETLENGTH; /** Guesses the value of a tic from its lowest byte and from maketic * * \param low The lowest byte of the tic value * \return The full tic value * */ tic_t ExpandTics(INT32 low) { INT32 delta; delta = low - (maketic & UINT8_MAX); if (delta >= -64 && delta <= 64) return (maketic & ~UINT8_MAX) + low; else if (delta > 64) return (maketic & ~UINT8_MAX) - 256 + low; else //if (delta < -64) return (maketic & ~UINT8_MAX) + 256 + low; } // ----------------------------------------------------------------- // Some extra data function for handle textcmd buffer // ----------------------------------------------------------------- static void (*listnetxcmd[MAXNETXCMD])(UINT8 **p, INT32 playernum); void RegisterNetXCmd(netxcmd_t id, void (*cmd_f)(UINT8 **p, INT32 playernum)) { #ifdef PARANOIA if (id >= MAXNETXCMD) I_Error("Command id %d too big", id); if (listnetxcmd[id] != 0) I_Error("Command id %d already used", id); #endif listnetxcmd[id] = cmd_f; } void SendNetXCmd(netxcmd_t id, const void *param, size_t nparam) { if (localtextcmd[0]+2+nparam > MAXTEXTCMD) { // for future reference: if (cv_debug) != debug disabled. CONS_Alert(CONS_ERROR, M_GetText("NetXCmd buffer full, cannot add netcmd %d! (size: %d, needed: %s)\n"), id, localtextcmd[0], sizeu1(nparam)); return; } localtextcmd[0]++; localtextcmd[localtextcmd[0]] = (UINT8)id; if (param && nparam) { M_Memcpy(&localtextcmd[localtextcmd[0]+1], param, nparam); localtextcmd[0] = (UINT8)(localtextcmd[0] + (UINT8)nparam); } } // splitscreen player void SendNetXCmd2(netxcmd_t id, const void *param, size_t nparam) { if (localtextcmd2[0]+2+nparam > MAXTEXTCMD) { I_Error("No more place in the buffer for netcmd %d\n",id); return; } localtextcmd2[0]++; localtextcmd2[localtextcmd2[0]] = (UINT8)id; if (param && nparam) { M_Memcpy(&localtextcmd2[localtextcmd2[0]+1], param, nparam); localtextcmd2[0] = (UINT8)(localtextcmd2[0] + (UINT8)nparam); } } UINT8 GetFreeXCmdSize(void) { // -1 for the size and another -1 for the ID. return (UINT8)(localtextcmd[0] - 2); } // Frees all textcmd memory for the specified tic static void D_FreeTextcmd(tic_t tic) { textcmdtic_t **tctprev = &textcmds[tic & (TEXTCMD_HASH_SIZE - 1)]; textcmdtic_t *textcmdtic = *tctprev; while (textcmdtic && textcmdtic->tic != tic) { tctprev = &textcmdtic->next; textcmdtic = textcmdtic->next; } if (textcmdtic) { INT32 i; // Remove this tic from the list. *tctprev = textcmdtic->next; // Free all players. for (i = 0; i < TEXTCMD_HASH_SIZE; i++) { textcmdplayer_t *textcmdplayer = textcmdtic->playercmds[i]; while (textcmdplayer) { textcmdplayer_t *tcpnext = textcmdplayer->next; Z_Free(textcmdplayer); textcmdplayer = tcpnext; } } // Free this tic's own memory. Z_Free(textcmdtic); } } // Gets the buffer for the specified ticcmd, or NULL if there isn't one static UINT8* D_GetExistingTextcmd(tic_t tic, INT32 playernum) { textcmdtic_t *textcmdtic = textcmds[tic & (TEXTCMD_HASH_SIZE - 1)]; while (textcmdtic && textcmdtic->tic != tic) textcmdtic = textcmdtic->next; // Do we have an entry for the tic? If so, look for player. if (textcmdtic) { textcmdplayer_t *textcmdplayer = textcmdtic->playercmds[playernum & (TEXTCMD_HASH_SIZE - 1)]; while (textcmdplayer && textcmdplayer->playernum != playernum) textcmdplayer = textcmdplayer->next; if (textcmdplayer) return textcmdplayer->cmd; } return NULL; } // Gets the buffer for the specified ticcmd, creating one if necessary static UINT8* D_GetTextcmd(tic_t tic, INT32 playernum) { textcmdtic_t *textcmdtic = textcmds[tic & (TEXTCMD_HASH_SIZE - 1)]; textcmdtic_t **tctprev = &textcmds[tic & (TEXTCMD_HASH_SIZE - 1)]; textcmdplayer_t *textcmdplayer, **tcpprev; // Look for the tic. while (textcmdtic && textcmdtic->tic != tic) { tctprev = &textcmdtic->next; textcmdtic = textcmdtic->next; } // If we don't have an entry for the tic, make it. if (!textcmdtic) { textcmdtic = *tctprev = Z_Calloc(sizeof (textcmdtic_t), PU_STATIC, NULL); textcmdtic->tic = tic; } tcpprev = &textcmdtic->playercmds[playernum & (TEXTCMD_HASH_SIZE - 1)]; textcmdplayer = *tcpprev; // Look for the player. while (textcmdplayer && textcmdplayer->playernum != playernum) { tcpprev = &textcmdplayer->next; textcmdplayer = textcmdplayer->next; } // If we don't have an entry for the player, make it. if (!textcmdplayer) { textcmdplayer = *tcpprev = Z_Calloc(sizeof (textcmdplayer_t), PU_STATIC, NULL); textcmdplayer->playernum = playernum; } return textcmdplayer->cmd; } static void ExtraDataTicker(void) { INT32 i; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] || i == 0) { UINT8 *bufferstart = D_GetExistingTextcmd(gametic, i); if (bufferstart) { UINT8 *curpos = bufferstart; UINT8 *bufferend = &curpos[curpos[0]+1]; curpos++; while (curpos < bufferend) { if (*curpos < MAXNETXCMD && listnetxcmd[*curpos]) { const UINT8 id = *curpos; curpos++; DEBFILE(va("executing x_cmd %s ply %u ", netxcmdnames[id - 1], i)); (listnetxcmd[id])(&curpos, i); DEBFILE("done\n"); } else { if (server) { UINT8 buf[3]; buf[0] = (UINT8)i; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); DEBFILE(va("player %d kicked [gametic=%u] reason as follows:\n", i, gametic)); } CONS_Alert(CONS_WARNING, M_GetText("Got unknown net command [%s]=%d (max %d)\n"), sizeu1(curpos - bufferstart), *curpos, bufferstart[0]); break; } } } } // If you are a client, you can safely forget the net commands for this tic // If you are the server, you need to remember them until every client has been aknowledged, // because if you need to resend a PT_SERVERTICS packet, you need to put the commands in it if (client) D_FreeTextcmd(gametic); } static void D_Clearticcmd(tic_t tic) { INT32 i; D_FreeTextcmd(tic); for (i = 0; i < MAXPLAYERS; i++) netcmds[tic%BACKUPTICS][i].angleturn = 0; DEBFILE(va("clear tic %5u (%2u)\n", tic, tic%BACKUPTICS)); } void D_ResetTiccmds(void) { INT32 i; memset(&localcmds, 0, sizeof(ticcmd_t)); memset(&localcmds2, 0, sizeof(ticcmd_t)); // Reset the net command list for (i = 0; i < TEXTCMD_HASH_SIZE; i++) while (textcmds[i]) D_Clearticcmd(textcmds[i]->tic); } // ----------------------------------------------------------------- // end of extra data function // ----------------------------------------------------------------- // ----------------------------------------------------------------- // extra data function for lmps // ----------------------------------------------------------------- // if extradatabit is set, after the ziped tic you find this: // // type | description // ---------+-------------- // byte | size of the extradata // byte | the extradata (xd) bits: see XD_... // with this byte you know what parameter folow // if (xd & XDNAMEANDCOLOR) // byte | color // char[MAXPLAYERNAME] | name of the player // endif // if (xd & XD_WEAPON_PREF) // byte | original weapon switch: boolean, true if use the old // | weapon switch methode // char[NUMWEAPONS] | the weapon switch priority // byte | autoaim: true if use the old autoaim system // endif /*boolean AddLmpExtradata(UINT8 **demo_point, INT32 playernum) { UINT8 *textcmd = D_GetExistingTextcmd(gametic, playernum); if (!textcmd) return false; M_Memcpy(*demo_point, textcmd, textcmd[0]+1); *demo_point += textcmd[0]+1; return true; } void ReadLmpExtraData(UINT8 **demo_pointer, INT32 playernum) { UINT8 nextra; UINT8 *textcmd; if (!demo_pointer) return; textcmd = D_GetTextcmd(gametic, playernum); nextra = **demo_pointer; M_Memcpy(textcmd, *demo_pointer, nextra + 1); // increment demo pointer *demo_pointer += nextra + 1; }*/ // ----------------------------------------------------------------- // end extra data function for lmps // ----------------------------------------------------------------- // ----------------------------------------------------------------- // resynch player data // ----------------------------------------------------------------- static inline void resynch_write_player(resynch_pak *rsp, const size_t i) { size_t j; rsp->playernum = (UINT8)i; // Do not send anything visual related. // Only send data that we need to know for physics. rsp->playerstate = (UINT8)players[i].playerstate; //playerstate_t rsp->pflags = (UINT32)LONG(players[i].pflags); //pflags_t rsp->panim = (UINT8)players[i].panim; //panim_t rsp->aiming = (angle_t)LONG(players[i].aiming); rsp->currentweapon = LONG(players[i].currentweapon); rsp->ringweapons = LONG(players[i].ringweapons); for (j = 0; j < NUMPOWERS; ++j) rsp->powers[j] = (UINT16)SHORT(players[i].powers[j]); // Score is resynched in the rspfirm resync packet rsp->rings = SHORT(players[i].rings); rsp->spheres = SHORT(players[i].spheres); rsp->lives = players[i].lives; rsp->continues = players[i].continues; rsp->scoreadd = players[i].scoreadd; rsp->xtralife = players[i].xtralife; rsp->pity = players[i].pity; rsp->skincolor = players[i].skincolor; rsp->skin = LONG(players[i].skin); rsp->availabilities = LONG(players[i].availabilities); // Just in case Lua does something like // modify these at runtime rsp->camerascale = (fixed_t)LONG(players[i].camerascale); rsp->shieldscale = (fixed_t)LONG(players[i].shieldscale); rsp->normalspeed = (fixed_t)LONG(players[i].normalspeed); rsp->runspeed = (fixed_t)LONG(players[i].runspeed); rsp->thrustfactor = players[i].thrustfactor; rsp->accelstart = players[i].accelstart; rsp->acceleration = players[i].acceleration; rsp->charability = players[i].charability; rsp->charability2 = players[i].charability2; rsp->charflags = (UINT32)LONG(players[i].charflags); rsp->thokitem = (UINT32)LONG(players[i].thokitem); //mobjtype_t rsp->spinitem = (UINT32)LONG(players[i].spinitem); //mobjtype_t rsp->revitem = (UINT32)LONG(players[i].revitem); //mobjtype_t rsp->followitem = (UINT32)LONG(players[i].followitem); //mobjtype_t rsp->actionspd = (fixed_t)LONG(players[i].actionspd); rsp->mindash = (fixed_t)LONG(players[i].mindash); rsp->maxdash = (fixed_t)LONG(players[i].maxdash); rsp->jumpfactor = (fixed_t)LONG(players[i].jumpfactor); rsp->playerheight = (fixed_t)LONG(players[i].height); rsp->playerspinheight = (fixed_t)LONG(players[i].spinheight); rsp->speed = (fixed_t)LONG(players[i].speed); rsp->secondjump = players[i].secondjump; rsp->fly1 = players[i].fly1; rsp->glidetime = (tic_t)LONG(players[i].glidetime); rsp->climbing = players[i].climbing; rsp->deadtimer = players[i].deadtimer; rsp->exiting = (tic_t)LONG(players[i].exiting); rsp->homing = players[i].homing; rsp->dashmode = (tic_t)LONG(players[i].dashmode); rsp->skidtime = (tic_t)LONG(players[i].skidtime); rsp->cmomx = (fixed_t)LONG(players[i].cmomx); rsp->cmomy = (fixed_t)LONG(players[i].cmomy); rsp->rmomx = (fixed_t)LONG(players[i].rmomx); rsp->rmomy = (fixed_t)LONG(players[i].rmomy); rsp->weapondelay = LONG(players[i].weapondelay); rsp->tossdelay = LONG(players[i].tossdelay); rsp->starpostx = SHORT(players[i].starpostx); rsp->starposty = SHORT(players[i].starposty); rsp->starpostz = SHORT(players[i].starpostz); rsp->starpostnum = LONG(players[i].starpostnum); rsp->starposttime = (tic_t)LONG(players[i].starposttime); rsp->starpostangle = (angle_t)LONG(players[i].starpostangle); rsp->maxlink = LONG(players[i].maxlink); rsp->dashspeed = (fixed_t)LONG(players[i].dashspeed); rsp->angle_pos = (angle_t)LONG(players[i].angle_pos); rsp->old_angle_pos = (angle_t)LONG(players[i].old_angle_pos); rsp->bumpertime = (tic_t)LONG(players[i].bumpertime); rsp->flyangle = LONG(players[i].flyangle); rsp->drilltimer = (tic_t)LONG(players[i].drilltimer); rsp->linkcount = LONG(players[i].linkcount); rsp->linktimer = (tic_t)LONG(players[i].linktimer); rsp->anotherflyangle = LONG(players[i].anotherflyangle); rsp->nightstime = (tic_t)LONG(players[i].nightstime); rsp->drillmeter = LONG(players[i].drillmeter); rsp->drilldelay = players[i].drilldelay; rsp->bonustime = players[i].bonustime; rsp->mare = players[i].mare; rsp->lastsidehit = SHORT(players[i].lastsidehit); rsp->lastlinehit = SHORT(players[i].lastlinehit); rsp->losstime = (tic_t)LONG(players[i].losstime); rsp->timeshit = players[i].timeshit; rsp->onconveyor = LONG(players[i].onconveyor); rsp->hasmo = false; //Transfer important mo information if the player has a body. //This lets us resync players even if they are dead. if (!players[i].mo) return; rsp->hasmo = true; rsp->health = LONG(players[i].mo->health); rsp->angle = (angle_t)LONG(players[i].mo->angle); rsp->x = LONG(players[i].mo->x); rsp->y = LONG(players[i].mo->y); rsp->z = LONG(players[i].mo->z); rsp->momx = LONG(players[i].mo->momx); rsp->momy = LONG(players[i].mo->momy); rsp->momz = LONG(players[i].mo->momz); rsp->friction = LONG(players[i].mo->friction); rsp->movefactor = LONG(players[i].mo->movefactor); rsp->tics = LONG(players[i].mo->tics); rsp->statenum = (statenum_t)LONG(players[i].mo->state-states); // :( rsp->eflags = (UINT16)SHORT(players[i].mo->eflags); rsp->flags = LONG(players[i].mo->flags); rsp->flags2 = LONG(players[i].mo->flags2); rsp->radius = LONG(players[i].mo->radius); rsp->height = LONG(players[i].mo->height); rsp->scale = LONG(players[i].mo->scale); rsp->destscale = LONG(players[i].mo->destscale); rsp->scalespeed = LONG(players[i].mo->scalespeed); } static void resynch_read_player(resynch_pak *rsp) { INT32 i = rsp->playernum, j; mobj_t *savedmo = players[i].mo; // Do not send anything visual related. // Only send data that we need to know for physics. players[i].playerstate = (UINT8)rsp->playerstate; //playerstate_t players[i].pflags = (UINT32)LONG(rsp->pflags); //pflags_t players[i].panim = (UINT8)rsp->panim; //panim_t players[i].aiming = (angle_t)LONG(rsp->aiming); players[i].currentweapon = LONG(rsp->currentweapon); players[i].ringweapons = LONG(rsp->ringweapons); for (j = 0; j < NUMPOWERS; ++j) players[i].powers[j] = (UINT16)SHORT(rsp->powers[j]); // Score is resynched in the rspfirm resync packet players[i].rings = SHORT(rsp->rings); players[i].spheres = SHORT(rsp->spheres); players[i].lives = rsp->lives; players[i].continues = rsp->continues; players[i].scoreadd = rsp->scoreadd; players[i].xtralife = rsp->xtralife; players[i].pity = rsp->pity; players[i].skincolor = rsp->skincolor; players[i].skin = LONG(rsp->skin); players[i].availabilities = LONG(rsp->availabilities); // Just in case Lua does something like // modify these at runtime players[i].camerascale = (fixed_t)LONG(rsp->camerascale); players[i].shieldscale = (fixed_t)LONG(rsp->shieldscale); players[i].normalspeed = (fixed_t)LONG(rsp->normalspeed); players[i].runspeed = (fixed_t)LONG(rsp->runspeed); players[i].thrustfactor = rsp->thrustfactor; players[i].accelstart = rsp->accelstart; players[i].acceleration = rsp->acceleration; players[i].charability = rsp->charability; players[i].charability2 = rsp->charability2; players[i].charflags = (UINT32)LONG(rsp->charflags); players[i].thokitem = (UINT32)LONG(rsp->thokitem); //mobjtype_t players[i].spinitem = (UINT32)LONG(rsp->spinitem); //mobjtype_t players[i].revitem = (UINT32)LONG(rsp->revitem); //mobjtype_t players[i].followitem = (UINT32)LONG(rsp->followitem); //mobjtype_t players[i].actionspd = (fixed_t)LONG(rsp->actionspd); players[i].mindash = (fixed_t)LONG(rsp->mindash); players[i].maxdash = (fixed_t)LONG(rsp->maxdash); players[i].jumpfactor = (fixed_t)LONG(rsp->jumpfactor); players[i].height = (fixed_t)LONG(rsp->playerheight); players[i].spinheight = (fixed_t)LONG(rsp->playerspinheight); players[i].speed = (fixed_t)LONG(rsp->speed); players[i].secondjump = rsp->secondjump; players[i].fly1 = rsp->fly1; players[i].glidetime = (tic_t)LONG(rsp->glidetime); players[i].climbing = rsp->climbing; players[i].deadtimer = rsp->deadtimer; players[i].exiting = (tic_t)LONG(rsp->exiting); players[i].homing = rsp->homing; players[i].dashmode = (tic_t)LONG(rsp->dashmode); players[i].skidtime = (tic_t)LONG(rsp->skidtime); players[i].cmomx = (fixed_t)LONG(rsp->cmomx); players[i].cmomy = (fixed_t)LONG(rsp->cmomy); players[i].rmomx = (fixed_t)LONG(rsp->rmomx); players[i].rmomy = (fixed_t)LONG(rsp->rmomy); players[i].weapondelay = LONG(rsp->weapondelay); players[i].tossdelay = LONG(rsp->tossdelay); players[i].starpostx = SHORT(rsp->starpostx); players[i].starposty = SHORT(rsp->starposty); players[i].starpostz = SHORT(rsp->starpostz); players[i].starpostnum = LONG(rsp->starpostnum); players[i].starposttime = (tic_t)LONG(rsp->starposttime); players[i].starpostangle = (angle_t)LONG(rsp->starpostangle); players[i].maxlink = LONG(rsp->maxlink); players[i].dashspeed = (fixed_t)LONG(rsp->dashspeed); players[i].angle_pos = (angle_t)LONG(rsp->angle_pos); players[i].old_angle_pos = (angle_t)LONG(rsp->old_angle_pos); players[i].bumpertime = (tic_t)LONG(rsp->bumpertime); players[i].flyangle = LONG(rsp->flyangle); players[i].drilltimer = (tic_t)LONG(rsp->drilltimer); players[i].linkcount = LONG(rsp->linkcount); players[i].linktimer = (tic_t)LONG(rsp->linktimer); players[i].anotherflyangle = LONG(rsp->anotherflyangle); players[i].nightstime = (tic_t)LONG(rsp->nightstime); players[i].drillmeter = LONG(rsp->drillmeter); players[i].drilldelay = rsp->drilldelay; players[i].bonustime = rsp->bonustime; players[i].mare = rsp->mare; players[i].lastsidehit = SHORT(rsp->lastsidehit); players[i].lastlinehit = SHORT(rsp->lastlinehit); players[i].losstime = (tic_t)LONG(rsp->losstime); players[i].timeshit = rsp->timeshit; players[i].onconveyor = LONG(rsp->onconveyor); //We get a packet for each player in game. if (!playeringame[i]) return; //...but keep old mo even if it is corrupt or null! players[i].mo = savedmo; //Transfer important mo information if they have a valid mo. if (!rsp->hasmo) return; //server thinks player has a body. //Give them a new body that can be then manipulated by the server's info. if (!players[i].mo) //client thinks it has no body. P_SpawnPlayer(i); //At this point, the player should have a body, whether they were respawned or not. P_UnsetThingPosition(players[i].mo); players[i].mo->angle = (angle_t)LONG(rsp->angle); players[i].mo->eflags = (UINT16)SHORT(rsp->eflags); players[i].mo->flags = LONG(rsp->flags); players[i].mo->flags2 = LONG(rsp->flags2); players[i].mo->friction = LONG(rsp->friction); players[i].mo->health = LONG(rsp->health); players[i].mo->momx = LONG(rsp->momx); players[i].mo->momy = LONG(rsp->momy); players[i].mo->momz = LONG(rsp->momz); players[i].mo->movefactor = LONG(rsp->movefactor); players[i].mo->tics = LONG(rsp->tics); P_SetMobjStateNF(players[i].mo, LONG(rsp->statenum)); players[i].mo->x = LONG(rsp->x); players[i].mo->y = LONG(rsp->y); players[i].mo->z = LONG(rsp->z); players[i].mo->radius = LONG(rsp->radius); players[i].mo->height = LONG(rsp->height); // P_SetScale is redundant for this, as all related variables are already restored properly. players[i].mo->scale = LONG(rsp->scale); players[i].mo->destscale = LONG(rsp->destscale); players[i].mo->scalespeed = LONG(rsp->scalespeed); // And finally, SET THE MOBJ SKIN damn it. if ((players[i].powers[pw_carry] == CR_NIGHTSMODE) && (skins[players[i].skin].sprites[SPR2_NGT0].numframes == 0)) { players[i].mo->skin = &skins[DEFAULTNIGHTSSKIN]; players[i].mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor; // this will be corrected by thinker to super flash } else { players[i].mo->skin = &skins[players[i].skin]; players[i].mo->color = players[i].skincolor; // this will be corrected by thinker to super flash/mario star } P_SetThingPosition(players[i].mo); } static inline void resynch_write_ctf(resynchend_pak *rst) { mobj_t *mflag; UINT8 i, j; for (i = 0, mflag = redflag; i < 2; ++i, mflag = blueflag) { rst->flagx[i] = rst->flagy[i] = rst->flagz[i] = 0; rst->flagloose[i] = rst->flagflags[i] = 0; rst->flagplayer[i] = -1; if (!mflag) { // Should be held by a player for (j = 0; j < MAXPLAYERS; ++j) { // GF_REDFLAG is 1, GF_BLUEFLAG is 2 // redflag handling is i=0, blueflag is i=1 // so check for gotflag == (i+1) if (!playeringame[j] || players[j].gotflag != (i+1)) continue; rst->flagplayer[i] = (SINT8)j; break; } if (j == MAXPLAYERS) // fine, no I_Error { CONS_Alert(CONS_ERROR, "One of the flags has gone completely missing...\n"); rst->flagplayer[i] = -2; } continue; } rst->flagx[i] = (fixed_t)LONG(mflag->x); rst->flagy[i] = (fixed_t)LONG(mflag->y); rst->flagz[i] = (fixed_t)LONG(mflag->z); rst->flagflags[i] = LONG(mflag->flags2); rst->flagloose[i] = LONG(mflag->fuse); // Dropped or not? } } static inline void resynch_read_ctf(resynchend_pak *p) { UINT8 i; for (i = 0; i < MAXPLAYERS; ++i) players[i].gotflag = 0; // Red flag if (p->flagplayer[0] == -2) ; // The server doesn't even know what happened to it... else if (p->flagplayer[0] != -1) // Held by a player { if (!playeringame[p->flagplayer[0]]) I_Error("Invalid red flag player %d who isn't in the game!", (INT32)p->flagplayer[0]); players[p->flagplayer[0]].gotflag = GF_REDFLAG; if (redflag) { P_RemoveMobj(redflag); redflag = NULL; } } else { if (!redflag) redflag = P_SpawnMobj(0,0,0,MT_REDFLAG); P_UnsetThingPosition(redflag); redflag->x = (fixed_t)LONG(p->flagx[0]); redflag->y = (fixed_t)LONG(p->flagy[0]); redflag->z = (fixed_t)LONG(p->flagz[0]); redflag->flags2 = LONG(p->flagflags[0]); redflag->fuse = LONG(p->flagloose[0]); P_SetThingPosition(redflag); } // Blue flag if (p->flagplayer[1] == -2) ; // The server doesn't even know what happened to it... else if (p->flagplayer[1] != -1) // Held by a player { if (!playeringame[p->flagplayer[1]]) I_Error("Invalid blue flag player %d who isn't in the game!", (INT32)p->flagplayer[1]); players[p->flagplayer[1]].gotflag = GF_BLUEFLAG; if (blueflag) { P_RemoveMobj(blueflag); blueflag = NULL; } } else { if (!blueflag) blueflag = P_SpawnMobj(0,0,0,MT_BLUEFLAG); P_UnsetThingPosition(blueflag); blueflag->x = (fixed_t)LONG(p->flagx[1]); blueflag->y = (fixed_t)LONG(p->flagy[1]); blueflag->z = (fixed_t)LONG(p->flagz[1]); blueflag->flags2 = LONG(p->flagflags[1]); blueflag->fuse = LONG(p->flagloose[1]); P_SetThingPosition(blueflag); } } static inline void resynch_write_others(resynchend_pak *rst) { UINT8 i; rst->ingame = 0; rst->outofcoop = 0; for (i = 0; i < MAXPLAYERS; ++i) { if (!playeringame[i]) { rst->ctfteam[i] = 0; rst->score[i] = 0; rst->numboxes[i] = 0; rst->totalring[i] = 0; rst->realtime[i] = 0; rst->laps[i] = 0; continue; } if (!players[i].spectator) rst->ingame |= (1<outofcoop |= (1<ctfteam[i] = (INT32)LONG(players[i].ctfteam); rst->score[i] = (UINT32)LONG(players[i].score); rst->numboxes[i] = SHORT(players[i].numboxes); rst->totalring[i] = SHORT(players[i].totalring); rst->realtime[i] = (tic_t)LONG(players[i].realtime); rst->laps[i] = players[i].laps; } // endian safeness rst->ingame = (UINT32)LONG(rst->ingame); } static inline void resynch_read_others(resynchend_pak *p) { UINT8 i; UINT32 loc_ingame = (UINT32)LONG(p->ingame); UINT32 loc_outofcoop = (UINT32)LONG(p->outofcoop); for (i = 0; i < MAXPLAYERS; ++i) { // We don't care if they're in the game or not, just write all the data. players[i].spectator = !(loc_ingame & (1<ctfteam[i]); // no, 0 does not mean spectator, at least not in Match players[i].score = (UINT32)LONG(p->score[i]); players[i].numboxes = SHORT(p->numboxes[i]); players[i].totalring = SHORT(p->totalring[i]); players[i].realtime = (tic_t)LONG(p->realtime[i]); players[i].laps = p->laps[i]; } } static void SV_InitResynchVars(INT32 node) { resynch_delay[node] = TICRATE; // initial one second delay resynch_score[node] = 0; // clean slate resynch_status[node] = 0x00; resynch_inprogress[node] = false; memset(resynch_sent[node], 0, MAXPLAYERS); } static void SV_RequireResynch(INT32 node) { INT32 i; resynch_delay[node] = 10; // Delay before you can fail sync again resynch_score[node] += 200; // Add score for initial desynch resynch_status[node] = 0xFFFFFFFF; // No players assumed synched resynch_inprogress[node] = true; // so we know to send a PT_RESYNCHEND after sync // Initial setup memset(resynch_sent[node], 0, MAXPLAYERS); for (i = 0; i < MAXPLAYERS; ++i) { if (!playeringame[i]) // Player not in game so just drop it from required synch resynch_status[node] &= ~(1<>1)+1; } } static void SV_SendResynch(INT32 node) { INT32 i, j; if (!nodeingame[node]) { // player left during resynch // so obviously we don't need to do any of this anymore resynch_inprogress[node] = false; return; } // resynched? if (!resynch_status[node]) { // you are now synched resynch_inprogress[node] = false; netbuffer->packettype = PT_RESYNCHEND; netbuffer->u.resynchend.randomseed = P_GetRandSeed(); if (gametype == GT_CTF) resynch_write_ctf(&netbuffer->u.resynchend); resynch_write_others(&netbuffer->u.resynchend); HSendPacket(node, true, 0, (sizeof(resynchend_pak))); return; } netbuffer->packettype = PT_RESYNCHING; for (i = 0, j = 0; i < MAXPLAYERS; ++i) { // if already synched don't bother if (!(resynch_status[node] & 1<u.resynchpak, i); HSendPacket(node, false, 0, (sizeof(resynch_pak))); resynch_sent[node][i] = TICRATE; resynch_score[node] += 2; // penalty for send if (++j > 3) break; } if (resynch_score[node] > (unsigned)cv_resynchattempts.value*250) { UINT8 buf[2]; buf[0] = (UINT8)nodetoplayer[node]; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); resynch_score[node] = 0; } } static void CL_AcknowledgeResynch(resynch_pak *rsp) { resynch_read_player(rsp); netbuffer->packettype = PT_RESYNCHGET; netbuffer->u.resynchgot = rsp->playernum; HSendPacket(servernode, true, 0, sizeof(UINT8)); } static void SV_AcknowledgeResynchAck(INT32 node, UINT8 rsg) { if (rsg >= MAXPLAYERS) resynch_score[node] += 16384; // lol. else { resynch_status[node] &= ~(1<>10)); V_DrawRightAlignedString(BASEVIDWIDTH/2+128, BASEVIDHEIGHT-24, V_20TRANS|V_MONOSPACE, va("%3.1fK/s ", ((double)getbps)/1024)); } else cltext = M_GetText("Waiting to download game state..."); break; #endif case CL_ASKJOIN: case CL_WAITJOINRESPONSE: cltext = M_GetText("Requesting to join..."); break; default: cltext = M_GetText("Connecting to server..."); break; } V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT-24-32, V_YELLOWMAP, cltext); } else { if (lastfilenum != -1) { INT32 dldlength; static char tempname[28]; fileneeded_t *file = &fileneeded[lastfilenum]; char *filename = file->filename; Net_GetNetStat(); dldlength = (INT32)((file->currentsize/(double)file->totalsize) * 256); if (dldlength > 256) dldlength = 256; V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-24, 256, 8, 111); V_DrawFill(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-24, dldlength, 8, 96); memset(tempname, 0, sizeof(tempname)); // offset filename to just the name only part filename += strlen(filename) - nameonlylength(filename); if (strlen(filename) > sizeof(tempname)-1) // too long to display fully { size_t endhalfpos = strlen(filename)-10; // display as first 14 chars + ... + last 10 chars // which should add up to 27 if our math(s) is correct snprintf(tempname, sizeof(tempname), "%.14s...%.10s", filename, filename+endhalfpos); } else // we can copy the whole thing in safely { strncpy(tempname, filename, sizeof(tempname)-1); } V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT-24-32, V_YELLOWMAP, va(M_GetText("Downloading \"%s\""), tempname)); V_DrawString(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-24, V_20TRANS|V_MONOSPACE, va(" %4uK/%4uK",fileneeded[lastfilenum].currentsize>>10,file->totalsize>>10)); V_DrawRightAlignedString(BASEVIDWIDTH/2+128, BASEVIDHEIGHT-24, V_20TRANS|V_MONOSPACE, va("%3.1fK/s ", ((double)getbps)/1024)); } else V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT-24-32, V_YELLOWMAP, M_GetText("Waiting to download files...")); } } #endif /** Sends a special packet to declare how many players in local * Used only in arbitratrenetstart() * Sends a PT_CLIENTJOIN packet to the server * * \return True if the packet was successfully sent * \todo Improve the description... * Because to be honest, I have no idea what arbitratrenetstart is... * Is it even used...? * */ static boolean CL_SendJoin(void) { UINT8 localplayers = 1; if (netgame) CONS_Printf(M_GetText("Sending join request...\n")); netbuffer->packettype = PT_CLIENTJOIN; if (splitscreen || botingame) localplayers++; netbuffer->u.clientcfg.localplayers = localplayers; netbuffer->u.clientcfg.version = VERSION; netbuffer->u.clientcfg.subversion = SUBVERSION; return HSendPacket(servernode, true, 0, sizeof (clientconfig_pak)); } static void SV_SendServerInfo(INT32 node, tic_t servertime) { UINT8 *p; netbuffer->packettype = PT_SERVERINFO; netbuffer->u.serverinfo.version = VERSION; netbuffer->u.serverinfo.subversion = SUBVERSION; // return back the time value so client can compute their ping netbuffer->u.serverinfo.time = (tic_t)LONG(servertime); netbuffer->u.serverinfo.leveltime = (tic_t)LONG(leveltime); netbuffer->u.serverinfo.numberofplayer = (UINT8)D_NumPlayers(); netbuffer->u.serverinfo.maxplayer = (UINT8)cv_maxplayers.value; netbuffer->u.serverinfo.gametype = (UINT8)gametype; netbuffer->u.serverinfo.modifiedgame = (UINT8)modifiedgame; netbuffer->u.serverinfo.cheatsenabled = CV_CheatsEnabled(); netbuffer->u.serverinfo.isdedicated = (UINT8)dedicated; strncpy(netbuffer->u.serverinfo.servername, cv_servername.string, MAXSERVERNAME); strncpy(netbuffer->u.serverinfo.mapname, G_BuildMapName(gamemap), 7); M_Memcpy(netbuffer->u.serverinfo.mapmd5, mapmd5, 16); if (strcmp(mapheaderinfo[gamemap-1]->lvlttl, "")) strncpy(netbuffer->u.serverinfo.maptitle, (char *)mapheaderinfo[gamemap-1]->lvlttl, 33); else strncpy(netbuffer->u.serverinfo.maptitle, "UNKNOWN", 33); netbuffer->u.serverinfo.maptitle[32] = '\0'; if (!(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE)) netbuffer->u.serverinfo.iszone = 1; else netbuffer->u.serverinfo.iszone = 0; netbuffer->u.serverinfo.actnum = mapheaderinfo[gamemap-1]->actnum; p = PutFileNeeded(); HSendPacket(node, false, 0, p - ((UINT8 *)&netbuffer->u)); } static void SV_SendPlayerInfo(INT32 node) { UINT8 i; netbuffer->packettype = PT_PLAYERINFO; for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) { netbuffer->u.playerinfo[i].node = 255; // This slot is empty. continue; } netbuffer->u.playerinfo[i].node = (UINT8)playernode[i]; strncpy(netbuffer->u.playerinfo[i].name, (const char *)&player_names[i], MAXPLAYERNAME+1); netbuffer->u.playerinfo[i].name[MAXPLAYERNAME] = '\0'; //fetch IP address { const char *claddress; UINT32 numericaddress[4]; memset(netbuffer->u.playerinfo[i].address, 0, 4); if (playernode[i] == 0) { //127.0.0.1 netbuffer->u.playerinfo[i].address[0] = 127; netbuffer->u.playerinfo[i].address[3] = 1; } else if (playernode[i] > 0 && I_GetNodeAddress && (claddress = I_GetNodeAddress(playernode[i])) != NULL) { if (sscanf(claddress, "%d.%d.%d.%d", &numericaddress[0], &numericaddress[1], &numericaddress[2], &numericaddress[3]) < 4) goto badaddress; netbuffer->u.playerinfo[i].address[0] = (UINT8)numericaddress[0]; netbuffer->u.playerinfo[i].address[1] = (UINT8)numericaddress[1]; netbuffer->u.playerinfo[i].address[2] = (UINT8)numericaddress[2]; netbuffer->u.playerinfo[i].address[3] = (UINT8)numericaddress[3]; } } badaddress: if (G_GametypeHasTeams()) { if (!players[i].ctfteam) netbuffer->u.playerinfo[i].team = 255; else netbuffer->u.playerinfo[i].team = (UINT8)players[i].ctfteam; } else { if (players[i].spectator) netbuffer->u.playerinfo[i].team = 255; else netbuffer->u.playerinfo[i].team = 0; } netbuffer->u.playerinfo[i].score = LONG(players[i].score); netbuffer->u.playerinfo[i].timeinserver = SHORT((UINT16)(players[i].jointime / TICRATE)); netbuffer->u.playerinfo[i].skin = (UINT8)players[i].skin; // Extra data netbuffer->u.playerinfo[i].data = 0; //players[i].skincolor; if (players[i].pflags & PF_TAGIT) netbuffer->u.playerinfo[i].data |= 0x20; if (players[i].gotflag) netbuffer->u.playerinfo[i].data |= 0x40; if (players[i].powers[pw_super]) netbuffer->u.playerinfo[i].data |= 0x80; } HSendPacket(node, false, 0, sizeof(plrinfo) * MAXPLAYERS); } /** Sends a PT_SERVERCFG packet * * \param node The destination * \return True if the packet was successfully sent * */ static boolean SV_SendServerConfig(INT32 node) { INT32 i; UINT8 *p, *op; boolean waspacketsent; netbuffer->packettype = PT_SERVERCFG; netbuffer->u.servercfg.version = VERSION; netbuffer->u.servercfg.subversion = SUBVERSION; netbuffer->u.servercfg.serverplayer = (UINT8)serverplayer; netbuffer->u.servercfg.totalslotnum = (UINT8)(doomcom->numslots); netbuffer->u.servercfg.gametic = (tic_t)LONG(gametic); netbuffer->u.servercfg.clientnode = (UINT8)node; netbuffer->u.servercfg.gamestate = (UINT8)gamestate; netbuffer->u.servercfg.gametype = (UINT8)gametype; netbuffer->u.servercfg.modifiedgame = (UINT8)modifiedgame; // we fill these structs with FFs so that any players not in game get sent as 0xFFFF // which is nice and easy for us to detect memset(netbuffer->u.servercfg.playerskins, 0xFF, sizeof(netbuffer->u.servercfg.playerskins)); memset(netbuffer->u.servercfg.playercolor, 0xFF, sizeof(netbuffer->u.servercfg.playercolor)); memset(netbuffer->u.servercfg.playeravailabilities, 0xFF, sizeof(netbuffer->u.servercfg.playeravailabilities)); memset(netbuffer->u.servercfg.adminplayers, -1, sizeof(netbuffer->u.servercfg.adminplayers)); for (i = 0; i < MAXPLAYERS; i++) { netbuffer->u.servercfg.adminplayers[i] = (SINT8)adminplayers[i]; if (!playeringame[i]) continue; netbuffer->u.servercfg.playerskins[i] = (UINT8)players[i].skin; netbuffer->u.servercfg.playercolor[i] = (UINT8)players[i].skincolor; netbuffer->u.servercfg.playeravailabilities[i] = (UINT32)LONG(players[i].availabilities); } memcpy(netbuffer->u.servercfg.server_context, server_context, 8); op = p = netbuffer->u.servercfg.varlengthinputs; CV_SavePlayerNames(&p); CV_SaveNetVars(&p); { const size_t len = sizeof (serverconfig_pak) + (size_t)(p - op); #ifdef DEBUGFILE if (debugfile) { fprintf(debugfile, "ServerConfig Packet about to be sent, size of packet:%s to node:%d\n", sizeu1(len), node); } #endif waspacketsent = HSendPacket(node, true, 0, len); } #ifdef DEBUGFILE if (debugfile) { if (waspacketsent) { fprintf(debugfile, "ServerConfig Packet was sent\n"); } else { fprintf(debugfile, "ServerConfig Packet could not be sent right now\n"); } } #endif return waspacketsent; } #ifdef JOININGAME #define SAVEGAMESIZE (768*1024) static void SV_SendSaveGame(INT32 node) { 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(); 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); } SV_SendRam(node, buffertosend, length, SF_RAM, 0); save_p = NULL; // Remember when we started sending the savegame so we can handle timeouts sendingsavegame[node] = true; freezetimeout[node] = I_GetTime() + jointimeout + length / 1024; // 1 extra tic for each kilobyte } #ifdef DUMPCONSISTENCY #define TMPSAVENAME "badmath.sav" static consvar_t cv_dumpconsistency = {"dumpconsistency", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, 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(); 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" static void CL_LoadReceivedSavegame(void) { UINT8 *savebuffer = NULL; size_t length, decompressedlen; char tmpsave[256]; 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; titledemo = false; automapactive = false; // load a base level if (P_LoadNetGame()) { const INT32 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"); } else { CONS_Alert(CONS_ERROR, M_GetText("Can't load the level!\n")); Z_Free(savebuffer); save_p = NULL; if (unlink(tmpsave) == -1) CONS_Alert(CONS_ERROR, M_GetText("Can't delete %s\n"), tmpsave); return; } // 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(); } #endif #ifndef NONET static void SendAskInfo(INT32 node, boolean viams) { const tic_t asktime = I_GetTime(); netbuffer->packettype = PT_ASKINFO; netbuffer->u.askinfo.version = VERSION; netbuffer->u.askinfo.time = (tic_t)LONG(asktime); // Even if this never arrives due to the host being firewalled, we've // now allowed traffic from the host to us in, so once the MS relays // our address to the host, it'll be able to speak to us. HSendPacket(node, false, 0, sizeof (askinfo_pak)); // Also speak to the MS. if (viams && node != 0 && node != BROADCASTADDR) SendAskInfoViaMS(node, asktime); } serverelem_t serverlist[MAXSERVERLIST]; UINT32 serverlistcount = 0; #define FORCECLOSE 0x8000 static void SL_ClearServerList(INT32 connectedserver) { UINT32 i; for (i = 0; i < serverlistcount; i++) if (connectedserver != serverlist[i].node) { Net_CloseConnection(serverlist[i].node|FORCECLOSE); serverlist[i].node = 0; } serverlistcount = 0; } static UINT32 SL_SearchServer(INT32 node) { UINT32 i; for (i = 0; i < serverlistcount; i++) if (serverlist[i].node == node) return i; return UINT32_MAX; } static void SL_InsertServer(serverinfo_pak* info, SINT8 node) { UINT32 i; // search if not already on it i = SL_SearchServer(node); if (i == UINT32_MAX) { // not found add it if (serverlistcount >= MAXSERVERLIST) return; // list full if (info->version != VERSION) return; // Not same version. if (info->subversion != SUBVERSION) return; // Close, but no cigar. i = serverlistcount++; } serverlist[i].info = *info; serverlist[i].node = node; // resort server list M_SortServerList(); } void CL_UpdateServerList(boolean internetsearch, INT32 room) { SL_ClearServerList(0); if (!netgame && I_NetOpenSocket) { MSCloseUDPSocket(); // Tidy up before wiping the slate. if (I_NetOpenSocket()) { netgame = true; multiplayer = true; } } // search for local servers if (netgame) SendAskInfo(BROADCASTADDR, false); if (internetsearch) { const msg_server_t *server_list; INT32 i = -1; server_list = GetShortServersList(room); if (server_list) { char version[8] = ""; #if VERSION > 0 || SUBVERSION > 0 snprintf(version, sizeof (version), "%d.%d.%d", VERSION/100, VERSION%100, SUBVERSION); #else strcpy(version, GetRevisionString()); #endif version[sizeof (version) - 1] = '\0'; for (i = 0; server_list[i].header.buffer[0]; i++) { // Make sure MS version matches our own, to // thwart nefarious servers who lie to the MS. if (strcmp(version, server_list[i].version) == 0) { INT32 node = I_NetMakeNodewPort(server_list[i].ip, server_list[i].port); if (node == -1) break; // no more node free SendAskInfo(node, true); // Force close the connection so that servers can't eat // up nodes forever if we never get a reply back from them // (usually when they've not forwarded their ports). // // Don't worry, we'll get in contact with the working // servers again when they send SERVERINFO to us later! // // (Note: as a side effect this probably means every // server in the list will probably be using the same node (e.g. node 1), // not that it matters which nodes they use when // the connections are closed afterwards anyway) // -- Monster Iestyn 12/11/18 Net_CloseConnection(node|FORCECLOSE); } } } //no server list?(-1) or no servers?(0) if (!i) { ; /// TODO: display error or warning? } } } #endif // ifndef NONET /** Called by CL_ServerConnectionTicker * * \param viams ??? * \param asksent ??? * \return False if the connection was aborted * \sa CL_ServerConnectionTicker * \sa CL_ConnectToServer * */ static boolean CL_ServerConnectionSearchTicker(boolean viams, tic_t *asksent) { #ifndef NONET INT32 i; // serverlist is updated by GetPacket function if (serverlistcount > 0) { // this can be a responce to our broadcast request if (servernode == -1 || servernode >= MAXNETNODES) { i = 0; servernode = serverlist[i].node; CONS_Printf(M_GetText("Found, ")); } else { i = SL_SearchServer(servernode); if (i < 0) return true; } // Quit here rather than downloading files and being refused later. if (serverlist[i].info.numberofplayer >= serverlist[i].info.maxplayer) { D_QuitNetGame(); CL_Reset(); D_StartTitle(); M_StartMessage(va(M_GetText("Maximum players reached: %d\n\nPress ESC\n"), serverlist[i].info.maxplayer), NULL, MM_NOTHING); return false; } if (client) { D_ParseFileneeded(serverlist[i].info.fileneedednum, serverlist[i].info.fileneeded); CONS_Printf(M_GetText("Checking files...\n")); i = CL_CheckFiles(); if (i == 3) // too many files { D_QuitNetGame(); CL_Reset(); D_StartTitle(); M_StartMessage(M_GetText( "You have too many WAD files loaded\n" "to add ones the server is using.\n" "Please restart SRB2 before connecting.\n\n" "Press ESC\n" ), NULL, MM_NOTHING); return false; } else if (i == 2) // cannot join for some reason { D_QuitNetGame(); CL_Reset(); D_StartTitle(); M_StartMessage(M_GetText( "You have WAD files loaded or have\n" "modified the game in some way, and\n" "your file list does not match\n" "the server's file list.\n" "Please restart SRB2 before connecting.\n\n" "Press ESC\n" ), NULL, MM_NOTHING); return false; } else if (i == 1) cl_mode = CL_ASKJOIN; else { // must download something // can we, though? if (!CL_CheckDownloadable()) // nope! { D_QuitNetGame(); CL_Reset(); D_StartTitle(); M_StartMessage(M_GetText( "You cannot connect to this server\n" "because you cannot download the files\n" "that you are missing from the server.\n\n" "See the console or log file for\n" "more details.\n\n" "Press ESC\n" ), NULL, MM_NOTHING); return false; } // no problem if can't send packet, we will retry later if (CL_SendRequestFile()) cl_mode = CL_DOWNLOADFILES; } } else cl_mode = CL_ASKJOIN; // files need not be checked for the server. return true; } // Ask the info to the server (askinfo packet) if (*asksent + NEWTICRATE < I_GetTime()) { SendAskInfo(servernode, viams); *asksent = I_GetTime(); } #else (void)viams; (void)asksent; // No netgames, so we skip this state. cl_mode = CL_ASKJOIN; #endif // ifndef NONET/else return true; } /** Called by CL_ConnectToServer * * \param viams ??? * \param tmpsave The name of the gamestate file??? * \param oldtic Used for knowing when to poll events and redraw * \param asksent ??? * \return False if the connection was aborted * \sa CL_ServerConnectionSearchTicker * \sa CL_ConnectToServer * */ static boolean CL_ServerConnectionTicker(boolean viams, const char *tmpsave, tic_t *oldtic, tic_t *asksent) { boolean waitmore; INT32 i; #ifdef NONET (void)tmpsave; #endif switch (cl_mode) { case CL_SEARCHING: if (!CL_ServerConnectionSearchTicker(viams, asksent)) return false; break; case CL_DOWNLOADFILES: waitmore = false; for (i = 0; i < fileneedednum; i++) if (fileneeded[i].status == FS_DOWNLOADING || fileneeded[i].status == FS_REQUESTED) { waitmore = true; break; } if (waitmore) break; // exit the case cl_mode = CL_ASKJOIN; // don't break case continue to cljoin request now /* FALLTHRU */ case CL_ASKJOIN: CL_LoadServerFiles(); #ifdef JOININGAME // prepare structures to save the file // WARNING: this can be useless in case of server not in GS_LEVEL // but since the network layer doesn't provide ordered packets... CL_PrepareDownloadSaveGame(tmpsave); #endif if (CL_SendJoin()) cl_mode = CL_WAITJOINRESPONSE; break; #ifdef JOININGAME case CL_DOWNLOADSAVEGAME: // At this state, the first (and only) needed file is the gamestate if (fileneeded[0].status == FS_FOUND) { // Gamestate is now handled within CL_LoadReceivedSavegame() CL_LoadReceivedSavegame(); cl_mode = CL_CONNECTED; } // don't break case continue to CL_CONNECTED else break; #endif case CL_WAITJOINRESPONSE: case CL_CONNECTED: default: break; // Connection closed by cancel, timeout or refusal. case CL_ABORTED: cl_mode = CL_SEARCHING; return false; } GetPackets(); Net_AckTicker(); // Call it only once by tic if (*oldtic != I_GetTime()) { INT32 key; I_OsPolling(); key = I_GetKey(); if (key == KEY_ESCAPE || key == KEY_JOY1+1) { CONS_Printf(M_GetText("Network game synchronization aborted.\n")); // M_StartMessage(M_GetText("Network game synchronization aborted.\n\nPress ESC\n"), NULL, MM_NOTHING); D_QuitNetGame(); CL_Reset(); D_StartTitle(); return false; } // why are these here? this is for servers, we're a client //if (key == 's' && server) // doomcom->numnodes = (INT16)pnumnodes; //SV_FileSendTicker(); *oldtic = I_GetTime(); #ifdef CLIENT_LOADINGSCREEN if (client && cl_mode != CL_CONNECTED && cl_mode != CL_ABORTED) { F_TitleScreenTicker(true); F_TitleScreenDrawer(); CL_DrawConnectionStatus(); I_UpdateNoVsync(); // page flip or blit buffer if (moviemode) M_SaveFrame(); } #else CON_Drawer(); I_UpdateNoVsync(); #endif } else I_Sleep(); return true; } /** Use adaptive send using net_bandwidth and stat.sendbytes * * \param viams ??? * \todo Better description... * */ static void CL_ConnectToServer(boolean viams) { INT32 pnumnodes, nodewaited = doomcom->numnodes, i; tic_t oldtic; #ifndef NONET tic_t asksent; #endif #ifdef JOININGAME char tmpsave[256]; sprintf(tmpsave, "%s" PATHSEP TMPSAVENAME, srb2home); #endif cl_mode = CL_SEARCHING; #ifdef CLIENT_LOADINGSCREEN lastfilenum = -1; #endif #ifdef JOININGAME // 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); #endif if (netgame) { if (servernode < 0 || servernode >= MAXNETNODES) CONS_Printf(M_GetText("Searching for a server...\n")); else CONS_Printf(M_GetText("Contacting the server...\n")); } if (gamestate == GS_INTERMISSION) Y_EndIntermission(); // clean up intermission graphics etc DEBFILE(va("waiting %d nodes\n", doomcom->numnodes)); G_SetGamestate(GS_WAITINGPLAYERS); wipegamestate = GS_WAITINGPLAYERS; ClearAdminPlayers(); pnumnodes = 1; oldtic = I_GetTime() - 1; #ifndef NONET asksent = (tic_t) - TICRATE; i = SL_SearchServer(servernode); if (i != -1) { UINT8 num = serverlist[i].info.gametype; const char *gametypestr = NULL; CONS_Printf(M_GetText("Connecting to: %s\n"), serverlist[i].info.servername); if (num < NUMGAMETYPES) gametypestr = Gametype_Names[num]; if (gametypestr) CONS_Printf(M_GetText("Gametype: %s\n"), gametypestr); CONS_Printf(M_GetText("Version: %d.%d.%u\n"), serverlist[i].info.version/100, serverlist[i].info.version%100, serverlist[i].info.subversion); } SL_ClearServerList(servernode); #endif do { // If the connection was aborted for some reason, leave #ifndef NONET if (!CL_ServerConnectionTicker(viams, tmpsave, &oldtic, &asksent)) #else if (!CL_ServerConnectionTicker(viams, (char*)NULL, &oldtic, (tic_t *)NULL)) #endif return; if (server) { pnumnodes = 0; for (i = 0; i < MAXNETNODES; i++) if (nodeingame[i]) pnumnodes++; } } while (!(cl_mode == CL_CONNECTED && (client || (server && nodewaited <= pnumnodes)))); DEBFILE(va("Synchronisation Finished\n")); displayplayer = consoleplayer; } #ifndef NONET typedef struct banreason_s { char *reason; struct banreason_s *prev; //-1 struct banreason_s *next; //+1 } banreason_t; static banreason_t *reasontail = NULL; //last entry, use prev static banreason_t *reasonhead = NULL; //1st entry, use next static void Command_ShowBan(void) //Print out ban list { size_t i; const char *address, *mask; banreason_t *reasonlist = reasonhead; if (I_GetBanAddress) CONS_Printf(M_GetText("Ban List:\n")); else return; for (i = 0;(address = I_GetBanAddress(i)) != NULL;i++) { if (!I_GetBanMask || (mask = I_GetBanMask(i)) == NULL) CONS_Printf("%s: %s ", sizeu1(i+1), address); else CONS_Printf("%s: %s/%s ", sizeu1(i+1), address, mask); if (reasonlist && reasonlist->reason) CONS_Printf("(%s)\n", reasonlist->reason); else CONS_Printf("\n"); if (reasonlist) reasonlist = reasonlist->next; } if (i == 0 && !address) CONS_Printf(M_GetText("(empty)\n")); } void D_SaveBan(void) { FILE *f; size_t i; banreason_t *reasonlist = reasonhead; const char *address, *mask; if (!reasonhead) return; f = fopen(va("%s"PATHSEP"%s", srb2home, "ban.txt"), "w"); if (!f) { CONS_Alert(CONS_WARNING, M_GetText("Could not save ban list into ban.txt\n")); return; } for (i = 0;(address = I_GetBanAddress(i)) != NULL;i++) { if (!I_GetBanMask || (mask = I_GetBanMask(i)) == NULL) fprintf(f, "%s 0", address); else fprintf(f, "%s %s", address, mask); if (reasonlist && reasonlist->reason) fprintf(f, " %s\n", reasonlist->reason); else fprintf(f, " %s\n", "NA"); if (reasonlist) reasonlist = reasonlist->next; } fclose(f); } static void Ban_Add(const char *reason) { banreason_t *reasonlist = malloc(sizeof(*reasonlist)); if (!reasonlist) return; if (!reason) reason = "NA"; reasonlist->next = NULL; reasonlist->reason = Z_StrDup(reason); if ((reasonlist->prev = reasontail) == NULL) reasonhead = reasonlist; else reasontail->next = reasonlist; reasontail = reasonlist; } static void Command_ClearBans(void) { banreason_t *temp; if (!I_ClearBans) return; I_ClearBans(); reasontail = NULL; while (reasonhead) { temp = reasonhead->next; Z_Free(reasonhead->reason); free(reasonhead); reasonhead = temp; } } static void Ban_Load_File(boolean warning) { FILE *f; size_t i; const char *address, *mask; char buffer[MAX_WADPATH]; f = fopen(va("%s"PATHSEP"%s", srb2home, "ban.txt"), "r"); if (!f) { if (warning) CONS_Alert(CONS_WARNING, M_GetText("Could not open ban.txt for ban list\n")); return; } if (I_ClearBans) Command_ClearBans(); else { fclose(f); return; } for (i=0; fgets(buffer, (int)sizeof(buffer), f); i++) { address = strtok(buffer, " \t\r\n"); mask = strtok(NULL, " \t\r\n"); I_SetBanAddress(address, mask); Ban_Add(strtok(NULL, "\r\n")); } fclose(f); } static void Command_ReloadBan(void) //recheck ban.txt { Ban_Load_File(true); } static void Command_connect(void) { // Assume we connect directly. boolean viams = false; if (COM_Argc() < 2 || *COM_Argv(1) == 0) { CONS_Printf(M_GetText( "Connect (port): connect to a server\n" "Connect ANY: connect to the first lan server found\n" //"Connect SELF: connect to your own server.\n" )); return; } if (Playing() || titledemo) { CONS_Printf(M_GetText("You cannot connect while in a game. End this game first.\n")); return; } // modified game check: no longer handled // we don't request a restart unless the filelist differs server = false; /* if (!stricmp(COM_Argv(1), "self")) { servernode = 0; server = true; /// \bug should be but... //SV_SpawnServer(); } else */ { // used in menu to connect to a server in the list if (netgame && !stricmp(COM_Argv(1), "node")) { servernode = (SINT8)atoi(COM_Argv(2)); // Use MS to traverse NAT firewalls. viams = true; } else if (netgame) { CONS_Printf(M_GetText("You cannot connect while in a game. End this game first.\n")); return; } else if (I_NetOpenSocket) { MSCloseUDPSocket(); // Tidy up before wiping the slate. I_NetOpenSocket(); netgame = true; multiplayer = true; if (!stricmp(COM_Argv(1), "any")) servernode = BROADCASTADDR; else if (I_NetMakeNodewPort) { if (COM_Argc() >= 3) // address AND port servernode = I_NetMakeNodewPort(COM_Argv(1), COM_Argv(2)); else // address only, or address:port servernode = I_NetMakeNode(COM_Argv(1)); } else { CONS_Alert(CONS_ERROR, M_GetText("There is no server identification with this network driver\n")); D_CloseConnection(); return; } } else CONS_Alert(CONS_ERROR, M_GetText("There is no network driver\n")); } splitscreen = false; SplitScreen_OnChange(); botingame = false; botskin = 0; CL_ConnectToServer(viams); } #endif static void ResetNode(INT32 node); // // CL_ClearPlayer // // Clears the player data so that a future client can use this slot // void CL_ClearPlayer(INT32 playernum) { if (players[playernum].mo) P_RemoveMobj(players[playernum].mo); memset(&players[playernum], 0, sizeof (player_t)); } // // CL_RemovePlayer // // Removes a player from the current game // static void CL_RemovePlayer(INT32 playernum, INT32 reason) { // Sanity check: exceptional cases (i.e. c-fails) can cause multiple // kick commands to be issued for the same player. if (!playeringame[playernum]) return; if (server && !demoplayback) { INT32 node = playernode[playernum]; playerpernode[node]--; if (playerpernode[node] <= 0) { // If a resynch was in progress, well, it no longer needs to be. SV_InitResynchVars(playernode[playernum]); nodeingame[playernode[playernum]] = false; Net_CloseConnection(playernode[playernum]); ResetNode(node); } } if (gametype == GT_CTF) P_PlayerFlagBurst(&players[playernum], false); // Don't take the flag with you! // If in a special stage, redistribute the player's spheres across // the remaining players. if (G_IsSpecialStage(gamemap)) { INT32 i, count, increment, spheres; for (i = 0, count = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) count++; } count--; spheres = players[playernum].spheres; increment = spheres/count; for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i] && i != playernum) { if (spheres < increment) P_GivePlayerSpheres(&players[i], spheres); else P_GivePlayerSpheres(&players[i], increment); spheres -= increment; } } } #ifdef HAVE_BLUA LUAh_PlayerQuit(&players[playernum], reason); // Lua hook for player quitting #else (void)reason; #endif // Reset player data CL_ClearPlayer(playernum); // remove avatar of player playeringame[playernum] = false; playernode[playernum] = UINT8_MAX; while (!playeringame[doomcom->numslots-1] && doomcom->numslots > 1) doomcom->numslots--; // Reset the name sprintf(player_names[playernum], "Player %d", playernum+1); if (IsPlayerAdmin(playernum)) { RemoveAdminPlayer(playernum); // don't stay admin after you're gone } if (playernum == displayplayer) displayplayer = consoleplayer; // don't look through someone's view who isn't there #ifdef HAVE_BLUA LUA_InvalidatePlayer(&players[playernum]); #endif if (G_TagGametype()) //Check if you still have a game. Location flexible. =P P_CheckSurvivors(); else if (gametype == GT_RACE || gametype == GT_COMPETITION) P_CheckRacers(); } void CL_Reset(void) { if (metalrecording) G_StopMetalRecording(); if (metalplayback) G_StopMetalDemo(); if (demorecording) G_CheckDemoStatus(); // reset client/server code DEBFILE(va("\n-=-=-=-=-=-=-= Client reset =-=-=-=-=-=-=-\n\n")); if (servernode > 0 && servernode < MAXNETNODES) { nodeingame[(UINT8)servernode] = false; Net_CloseConnection(servernode); } D_CloseConnection(); // netgame = false multiplayer = false; servernode = 0; server = true; doomcom->numnodes = 1; doomcom->numslots = 1; SV_StopServer(); SV_ResetServer(); // make sure we don't leave any fileneeded gunk over from a failed join fileneedednum = 0; memset(fileneeded, 0, sizeof(fileneeded)); // D_StartTitle should get done now, but the calling function will handle it } #ifndef NONET static void Command_GetPlayerNum(void) { INT32 i; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) { if (serverplayer == i) CONS_Printf(M_GetText("num:%2d node:%2d %s\n"), i, playernode[i], player_names[i]); else CONS_Printf(M_GetText("\x82num:%2d node:%2d %s\n"), i, playernode[i], player_names[i]); } } SINT8 nametonum(const char *name) { INT32 playernum, i; if (!strcmp(name, "0")) return 0; playernum = (SINT8)atoi(name); if (playernum < 0 || playernum >= MAXPLAYERS) return -1; if (playernum) { if (playeringame[playernum]) return (SINT8)playernum; else return -1; } for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i] && !stricmp(player_names[i], name)) return (SINT8)i; CONS_Printf(M_GetText("There is no player named \"%s\"\n"), name); return -1; } /** Lists all players and their player numbers. * * \sa Command_GetPlayerNum */ static void Command_Nodes(void) { INT32 i; size_t maxlen = 0; const char *address; for (i = 0; i < MAXPLAYERS; i++) { const size_t plen = strlen(player_names[i]); if (playeringame[i] && plen > maxlen) maxlen = plen; } for (i = 0; i < MAXPLAYERS; i++) { if (playeringame[i]) { CONS_Printf("%.2u: %*s", i, (int)maxlen, player_names[i]); CONS_Printf(" - %.2d", playernode[i]); if (I_GetNodeAddress && (address = I_GetNodeAddress(playernode[i])) != NULL) CONS_Printf(" - %s", address); if (IsPlayerAdmin(i)) CONS_Printf(M_GetText(" (verified admin)")); if (players[i].spectator) CONS_Printf(M_GetText(" (spectator)")); CONS_Printf("\n"); } } } static void Command_Ban(void) { if (COM_Argc() < 2) { CONS_Printf(M_GetText("Ban : ban and kick a player\n")); return; } if (!netgame) // Don't kick Tails in splitscreen! { CONS_Printf(M_GetText("This only works in a netgame.\n")); return; } if (server || IsPlayerAdmin(consoleplayer)) { UINT8 buf[3 + MAX_REASONLENGTH]; UINT8 *p = buf; const SINT8 pn = nametonum(COM_Argv(1)); const INT32 node = playernode[(INT32)pn]; if (pn == -1 || pn == 0) return; WRITEUINT8(p, pn); if (server && I_Ban && !I_Ban(node)) // only the server is allowed to do this right now { CONS_Alert(CONS_WARNING, M_GetText("Too many bans! Geez, that's a lot of people you're excluding...\n")); WRITEUINT8(p, KICK_MSG_GO_AWAY); SendNetXCmd(XD_KICK, &buf, 2); } else { if (server) // only the server is allowed to do this right now Ban_Add(COM_Argv(2)); if (COM_Argc() == 2) { WRITEUINT8(p, KICK_MSG_BANNED); SendNetXCmd(XD_KICK, &buf, 2); } else { size_t i, j = COM_Argc(); char message[MAX_REASONLENGTH]; //Steal from the motd code so you don't have to put the reason in quotes. strlcpy(message, COM_Argv(2), sizeof message); for (i = 3; i < j; i++) { strlcat(message, " ", sizeof message); strlcat(message, COM_Argv(i), sizeof message); } WRITEUINT8(p, KICK_MSG_CUSTOM_BAN); WRITESTRINGN(p, message, MAX_REASONLENGTH); SendNetXCmd(XD_KICK, &buf, p - buf); } } } else CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n")); } static void Command_Kick(void) { if (COM_Argc() < 2) { CONS_Printf(M_GetText("kick : kick a player\n")); return; } if (!netgame) // Don't kick Tails in splitscreen! { CONS_Printf(M_GetText("This only works in a netgame.\n")); return; } if (server || IsPlayerAdmin(consoleplayer)) { UINT8 buf[3 + MAX_REASONLENGTH]; UINT8 *p = buf; const SINT8 pn = nametonum(COM_Argv(1)); if (pn == -1 || pn == 0) return; if (server) { // Special case if we are trying to kick a player who is downloading the game state: // trigger a timeout instead of kicking them, because a kick would only // take effect after they have finished downloading if (sendingsavegame[playernode[pn]]) { Net_ConnectionTimeout(playernode[pn]); return; } } WRITESINT8(p, pn); if (COM_Argc() == 2) { WRITEUINT8(p, KICK_MSG_GO_AWAY); SendNetXCmd(XD_KICK, &buf, 2); } else { size_t i, j = COM_Argc(); char message[MAX_REASONLENGTH]; //Steal from the motd code so you don't have to put the reason in quotes. strlcpy(message, COM_Argv(2), sizeof message); for (i = 3; i < j; i++) { strlcat(message, " ", sizeof message); strlcat(message, COM_Argv(i), sizeof message); } WRITEUINT8(p, KICK_MSG_CUSTOM_KICK); WRITESTRINGN(p, message, MAX_REASONLENGTH); SendNetXCmd(XD_KICK, &buf, p - buf); } } else CONS_Printf(M_GetText("Only the server or a remote admin can use this.\n")); } #endif static void Got_KickCmd(UINT8 **p, INT32 playernum) { INT32 pnum, msg; char buf[3 + MAX_REASONLENGTH]; char *reason = buf; kickreason_t kickreason = KR_KICK; pnum = READUINT8(*p); msg = READUINT8(*p); if (pnum == serverplayer && IsPlayerAdmin(playernum)) { CONS_Printf(M_GetText("Server is being shut down remotely. Goodbye!\n")); if (server) COM_BufAddText("quit\n"); return; } // Is playernum authorized to make this kick? if (playernum != serverplayer && !IsPlayerAdmin(playernum) && !(playerpernode[playernode[playernum]] == 2 && nodetoplayer2[playernode[playernum]] == pnum)) { // We received a kick command from someone who isn't the // server or admin, and who isn't in splitscreen removing // player 2. Thus, it must be someone with a modified // binary, trying to kick someone but without having // authorization. // We deal with this by changing the kick reason to // "consistency failure" and kicking the offending user // instead. // Note: Splitscreen in netgames is broken because of // this. Only the server has any idea of which players // are using splitscreen on the same computer, so // clients cannot always determine if a kick is // legitimate. CONS_Alert(CONS_WARNING, M_GetText("Illegal kick command received from %s for player %d\n"), player_names[playernum], pnum); // In debug, print a longer message with more details. // TODO Callum: Should we translate this? /* CONS_Debug(DBG_NETPLAY, "So, you must be asking, why is this an illegal kick?\n" "Well, let's take a look at the facts, shall we?\n" "\n" "playernum (this is the guy who did it), he's %d.\n" "pnum (the guy he's trying to kick) is %d.\n" "playernum's node is %d.\n" "That node has %d players.\n" "Player 2 on that node is %d.\n" "pnum's node is %d.\n" "That node has %d players.\n" "Player 2 on that node is %d.\n" "\n" "If you think this is a bug, please report it, including all of the details above.\n", playernum, pnum, playernode[playernum], playerpernode[playernode[playernum]], nodetoplayer2[playernode[playernum]], playernode[pnum], playerpernode[playernode[pnum]], nodetoplayer2[playernode[pnum]]); */ pnum = playernum; msg = KICK_MSG_CON_FAIL; } //CONS_Printf("\x82%s ", player_names[pnum]); // If a verified admin banned someone, the server needs to know about it. // If the playernum isn't zero (the server) then the server needs to record the ban. if (server && playernum && (msg == KICK_MSG_BANNED || msg == KICK_MSG_CUSTOM_BAN)) { if (I_Ban && !I_Ban(playernode[(INT32)pnum])) CONS_Alert(CONS_WARNING, M_GetText("Too many bans! Geez, that's a lot of people you're excluding...\n")); #ifndef NONET else Ban_Add(reason); #endif } switch (msg) { case KICK_MSG_GO_AWAY: HU_AddChatText(va("\x82*%s has been kicked (Go away)", player_names[pnum]), false); kickreason = KR_KICK; break; #ifdef NEWPING case KICK_MSG_PING_HIGH: HU_AddChatText(va("\x82*%s left the game (Broke ping limit)", player_names[pnum]), false); kickreason = KR_PINGLIMIT; break; #endif case KICK_MSG_CON_FAIL: HU_AddChatText(va("\x82*%s left the game (Synch Failure)", player_names[pnum]), false); kickreason = KR_SYNCH; if (M_CheckParm("-consisdump")) // Helps debugging some problems { INT32 i; CONS_Printf(M_GetText("Player kicked is #%d, dumping consistency...\n"), pnum); for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; CONS_Printf("-------------------------------------\n"); CONS_Printf("Player %d: %s\n", i, player_names[i]); CONS_Printf("Skin: %d\n", players[i].skin); CONS_Printf("Color: %d\n", players[i].skincolor); CONS_Printf("Speed: %d\n",players[i].speed>>FRACBITS); if (players[i].mo) { if (!players[i].mo->skin) CONS_Printf("Mobj skin: NULL!\n"); else CONS_Printf("Mobj skin: %s\n", ((skin_t *)players[i].mo->skin)->name); CONS_Printf("Position: %d, %d, %d\n", players[i].mo->x, players[i].mo->y, players[i].mo->z); if (!players[i].mo->state) CONS_Printf("State: S_NULL\n"); else CONS_Printf("State: %d\n", (statenum_t)(players[i].mo->state-states)); } else CONS_Printf("Mobj: NULL\n"); CONS_Printf("-------------------------------------\n"); } } break; case KICK_MSG_TIMEOUT: HU_AddChatText(va("\x82*%s left the game (Connection timeout)", player_names[pnum]), false); kickreason = KR_TIMEOUT; break; case KICK_MSG_PLAYER_QUIT: if (netgame) // not splitscreen/bots HU_AddChatText(va("\x82*%s left the game", player_names[pnum]), false); kickreason = KR_LEAVE; break; case KICK_MSG_BANNED: HU_AddChatText(va("\x82*%s has been banned (Don't come back)", player_names[pnum]), false); kickreason = KR_BAN; break; case KICK_MSG_CUSTOM_KICK: READSTRINGN(*p, reason, MAX_REASONLENGTH+1); HU_AddChatText(va("\x82*%s has been kicked (%s)", player_names[pnum], reason), false); kickreason = KR_KICK; break; case KICK_MSG_CUSTOM_BAN: READSTRINGN(*p, reason, MAX_REASONLENGTH+1); HU_AddChatText(va("\x82*%s has been banned (%s)", player_names[pnum], reason), false); kickreason = KR_BAN; break; } if (pnum == consoleplayer) { #ifdef DUMPCONSISTENCY if (msg == KICK_MSG_CON_FAIL) SV_SavedGame(); #endif D_QuitNetGame(); CL_Reset(); D_StartTitle(); if (msg == KICK_MSG_CON_FAIL) M_StartMessage(M_GetText("Server closed connection\n(synch failure)\nPress ESC\n"), NULL, MM_NOTHING); #ifdef NEWPING else if (msg == KICK_MSG_PING_HIGH) M_StartMessage(M_GetText("Server closed connection\n(Broke ping limit)\nPress ESC\n"), NULL, MM_NOTHING); #endif else if (msg == KICK_MSG_BANNED) M_StartMessage(M_GetText("You have been banned by the server\n\nPress ESC\n"), NULL, MM_NOTHING); else if (msg == KICK_MSG_CUSTOM_KICK) M_StartMessage(va(M_GetText("You have been kicked\n(%s)\nPress ESC\n"), reason), NULL, MM_NOTHING); else if (msg == KICK_MSG_CUSTOM_BAN) M_StartMessage(va(M_GetText("You have been banned\n(%s)\nPress ESC\n"), reason), NULL, MM_NOTHING); else M_StartMessage(M_GetText("You have been kicked by the server\n\nPress ESC\n"), NULL, MM_NOTHING); } else CL_RemovePlayer(pnum, kickreason); } consvar_t cv_allownewplayer = {"allowjoin", "On", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL }; consvar_t cv_joinnextround = {"joinnextround", "Off", CV_NETVAR, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; /// \todo not done static CV_PossibleValue_t maxplayers_cons_t[] = {{2, "MIN"}, {32, "MAX"}, {0, NULL}}; consvar_t cv_maxplayers = {"maxplayers", "8", CV_SAVE, maxplayers_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; static CV_PossibleValue_t resynchattempts_cons_t[] = {{0, "MIN"}, {20, "MAX"}, {0, NULL}}; consvar_t cv_resynchattempts = {"resynchattempts", "10", 0, resynchattempts_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL }; consvar_t cv_blamecfail = {"blamecfail", "Off", 0, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL }; // max file size to send to a player (in kilobytes) static CV_PossibleValue_t maxsend_cons_t[] = {{0, "MIN"}, {51200, "MAX"}, {0, NULL}}; consvar_t cv_maxsend = {"maxsend", "4096", CV_SAVE, maxsend_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; consvar_t cv_noticedownload = {"noticedownload", "Off", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL}; // Speed of file downloading (in packets per tic) static CV_PossibleValue_t downloadspeed_cons_t[] = {{0, "MIN"}, {32, "MAX"}, {0, NULL}}; consvar_t cv_downloadspeed = {"downloadspeed", "16", CV_SAVE, downloadspeed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL}; static void Got_AddPlayer(UINT8 **p, INT32 playernum); // called one time at init void D_ClientServerInit(void) { DEBFILE(va("- - -== SRB2 v%d.%.2d.%d "VERSIONSTRING" debugfile ==- - -\n", VERSION/100, VERSION%100, SUBVERSION)); #ifndef NONET COM_AddCommand("getplayernum", Command_GetPlayerNum); COM_AddCommand("kick", Command_Kick); COM_AddCommand("ban", Command_Ban); COM_AddCommand("clearbans", Command_ClearBans); COM_AddCommand("showbanlist", Command_ShowBan); COM_AddCommand("reloadbans", Command_ReloadBan); COM_AddCommand("connect", Command_connect); COM_AddCommand("nodes", Command_Nodes); #ifdef PACKETDROP COM_AddCommand("drop", Command_Drop); COM_AddCommand("droprate", Command_Droprate); #endif #ifdef _DEBUG COM_AddCommand("numnodes", Command_Numnodes); #endif #endif RegisterNetXCmd(XD_KICK, Got_KickCmd); RegisterNetXCmd(XD_ADDPLAYER, Got_AddPlayer); #ifndef NONET CV_RegisterVar(&cv_allownewplayer); CV_RegisterVar(&cv_joinnextround); CV_RegisterVar(&cv_showjoinaddress); CV_RegisterVar(&cv_resynchattempts); CV_RegisterVar(&cv_blamecfail); #ifdef DUMPCONSISTENCY CV_RegisterVar(&cv_dumpconsistency); #endif Ban_Load_File(false); #endif gametic = 0; localgametic = 0; // do not send anything before the real begin SV_StopServer(); SV_ResetServer(); if (dedicated) SV_SpawnServer(); } static void ResetNode(INT32 node) { nodeingame[node] = false; nodetoplayer[node] = -1; nodetoplayer2[node] = -1; nettics[node] = gametic; supposedtics[node] = gametic; nodewaiting[node] = 0; playerpernode[node] = 0; sendingsavegame[node] = false; } void SV_ResetServer(void) { INT32 i; // +1 because this command will be executed in com_executebuffer in // tryruntic so gametic will be incremented, anyway maketic > gametic // is not an issue maketic = gametic + 1; neededtic = maketic; tictoclear = maketic; for (i = 0; i < MAXNETNODES; i++) { ResetNode(i); // Make sure resynch status doesn't get carried over! SV_InitResynchVars(i); } for (i = 0; i < MAXPLAYERS; i++) { #ifdef HAVE_BLUA LUA_InvalidatePlayer(&players[i]); #endif playeringame[i] = false; playernode[i] = UINT8_MAX; sprintf(player_names[i], "Player %d", i + 1); adminplayers[i] = -1; // Populate the entire adminplayers array with -1. } mynode = 0; cl_packetmissed = false; if (dedicated) { nodeingame[0] = true; serverplayer = 0; } else serverplayer = consoleplayer; if (server) servernode = 0; doomcom->numslots = 0; // clear server_context memset(server_context, '-', 8); DEBFILE("\n-=-=-=-=-=-=-= Server Reset =-=-=-=-=-=-=-\n\n"); } static inline void SV_GenContext(void) { UINT8 i; // generate server_context, as exactly 8 bytes of randomly mixed A-Z and a-z // (hopefully M_Random is initialized!! if not this will be awfully silly!) for (i = 0; i < 8; i++) { const char a = M_RandomKey(26*2); if (a < 26) // uppercase server_context[i] = 'A'+a; else // lowercase server_context[i] = 'a'+(a-26); } } // // D_QuitNetGame // Called before quitting to leave a net game // without hanging the other players // void D_QuitNetGame(void) { if (!netgame || !netbuffer) return; DEBFILE("===========================================================================\n" " Quitting Game, closing connection\n" "===========================================================================\n"); // abort send/receive of files CloseNetFile(); if (server) { INT32 i; netbuffer->packettype = PT_SERVERSHUTDOWN; for (i = 0; i < MAXNETNODES; i++) if (nodeingame[i]) HSendPacket(i, true, 0, 0); if (serverrunning && ms_RoomId > 0) UnregisterServer(); } else if (servernode > 0 && servernode < MAXNETNODES && nodeingame[(UINT8)servernode]) { netbuffer->packettype = PT_CLIENTQUIT; HSendPacket(servernode, true, 0, 0); } D_CloseConnection(); ClearAdminPlayers(); DEBFILE("===========================================================================\n" " Log finish\n" "===========================================================================\n"); #ifdef DEBUGFILE if (debugfile) { fclose(debugfile); debugfile = NULL; } #endif } // Adds a node to the game (player will follow at map change or at savegame....) static inline void SV_AddNode(INT32 node) { nettics[node] = gametic; supposedtics[node] = gametic; // little hack because the server connects to itself and puts // nodeingame when connected not here if (node) nodeingame[node] = true; } // Xcmd XD_ADDPLAYER static void Got_AddPlayer(UINT8 **p, INT32 playernum) { INT16 node, newplayernum; boolean splitscreenplayer; if (playernum != serverplayer && !IsPlayerAdmin(playernum)) { // protect against hacked/buggy client CONS_Alert(CONS_WARNING, M_GetText("Illegal add player command received from %s\n"), player_names[playernum]); if (server) { UINT8 buf[2]; buf[0] = (UINT8)playernum; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); } return; } node = READUINT8(*p); newplayernum = READUINT8(*p); splitscreenplayer = newplayernum & 0x80; newplayernum &= ~0x80; // Clear player before joining, lest some things get set incorrectly // HACK: don't do this for splitscreen, it relies on preset values if (!splitscreen && !botingame) CL_ClearPlayer(newplayernum); playeringame[newplayernum] = true; G_AddPlayer(newplayernum); if (newplayernum+1 > doomcom->numslots) doomcom->numslots = (INT16)(newplayernum+1); // the server is creating my player if (node == mynode) { playernode[newplayernum] = 0; // for information only if (!splitscreenplayer) { consoleplayer = newplayernum; displayplayer = newplayernum; secondarydisplayplayer = newplayernum; DEBFILE("spawning me\n"); } else { secondarydisplayplayer = newplayernum; DEBFILE("spawning my brother\n"); if (botingame) players[newplayernum].bot = 1; } D_SendPlayerConfig(); addedtogame = true; } if (netgame) { if (server && cv_showjoinaddress.value) { const char *address; if (I_GetNodeAddress && (address = I_GetNodeAddress(node)) != NULL) HU_AddChatText(va("\x82*Player %d has joined the game (node %d) (%s)", newplayernum+1, node, address), false); // merge join notification + IP to avoid clogging console/chat. } else HU_AddChatText(va("\x82*Player %d has joined the game (node %d)", newplayernum+1, node), false); // if you don't wanna see the join address. } if (server && multiplayer && motd[0] != '\0') COM_BufAddText(va("sayto %d %s\n", newplayernum, motd)); #ifdef HAVE_BLUA LUAh_PlayerJoin(newplayernum); #endif } static boolean SV_AddWaitingPlayers(void) { INT32 node, n, newplayer = false; UINT8 buf[2]; UINT8 newplayernum = 0; // What is the reason for this? Why can't newplayernum always be 0? if (dedicated) newplayernum = 1; for (node = 0; node < MAXNETNODES; node++) { // splitscreen can allow 2 player in one node for (; nodewaiting[node] > 0; nodewaiting[node]--) { newplayer = true; if (netgame) // !!!!!!!!! EXTREMELY SUPER MEGA GIGA ULTRA ULTIMATELY TERRIBLY IMPORTANT !!!!!!!!! // // The line just after that comment is an awful, horrible, terrible, TERRIBLE hack. // // Basically, the fix I did in order to fix the download freezes happens // to cause situations in which a player number does not match // the node number associated to that player. // That is totally normal, there is absolutely *nothing* wrong with that. // Really. Player 7 being tied to node 29, for instance, is totally fine. // // HOWEVER. A few (broken) parts of the netcode do the TERRIBLE mistake // of mixing up the concepts of node and player, resulting in // incorrect handling of cases where a player is tied to a node that has // a different number (which is a totally normal case, or at least should be). // This incorrect handling can go as far as literally // anyone from joining your server at all, forever. // // Given those two facts, there are two options available // in order to let this download freeze fix be: // 1) Fix the broken parts that assume a node is a player or similar bullshit. // 2) Change the part this comment is located at, so that any player who joins // is given the same number as their associated node. // // No need to say, 1) is by far the obvious best, whereas 2) is a terrible hack. // Unfortunately, after trying 1), I most likely didn't manage to find all // of those broken parts, and thus 2) has become the only safe option that remains. // // So I did this hack. // // If it isn't clear enough, in order to get rid of this ugly hack, // you will have to fix all parts of the netcode that // make a confusion between nodes and players. // // And if it STILL isn't clear enough, a node and a player // is NOT the same thing. Never. NEVER. *NEVER*. // // And if someday you make the terrible mistake of // daring to have the unforgivable idea to try thinking // that a node might possibly be the same as a player, // or that a player should have the same number as its node, // be sure that I will somehow know about it and // hunt you down tirelessly and make you regret it, // even if you live on the other side of the world. // // TODO: vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv // \todo >>>>>>>>>> Remove this horrible hack as soon as possible <<<<<<<<<< // TODO: ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ // // !!!!!!!!! EXTREMELY SUPER MEGA GIGA ULTRA ULTIMATELY TERRIBLY IMPORTANT !!!!!!!!! newplayernum = node; // OMFG SAY WELCOME TO TEH NEW HACK FOR FIX FIL DOWNLOAD!!1! else // Don't use the hack if we don't have to // search for a free playernum // we can't use playeringame since it is not updated here for (; newplayernum < MAXPLAYERS; newplayernum++) { for (n = 0; n < MAXNETNODES; n++) if (nodetoplayer[n] == newplayernum || nodetoplayer2[n] == newplayernum) break; if (n == MAXNETNODES) break; } // should never happen since we check the playernum // before accepting the join I_Assert(newplayernum < MAXPLAYERS); playernode[newplayernum] = (UINT8)node; buf[0] = (UINT8)node; buf[1] = newplayernum; if (playerpernode[node] < 1) nodetoplayer[node] = newplayernum; else { nodetoplayer2[node] = newplayernum; buf[1] |= 0x80; } playerpernode[node]++; SendNetXCmd(XD_ADDPLAYER, &buf, 2); DEBFILE(va("Server added player %d node %d\n", newplayernum, node)); // use the next free slot (we can't put playeringame[newplayernum] = true here) newplayernum++; } } return newplayer; } void CL_AddSplitscreenPlayer(void) { if (cl_mode == CL_CONNECTED) CL_SendJoin(); } void CL_RemoveSplitscreenPlayer(void) { UINT8 buf[2]; if (cl_mode != CL_CONNECTED) return; buf[0] = (UINT8)secondarydisplayplayer; buf[1] = KICK_MSG_PLAYER_QUIT; SendNetXCmd(XD_KICK, &buf, 2); } // is there a game running boolean Playing(void) { return (server && serverrunning) || (client && cl_mode == CL_CONNECTED); } boolean SV_SpawnServer(void) { if (demoplayback) G_StopDemo(); // reset engine parameter if (metalplayback) G_StopMetalDemo(); if (!serverrunning) { CONS_Printf(M_GetText("Starting Server....\n")); serverrunning = true; SV_ResetServer(); SV_GenContext(); if (netgame && I_NetOpenSocket) { MSCloseUDPSocket(); // Tidy up before wiping the slate. I_NetOpenSocket(); if (ms_RoomId > 0) RegisterServer(); } // non dedicated server just connect to itself if (!dedicated) CL_ConnectToServer(false); else doomcom->numslots = 1; } return SV_AddWaitingPlayers(); } void SV_StopServer(void) { tic_t i; if (gamestate == GS_INTERMISSION) Y_EndIntermission(); gamestate = wipegamestate = GS_NULL; localtextcmd[0] = 0; localtextcmd2[0] = 0; for (i = firstticstosend; i < firstticstosend + BACKUPTICS; i++) D_Clearticcmd(i); consoleplayer = 0; cl_mode = CL_SEARCHING; maketic = gametic+1; neededtic = maketic; serverrunning = false; } // called at singleplayer start and stopdemo void SV_StartSinglePlayerServer(void) { server = true; netgame = false; multiplayer = false; gametype = GT_COOP; // no more tic the game with this settings! SV_StopServer(); if (splitscreen) multiplayer = true; } static void SV_SendRefuse(INT32 node, const char *reason) { strcpy(netbuffer->u.serverrefuse.reason, reason); netbuffer->packettype = PT_SERVERREFUSE; HSendPacket(node, true, 0, strlen(netbuffer->u.serverrefuse.reason) + 1); Net_CloseConnection(node); } // used at txtcmds received to check packetsize bound static size_t TotalTextCmdPerTic(tic_t tic) { INT32 i; size_t total = 1; // num of textcmds in the tic (ntextcmd byte) for (i = 0; i < MAXPLAYERS; i++) { UINT8 *textcmd = D_GetExistingTextcmd(tic, i); if ((!i || playeringame[i]) && textcmd) total += 2 + textcmd[0]; // "+2" for size and playernum } return total; } /** Called when a PT_CLIENTJOIN packet is received * * \param node The packet sender * */ static void HandleConnect(SINT8 node) { if (bannednode && bannednode[node]) SV_SendRefuse(node, M_GetText("You have been banned\nfrom the server")); else if (netbuffer->u.clientcfg.version != VERSION || netbuffer->u.clientcfg.subversion != SUBVERSION) SV_SendRefuse(node, va(M_GetText("Different SRB2 versions cannot\nplay a netgame!\n(server version %d.%d.%d)"), VERSION/100, VERSION%100, SUBVERSION)); else if (!cv_allownewplayer.value && node) SV_SendRefuse(node, M_GetText("The server is not accepting\njoins for the moment")); else if (D_NumPlayers() >= cv_maxplayers.value) SV_SendRefuse(node, va(M_GetText("Maximum players reached: %d"), cv_maxplayers.value)); else if (netgame && netbuffer->u.clientcfg.localplayers > 1) // Hacked client? SV_SendRefuse(node, M_GetText("Too many players from\nthis node.")); else if (netgame && !netbuffer->u.clientcfg.localplayers) // Stealth join? SV_SendRefuse(node, M_GetText("No players from\nthis node.")); else { #ifndef NONET boolean newnode = false; #endif // client authorised to join nodewaiting[node] = (UINT8)(netbuffer->u.clientcfg.localplayers - playerpernode[node]); if (!nodeingame[node]) { gamestate_t backupstate = gamestate; #ifndef NONET newnode = true; #endif SV_AddNode(node); /// \note Wait what??? /// What if the gamestate takes more than one second to get downloaded? /// Or if a lagspike happens? // you get a free second before desynch checks. use it wisely. SV_InitResynchVars(node); if (cv_joinnextround.value && gameaction == ga_nothing) G_SetGamestate(GS_WAITINGPLAYERS); if (!SV_SendServerConfig(node)) { G_SetGamestate(backupstate); /// \note Shouldn't SV_SendRefuse be called before ResetNode? ResetNode(node); SV_SendRefuse(node, M_GetText("Server couldn't send info, please try again")); /// \todo fix this !!! return; // restart the while } //if (gamestate != GS_LEVEL) // GS_INTERMISSION, etc? // SV_SendPlayerConfigs(node); // send bare minimum player info G_SetGamestate(backupstate); DEBFILE("new node joined\n"); } #ifdef JOININGAME if (nodewaiting[node]) { if ((gamestate == GS_LEVEL || gamestate == GS_INTERMISSION) && newnode) { SV_SendSaveGame(node); // send a complete game state DEBFILE("send savegame\n"); } SV_AddWaitingPlayers(); player_joining = true; } #else #ifndef NONET // I guess we have no use for this if we aren't doing mid-level joins? (void)newnode; #endif #endif } } /** Called when a PT_SERVERSHUTDOWN packet is received * * \param node The packet sender (should be the server) * */ static void HandleShutdown(SINT8 node) { (void)node; D_QuitNetGame(); CL_Reset(); D_StartTitle(); M_StartMessage(M_GetText("Server has shutdown\n\nPress Esc\n"), NULL, MM_NOTHING); } /** Called when a PT_NODETIMEOUT packet is received * * \param node The packet sender (should be the server) * */ static void HandleTimeout(SINT8 node) { (void)node; D_QuitNetGame(); CL_Reset(); D_StartTitle(); M_StartMessage(M_GetText("Server Timeout\n\nPress Esc\n"), NULL, MM_NOTHING); } #ifndef NONET /** Called when a PT_SERVERINFO packet is received * * \param node The packet sender * \note What happens if the packet comes from a client or something like that? * */ static void HandleServerInfo(SINT8 node) { // compute ping in ms const tic_t ticnow = I_GetTime(); const tic_t ticthen = (tic_t)LONG(netbuffer->u.serverinfo.time); const tic_t ticdiff = (ticnow - ticthen)*1000/NEWTICRATE; netbuffer->u.serverinfo.time = (tic_t)LONG(ticdiff); netbuffer->u.serverinfo.servername[MAXSERVERNAME-1] = 0; SL_InsertServer(&netbuffer->u.serverinfo, node); } #endif /** Handles a packet received from a node that isn't in game * * \param node The packet sender * \todo Choose a better name, as the packet can also come from the server apparently? * \sa HandlePacketFromPlayer * \sa GetPackets * */ static void HandlePacketFromAwayNode(SINT8 node) { if (node != servernode) DEBFILE(va("Received packet from unknown host %d\n", node)); // macro for packets that should only be sent by the server // if it is NOT from the server, bail out and close the connection! #define SERVERONLY \ if (node != servernode) \ { \ Net_CloseConnection(node); \ break; \ } switch (netbuffer->packettype) { case PT_ASKINFOVIAMS: #if 0 if (server && serverrunning) { INT32 clientnode; if (ms_RoomId < 0) // ignore if we're not actually on the MS right now { Net_CloseConnection(node); // and yes, close connection return; } clientnode = I_NetMakeNode(netbuffer->u.msaskinfo.clientaddr); if (clientnode != -1) { SV_SendServerInfo(clientnode, (tic_t)LONG(netbuffer->u.msaskinfo.time)); SV_SendPlayerInfo(clientnode); // Send extra info Net_CloseConnection(clientnode); // Don't close connection to MS... } else Net_CloseConnection(node); // ...unless the IP address is not valid } else Net_CloseConnection(node); // you're not supposed to get it, so ignore it #else Net_CloseConnection(node); #endif break; case PT_ASKINFO: if (server && serverrunning) { SV_SendServerInfo(node, (tic_t)LONG(netbuffer->u.askinfo.time)); SV_SendPlayerInfo(node); // Send extra info } Net_CloseConnection(node); break; case PT_SERVERREFUSE: // Negative response of client join request if (server && serverrunning) { // But wait I thought I'm the server? Net_CloseConnection(node); break; } SERVERONLY if (cl_mode == CL_WAITJOINRESPONSE) { // Save the reason so it can be displayed after quitting the netgame char *reason = strdup(netbuffer->u.serverrefuse.reason); if (!reason) I_Error("Out of memory!\n"); D_QuitNetGame(); CL_Reset(); D_StartTitle(); M_StartMessage(va(M_GetText("Server refuses connection\n\nReason:\n%s"), reason), NULL, MM_NOTHING); free(reason); // Will be reset by caller. Signals refusal. cl_mode = CL_ABORTED; } break; case PT_SERVERCFG: // Positive response of client join request { INT32 j; UINT8 *scp; if (server && serverrunning && node != servernode) { // but wait I thought I'm the server? Net_CloseConnection(node); break; } SERVERONLY /// \note how would this happen? and is it doing the right thing if it does? if (cl_mode != CL_WAITJOINRESPONSE) break; if (client) { maketic = gametic = neededtic = (tic_t)LONG(netbuffer->u.servercfg.gametic); gametype = netbuffer->u.servercfg.gametype; modifiedgame = netbuffer->u.servercfg.modifiedgame; for (j = 0; j < MAXPLAYERS; j++) adminplayers[j] = netbuffer->u.servercfg.adminplayers[j]; memcpy(server_context, netbuffer->u.servercfg.server_context, 8); } nodeingame[(UINT8)servernode] = true; serverplayer = netbuffer->u.servercfg.serverplayer; doomcom->numslots = SHORT(netbuffer->u.servercfg.totalslotnum); mynode = netbuffer->u.servercfg.clientnode; if (serverplayer >= 0) playernode[(UINT8)serverplayer] = servernode; if (netgame) #ifdef JOININGAME CONS_Printf(M_GetText("Join accepted, waiting for complete game state...\n")); #else CONS_Printf(M_GetText("Join accepted, waiting for next level change...\n")); #endif DEBFILE(va("Server accept join gametic=%u mynode=%d\n", gametic, mynode)); memset(playeringame, 0, sizeof(playeringame)); for (j = 0; j < MAXPLAYERS; j++) { if (netbuffer->u.servercfg.playerskins[j] == 0xFF && netbuffer->u.servercfg.playercolor[j] == 0xFF && netbuffer->u.servercfg.playeravailabilities[j] == 0xFFFFFFFF) continue; // not in game playeringame[j] = true; players[j].availabilities = (UINT32)LONG(netbuffer->u.servercfg.playeravailabilities[j]); SetPlayerSkinByNum(j, (INT32)netbuffer->u.servercfg.playerskins[j]); players[j].skincolor = netbuffer->u.servercfg.playercolor[j]; } scp = netbuffer->u.servercfg.varlengthinputs; CV_LoadPlayerNames(&scp); CV_LoadNetVars(&scp); #ifdef JOININGAME /// \note Wait. What if a Lua script uses some global custom variables synched with the NetVars hook? /// Shouldn't them be downloaded even at intermission time? /// Also, according to HandleConnect, the server will send the savegame even during intermission... if (netbuffer->u.servercfg.gamestate == GS_LEVEL/* || netbuffer->u.servercfg.gamestate == GS_INTERMISSION*/) cl_mode = CL_DOWNLOADSAVEGAME; else #endif cl_mode = CL_CONNECTED; break; } // Handled in d_netfil.c case PT_FILEFRAGMENT: if (server) { // But wait I thought I'm the server? Net_CloseConnection(node); break; } SERVERONLY Got_Filetxpak(); break; case PT_REQUESTFILE: if (server) { if (!cv_downloading.value || !Got_RequestFilePak(node)) Net_CloseConnection(node); // close connection if one of the requested files could not be sent, or you disabled downloading anyway } else Net_CloseConnection(node); // nope break; case PT_NODETIMEOUT: case PT_CLIENTQUIT: if (server) Net_CloseConnection(node); break; case PT_CLIENTCMD: break; // This is not an "unknown packet" case PT_SERVERTICS: // Do not remove my own server (we have just get a out of order packet) if (node == servernode) break; /* FALLTHRU */ default: DEBFILE(va("unknown packet received (%d) from unknown host\n",netbuffer->packettype)); Net_CloseConnection(node); break; // Ignore it } #undef SERVERONLY } /** Handles a packet received from a node that is in game * * \param node The packet sender * \todo Choose a better name * \sa HandlePacketFromAwayNode * \sa GetPackets * */ static void HandlePacketFromPlayer(SINT8 node) { INT32 netconsole; tic_t realend, realstart; UINT8 *pak, *txtpak, numtxtpak; txtpak = NULL; if (dedicated && node == 0) netconsole = 0; else netconsole = nodetoplayer[node]; #ifdef PARANOIA if (netconsole >= MAXPLAYERS) I_Error("bad table nodetoplayer: node %d player %d", doomcom->remotenode, netconsole); #endif switch (netbuffer->packettype) { // -------------------------------------------- SERVER RECEIVE ---------- case PT_RESYNCHGET: if (client) break; SV_AcknowledgeResynchAck(netconsole, netbuffer->u.resynchgot); break; case PT_CLIENTCMD: case PT_CLIENT2CMD: case PT_CLIENTMIS: case PT_CLIENT2MIS: case PT_NODEKEEPALIVE: case PT_NODEKEEPALIVEMIS: if (client) break; // Ignore tics from those not synched if (resynch_inprogress[node]) break; // To save bytes, only the low byte of tic numbers are sent // Use ExpandTics to figure out what the rest of the bytes are realstart = ExpandTics(netbuffer->u.clientpak.client_tic); realend = ExpandTics(netbuffer->u.clientpak.resendfrom); if (netbuffer->packettype == PT_CLIENTMIS || netbuffer->packettype == PT_CLIENT2MIS || netbuffer->packettype == PT_NODEKEEPALIVEMIS || supposedtics[node] < realend) { supposedtics[node] = realend; } // Discard out of order packet if (nettics[node] > realend) { DEBFILE(va("out of order ticcmd discarded nettics = %u\n", nettics[node])); break; } // Update the nettics nettics[node] = realend; // Don't do anything for packets of type NODEKEEPALIVE? if (netconsole == -1 || netbuffer->packettype == PT_NODEKEEPALIVE || netbuffer->packettype == PT_NODEKEEPALIVEMIS) break; // If a client sends a ticcmd it should mean they are done receiving the savegame sendingsavegame[node] = false; // As long as clients send valid ticcmds, the server can keep running, so reset the timeout /// \todo Use a separate cvar for that kind of timeout? freezetimeout[node] = I_GetTime() + connectiontimeout; // Copy ticcmd G_MoveTiccmd(&netcmds[maketic%BACKUPTICS][netconsole], &netbuffer->u.clientpak.cmd, 1); // Check ticcmd for "speed hacks" if (netcmds[maketic%BACKUPTICS][netconsole].forwardmove > MAXPLMOVE || netcmds[maketic%BACKUPTICS][netconsole].forwardmove < -MAXPLMOVE || netcmds[maketic%BACKUPTICS][netconsole].sidemove > MAXPLMOVE || netcmds[maketic%BACKUPTICS][netconsole].sidemove < -MAXPLMOVE) { char buf[2]; CONS_Alert(CONS_WARNING, M_GetText("Illegal movement value received from node %d\n"), netconsole); //D_Clearticcmd(k); buf[0] = (char)netconsole; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); break; } // Splitscreen cmd if ((netbuffer->packettype == PT_CLIENT2CMD || netbuffer->packettype == PT_CLIENT2MIS) && nodetoplayer2[node] >= 0) G_MoveTiccmd(&netcmds[maketic%BACKUPTICS][(UINT8)nodetoplayer2[node]], &netbuffer->u.client2pak.cmd2, 1); // A delay before we check resynching // Used on join or just after a synch fail if (resynch_delay[node]) { --resynch_delay[node]; break; } // Check player consistancy during the level if (realstart <= gametic && realstart > gametic - BACKUPTICS+1 && gamestate == GS_LEVEL && consistancy[realstart%BACKUPTICS] != SHORT(netbuffer->u.clientpak.consistancy)) { SV_RequireResynch(node); if (cv_resynchattempts.value && resynch_score[node] <= (unsigned)cv_resynchattempts.value*250) { if (cv_blamecfail.value) CONS_Printf(M_GetText("Synch failure for player %d (%s); expected %hd, got %hd\n"), netconsole+1, player_names[netconsole], consistancy[realstart%BACKUPTICS], SHORT(netbuffer->u.clientpak.consistancy)); DEBFILE(va("Restoring player %d (synch failure) [%update] %d!=%d\n", netconsole, realstart, consistancy[realstart%BACKUPTICS], SHORT(netbuffer->u.clientpak.consistancy))); break; } else { UINT8 buf[3]; buf[0] = (UINT8)netconsole; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); DEBFILE(va("player %d kicked (synch failure) [%u] %d!=%d\n", netconsole, realstart, consistancy[realstart%BACKUPTICS], SHORT(netbuffer->u.clientpak.consistancy))); break; } } else if (resynch_score[node]) --resynch_score[node]; break; case PT_TEXTCMD2: // splitscreen special netconsole = nodetoplayer2[node]; /* FALLTHRU */ case PT_TEXTCMD: if (client) break; if (netconsole < 0 || netconsole >= MAXPLAYERS) Net_UnAcknowledgePacket(node); else { size_t j; tic_t tic = maketic; UINT8 *textcmd; // ignore if the textcmd has a reported size of zero // this shouldn't be sent at all if (!netbuffer->u.textcmd[0]) { DEBFILE(va("GetPacket: Textcmd with size 0 detected! (node %u, player %d)\n", node, netconsole)); Net_UnAcknowledgePacket(node); break; } // ignore if the textcmd size var is actually larger than it should be // BASEPACKETSIZE + 1 (for size) + textcmd[0] should == datalength if (netbuffer->u.textcmd[0] > (size_t)doomcom->datalength-BASEPACKETSIZE-1) { DEBFILE(va("GetPacket: Bad Textcmd packet size! (expected %d, actual %s, node %u, player %d)\n", netbuffer->u.textcmd[0], sizeu1((size_t)doomcom->datalength-BASEPACKETSIZE-1), node, netconsole)); Net_UnAcknowledgePacket(node); break; } // check if tic that we are making isn't too large else we cannot send it :( // doomcom->numslots+1 "+1" since doomcom->numslots can change within this time and sent time j = software_MAXPACKETLENGTH - (netbuffer->u.textcmd[0]+2+BASESERVERTICSSIZE + (doomcom->numslots+1)*sizeof(ticcmd_t)); // search a tic that have enougth space in the ticcmd while ((textcmd = D_GetExistingTextcmd(tic, netconsole)), (TotalTextCmdPerTic(tic) > j || netbuffer->u.textcmd[0] + (textcmd ? textcmd[0] : 0) > MAXTEXTCMD) && tic < firstticstosend + BACKUPTICS) tic++; if (tic >= firstticstosend + BACKUPTICS) { DEBFILE(va("GetPacket: Textcmd too long (max %s, used %s, mak %d, " "tosend %u, node %u, player %d)\n", sizeu1(j), sizeu2(TotalTextCmdPerTic(maketic)), maketic, firstticstosend, node, netconsole)); Net_UnAcknowledgePacket(node); break; } // Make sure we have a buffer if (!textcmd) textcmd = D_GetTextcmd(tic, netconsole); DEBFILE(va("textcmd put in tic %u at position %d (player %d) ftts %u mk %u\n", tic, textcmd[0]+1, netconsole, firstticstosend, maketic)); M_Memcpy(&textcmd[textcmd[0]+1], netbuffer->u.textcmd+1, netbuffer->u.textcmd[0]); textcmd[0] += (UINT8)netbuffer->u.textcmd[0]; } break; case PT_NODETIMEOUT: case PT_CLIENTQUIT: if (client) break; // nodeingame will be put false in the execution of kick command // this allow to send some packets to the quitting client to have their ack back nodewaiting[node] = 0; if (netconsole != -1 && playeringame[netconsole]) { UINT8 buf[2]; buf[0] = (UINT8)netconsole; if (netbuffer->packettype == PT_NODETIMEOUT) buf[1] = KICK_MSG_TIMEOUT; else buf[1] = KICK_MSG_PLAYER_QUIT; SendNetXCmd(XD_KICK, &buf, 2); nodetoplayer[node] = -1; if (nodetoplayer2[node] != -1 && nodetoplayer2[node] >= 0 && playeringame[(UINT8)nodetoplayer2[node]]) { buf[0] = nodetoplayer2[node]; SendNetXCmd(XD_KICK, &buf, 2); nodetoplayer2[node] = -1; } } Net_CloseConnection(node); nodeingame[node] = false; break; // -------------------------------------------- CLIENT RECEIVE ---------- case PT_RESYNCHEND: // Only accept PT_RESYNCHEND from the server. if (node != servernode) { CONS_Alert(CONS_WARNING, M_GetText("%s received from non-host %d\n"), "PT_RESYNCHEND", node); if (server) { UINT8 buf[2]; buf[0] = (UINT8)node; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); } break; } resynch_local_inprogress = false; P_SetRandSeed(netbuffer->u.resynchend.randomseed); if (gametype == GT_CTF) resynch_read_ctf(&netbuffer->u.resynchend); resynch_read_others(&netbuffer->u.resynchend); break; case PT_SERVERTICS: // Only accept PT_SERVERTICS from the server. if (node != servernode) { CONS_Alert(CONS_WARNING, M_GetText("%s received from non-host %d\n"), "PT_SERVERTICS", node); if (server) { UINT8 buf[2]; buf[0] = (UINT8)node; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); } break; } realstart = ExpandTics(netbuffer->u.serverpak.starttic); realend = realstart + netbuffer->u.serverpak.numtics; if (!txtpak) txtpak = (UINT8 *)&netbuffer->u.serverpak.cmds[netbuffer->u.serverpak.numslots * netbuffer->u.serverpak.numtics]; if (realend > gametic + BACKUPTICS) realend = gametic + BACKUPTICS; cl_packetmissed = realstart > neededtic; if (realstart <= neededtic && realend > neededtic) { tic_t i, j; pak = (UINT8 *)&netbuffer->u.serverpak.cmds; for (i = realstart; i < realend; i++) { // clear first D_Clearticcmd(i); // copy the tics pak = G_ScpyTiccmd(netcmds[i%BACKUPTICS], pak, netbuffer->u.serverpak.numslots*sizeof (ticcmd_t)); // copy the textcmds numtxtpak = *txtpak++; for (j = 0; j < numtxtpak; j++) { INT32 k = *txtpak++; // playernum const size_t txtsize = txtpak[0]+1; if (i >= gametic) // Don't copy old net commands M_Memcpy(D_GetTextcmd(i, k), txtpak, txtsize); txtpak += txtsize; } } neededtic = realend; } else { DEBFILE(va("frame not in bound: %u\n", neededtic)); /*if (realend < neededtic - 2 * TICRATE || neededtic + 2 * TICRATE < realstart) I_Error("Received an out of order PT_SERVERTICS packet!\n" "Got tics %d-%d, needed tic %d\n\n" "Please report this crash on the Master Board,\n" "IRC or Discord so it can be fixed.\n", (INT32)realstart, (INT32)realend, (INT32)neededtic);*/ } break; case PT_RESYNCHING: // Only accept PT_RESYNCHING from the server. if (node != servernode) { CONS_Alert(CONS_WARNING, M_GetText("%s received from non-host %d\n"), "PT_RESYNCHING", node); if (server) { char buf[2]; buf[0] = (char)node; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); } break; } resynch_local_inprogress = true; CL_AcknowledgeResynch(&netbuffer->u.resynchpak); break; #ifdef NEWPING case PT_PING: // Only accept PT_PING from the server. if (node != servernode) { CONS_Alert(CONS_WARNING, M_GetText("%s received from non-host %d\n"), "PT_PING", node); if (server) { char buf[2]; buf[0] = (char)node; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); } break; } //Update client ping table from the server. if (client) { INT32 i; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) playerpingtable[i] = (tic_t)netbuffer->u.pingtable[i]; } break; #endif case PT_SERVERCFG: break; case PT_FILEFRAGMENT: // Only accept PT_FILEFRAGMENT from the server. if (node != servernode) { CONS_Alert(CONS_WARNING, M_GetText("%s received from non-host %d\n"), "PT_FILEFRAGMENT", node); if (server) { UINT8 buf[2]; buf[0] = (UINT8)node; buf[1] = KICK_MSG_CON_FAIL; SendNetXCmd(XD_KICK, &buf, 2); } break; } if (client) Got_Filetxpak(); break; default: DEBFILE(va("UNKNOWN PACKET TYPE RECEIVED %d from host %d\n", netbuffer->packettype, node)); } // end switch } /** Handles all received packets, if any * * \todo Add details to this description (lol) * */ static void GetPackets(void) { SINT8 node; // The packet sender player_joining = false; while (HGetPacket()) { node = (SINT8)doomcom->remotenode; if (netbuffer->packettype == PT_CLIENTJOIN && server) { HandleConnect(node); continue; } if (node == servernode && client && cl_mode != CL_SEARCHING) { if (netbuffer->packettype == PT_SERVERSHUTDOWN) { HandleShutdown(node); continue; } if (netbuffer->packettype == PT_NODETIMEOUT) { HandleTimeout(node); continue; } } #ifndef NONET if (netbuffer->packettype == PT_SERVERINFO) { HandleServerInfo(node); continue; } #endif if (netbuffer->packettype == PT_PLAYERINFO) continue; // We do nothing with PLAYERINFO, that's for the MS browser. // Packet received from someone already playing if (nodeingame[node]) HandlePacketFromPlayer(node); // Packet received from someone not playing else HandlePacketFromAwayNode(node); } } // // NetUpdate // Builds ticcmds for console player, // sends out a packet // // no more use random generator, because at very first tic isn't yet synchronized // Note: It is called consistAncy on purpose. // static INT16 Consistancy(void) { INT32 i; UINT32 ret = 0; #ifdef MOBJCONSISTANCY thinker_t *th; mobj_t *mo; #endif DEBFILE(va("TIC %u ", gametic)); for (i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) ret ^= 0xCCCC; else if (!players[i].mo); else { ret += players[i].mo->x; ret -= players[i].mo->y; ret += players[i].powers[pw_shield]; ret *= i+1; } } // I give up // Coop desynching enemies is painful if (!G_PlatformGametype()) ret += P_GetRandSeed(); #ifdef MOBJCONSISTANCY if (!thlist[THINK_MOBJ].next) { DEBFILE(va("Consistancy = %u\n", ret)); return ret; } for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) { mo = (mobj_t *)th; if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN | MF_STICKY)) { ret -= mo->type; ret += mo->x; ret -= mo->y; ret += mo->z; ret -= mo->momx; ret += mo->momy; ret -= mo->momz; ret += mo->angle; ret -= mo->flags; ret += mo->flags2; ret -= mo->eflags; if (mo->target) { ret += mo->target->type; ret -= mo->target->x; ret += mo->target->y; ret -= mo->target->z; ret += mo->target->momx; ret -= mo->target->momy; ret += mo->target->momz; ret -= mo->target->angle; ret += mo->target->flags; ret -= mo->target->flags2; ret += mo->target->eflags; ret -= mo->target->state - states; ret += mo->target->tics; ret -= mo->target->sprite; ret += mo->target->frame; } else ret ^= 0x3333; if (mo->tracer && mo->tracer->type != MT_OVERLAY) { ret += mo->tracer->type; ret -= mo->tracer->x; ret += mo->tracer->y; ret -= mo->tracer->z; ret += mo->tracer->momx; ret -= mo->tracer->momy; ret += mo->tracer->momz; ret -= mo->tracer->angle; ret += mo->tracer->flags; ret -= mo->tracer->flags2; ret += mo->tracer->eflags; ret -= mo->tracer->state - states; ret += mo->tracer->tics; ret -= mo->tracer->sprite; ret += mo->tracer->frame; } else ret ^= 0xAAAA; ret -= mo->state - states; ret += mo->tics; ret -= mo->sprite; ret += mo->frame; } } #endif DEBFILE(va("Consistancy = %u\n", (ret & 0xFFFF))); return (INT16)(ret & 0xFFFF); } // send the client packet to the server static void CL_SendClientCmd(void) { size_t packetsize = 0; netbuffer->packettype = PT_CLIENTCMD; if (cl_packetmissed) netbuffer->packettype++; netbuffer->u.clientpak.resendfrom = (UINT8)(neededtic & UINT8_MAX); netbuffer->u.clientpak.client_tic = (UINT8)(gametic & UINT8_MAX); if (gamestate == GS_WAITINGPLAYERS) { // Send PT_NODEKEEPALIVE packet netbuffer->packettype += 4; packetsize = sizeof (clientcmd_pak) - sizeof (ticcmd_t) - sizeof (INT16); HSendPacket(servernode, false, 0, packetsize); } else if (gamestate != GS_NULL) { G_MoveTiccmd(&netbuffer->u.clientpak.cmd, &localcmds, 1); netbuffer->u.clientpak.consistancy = SHORT(consistancy[gametic%BACKUPTICS]); // Send a special packet with 2 cmd for splitscreen if (splitscreen || botingame) { netbuffer->packettype += 2; G_MoveTiccmd(&netbuffer->u.client2pak.cmd2, &localcmds2, 1); packetsize = sizeof (client2cmd_pak); } else packetsize = sizeof (clientcmd_pak); HSendPacket(servernode, false, 0, packetsize); } if (cl_mode == CL_CONNECTED || dedicated) { // Send extra data if needed if (localtextcmd[0]) { netbuffer->packettype = PT_TEXTCMD; M_Memcpy(netbuffer->u.textcmd,localtextcmd, localtextcmd[0]+1); // All extra data have been sent if (HSendPacket(servernode, true, 0, localtextcmd[0]+1)) // Send can fail... localtextcmd[0] = 0; } // Send extra data if needed for player 2 (splitscreen) if (localtextcmd2[0]) { netbuffer->packettype = PT_TEXTCMD2; M_Memcpy(netbuffer->u.textcmd, localtextcmd2, localtextcmd2[0]+1); // All extra data have been sent if (HSendPacket(servernode, true, 0, localtextcmd2[0]+1)) // Send can fail... localtextcmd2[0] = 0; } } } // send the server packet // send tic from firstticstosend to maketic-1 static void SV_SendTics(void) { tic_t realfirsttic, lasttictosend, i; UINT32 n; INT32 j; size_t packsize; UINT8 *bufpos; UINT8 *ntextcmd; // send to all client but not to me // for each node create a packet with x tics and send it // x is computed using supposedtics[n], max packet size and maketic for (n = 1; n < MAXNETNODES; n++) if (nodeingame[n]) { lasttictosend = maketic; // assert supposedtics[n]>=nettics[n] realfirsttic = supposedtics[n]; if (realfirsttic >= maketic) { // well we have sent all tics we will so use extrabandwidth // to resent packet that are supposed lost (this is necessary since lost // packet detection work when we have received packet with firsttic > neededtic // (getpacket servertics case) DEBFILE(va("Nothing to send node %u mak=%u sup=%u net=%u \n", n, maketic, supposedtics[n], nettics[n])); realfirsttic = nettics[n]; if (realfirsttic >= maketic || (I_GetTime() + n)&3) // all tic are ok continue; DEBFILE(va("Sent %d anyway\n", realfirsttic)); } if (realfirsttic < firstticstosend) realfirsttic = firstticstosend; // compute the length of the packet and cut it if too large packsize = BASESERVERTICSSIZE; for (i = realfirsttic; i < lasttictosend; i++) { packsize += sizeof (ticcmd_t) * doomcom->numslots; packsize += TotalTextCmdPerTic(i); if (packsize > software_MAXPACKETLENGTH) { DEBFILE(va("packet too large (%s) at tic %d (should be from %d to %d)\n", sizeu1(packsize), i, realfirsttic, lasttictosend)); lasttictosend = i; // too bad: too much player have send extradata and there is too // much data in one tic. // To avoid it put the data on the next tic. (see getpacket // textcmd case) but when numplayer changes the computation can be different if (lasttictosend == realfirsttic) { if (packsize > MAXPACKETLENGTH) I_Error("Too many players: can't send %s data for %d players to node %d\n" "Well sorry nobody is perfect....\n", sizeu1(packsize), doomcom->numslots, n); else { lasttictosend++; // send it anyway! DEBFILE("sending it anyway\n"); } } break; } } // Send the tics netbuffer->packettype = PT_SERVERTICS; netbuffer->u.serverpak.starttic = (UINT8)realfirsttic; netbuffer->u.serverpak.numtics = (UINT8)(lasttictosend - realfirsttic); netbuffer->u.serverpak.numslots = (UINT8)SHORT(doomcom->numslots); bufpos = (UINT8 *)&netbuffer->u.serverpak.cmds; for (i = realfirsttic; i < lasttictosend; i++) { bufpos = G_DcpyTiccmd(bufpos, netcmds[i%BACKUPTICS], doomcom->numslots * sizeof (ticcmd_t)); } // add textcmds for (i = realfirsttic; i < lasttictosend; i++) { ntextcmd = bufpos++; *ntextcmd = 0; for (j = 0; j < MAXPLAYERS; j++) { UINT8 *textcmd = D_GetExistingTextcmd(i, j); INT32 size = textcmd ? textcmd[0] : 0; if ((!j || playeringame[j]) && size) { (*ntextcmd)++; WRITEUINT8(bufpos, j); M_Memcpy(bufpos, textcmd, size + 1); bufpos += size + 1; } } } packsize = bufpos - (UINT8 *)&(netbuffer->u); HSendPacket(n, false, 0, packsize); // when tic are too large, only one tic is sent so don't go backward! if (lasttictosend-doomcom->extratics > realfirsttic) supposedtics[n] = lasttictosend-doomcom->extratics; else supposedtics[n] = lasttictosend; if (supposedtics[n] < nettics[n]) supposedtics[n] = nettics[n]; } // node 0 is me! supposedtics[0] = maketic; } // // TryRunTics // static void Local_Maketic(INT32 realtics) { I_OsPolling(); // I_Getevent D_ProcessEvents(); // menu responder, cons responder, // game responder calls HU_Responder, AM_Responder, F_Responder, // and G_MapEventsToControls if (!dedicated) rendergametic = gametic; // translate inputs (keyboard/mouse/joystick) into game controls G_BuildTiccmd(&localcmds, realtics); if (splitscreen || botingame) G_BuildTiccmd2(&localcmds2, realtics); localcmds.angleturn |= TICCMD_RECEIVED; } void SV_SpawnPlayer(INT32 playernum, INT32 x, INT32 y, angle_t angle) { tic_t tic; UINT8 numadjust = 0; (void)x; (void)y; // Revisionist history: adjust the angles in the ticcmds received // for this player, because they actually preceded the player // spawning, but will be applied afterwards. for (tic = server ? maketic : (neededtic - 1); tic >= gametic; tic--) { if (numadjust++ == BACKUPTICS) { DEBFILE(va("SV_SpawnPlayer: All netcmds for player %d adjusted!\n", playernum)); // We already adjusted them all, waste of time doing the same thing over and over // This shouldn't happen normally though, either gametic was 0 (which is handled now anyway) // or maketic >= gametic + BACKUPTICS // -- Monster Iestyn 16/01/18 break; } netcmds[tic%BACKUPTICS][playernum].angleturn = (INT16)((angle>>16) | TICCMD_RECEIVED); if (!tic) // failsafe for gametic == 0 -- Monster Iestyn 16/01/18 break; } } // create missed tic static void SV_Maketic(void) { INT32 j; for (j = 0; j < MAXNETNODES; j++) if (playerpernode[j]) { INT32 player = nodetoplayer[j]; if ((netcmds[maketic%BACKUPTICS][player].angleturn & TICCMD_RECEIVED) == 0) { // we didn't receive this tic INT32 i; DEBFILE(va("MISS tic%4d for node %d\n", maketic, j)); #if defined(PARANOIA) && 0 CONS_Debug(DBG_NETPLAY, "Client Misstic %d\n", maketic); #endif // copy the old tic for (i = 0; i < playerpernode[j]; i++, player = nodetoplayer2[j]) { netcmds[maketic%BACKUPTICS][player] = netcmds[(maketic-1)%BACKUPTICS][player]; netcmds[maketic%BACKUPTICS][player].angleturn &= ~TICCMD_RECEIVED; } } } // all tic are now proceed make the next maketic++; } void TryRunTics(tic_t realtics) { // the machine has lagged but it is not so bad if (realtics > TICRATE/7) // FIXME: consistency failure!! { if (server) realtics = 1; else realtics = TICRATE/7; } if (singletics) realtics = 1; if (realtics >= 1) { COM_BufExecute(); if (mapchangepending) D_MapChange(-1, 0, ultimatemode, false, 2, false, fromlevelselect); // finish the map change } NetUpdate(); if (demoplayback) { neededtic = gametic + (realtics * cv_playbackspeed.value); // start a game after a demo maketic += realtics; firstticstosend = maketic; tictoclear = firstticstosend; } GetPackets(); #ifdef DEBUGFILE if (debugfile && (realtics || neededtic > gametic)) { //SoM: 3/30/2000: Need long INT32 in the format string for args 4 & 5. //Shut up stupid warning! fprintf(debugfile, "------------ Tryruntic: REAL:%d NEED:%d GAME:%d LOAD: %d\n", realtics, neededtic, gametic, debugload); debugload = 100000; } #endif if (player_joining) return; if (neededtic > gametic) { if (advancedemo) D_StartTitle(); else // run the count * tics while (neededtic > gametic) { DEBFILE(va("============ Running tic %d (local %d)\n", gametic, localgametic)); G_Ticker((gametic % NEWTICRATERATIO) == 0); ExtraDataTicker(); gametic++; consistancy[gametic%BACKUPTICS] = Consistancy(); } } } #ifdef NEWPING static inline void PingUpdate(void) { INT32 i; boolean laggers[MAXPLAYERS]; UINT8 numlaggers = 0; memset(laggers, 0, sizeof(boolean) * MAXPLAYERS); netbuffer->packettype = PT_PING; //check for ping limit breakage. if (cv_maxping.value) { for (i = 1; i < MAXPLAYERS; i++) { if (playeringame[i] && (realpingtable[i] / pingmeasurecount > (unsigned)cv_maxping.value)) { if (players[i].jointime > 30 * TICRATE) laggers[i] = true; numlaggers++; } } //kick lagging players... unless everyone but the server's ping sucks. //in that case, it is probably the server's fault. if (numlaggers < D_NumPlayers() - 1) { for (i = 1; i < MAXPLAYERS; i++) { if (playeringame[i] && laggers[i]) { char buf[2]; buf[0] = (char)i; buf[1] = KICK_MSG_PING_HIGH; SendNetXCmd(XD_KICK, &buf, 2); } } } } //make the ping packet and clear server data for next one for (i = 0; i < MAXPLAYERS; i++) { netbuffer->u.pingtable[i] = realpingtable[i] / pingmeasurecount; //server takes a snapshot of the real ping for display. //otherwise, pings fluctuate a lot and would be odd to look at. playerpingtable[i] = realpingtable[i] / pingmeasurecount; realpingtable[i] = 0; //Reset each as we go. } //send out our ping packets for (i = 0; i < MAXNETNODES; i++) if (nodeingame[i]) HSendPacket(i, true, 0, sizeof(INT32) * MAXPLAYERS); pingmeasurecount = 1; //Reset count } #endif void NetUpdate(void) { static tic_t gametime = 0; static tic_t resptime = 0; tic_t nowtime; INT32 i; INT32 realtics; nowtime = I_GetTime(); realtics = nowtime - gametime; if (realtics <= 0) // nothing new to update return; if (realtics > 5) { if (server) realtics = 1; else realtics = 5; } gametime = nowtime; #ifdef NEWPING if (server) { if (netgame && !(gametime % 255)) PingUpdate(); // update node latency values so we can take an average later. for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) realpingtable[i] += G_TicsToMilliseconds(GetLag(playernode[i])); pingmeasurecount++; } #endif if (client) maketic = neededtic; Local_Maketic(realtics); // make local tic, and call menu? if (server) CL_SendClientCmd(); // send it GetPackets(); // get packet from client or from server // client send the command after a receive of the server // the server send before because in single player is beter MasterClient_Ticker(); // Acking the Master Server if (client) { if (!resynch_local_inprogress) CL_SendClientCmd(); // Send tic cmd hu_resynching = resynch_local_inprogress; } else { if (!demoplayback) { INT32 counts; hu_resynching = false; firstticstosend = gametic; for (i = 0; i < MAXNETNODES; i++) if (nodeingame[i] && nettics[i] < firstticstosend) firstticstosend = nettics[i]; // Don't erase tics not acknowledged counts = realtics; for (i = 0; i < MAXNETNODES; ++i) if (resynch_inprogress[i]) { SV_SendResynch(i); counts = -666; } // Do not make tics while resynching if (counts != -666) { if (maketic + counts >= firstticstosend + BACKUPTICS) counts = firstticstosend+BACKUPTICS-maketic-1; for (i = 0; i < counts; i++) SV_Maketic(); // Create missed tics and increment maketic for (; tictoclear < firstticstosend; tictoclear++) // Clear only when acknowledged D_Clearticcmd(tictoclear); // Clear the maketic the new tic SV_SendTics(); neededtic = maketic; // The server is a client too } else hu_resynching = true; } } Net_AckTicker(); // Handle timeouts to prevent definitive freezes from happenning if (server) for (i = 1; i < MAXNETNODES; i++) if (nodeingame[i] && freezetimeout[i] < I_GetTime()) Net_ConnectionTimeout(i); nowtime /= NEWTICRATERATIO; if (nowtime > resptime) { resptime = nowtime; M_Ticker(); CON_Ticker(); } SV_FileSendTicker(); } /** Returns the number of players playing. * \return Number of players. Can be zero if we're running a ::dedicated * server. * \author Graue */ INT32 D_NumPlayers(void) { INT32 num = 0, ix; for (ix = 0; ix < MAXPLAYERS; ix++) if (playeringame[ix]) num++; return num; } tic_t GetLag(INT32 node) { return gametic - nettics[node]; }