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https://git.do.srb2.org/STJr/SRB2.git
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e9cb6d0331
-If the server tries to kick a joiner who is downloading the game state, they will get a timeout instead, because a regular kick would only happen once the game state has been downloaded -Added a timeout for player ticcmd packets, again to prevent freezes to happen in some cases -File/game state downloading is now faster, the speed is controlled by the "downloadspeed" cvar, in packets per tic -The reason is now properly shown when the server refuses connection -Changed the default values of "nettimeout" to 10 seconds (previously 15) and "maxsend" to 4 MB (previously 1) -Added a "noticedownload" cvar that displays a message in the server console when someone is downloading a file
62 lines
2.1 KiB
C
62 lines
2.1 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2016 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file d_net.h
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/// \brief part of layer 4 (transport) (tp4) of the osi model
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/// assure the reception of packet and proceed a checksums
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///
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/// There is a data struct that stores network communication related
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/// stuff, and one that defines the actual packets to be transmitted
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#ifndef __D_NET__
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#define __D_NET__
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// Max computers in a game
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#define MAXNETNODES 32
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#define BROADCASTADDR MAXNETNODES
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#define MAXSPLITSCREENPLAYERS 2 // Max number of players on a single computer
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#define STATLENGTH (TICRATE*2)
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// stat of net
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extern INT32 ticruned, ticmiss;
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extern INT32 getbps, sendbps;
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extern float lostpercent, duppercent, gamelostpercent;
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extern INT32 packetheaderlength;
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boolean Net_GetNetStat(void);
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extern INT32 getbytes;
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extern INT64 sendbytes; // Realtime updated
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extern SINT8 nodetoplayer[MAXNETNODES];
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extern SINT8 nodetoplayer2[MAXNETNODES]; // Say the numplayer for this node if any (splitscreen)
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extern UINT8 playerpernode[MAXNETNODES]; // Used specially for splitscreen
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extern boolean nodeingame[MAXNETNODES]; // Set false as nodes leave game
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INT32 Net_GetFreeAcks(boolean urgent);
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void Net_AckTicker(void);
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// If reliable return true if packet sent, 0 else
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boolean HSendPacket(INT32 node, boolean reliable, UINT8 acknum,
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size_t packetlength);
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boolean HGetPacket(void);
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void D_SetDoomcom(void);
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#ifndef NONET
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void D_SaveBan(void);
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#endif
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boolean D_CheckNetGame(void);
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void D_CloseConnection(void);
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void Net_UnAcknowledgePacket(INT32 node);
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void Net_CloseConnection(INT32 node);
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void Net_ConnectionTimeout(INT32 node);
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void Net_AbortPacketType(UINT8 packettype);
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void Net_SendAcks(INT32 node);
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void Net_WaitAllAckReceived(UINT32 timeout);
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#endif
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