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5040 lines
137 KiB
C
5040 lines
137 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2019 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_clisrv.c
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/// \brief SRB2 Network game communication and protocol, all OS independent parts.
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#include <time.h>
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#ifdef __GNUC__
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#include <unistd.h> //for unlink
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#endif
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#include "i_net.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "d_net.h"
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#include "d_main.h"
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#include "g_game.h"
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#include "hu_stuff.h"
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#include "keys.h"
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#include "g_input.h" // JOY1
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#include "m_menu.h"
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#include "console.h"
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#include "d_netfil.h"
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#include "byteptr.h"
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#include "p_saveg.h"
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#include "z_zone.h"
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#include "p_local.h"
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#include "m_misc.h"
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#include "am_map.h"
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#include "m_random.h"
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#include "mserv.h"
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#include "y_inter.h"
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#include "r_local.h"
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#include "m_argv.h"
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#include "p_setup.h"
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#include "lzf.h"
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#include "lua_script.h"
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#include "lua_hook.h"
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#include "md5.h"
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#ifdef CLIENT_LOADINGSCREEN
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// cl loading screen
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#include "v_video.h"
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#include "f_finale.h"
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#endif
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//
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// NETWORKING
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//
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// gametic is the tic about to (or currently being) run
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// Server:
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// maketic is the tic that hasn't had control made for it yet
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// nettics is the tic for each node
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// firstticstosend is the lowest value of nettics
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// Client:
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// neededtic is the tic needed by the client to run the game
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// firstticstosend is used to optimize a condition
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// Normally maketic >= gametic > 0
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#define PREDICTIONQUEUE BACKUPTICS
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#define PREDICTIONMASK (PREDICTIONQUEUE-1)
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#define MAX_REASONLENGTH 30
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boolean server = true; // true or false but !server == client
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#define client (!server)
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boolean nodownload = false;
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boolean serverrunning = false;
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INT32 serverplayer = 0;
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char motd[254], server_context[8]; // Message of the Day, Unique Context (even without Mumble support)
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// Server specific vars
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UINT8 playernode[MAXPLAYERS];
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// Minimum timeout for sending the savegame
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// The actual timeout will be longer depending on the savegame length
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tic_t jointimeout = (10*TICRATE);
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static boolean sendingsavegame[MAXNETNODES]; // Are we sending the savegame?
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static tic_t freezetimeout[MAXNETNODES]; // Until when can this node freeze the server before getting a timeout?
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UINT16 pingmeasurecount = 1;
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UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone.
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UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values.
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SINT8 nodetoplayer[MAXNETNODES];
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SINT8 nodetoplayer2[MAXNETNODES]; // say the numplayer for this node if any (splitscreen)
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UINT8 playerpernode[MAXNETNODES]; // used specialy for scplitscreen
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boolean nodeingame[MAXNETNODES]; // set false as nodes leave game
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tic_t servermaxping = 800; // server's max ping. Defaults to 800
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static tic_t nettics[MAXNETNODES]; // what tic the client have received
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static tic_t supposedtics[MAXNETNODES]; // nettics prevision for smaller packet
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static UINT8 nodewaiting[MAXNETNODES];
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static tic_t firstticstosend; // min of the nettics
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static tic_t tictoclear = 0; // optimize d_clearticcmd
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static tic_t maketic;
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static INT16 consistancy[BACKUPTICS];
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// Resynching shit!
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static UINT32 resynch_score[MAXNETNODES]; // "score" for kicking -- if this gets too high then cfail kick
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static UINT16 resynch_delay[MAXNETNODES]; // delay time before the player can be considered to have desynched
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static UINT32 resynch_status[MAXNETNODES]; // 0 bit means synched for that player, 1 means possibly desynched
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static UINT8 resynch_sent[MAXNETNODES][MAXPLAYERS]; // what synch packets have we attempted to send to the player
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static UINT8 resynch_inprogress[MAXNETNODES];
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static UINT8 resynch_local_inprogress = false; // WE are desynched and getting packets to fix it.
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static UINT8 player_joining = false;
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UINT8 hu_resynching = 0;
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UINT8 adminpassmd5[16];
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boolean adminpasswordset = false;
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// Client specific
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static ticcmd_t localcmds;
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static ticcmd_t localcmds2;
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static boolean cl_packetmissed;
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// here it is for the secondary local player (splitscreen)
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static UINT8 mynode; // my address pointofview server
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static UINT8 localtextcmd[MAXTEXTCMD];
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static UINT8 localtextcmd2[MAXTEXTCMD]; // splitscreen
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static tic_t neededtic;
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SINT8 servernode = 0; // the number of the server node
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/// \brief do we accept new players?
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/// \todo WORK!
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boolean acceptnewnode = true;
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// engine
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// Must be a power of two
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#define TEXTCMD_HASH_SIZE 4
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typedef struct textcmdplayer_s
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{
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INT32 playernum;
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UINT8 cmd[MAXTEXTCMD];
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struct textcmdplayer_s *next;
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} textcmdplayer_t;
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typedef struct textcmdtic_s
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{
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tic_t tic;
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textcmdplayer_t *playercmds[TEXTCMD_HASH_SIZE];
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struct textcmdtic_s *next;
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} textcmdtic_t;
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ticcmd_t netcmds[BACKUPTICS][MAXPLAYERS];
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static textcmdtic_t *textcmds[TEXTCMD_HASH_SIZE] = {NULL};
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consvar_t cv_showjoinaddress = {"showjoinaddress", "On", CV_SAVE, CV_OnOff, NULL, 0, NULL, NULL, 0, 0, NULL};
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static CV_PossibleValue_t playbackspeed_cons_t[] = {{1, "MIN"}, {10, "MAX"}, {0, NULL}};
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consvar_t cv_playbackspeed = {"playbackspeed", "1", 0, playbackspeed_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL};
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static inline void *G_DcpyTiccmd(void* dest, const ticcmd_t* src, const size_t n)
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{
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const size_t d = n / sizeof(ticcmd_t);
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const size_t r = n % sizeof(ticcmd_t);
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UINT8 *ret = dest;
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if (r)
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M_Memcpy(dest, src, n);
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else if (d)
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G_MoveTiccmd(dest, src, d);
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return ret+n;
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}
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static inline void *G_ScpyTiccmd(ticcmd_t* dest, void* src, const size_t n)
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{
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const size_t d = n / sizeof(ticcmd_t);
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const size_t r = n % sizeof(ticcmd_t);
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UINT8 *ret = src;
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if (r)
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M_Memcpy(dest, src, n);
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else if (d)
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G_MoveTiccmd(dest, src, d);
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return ret+n;
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}
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// Some software don't support largest packet
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// (original sersetup, not exactely, but the probability of sending a packet
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// of 512 bytes is like 0.1)
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UINT16 software_MAXPACKETLENGTH;
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/** Guesses the value of a tic from its lowest byte and from maketic
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*
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* \param low The lowest byte of the tic value
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* \return The full tic value
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*
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*/
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tic_t ExpandTics(INT32 low)
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{
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INT32 delta;
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delta = low - (maketic & UINT8_MAX);
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if (delta >= -64 && delta <= 64)
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return (maketic & ~UINT8_MAX) + low;
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else if (delta > 64)
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return (maketic & ~UINT8_MAX) - 256 + low;
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else //if (delta < -64)
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return (maketic & ~UINT8_MAX) + 256 + low;
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}
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// -----------------------------------------------------------------
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// Some extra data function for handle textcmd buffer
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// -----------------------------------------------------------------
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static void (*listnetxcmd[MAXNETXCMD])(UINT8 **p, INT32 playernum);
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void RegisterNetXCmd(netxcmd_t id, void (*cmd_f)(UINT8 **p, INT32 playernum))
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{
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#ifdef PARANOIA
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if (id >= MAXNETXCMD)
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I_Error("Command id %d too big", id);
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if (listnetxcmd[id] != 0)
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I_Error("Command id %d already used", id);
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#endif
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listnetxcmd[id] = cmd_f;
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}
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void SendNetXCmd(netxcmd_t id, const void *param, size_t nparam)
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{
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if (localtextcmd[0]+2+nparam > MAXTEXTCMD)
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{
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// for future reference: if (cv_debug) != debug disabled.
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CONS_Alert(CONS_ERROR, M_GetText("NetXCmd buffer full, cannot add netcmd %d! (size: %d, needed: %s)\n"), id, localtextcmd[0], sizeu1(nparam));
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return;
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}
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localtextcmd[0]++;
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localtextcmd[localtextcmd[0]] = (UINT8)id;
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if (param && nparam)
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{
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M_Memcpy(&localtextcmd[localtextcmd[0]+1], param, nparam);
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localtextcmd[0] = (UINT8)(localtextcmd[0] + (UINT8)nparam);
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}
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}
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// splitscreen player
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void SendNetXCmd2(netxcmd_t id, const void *param, size_t nparam)
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{
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if (localtextcmd2[0]+2+nparam > MAXTEXTCMD)
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{
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I_Error("No more place in the buffer for netcmd %d\n",id);
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return;
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}
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localtextcmd2[0]++;
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localtextcmd2[localtextcmd2[0]] = (UINT8)id;
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if (param && nparam)
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{
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M_Memcpy(&localtextcmd2[localtextcmd2[0]+1], param, nparam);
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localtextcmd2[0] = (UINT8)(localtextcmd2[0] + (UINT8)nparam);
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}
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}
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UINT8 GetFreeXCmdSize(void)
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{
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// -1 for the size and another -1 for the ID.
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return (UINT8)(localtextcmd[0] - 2);
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}
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// Frees all textcmd memory for the specified tic
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static void D_FreeTextcmd(tic_t tic)
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{
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textcmdtic_t **tctprev = &textcmds[tic & (TEXTCMD_HASH_SIZE - 1)];
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textcmdtic_t *textcmdtic = *tctprev;
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while (textcmdtic && textcmdtic->tic != tic)
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{
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tctprev = &textcmdtic->next;
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textcmdtic = textcmdtic->next;
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}
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if (textcmdtic)
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{
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INT32 i;
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// Remove this tic from the list.
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*tctprev = textcmdtic->next;
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// Free all players.
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for (i = 0; i < TEXTCMD_HASH_SIZE; i++)
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{
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textcmdplayer_t *textcmdplayer = textcmdtic->playercmds[i];
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while (textcmdplayer)
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{
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textcmdplayer_t *tcpnext = textcmdplayer->next;
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Z_Free(textcmdplayer);
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textcmdplayer = tcpnext;
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}
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}
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// Free this tic's own memory.
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Z_Free(textcmdtic);
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}
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}
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// Gets the buffer for the specified ticcmd, or NULL if there isn't one
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static UINT8* D_GetExistingTextcmd(tic_t tic, INT32 playernum)
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{
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textcmdtic_t *textcmdtic = textcmds[tic & (TEXTCMD_HASH_SIZE - 1)];
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while (textcmdtic && textcmdtic->tic != tic) textcmdtic = textcmdtic->next;
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// Do we have an entry for the tic? If so, look for player.
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if (textcmdtic)
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{
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textcmdplayer_t *textcmdplayer = textcmdtic->playercmds[playernum & (TEXTCMD_HASH_SIZE - 1)];
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while (textcmdplayer && textcmdplayer->playernum != playernum) textcmdplayer = textcmdplayer->next;
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if (textcmdplayer) return textcmdplayer->cmd;
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}
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return NULL;
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}
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// Gets the buffer for the specified ticcmd, creating one if necessary
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static UINT8* D_GetTextcmd(tic_t tic, INT32 playernum)
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{
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textcmdtic_t *textcmdtic = textcmds[tic & (TEXTCMD_HASH_SIZE - 1)];
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textcmdtic_t **tctprev = &textcmds[tic & (TEXTCMD_HASH_SIZE - 1)];
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textcmdplayer_t *textcmdplayer, **tcpprev;
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// Look for the tic.
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while (textcmdtic && textcmdtic->tic != tic)
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{
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tctprev = &textcmdtic->next;
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textcmdtic = textcmdtic->next;
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}
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// If we don't have an entry for the tic, make it.
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if (!textcmdtic)
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{
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textcmdtic = *tctprev = Z_Calloc(sizeof (textcmdtic_t), PU_STATIC, NULL);
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textcmdtic->tic = tic;
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}
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tcpprev = &textcmdtic->playercmds[playernum & (TEXTCMD_HASH_SIZE - 1)];
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textcmdplayer = *tcpprev;
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// Look for the player.
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while (textcmdplayer && textcmdplayer->playernum != playernum)
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{
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tcpprev = &textcmdplayer->next;
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textcmdplayer = textcmdplayer->next;
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}
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// If we don't have an entry for the player, make it.
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if (!textcmdplayer)
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{
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textcmdplayer = *tcpprev = Z_Calloc(sizeof (textcmdplayer_t), PU_STATIC, NULL);
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textcmdplayer->playernum = playernum;
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}
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return textcmdplayer->cmd;
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}
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static void ExtraDataTicker(void)
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{
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INT32 i;
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for (i = 0; i < MAXPLAYERS; i++)
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if (playeringame[i] || i == 0)
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{
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UINT8 *bufferstart = D_GetExistingTextcmd(gametic, i);
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if (bufferstart)
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{
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UINT8 *curpos = bufferstart;
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UINT8 *bufferend = &curpos[curpos[0]+1];
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curpos++;
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while (curpos < bufferend)
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{
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if (*curpos < MAXNETXCMD && listnetxcmd[*curpos])
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{
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const UINT8 id = *curpos;
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curpos++;
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DEBFILE(va("executing x_cmd %s ply %u ", netxcmdnames[id - 1], i));
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(listnetxcmd[id])(&curpos, i);
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DEBFILE("done\n");
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}
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else
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{
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if (server)
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{
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UINT8 buf[3];
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buf[0] = (UINT8)i;
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buf[1] = KICK_MSG_CON_FAIL;
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SendNetXCmd(XD_KICK, &buf, 2);
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DEBFILE(va("player %d kicked [gametic=%u] reason as follows:\n", i, gametic));
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}
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CONS_Alert(CONS_WARNING, M_GetText("Got unknown net command [%s]=%d (max %d)\n"), sizeu1(curpos - bufferstart), *curpos, bufferstart[0]);
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break;
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}
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}
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}
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}
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// If you are a client, you can safely forget the net commands for this tic
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// If you are the server, you need to remember them until every client has been aknowledged,
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// because if you need to resend a PT_SERVERTICS packet, you need to put the commands in it
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if (client)
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D_FreeTextcmd(gametic);
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}
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static void D_Clearticcmd(tic_t tic)
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{
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INT32 i;
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D_FreeTextcmd(tic);
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for (i = 0; i < MAXPLAYERS; i++)
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netcmds[tic%BACKUPTICS][i].angleturn = 0;
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DEBFILE(va("clear tic %5u (%2u)\n", tic, tic%BACKUPTICS));
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}
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void D_ResetTiccmds(void)
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{
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INT32 i;
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memset(&localcmds, 0, sizeof(ticcmd_t));
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memset(&localcmds2, 0, sizeof(ticcmd_t));
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// Reset the net command list
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for (i = 0; i < TEXTCMD_HASH_SIZE; i++)
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while (textcmds[i])
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D_Clearticcmd(textcmds[i]->tic);
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}
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// -----------------------------------------------------------------
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// end of extra data function
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// -----------------------------------------------------------------
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// -----------------------------------------------------------------
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// extra data function for lmps
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// -----------------------------------------------------------------
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// if extradatabit is set, after the ziped tic you find this:
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//
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// type | description
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// ---------+--------------
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// byte | size of the extradata
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// byte | the extradata (xd) bits: see XD_...
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// with this byte you know what parameter folow
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// if (xd & XDNAMEANDCOLOR)
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// byte | color
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// char[MAXPLAYERNAME] | name of the player
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// endif
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// if (xd & XD_WEAPON_PREF)
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// byte | original weapon switch: boolean, true if use the old
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// | weapon switch methode
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// char[NUMWEAPONS] | the weapon switch priority
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// byte | autoaim: true if use the old autoaim system
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// endif
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/*boolean AddLmpExtradata(UINT8 **demo_point, INT32 playernum)
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{
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UINT8 *textcmd = D_GetExistingTextcmd(gametic, playernum);
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if (!textcmd)
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return false;
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M_Memcpy(*demo_point, textcmd, textcmd[0]+1);
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*demo_point += textcmd[0]+1;
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return true;
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}
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void ReadLmpExtraData(UINT8 **demo_pointer, INT32 playernum)
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{
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UINT8 nextra;
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UINT8 *textcmd;
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if (!demo_pointer)
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return;
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textcmd = D_GetTextcmd(gametic, playernum);
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nextra = **demo_pointer;
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M_Memcpy(textcmd, *demo_pointer, nextra + 1);
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// increment demo pointer
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*demo_pointer += nextra + 1;
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}*/
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// -----------------------------------------------------------------
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// end extra data function for lmps
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// -----------------------------------------------------------------
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// -----------------------------------------------------------------
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// resynch player data
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// -----------------------------------------------------------------
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static inline void resynch_write_player(resynch_pak *rsp, const size_t i)
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{
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size_t j;
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rsp->playernum = (UINT8)i;
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// Do not send anything visual related.
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// Only send data that we need to know for physics.
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rsp->playerstate = (UINT8)players[i].playerstate; //playerstate_t
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rsp->pflags = (UINT32)LONG(players[i].pflags); //pflags_t
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rsp->panim = (UINT8)players[i].panim; //panim_t
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rsp->aiming = (angle_t)LONG(players[i].aiming);
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rsp->currentweapon = LONG(players[i].currentweapon);
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rsp->ringweapons = LONG(players[i].ringweapons);
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rsp->ammoremoval = (UINT16)SHORT(players[i].ammoremoval);
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rsp->ammoremovaltimer = (tic_t)LONG(players[i].ammoremovaltimer);
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rsp->ammoremovalweapon = LONG(players[i].ammoremovalweapon);
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for (j = 0; j < NUMPOWERS; ++j)
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rsp->powers[j] = (UINT16)SHORT(players[i].powers[j]);
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// Score is resynched in the rspfirm resync packet
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rsp->rings = SHORT(players[i].rings);
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rsp->spheres = SHORT(players[i].spheres);
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rsp->lives = players[i].lives;
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rsp->continues = players[i].continues;
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rsp->scoreadd = players[i].scoreadd;
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rsp->xtralife = players[i].xtralife;
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rsp->pity = players[i].pity;
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rsp->skincolor = players[i].skincolor;
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rsp->skin = LONG(players[i].skin);
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rsp->availabilities = LONG(players[i].availabilities);
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// Just in case Lua does something like
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// modify these at runtime
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rsp->camerascale = (fixed_t)LONG(players[i].camerascale);
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rsp->shieldscale = (fixed_t)LONG(players[i].shieldscale);
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rsp->normalspeed = (fixed_t)LONG(players[i].normalspeed);
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rsp->runspeed = (fixed_t)LONG(players[i].runspeed);
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rsp->thrustfactor = players[i].thrustfactor;
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rsp->accelstart = players[i].accelstart;
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rsp->acceleration = players[i].acceleration;
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rsp->charability = players[i].charability;
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rsp->charability2 = players[i].charability2;
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rsp->charflags = (UINT32)LONG(players[i].charflags);
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rsp->thokitem = (UINT32)LONG(players[i].thokitem); //mobjtype_t
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rsp->spinitem = (UINT32)LONG(players[i].spinitem); //mobjtype_t
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rsp->revitem = (UINT32)LONG(players[i].revitem); //mobjtype_t
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rsp->followitem = (UINT32)LONG(players[i].followitem); //mobjtype_t
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rsp->actionspd = (fixed_t)LONG(players[i].actionspd);
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rsp->mindash = (fixed_t)LONG(players[i].mindash);
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rsp->maxdash = (fixed_t)LONG(players[i].maxdash);
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rsp->jumpfactor = (fixed_t)LONG(players[i].jumpfactor);
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rsp->playerheight = (fixed_t)LONG(players[i].height);
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rsp->playerspinheight = (fixed_t)LONG(players[i].spinheight);
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rsp->speed = (fixed_t)LONG(players[i].speed);
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rsp->secondjump = players[i].secondjump;
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rsp->fly1 = players[i].fly1;
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rsp->glidetime = (tic_t)LONG(players[i].glidetime);
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rsp->climbing = players[i].climbing;
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rsp->deadtimer = players[i].deadtimer;
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rsp->exiting = (tic_t)LONG(players[i].exiting);
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rsp->homing = players[i].homing;
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rsp->dashmode = (tic_t)LONG(players[i].dashmode);
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rsp->skidtime = (tic_t)LONG(players[i].skidtime);
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rsp->cmomx = (fixed_t)LONG(players[i].cmomx);
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rsp->cmomy = (fixed_t)LONG(players[i].cmomy);
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rsp->rmomx = (fixed_t)LONG(players[i].rmomx);
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rsp->rmomy = (fixed_t)LONG(players[i].rmomy);
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rsp->weapondelay = LONG(players[i].weapondelay);
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rsp->tossdelay = LONG(players[i].tossdelay);
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rsp->starpostx = SHORT(players[i].starpostx);
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rsp->starposty = SHORT(players[i].starposty);
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rsp->starpostz = SHORT(players[i].starpostz);
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rsp->starpostnum = LONG(players[i].starpostnum);
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rsp->starposttime = (tic_t)LONG(players[i].starposttime);
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rsp->starpostangle = (angle_t)LONG(players[i].starpostangle);
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rsp->starpostscale = (fixed_t)LONG(players[i].starpostscale);
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rsp->maxlink = LONG(players[i].maxlink);
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rsp->dashspeed = (fixed_t)LONG(players[i].dashspeed);
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rsp->angle_pos = (angle_t)LONG(players[i].angle_pos);
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rsp->old_angle_pos = (angle_t)LONG(players[i].old_angle_pos);
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rsp->bumpertime = (tic_t)LONG(players[i].bumpertime);
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rsp->flyangle = LONG(players[i].flyangle);
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rsp->drilltimer = (tic_t)LONG(players[i].drilltimer);
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rsp->linkcount = LONG(players[i].linkcount);
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rsp->linktimer = (tic_t)LONG(players[i].linktimer);
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rsp->anotherflyangle = LONG(players[i].anotherflyangle);
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rsp->nightstime = (tic_t)LONG(players[i].nightstime);
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rsp->drillmeter = LONG(players[i].drillmeter);
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rsp->drilldelay = players[i].drilldelay;
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rsp->bonustime = players[i].bonustime;
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rsp->mare = players[i].mare;
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rsp->lastsidehit = SHORT(players[i].lastsidehit);
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rsp->lastlinehit = SHORT(players[i].lastlinehit);
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rsp->losstime = (tic_t)LONG(players[i].losstime);
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rsp->timeshit = players[i].timeshit;
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rsp->onconveyor = LONG(players[i].onconveyor);
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rsp->hasmo = false;
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//Transfer important mo information if the player has a body.
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//This lets us resync players even if they are dead.
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if (!players[i].mo)
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return;
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rsp->hasmo = true;
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rsp->health = LONG(players[i].mo->health);
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rsp->angle = (angle_t)LONG(players[i].mo->angle);
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rsp->rollangle = (angle_t)LONG(players[i].mo->rollangle);
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rsp->x = LONG(players[i].mo->x);
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rsp->y = LONG(players[i].mo->y);
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rsp->z = LONG(players[i].mo->z);
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rsp->momx = LONG(players[i].mo->momx);
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rsp->momy = LONG(players[i].mo->momy);
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rsp->momz = LONG(players[i].mo->momz);
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rsp->friction = LONG(players[i].mo->friction);
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rsp->movefactor = LONG(players[i].mo->movefactor);
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rsp->sprite = (spritenum_t)LONG(players[i].mo->sprite);
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rsp->frame = LONG(players[i].mo->frame);
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rsp->sprite2 = players[i].mo->sprite2;
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rsp->anim_duration = SHORT(players[i].mo->anim_duration);
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rsp->tics = LONG(players[i].mo->tics);
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rsp->statenum = (statenum_t)LONG(players[i].mo->state-states); // :(
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rsp->eflags = (UINT16)SHORT(players[i].mo->eflags);
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rsp->flags = LONG(players[i].mo->flags);
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rsp->flags2 = LONG(players[i].mo->flags2);
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rsp->radius = LONG(players[i].mo->radius);
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rsp->height = LONG(players[i].mo->height);
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rsp->scale = LONG(players[i].mo->scale);
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rsp->destscale = LONG(players[i].mo->destscale);
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rsp->scalespeed = LONG(players[i].mo->scalespeed);
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}
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static void resynch_read_player(resynch_pak *rsp)
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{
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INT32 i = rsp->playernum, j;
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mobj_t *savedmo = players[i].mo;
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// Do not send anything visual related.
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// Only send data that we need to know for physics.
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players[i].playerstate = (UINT8)rsp->playerstate; //playerstate_t
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players[i].pflags = (UINT32)LONG(rsp->pflags); //pflags_t
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players[i].panim = (UINT8)rsp->panim; //panim_t
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players[i].aiming = (angle_t)LONG(rsp->aiming);
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players[i].currentweapon = LONG(rsp->currentweapon);
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players[i].ringweapons = LONG(rsp->ringweapons);
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players[i].ammoremoval = (UINT16)SHORT(rsp->ammoremoval);
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players[i].ammoremovaltimer = (tic_t)LONG(rsp->ammoremovaltimer);
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players[i].ammoremovalweapon = LONG(rsp->ammoremovalweapon);
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for (j = 0; j < NUMPOWERS; ++j)
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players[i].powers[j] = (UINT16)SHORT(rsp->powers[j]);
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// Score is resynched in the rspfirm resync packet
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players[i].rings = SHORT(rsp->rings);
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players[i].spheres = SHORT(rsp->spheres);
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players[i].lives = rsp->lives;
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players[i].continues = rsp->continues;
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players[i].scoreadd = rsp->scoreadd;
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players[i].xtralife = rsp->xtralife;
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players[i].pity = rsp->pity;
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players[i].skincolor = rsp->skincolor;
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players[i].skin = LONG(rsp->skin);
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players[i].availabilities = LONG(rsp->availabilities);
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// Just in case Lua does something like
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// modify these at runtime
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players[i].camerascale = (fixed_t)LONG(rsp->camerascale);
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players[i].shieldscale = (fixed_t)LONG(rsp->shieldscale);
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players[i].normalspeed = (fixed_t)LONG(rsp->normalspeed);
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players[i].runspeed = (fixed_t)LONG(rsp->runspeed);
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players[i].thrustfactor = rsp->thrustfactor;
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players[i].accelstart = rsp->accelstart;
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players[i].acceleration = rsp->acceleration;
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players[i].charability = rsp->charability;
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players[i].charability2 = rsp->charability2;
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players[i].charflags = (UINT32)LONG(rsp->charflags);
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players[i].thokitem = (UINT32)LONG(rsp->thokitem); //mobjtype_t
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players[i].spinitem = (UINT32)LONG(rsp->spinitem); //mobjtype_t
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players[i].revitem = (UINT32)LONG(rsp->revitem); //mobjtype_t
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players[i].followitem = (UINT32)LONG(rsp->followitem); //mobjtype_t
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players[i].actionspd = (fixed_t)LONG(rsp->actionspd);
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players[i].mindash = (fixed_t)LONG(rsp->mindash);
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players[i].maxdash = (fixed_t)LONG(rsp->maxdash);
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players[i].jumpfactor = (fixed_t)LONG(rsp->jumpfactor);
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players[i].height = (fixed_t)LONG(rsp->playerheight);
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players[i].spinheight = (fixed_t)LONG(rsp->playerspinheight);
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players[i].speed = (fixed_t)LONG(rsp->speed);
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players[i].secondjump = rsp->secondjump;
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players[i].fly1 = rsp->fly1;
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players[i].glidetime = (tic_t)LONG(rsp->glidetime);
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players[i].climbing = rsp->climbing;
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players[i].deadtimer = rsp->deadtimer;
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players[i].exiting = (tic_t)LONG(rsp->exiting);
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players[i].homing = rsp->homing;
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players[i].dashmode = (tic_t)LONG(rsp->dashmode);
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players[i].skidtime = (tic_t)LONG(rsp->skidtime);
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players[i].cmomx = (fixed_t)LONG(rsp->cmomx);
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players[i].cmomy = (fixed_t)LONG(rsp->cmomy);
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players[i].rmomx = (fixed_t)LONG(rsp->rmomx);
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players[i].rmomy = (fixed_t)LONG(rsp->rmomy);
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players[i].weapondelay = LONG(rsp->weapondelay);
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players[i].tossdelay = LONG(rsp->tossdelay);
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players[i].starpostx = SHORT(rsp->starpostx);
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players[i].starposty = SHORT(rsp->starposty);
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players[i].starpostz = SHORT(rsp->starpostz);
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players[i].starpostnum = LONG(rsp->starpostnum);
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players[i].starposttime = (tic_t)LONG(rsp->starposttime);
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players[i].starpostangle = (angle_t)LONG(rsp->starpostangle);
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players[i].starpostscale = (fixed_t)LONG(rsp->starpostscale);
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players[i].maxlink = LONG(rsp->maxlink);
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players[i].dashspeed = (fixed_t)LONG(rsp->dashspeed);
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players[i].angle_pos = (angle_t)LONG(rsp->angle_pos);
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players[i].old_angle_pos = (angle_t)LONG(rsp->old_angle_pos);
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players[i].bumpertime = (tic_t)LONG(rsp->bumpertime);
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players[i].flyangle = LONG(rsp->flyangle);
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players[i].drilltimer = (tic_t)LONG(rsp->drilltimer);
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players[i].linkcount = LONG(rsp->linkcount);
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players[i].linktimer = (tic_t)LONG(rsp->linktimer);
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players[i].anotherflyangle = LONG(rsp->anotherflyangle);
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players[i].nightstime = (tic_t)LONG(rsp->nightstime);
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players[i].drillmeter = LONG(rsp->drillmeter);
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players[i].drilldelay = rsp->drilldelay;
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players[i].bonustime = rsp->bonustime;
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players[i].mare = rsp->mare;
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players[i].lastsidehit = SHORT(rsp->lastsidehit);
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players[i].lastlinehit = SHORT(rsp->lastlinehit);
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players[i].losstime = (tic_t)LONG(rsp->losstime);
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players[i].timeshit = rsp->timeshit;
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players[i].onconveyor = LONG(rsp->onconveyor);
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//We get a packet for each player in game.
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if (!playeringame[i])
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return;
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//...but keep old mo even if it is corrupt or null!
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players[i].mo = savedmo;
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//Transfer important mo information if they have a valid mo.
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if (!rsp->hasmo)
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return;
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//server thinks player has a body.
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//Give them a new body that can be then manipulated by the server's info.
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if (!players[i].mo) //client thinks it has no body.
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P_SpawnPlayer(i);
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//At this point, the player should have a body, whether they were respawned or not.
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P_UnsetThingPosition(players[i].mo);
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players[i].mo->angle = (angle_t)LONG(rsp->angle);
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players[i].mo->rollangle = (angle_t)LONG(rsp->rollangle);
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players[i].mo->eflags = (UINT16)SHORT(rsp->eflags);
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players[i].mo->flags = LONG(rsp->flags);
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players[i].mo->flags2 = LONG(rsp->flags2);
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players[i].mo->friction = LONG(rsp->friction);
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players[i].mo->health = LONG(rsp->health);
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players[i].mo->momx = LONG(rsp->momx);
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players[i].mo->momy = LONG(rsp->momy);
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players[i].mo->momz = LONG(rsp->momz);
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players[i].mo->movefactor = LONG(rsp->movefactor);
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// Don't use P_SetMobjStateNF to restore state, write/read all the values manually!
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// This should stop those stupid console errors, hopefully.
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// -- Monster Iestyn
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players[i].mo->sprite = (spritenum_t)LONG(rsp->sprite);
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players[i].mo->frame = LONG(rsp->frame);
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players[i].mo->sprite2 = rsp->sprite2;
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players[i].mo->anim_duration = SHORT(rsp->anim_duration);
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players[i].mo->tics = LONG(rsp->tics);
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players[i].mo->state = &states[LONG(rsp->statenum)];
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players[i].mo->x = LONG(rsp->x);
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players[i].mo->y = LONG(rsp->y);
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players[i].mo->z = LONG(rsp->z);
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players[i].mo->radius = LONG(rsp->radius);
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players[i].mo->height = LONG(rsp->height);
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// P_SetScale is redundant for this, as all related variables are already restored properly.
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players[i].mo->scale = LONG(rsp->scale);
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players[i].mo->destscale = LONG(rsp->destscale);
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players[i].mo->scalespeed = LONG(rsp->scalespeed);
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// And finally, SET THE MOBJ SKIN damn it.
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if ((players[i].powers[pw_carry] == CR_NIGHTSMODE) && (skins[players[i].skin].sprites[SPR2_NFLY].numframes == 0))
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{
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players[i].mo->skin = &skins[DEFAULTNIGHTSSKIN];
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players[i].mo->color = skins[DEFAULTNIGHTSSKIN].prefcolor; // this will be corrected by thinker to super flash
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}
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else
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{
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players[i].mo->skin = &skins[players[i].skin];
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players[i].mo->color = players[i].skincolor; // this will be corrected by thinker to super flash/mario star
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}
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P_SetThingPosition(players[i].mo);
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}
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static inline void resynch_write_ctf(resynchend_pak *rst)
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{
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mobj_t *mflag;
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UINT8 i, j;
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for (i = 0, mflag = redflag; i < 2; ++i, mflag = blueflag)
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{
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rst->flagx[i] = rst->flagy[i] = rst->flagz[i] = 0;
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rst->flagloose[i] = rst->flagflags[i] = 0;
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rst->flagplayer[i] = -1;
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if (!mflag)
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{
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// Should be held by a player
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for (j = 0; j < MAXPLAYERS; ++j)
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{
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// GF_REDFLAG is 1, GF_BLUEFLAG is 2
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// redflag handling is i=0, blueflag is i=1
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// so check for gotflag == (i+1)
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if (!playeringame[j] || players[j].gotflag != (i+1))
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continue;
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rst->flagplayer[i] = (SINT8)j;
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break;
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}
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if (j == MAXPLAYERS) // fine, no I_Error
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{
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CONS_Alert(CONS_ERROR, "One of the flags has gone completely missing...\n");
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rst->flagplayer[i] = -2;
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}
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continue;
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}
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rst->flagx[i] = (fixed_t)LONG(mflag->x);
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rst->flagy[i] = (fixed_t)LONG(mflag->y);
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rst->flagz[i] = (fixed_t)LONG(mflag->z);
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rst->flagflags[i] = LONG(mflag->flags2);
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rst->flagloose[i] = LONG(mflag->fuse); // Dropped or not?
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}
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}
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static inline void resynch_read_ctf(resynchend_pak *p)
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{
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UINT8 i;
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for (i = 0; i < MAXPLAYERS; ++i)
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players[i].gotflag = 0;
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// Red flag
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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<<i);
|
|
if (players[i].outofcoop)
|
|
rst->outofcoop |= (1<<i);
|
|
rst->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<<i));
|
|
players[i].outofcoop = (loc_outofcoop & (1<<i));
|
|
players[i].ctfteam = (INT32)LONG(p->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<<i);
|
|
else if (playernode[i] == node); // instantly update THEIR position
|
|
else // Send at random times based on num players
|
|
resynch_sent[node][i] = M_RandomKey(D_NumPlayers()>>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 (gametyperules & GTR_TEAMFLAGS)
|
|
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<<i))
|
|
continue;
|
|
|
|
// waiting for a reply or just waiting in general
|
|
if (resynch_sent[node][i])
|
|
{
|
|
--resynch_sent[node][i];
|
|
continue;
|
|
}
|
|
|
|
resynch_write_player(&netbuffer->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<<rsg);
|
|
--resynch_score[node]; // unpenalize
|
|
}
|
|
|
|
// Don't let resynch cause a timeout
|
|
freezetimeout[node] = I_GetTime() + connectiontimeout;
|
|
}
|
|
// -----------------------------------------------------------------
|
|
// end resynch
|
|
// -----------------------------------------------------------------
|
|
|
|
static INT16 Consistancy(void);
|
|
|
|
#ifndef NONET
|
|
#define JOININGAME
|
|
#endif
|
|
|
|
typedef enum
|
|
{
|
|
CL_SEARCHING,
|
|
CL_DOWNLOADFILES,
|
|
CL_ASKJOIN,
|
|
CL_WAITJOINRESPONSE,
|
|
#ifdef JOININGAME
|
|
CL_DOWNLOADSAVEGAME,
|
|
#endif
|
|
CL_CONNECTED,
|
|
CL_ABORTED
|
|
} cl_mode_t;
|
|
|
|
static void GetPackets(void);
|
|
|
|
static cl_mode_t cl_mode = CL_SEARCHING;
|
|
|
|
// Player name send/load
|
|
|
|
static void CV_SavePlayerNames(UINT8 **p)
|
|
{
|
|
INT32 i = 0;
|
|
// Players in game only.
|
|
for (; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (!playeringame[i])
|
|
{
|
|
WRITEUINT8(*p, 0);
|
|
continue;
|
|
}
|
|
WRITESTRING(*p, player_names[i]);
|
|
}
|
|
}
|
|
|
|
static void CV_LoadPlayerNames(UINT8 **p)
|
|
{
|
|
INT32 i = 0;
|
|
char tmp_name[MAXPLAYERNAME+1];
|
|
tmp_name[MAXPLAYERNAME] = 0;
|
|
|
|
for (; i < MAXPLAYERS; ++i)
|
|
{
|
|
READSTRING(*p, tmp_name);
|
|
if (tmp_name[0] == 0)
|
|
continue;
|
|
if (tmp_name[MAXPLAYERNAME]) // overflow detected
|
|
I_Error("Received bad server config packet when trying to join");
|
|
memcpy(player_names[i], tmp_name, MAXPLAYERNAME+1);
|
|
}
|
|
}
|
|
|
|
#ifdef CLIENT_LOADINGSCREEN
|
|
//
|
|
// CL_DrawConnectionStatus
|
|
//
|
|
// Keep the local client informed of our status.
|
|
//
|
|
static inline void CL_DrawConnectionStatus(void)
|
|
{
|
|
INT32 ccstime = I_GetTime();
|
|
|
|
// Draw background fade
|
|
if (!menuactive) // menu already draws its own fade
|
|
V_DrawFadeScreen(0xFF00, 16); // force default
|
|
|
|
// Draw the bottom box.
|
|
M_DrawTextBox(BASEVIDWIDTH/2-128-8, BASEVIDHEIGHT-24-8, 32, 1);
|
|
V_DrawCenteredString(BASEVIDWIDTH/2, BASEVIDHEIGHT-24-24, V_YELLOWMAP, "Press ESC to abort");
|
|
|
|
if (cl_mode != CL_DOWNLOADFILES)
|
|
{
|
|
INT32 i, animtime = ((ccstime / 4) & 15) + 16;
|
|
UINT8 palstart = (cl_mode == CL_SEARCHING) ? 32 : 96;
|
|
// 15 pal entries total.
|
|
const char *cltext;
|
|
|
|
for (i = 0; i < 16; ++i)
|
|
V_DrawFill((BASEVIDWIDTH/2-128) + (i * 16), BASEVIDHEIGHT-24, 16, 8, palstart + ((animtime - i) & 15));
|
|
|
|
switch (cl_mode)
|
|
{
|
|
#ifdef JOININGAME
|
|
case CL_DOWNLOADSAVEGAME:
|
|
if (lastfilenum != -1)
|
|
{
|
|
cltext = M_GetText("Downloading game state...");
|
|
Net_GetNetStat();
|
|
V_DrawString(BASEVIDWIDTH/2-128, BASEVIDHEIGHT-24, V_20TRANS|V_MONOSPACE,
|
|
va(" %4uK",fileneeded[lastfilenum].currentsize>>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._255 = 255;
|
|
netbuffer->u.clientcfg.packetversion = PACKETVERSION;
|
|
netbuffer->u.clientcfg.version = VERSION;
|
|
netbuffer->u.clientcfg.subversion = SUBVERSION;
|
|
strncpy(netbuffer->u.clientcfg.application, SRB2APPLICATION,
|
|
sizeof netbuffer->u.clientcfg.application);
|
|
strncpy(netbuffer->u.clientcfg.names[0], cv_playername.zstring, MAXPLAYERNAME);
|
|
strncpy(netbuffer->u.clientcfg.names[1], cv_playername2.zstring, MAXPLAYERNAME);
|
|
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._255 = 255;
|
|
netbuffer->u.serverinfo.packetversion = PACKETVERSION;
|
|
netbuffer->u.serverinfo.version = VERSION;
|
|
netbuffer->u.serverinfo.subversion = SUBVERSION;
|
|
strncpy(netbuffer->u.serverinfo.application, SRB2APPLICATION,
|
|
sizeof netbuffer->u.serverinfo.application);
|
|
// 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;
|
|
strncpy(netbuffer->u.serverinfo.gametypename, Gametype_Names[gametype],
|
|
sizeof netbuffer->u.serverinfo.gametypename);
|
|
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);
|
|
|
|
memset(netbuffer->u.serverinfo.maptitle, 0, sizeof netbuffer->u.serverinfo.maptitle);
|
|
|
|
if (mapheaderinfo[gamemap-1] && *mapheaderinfo[gamemap-1]->lvlttl)
|
|
{
|
|
char *read = mapheaderinfo[gamemap-1]->lvlttl, *writ = netbuffer->u.serverinfo.maptitle;
|
|
while (writ < (netbuffer->u.serverinfo.maptitle+32) && *read != '\0')
|
|
{
|
|
if (!(*read & 0x80))
|
|
{
|
|
*writ = toupper(*read);
|
|
writ++;
|
|
}
|
|
read++;
|
|
}
|
|
*writ = '\0';
|
|
//strncpy(netbuffer->u.serverinfo.maptitle, (char *)mapheaderinfo[gamemap-1]->lvlttl, 33);
|
|
}
|
|
else
|
|
strncpy(netbuffer->u.serverinfo.maptitle, "UNKNOWN", 32);
|
|
|
|
if (mapheaderinfo[gamemap-1] && !(mapheaderinfo[gamemap-1]->levelflags & LF_NOZONE))
|
|
netbuffer->u.serverinfo.iszone = 1;
|
|
else
|
|
netbuffer->u.serverinfo.iszone = 0;
|
|
|
|
if (mapheaderinfo[gamemap-1])
|
|
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 = i;
|
|
strncpy(netbuffer->u.playerinfo[i].name, (const char *)&player_names[i], MAXPLAYERNAME+1);
|
|
netbuffer->u.playerinfo[i].name[MAXPLAYERNAME] = '\0';
|
|
|
|
//fetch IP address
|
|
//No, don't do that, you fuckface.
|
|
memset(netbuffer->u.playerinfo[i].address, 0, 4);
|
|
|
|
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
|
|
#ifdef DEVELOP // it's safe to do this only because PLAYERINFO isn't read by the game itself
|
|
% 3
|
|
#endif
|
|
);
|
|
|
|
// 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->_255 != 255)
|
|
return;/* old packet format */
|
|
|
|
if (info->packetversion != PACKETVERSION)
|
|
return;/* old new packet format */
|
|
|
|
if (info->version != VERSION)
|
|
return; // Not same version.
|
|
|
|
if (info->subversion != SUBVERSION)
|
|
return; // Close, but no cigar.
|
|
|
|
if (strcmp(info->application, SRB2APPLICATION))
|
|
return;/* that's a different mod */
|
|
|
|
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_MenuPresTicker(true); // title sky
|
|
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)
|
|
{
|
|
char *gametypestr = serverlist[i].info.gametypename;
|
|
CONS_Printf(M_GetText("Connecting to: %s\n"), serverlist[i].info.servername);
|
|
gametypestr[sizeof serverlist[i].info.gametypename - 1] = '\0';
|
|
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();
|
|
D_SaveBan();
|
|
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 <serveraddress> (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 (gametyperules & GTR_TEAMFLAGS)
|
|
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, sincrement, spheres, rincrement, rings;
|
|
|
|
for (i = 0, count = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i])
|
|
count++;
|
|
}
|
|
|
|
count--;
|
|
spheres = players[playernum].spheres;
|
|
rings = players[playernum].rings;
|
|
sincrement = spheres/count;
|
|
rincrement = rings/count;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && i != playernum)
|
|
{
|
|
if (spheres < 2*sincrement)
|
|
{
|
|
P_GivePlayerSpheres(&players[i], spheres);
|
|
spheres = 0;
|
|
}
|
|
else
|
|
{
|
|
P_GivePlayerSpheres(&players[i], sincrement);
|
|
spheres -= sincrement;
|
|
}
|
|
|
|
if (rings < 2*rincrement)
|
|
{
|
|
P_GivePlayerRings(&players[i], rings);
|
|
rings = 0;
|
|
}
|
|
else
|
|
{
|
|
P_GivePlayerRings(&players[i], rincrement);
|
|
rings -= rincrement;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef HAVE_BLUA
|
|
LUAh_PlayerQuit(&players[playernum], reason); // Lua hook for player quitting
|
|
#else
|
|
(void)reason;
|
|
#endif
|
|
|
|
// don't look through someone's view who isn't there
|
|
if (playernum == displayplayer)
|
|
{
|
|
#ifdef HAVE_BLUA
|
|
// Call ViewpointSwitch hooks here.
|
|
// The viewpoint was forcibly changed.
|
|
LUAh_ViewpointSwitch(&players[consoleplayer], &players[displayplayer], true);
|
|
#endif
|
|
displayplayer = consoleplayer;
|
|
}
|
|
|
|
// 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
|
|
}
|
|
|
|
#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 (gametyperules & GTR_RACE)
|
|
P_CheckRacers();
|
|
}
|
|
|
|
void CL_Reset(void)
|
|
{
|
|
if (metalrecording)
|
|
G_StopMetalRecording(false);
|
|
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]);
|
|
|
|
if (playernode[i] != UINT8_MAX)
|
|
{
|
|
CONS_Printf(" - node %.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 <playername/playernum> <reason>: 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));
|
|
D_SaveBan(); // save the ban list
|
|
}
|
|
|
|
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_BanIP(void)
|
|
{
|
|
if (COM_Argc() < 2)
|
|
{
|
|
CONS_Printf(M_GetText("banip <ip> <reason>: ban an ip address\n"));
|
|
return;
|
|
}
|
|
|
|
if (server) // Only the server can use this, otherwise does nothing.
|
|
{
|
|
const char *address = (COM_Argv(1));
|
|
const char *reason;
|
|
|
|
if (COM_Argc() == 2)
|
|
reason = NULL;
|
|
else
|
|
reason = COM_Argv(2);
|
|
|
|
|
|
if (I_SetBanAddress && I_SetBanAddress(address, NULL))
|
|
{
|
|
if (reason)
|
|
CONS_Printf("Banned IP address %s for: %s\n", address, reason);
|
|
else
|
|
CONS_Printf("Banned IP address %s\n", address);
|
|
|
|
Ban_Add(reason);
|
|
D_SaveBan();
|
|
}
|
|
else
|
|
{
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
static void Command_Kick(void)
|
|
{
|
|
if (COM_Argc() < 2)
|
|
{
|
|
CONS_Printf(M_GetText("kick <playername/playernum> <reason>: 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;
|
|
case KICK_MSG_PING_HIGH:
|
|
HU_AddChatText(va("\x82*%s left the game (Broke ping limit)", player_names[pnum]), false);
|
|
kickreason = KR_PINGLIMIT;
|
|
break;
|
|
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);
|
|
else if (msg == KICK_MSG_PING_HIGH)
|
|
M_StartMessage(M_GetText("Server closed connection\n(Broke ping limit)\nPress ESC\n"), NULL, MM_NOTHING);
|
|
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[] = {{1, "MIN"}, {20, "MAX"}, {0, "No"}, {0, NULL}};
|
|
consvar_t cv_resynchattempts = {"resynchattempts", "10", CV_SAVE, resynchattempts_cons_t, NULL, 0, NULL, NULL, 0, 0, NULL };
|
|
consvar_t cv_blamecfail = {"blamecfail", "Off", CV_SAVE, 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("banip", Command_BanIP);
|
|
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
|
|
#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;
|
|
READSTRINGN(*p, player_names[newplayernum], MAXPLAYERNAME);
|
|
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*%s has joined the game (player %d) (%s)", player_names[newplayernum], newplayernum, address), false); // merge join notification + IP to avoid clogging console/chat.
|
|
}
|
|
else
|
|
HU_AddChatText(va("\x82*%s has joined the game (player %d)", player_names[newplayernum], newplayernum), 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(const char *name, const char *name2)
|
|
{
|
|
INT32 node, n, newplayer = false;
|
|
UINT8 buf[2 + MAXPLAYERNAME];
|
|
UINT8 *p;
|
|
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;
|
|
|
|
p = buf + 2;
|
|
buf[0] = (UINT8)node;
|
|
buf[1] = newplayernum;
|
|
if (playerpernode[node] < 1)
|
|
{
|
|
nodetoplayer[node] = newplayernum;
|
|
WRITESTRINGN(p, name, MAXPLAYERNAME);
|
|
}
|
|
else
|
|
{
|
|
nodetoplayer2[node] = newplayernum;
|
|
buf[1] |= 0x80;
|
|
WRITESTRINGN(p, name2, MAXPLAYERNAME);
|
|
}
|
|
playerpernode[node]++;
|
|
|
|
SendNetXCmd(XD_ADDPLAYER, &buf, p - buf);
|
|
|
|
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(cv_playername.zstring, cv_playername2.zstring);
|
|
}
|
|
|
|
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;
|
|
G_SetGametype(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)
|
|
{
|
|
char names[MAXSPLITSCREENPLAYERS][MAXPLAYERNAME + 1];
|
|
INT32 i;
|
|
|
|
if (bannednode && bannednode[node])
|
|
SV_SendRefuse(node, M_GetText("You have been banned\nfrom the server"));
|
|
else if (netbuffer->u.clientcfg._255 != 255 ||
|
|
netbuffer->u.clientcfg.packetversion != PACKETVERSION)
|
|
SV_SendRefuse(node, "Incompatible packet formats.");
|
|
else if (strncmp(netbuffer->u.clientcfg.application, SRB2APPLICATION,
|
|
sizeof netbuffer->u.clientcfg.application))
|
|
SV_SendRefuse(node, "Different SRB2 modifications\nare not compatible.");
|
|
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
|
|
|
|
for (i = 0; i < netbuffer->u.clientcfg.localplayers - playerpernode[node]; i++)
|
|
{
|
|
strlcpy(names[i], netbuffer->u.clientcfg.names[i], MAXPLAYERNAME + 1);
|
|
if (!EnsurePlayerNameIsGood(names[i], -1))
|
|
{
|
|
SV_SendRefuse(node, "Bad player name");
|
|
return;
|
|
}
|
|
}
|
|
|
|
// 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(names[0], names[1]);
|
|
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;
|
|
netbuffer->u.serverinfo.application
|
|
[sizeof netbuffer->u.serverinfo.application - 1] = '\0';
|
|
netbuffer->u.serverinfo.gametypename
|
|
[sizeof netbuffer->u.serverinfo.gametypename - 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);
|
|
G_SetGametype(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;
|
|
UINT8 finalmd5[16];/* Well, it's the cool thing to do? */
|
|
|
|
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] && nettics[node] == gametic)
|
|
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_LOGIN:
|
|
if (client)
|
|
break;
|
|
|
|
#ifndef NOMD5
|
|
if (doomcom->datalength < 16)/* ignore partial sends */
|
|
break;
|
|
|
|
if (!adminpasswordset)
|
|
{
|
|
CONS_Printf(M_GetText("Password from %s failed (no password set).\n"), player_names[netconsole]);
|
|
break;
|
|
}
|
|
|
|
// Do the final pass to compare with the sent md5
|
|
D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", netconsole), &finalmd5);
|
|
|
|
if (!memcmp(netbuffer->u.md5sum, finalmd5, 16))
|
|
{
|
|
CONS_Printf(M_GetText("%s passed authentication.\n"), player_names[netconsole]);
|
|
COM_BufInsertText(va("promote %d\n", netconsole)); // do this immediately
|
|
}
|
|
else
|
|
CONS_Printf(M_GetText("Password from %s failed.\n"), player_names[netconsole]);
|
|
#endif
|
|
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 (gametyperules & GTR_TEAMFLAGS)
|
|
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;
|
|
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)
|
|
{
|
|
UINT8 i;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i])
|
|
playerpingtable[i] = (tic_t)netbuffer->u.pingtable[i];
|
|
|
|
servermaxping = (tic_t)netbuffer->u.pingtable[MAXPLAYERS];
|
|
}
|
|
|
|
break;
|
|
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
|
|
for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next)
|
|
{
|
|
if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed)
|
|
continue;
|
|
|
|
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,
|
|
// 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_BufTicker();
|
|
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 && !resynch_local_inprogress)
|
|
{
|
|
if (advancedemo)
|
|
{
|
|
if (timedemo_quit)
|
|
COM_ImmedExecute("quit");
|
|
else
|
|
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();
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
Ping Update except better:
|
|
We call this once per second and check for people's pings. If their ping happens to be too high, we increment some timer and kick them out.
|
|
If they're not lagging, decrement the timer by 1. Of course, reset all of this if they leave.
|
|
*/
|
|
|
|
static INT32 pingtimeout[MAXPLAYERS];
|
|
|
|
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++;
|
|
}
|
|
else
|
|
pingtimeout[i] = 0;
|
|
}
|
|
|
|
//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])
|
|
{
|
|
pingtimeout[i]++;
|
|
if (pingtimeout[i] > cv_pingtimeout.value)
|
|
// ok your net has been bad for too long, you deserve to die.
|
|
{
|
|
char buf[2];
|
|
|
|
pingtimeout[i] = 0;
|
|
|
|
buf[0] = (char)i;
|
|
buf[1] = KICK_MSG_PING_HIGH;
|
|
SendNetXCmd(XD_KICK, &buf, 2);
|
|
}
|
|
}
|
|
/*
|
|
you aren't lagging,
|
|
but you aren't free yet.
|
|
In case you'll keep spiking,
|
|
we just make the timer go back down. (Very unstable net must still get kicked).
|
|
*/
|
|
else
|
|
pingtimeout[i] = (pingtimeout[i] == 0 ? 0 : pingtimeout[i]-1);
|
|
}
|
|
}
|
|
}
|
|
|
|
//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 the server's maxping as last element of our ping table. This is useful to let us know when we're about to get kicked.
|
|
netbuffer->u.pingtable[MAXPLAYERS] = cv_maxping.value;
|
|
|
|
//send out our ping packets
|
|
for (i = 0; i < MAXNETNODES; i++)
|
|
if (nodeingame[i])
|
|
HSendPacket(i, true, 0, sizeof(INT32) * (MAXPLAYERS+1));
|
|
|
|
pingmeasurecount = 1; //Reset count
|
|
}
|
|
|
|
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;
|
|
|
|
if (server)
|
|
{
|
|
if (netgame && !(gametime % 35)) // update once per second.
|
|
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++;
|
|
}
|
|
|
|
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])
|
|
{
|
|
if (!nodeingame[i] || nettics[i] == gametic)
|
|
{
|
|
SV_SendResynch(i);
|
|
counts = -666;
|
|
}
|
|
else
|
|
counts = 0; // Let the client catch up with the server
|
|
}
|
|
|
|
// 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 <graue@oceanbase.org>
|
|
*/
|
|
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];
|
|
}
|
|
|
|
void D_MD5PasswordPass(const UINT8 *buffer, size_t len, const char *salt, void *dest)
|
|
{
|
|
#ifdef NOMD5
|
|
(void)buffer;
|
|
(void)len;
|
|
(void)salt;
|
|
memset(dest, 0, 16);
|
|
#else
|
|
char tmpbuf[256];
|
|
const size_t sl = strlen(salt);
|
|
|
|
if (len > 256-sl)
|
|
len = 256-sl;
|
|
|
|
memcpy(tmpbuf, buffer, len);
|
|
memmove(&tmpbuf[len], salt, sl);
|
|
//strcpy(&tmpbuf[len], salt);
|
|
len += strlen(salt);
|
|
if (len < 256)
|
|
memset(&tmpbuf[len],0,256-len);
|
|
|
|
// Yes, we intentionally md5 the ENTIRE buffer regardless of size...
|
|
md5_buffer(tmpbuf, 256, dest);
|
|
#endif
|
|
}
|