raze/source/blood/src/network.cpp
Christoph Oelckers abf715eace - unified the packet structures of all games.
Currently the bit fields are still separate and they have to be merged, but for now the added memory does not matter.
Having this structure in the common parts will allow work on consolidating the input code, though.
2020-08-26 17:12:48 +02:00

145 lines
3.7 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2010-2019 EDuke32 developers and contributors
Copyright (C) 2019 Nuke.YKT
This file is part of NBlood.
NBlood is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
#include "ns.h" // Must come before everything else!
#include "build.h"
#include "mmulti.h"
#include "pragmas.h"
#include "compat.h"
#include "controls.h"
#include "globals.h"
#include "network.h"
#include "player.h"
#include "seq.h"
#include "sound.h"
#include "view.h"
#include "menu.h"
#include "gamestate.h"
BEGIN_BLD_NS
MapRecord *gStartNewGame = 0;
PACKETMODE gPacketMode = PACKETMODE_1;
int gNetFifoTail = 0;
int gNetFifoHead[8];
int gPredictTail = 0;
int gNetFifoMasterTail = 0;
InputPacket gFifoInput[256][8];
int myMinLag[8];
int otherMinLag = 0;
int myMaxLag = 0;
int gSendCheckTail = 0;
int gCheckTail = 0;
int gInitialNetPlayers = 0;
int gBufferJitter = 1;
int gPlayerReady[8];
bool bNoResend = true;
bool gRobust = false;
bool bOutOfSync = false;
bool ready2send = false;
NETWORKMODE gNetMode = NETWORK_NONE;
char gNetAddress[32];
// PORT-TODO: Use different port?
int gNetPort = kNetDefaultPort;
const short word_1328AC = 0x214;
void netResetToSinglePlayer(void)
{
myconnectindex = connecthead = 0;
gInitialNetPlayers = gNetPlayers = numplayers = 1;
connectpoint2[0] = -1;
gGameOptions.nGameType = 0;
gNetMode = NETWORK_NONE;
UpdateNetworkMenus();
}
void netReset(void)
{
gFrameClock = gameclock = 0;
lastTic = -1;
gNetFifoMasterTail = 0;
gPredictTail = 0;
gNetFifoTail = 0;
memset(gNetFifoHead, 0, sizeof(gNetFifoHead));
memset(myMinLag, 0, sizeof(myMinLag));
otherMinLag = 0;
myMaxLag = 0;
gSendCheckTail = 0;
gCheckTail = 0;
bOutOfSync = 0;
gBufferJitter = 1;
}
void netBroadcastPlayerInfo(int nPlayer)
{
PROFILE *pProfile = &gProfile[nPlayer];
strcpy(pProfile->name, playername);
pProfile->skill = gSkill;
pProfile->nAutoAim = cl_autoaim;
pProfile->nWeaponSwitch = cl_weaponswitch;
if (numplayers < 2)
return;
}
void netGetInput(void)
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
if (gNetFifoHead[myconnectindex]-200 > gNetFifoHead[p])
return;
InputPacket &input = gFifoInput[gNetFifoHead[myconnectindex]&255][myconnectindex];
input = gNetInput;
gNetFifoHead[myconnectindex]++;
if (gGameOptions.nGameType == 0 || numplayers == 1)
{
for (int p = connecthead; p >= 0; p = connectpoint2[p])
{
if (p != myconnectindex)
{
InputPacket *pInput1 = &gFifoInput[(gNetFifoHead[p]-1)&255][p];
InputPacket *pInput2 = &gFifoInput[gNetFifoHead[p]&255][p];
memcpy(pInput2, pInput1, sizeof(InputPacket));
gNetFifoHead[p]++;
}
}
return;
}
}
void netInitialize(bool bConsole)
{
memset(gPlayerReady, 0, sizeof(gPlayerReady));
netReset();
netResetToSinglePlayer();
}
void netDeinitialize(void)
{
}
void netPlayerQuit(int nPlayer)
{
}
END_BLD_NS