- Guests can now watch as other guests connect during i_net handshaking.

- Fixed: The host would let more than the desired number of players connect.
- Decreased the frequency of packets in ST_NetLoop() to two per second.
- Fixed: During the i_net handshaking, guests never verified that the messages
  they received were from the host.
- Removed the -net command line option. I'm not sure it even worked anymore.


SVN r421 (trunk)
This commit is contained in:
Randy Heit 2006-12-23 03:40:12 +00:00
parent e1bd63e876
commit 1360a1d89e
5 changed files with 148 additions and 105 deletions

View file

@ -1,3 +1,11 @@
December 22, 2006
- Guests can now watch as other guests connect during i_net handshaking.
- Fixed: The host would let more than the desired number of players connect.
- Decreased the frequency of packets in ST_NetLoop() to two per second.
- Fixed: During the i_net handshaking, guests never verified that the messages
they received were from the host.
- Removed the -net command line option. I'm not sure it even worked anymore.
December 20, 2006
- Turned on warning level 4 just to see what it would produce: a lot of
warnings. At first, I was going to try and clean them all up. Then I decided

View file

@ -102,12 +102,13 @@ char *neterror (void);
enum
{
PRE_CONNECT,
PRE_DISCONNECT,
PRE_ALLHERE,
PRE_CONACK,
PRE_ALLHEREACK,
PRE_GO
PRE_CONNECT, // Sent from guest to host for initial connection
PRE_DISCONNECT, // Sent from guest that aborts the game
PRE_ALLHERE, // Sent from host to guest when everybody has connected
PRE_CONACK, // Sent from host to guest to acknowledge PRE_CONNECT receipt
PRE_ALLFULL, // Sent from host to an unwanted guest
PRE_ALLHEREACK, // Sent from guest to host to acknowledge PRE_ALLHEREACK receipt
PRE_GO // Sent from host to guest to continue game startup
};
// Set PreGamePacket.fake to this so that the game rejects any pregame packets
@ -116,13 +117,13 @@ enum
struct PreGamePacket
{
BYTE fake;
BYTE message;
BYTE numnodes;
BYTE Fake;
BYTE Message;
BYTE NumNodes;
union
{
BYTE consolenum;
BYTE numack;
BYTE ConsoleNum;
BYTE NumPresent;
};
struct
{
@ -166,7 +167,7 @@ void BindToLocalPort (SOCKET s, u_short port)
I_FatalError ("BindToPort: %s", neterror ());
}
int FindNode (sockaddr_in *address)
int FindNode (const sockaddr_in *address)
{
int i;
@ -264,9 +265,9 @@ sockaddr_in *PreGet (void *buffer, int bufferlen, bool noabort)
return &fromaddress;
}
void PreSend (const void *buffer, int bufferlen, sockaddr_in *to)
void PreSend (const void *buffer, int bufferlen, const sockaddr_in *to)
{
sendto (mysocket, (const char *)buffer, bufferlen, 0, (sockaddr *)to, sizeof(*to));
sendto (mysocket, (const char *)buffer, bufferlen, 0, (const sockaddr *)to, sizeof(*to));
}
void BuildAddress (sockaddr_in *address, char *name)
@ -359,45 +360,50 @@ void StartNetwork (bool autoPort)
ioctlsocket (mysocket, FIONBIO, &trueval);
}
void WaitForPlayers (int i)
{
if (i == Args.NumArgs() - 1)
I_FatalError ("Not enough parameters after -net");
StartNetwork (false);
// parse player number and host list
doomcom.consoleplayer = (short)(Args.GetArg (i+1)[0]-'1');
Printf ("Console player number: %d\n", doomcom.consoleplayer);
doomcom.numnodes = 1; // this node for sure
i++;
while (++i < Args.NumArgs() && Args.GetArg (i)[0] != '-' && Args.GetArg (i)[0] != '+')
{
BuildAddress (&sendaddress[doomcom.numnodes], Args.GetArg (i));
doomcom.numnodes++;
}
Printf ("Total players: %d\n", doomcom.numnodes);
doomcom.id = DOOMCOM_ID;
doomcom.numplayers = doomcom.numnodes;
}
void SendAbort (void)
{
BYTE dis[2] = { PRE_FAKE, PRE_DISCONNECT };
int i, j;
while (--doomcom.numnodes > 0)
if (doomcom.numnodes > 1)
{
PreSend (dis, 2, &sendaddress[doomcom.numnodes]);
PreSend (dis, 2, &sendaddress[doomcom.numnodes]);
PreSend (dis, 2, &sendaddress[doomcom.numnodes]);
PreSend (dis, 2, &sendaddress[doomcom.numnodes]);
if (consoleplayer == 0)
{
// The host needs to let everyone know
for (i = 1; i < doomcom.numnodes; ++i)
{
for (j = 4; j > 0; --j)
{
PreSend (dis, 2, &sendaddress[i]);
}
}
}
else
{
// Guests only need to let the host know.
for (i = 4; i > 0; --i)
{
PreSend (dis, 2, &sendaddress[1]);
}
}
}
}
static void SendConAck (int num_connected, int num_needed)
{
PreGamePacket packet;
packet.Fake = PRE_FAKE;
packet.Message = PRE_CONACK;
packet.NumNodes = num_needed;
packet.NumPresent = num_connected;
for (int node = 1; node < doomcom.numnodes; ++node)
{
PreSend (&packet, 4, &sendaddress[node]);
}
ST_NetProgress (doomcom.numnodes);
}
bool Host_CheckForConnects (void *userdata)
{
PreGamePacket packet;
@ -407,25 +413,40 @@ bool Host_CheckForConnects (void *userdata)
while ( (from = PreGet (&packet, sizeof(packet), false)) )
{
if (packet.fake != PRE_FAKE)
if (packet.Fake != PRE_FAKE)
{
continue;
}
switch (packet.message)
switch (packet.Message)
{
case PRE_CONNECT:
node = FindNode (from);
if (node == -1)
if (doomcom.numnodes == numplayers)
{
node = doomcom.numnodes++;
sendaddress[node] = *from;
if (node == -1)
{
Printf ("Got extra connect from %d.%d.%d.%d:%d\n",
from->sin_addr.S_un.S_un_b.s_b1,
from->sin_addr.S_un.S_un_b.s_b2,
from->sin_addr.S_un.S_un_b.s_b3,
from->sin_addr.S_un.S_un_b.s_b4,
from->sin_port);
packet.Message = PRE_ALLFULL;
PreSend (&packet, 2, from);
}
}
else
{
if (node == -1)
{
node = doomcom.numnodes++;
sendaddress[node] = *from;
}
Printf ("Got connect from node %d\n", node);
// Let the new guest (and everyone else) know we got their message.
SendConAck (doomcom.numnodes, numplayers);
}
Printf ("Got connect from node %d\n", node);
packet.message = PRE_CONACK;
packet.numnodes = numplayers;
packet.consolenum = node;
PreSend (&packet, 4, from);
ST_NetProgress (doomcom.numnodes);
break;
case PRE_DISCONNECT:
@ -439,7 +460,9 @@ bool Host_CheckForConnects (void *userdata)
sendaddress[node] = sendaddress[node+1];
node++;
}
ST_NetProgress (doomcom.numnodes);
// Let remaining guests know that somebody left.
SendConAck (doomcom.numnodes, numplayers);
}
break;
}
@ -454,7 +477,7 @@ bool Host_CheckForConnects (void *userdata)
// Oh well. Better than nothing.
while ( (from = PreGet (&packet, sizeof(packet), false)) )
{
if (packet.fake == PRE_FAKE && packet.message == PRE_DISCONNECT)
if (packet.Fake == PRE_FAKE && packet.Message == PRE_DISCONNECT)
{
node = FindNode (from);
if (node >= 0)
@ -465,6 +488,8 @@ bool Host_CheckForConnects (void *userdata)
sendaddress[node] = sendaddress[node+1];
node++;
}
// Let remaining guests know that somebody left.
SendConAck (doomcom.numnodes, numplayers);
}
break;
}
@ -479,19 +504,15 @@ bool Host_SendAllHere (void *userdata)
int node;
sockaddr_in *from;
for (node = 1, packet.numack = 1; node < doomcom.numnodes; ++node)
{
packet.numack += gotack[node];
}
// Send out address information to all guests. Guests that have already
// acknowledged receipt effectively get just a heartbeat packet.
packet.fake = PRE_FAKE;
packet.message = PRE_ALLHERE;
packet.Fake = PRE_FAKE;
packet.Message = PRE_ALLHERE;
for (node = 1; node < doomcom.numnodes; node++)
{
int machine, spot = 0;
packet.ConsoleNum = node;
if (!gotack[node])
{
for (spot = 0, machine = 1; machine < doomcom.numnodes; machine++)
@ -507,11 +528,11 @@ bool Host_SendAllHere (void *userdata)
// and storing in the packet the next address.
}
}
packet.numnodes = doomcom.numnodes - 2;
packet.NumNodes = doomcom.numnodes - 2;
}
else
{
packet.numnodes = 0;
packet.NumNodes = 0;
}
PreSend (&packet, 4 + spot*8, &sendaddress[node]);
}
@ -519,7 +540,7 @@ bool Host_SendAllHere (void *userdata)
// Check for replies.
while ( (from = PreGet (&packet, sizeof(packet), false)) )
{
if (packet.fake == PRE_FAKE && packet.message == PRE_ALLHEREACK)
if (packet.Fake == PRE_FAKE && packet.Message == PRE_ALLHEREACK)
{
node = FindNode (from);
if (node >= 0)
@ -594,8 +615,8 @@ void HostGame (int i)
// Now go
Printf ("Go\n");
packet.fake = PRE_FAKE;
packet.message = PRE_GO;
packet.Fake = PRE_FAKE;
packet.Message = PRE_GO;
for (node = 1; node < doomcom.numnodes; node++)
{
// If we send the packets eight times to each guest,
@ -628,20 +649,32 @@ bool Guest_ContactHost (void *userdata)
PreGamePacket packet;
// Let the host know we are here.
packet.fake = PRE_FAKE;
packet.message = PRE_CONNECT;
packet.Fake = PRE_FAKE;
packet.Message = PRE_CONNECT;
PreSend (&packet, 2, &sendaddress[1]);
// Listen for a reply.
while ( (from = PreGet (&packet, sizeof(packet), true)) )
{
if (packet.fake == PRE_FAKE && packet.message == PRE_CONACK)
if (packet.Fake == PRE_FAKE && FindNode(from) == 1)
{
doomcom.consoleplayer = packet.consolenum;
sendplayer[0] = packet.consolenum;
Printf ("Console player number: %d\n", doomcom.consoleplayer);
*(int *)userdata = packet.numnodes; // Really # of players in the game.
return true;
if (packet.Message == PRE_CONACK)
{
Printf ("Total players: %d\n", packet.NumNodes);
ST_NetInit ("Waiting for other players", packet.NumNodes);
ST_NetProgress (packet.NumPresent);
return true;
}
else if (packet.Message == PRE_DISCONNECT)
{
doomcom.numnodes = 0;
I_FatalError ("The host cancelled the game.");
}
else if (packet.Message = PRE_ALLFULL)
{
doomcom.numnodes = 0;
I_FatalError ("The game is full.");
}
}
}
@ -658,20 +691,27 @@ bool Guest_WaitForOthers (void *userdata)
while ( (from = PreGet (&packet, sizeof(packet), false)) )
{
if (packet.fake != PRE_FAKE)
if (packet.Fake != PRE_FAKE || FindNode(from) != 1)
{
continue;
}
switch (packet.message)
switch (packet.Message)
{
case PRE_CONACK:
ST_NetProgress (packet.NumPresent);
break;
case PRE_ALLHERE:
if (doomcom.numnodes == 0)
if (doomcom.numnodes == 2)
{
int node;
packet.numnodes = packet.numnodes;
doomcom.numnodes = packet.numnodes + 2;
for (node = 0; node < packet.numnodes; node++)
packet.NumNodes = packet.NumNodes;
doomcom.numnodes = packet.NumNodes + 2;
sendplayer[0] = packet.ConsoleNum; // My player number
doomcom.consoleplayer = packet.ConsoleNum;
Printf ("Console player number: %d\n", doomcom.consoleplayer);
for (node = 0; node < packet.NumNodes; node++)
{
sendaddress[node+2].sin_addr.s_addr = packet.machines[node].address;
sendaddress[node+2].sin_port = packet.machines[node].port;
@ -683,11 +723,10 @@ bool Guest_WaitForOthers (void *userdata)
sendaddress[node+2].sin_family = AF_INET;
}
}
ST_NetProgress (packet.numack);
Printf ("Received All Here, sending ACK\n");
packet.fake = PRE_FAKE;
packet.message = PRE_ALLHEREACK;
packet.Fake = PRE_FAKE;
packet.Message = PRE_ALLHEREACK;
PreSend (&packet, 2, &sendaddress[1]);
break;
@ -696,7 +735,7 @@ bool Guest_WaitForOthers (void *userdata)
return true;
case PRE_DISCONNECT:
I_FatalError ("Host cancelled the game");
I_FatalError ("The host cancelled the game.");
break;
}
}
@ -706,8 +745,6 @@ bool Guest_WaitForOthers (void *userdata)
void JoinGame (int i)
{
int numplayers = 0;
if ((i == Args.NumArgs() - 1) ||
(Args.GetArg(i+1)[0] == '-') ||
(Args.GetArg(i+1)[0] == '+'))
@ -718,24 +755,19 @@ void JoinGame (int i)
// Host is always node 1
BuildAddress (&sendaddress[1], Args.GetArg(i+1));
sendplayer[1] = 0;
doomcom.numnodes = 2;
atterm (SendAbort);
// Let host know we are here
ST_NetInit ("Contacting host", 0);
if (!ST_NetLoop (Guest_ContactHost, &numplayers))
if (!ST_NetLoop (Guest_ContactHost, NULL))
{
exit (0);
}
// Wait for everyone else to connect
Printf ("Total players: %d\n", numplayers);
ST_NetInit ("Waiting for players", numplayers);
// We know about ourself and the host; that's two players.
ST_NetProgress (2);
if (!ST_NetLoop (Guest_WaitForOthers, 0))
{
exit (0);
@ -783,16 +815,16 @@ void I_InitNetwork (void)
}
// parse network game options,
// -net <consoleplayer> <host> <host> ...
// -or-
// player 1: -host <numplayers>
// player x: -join <player 1's address>
if ( (i = Args.CheckParm ("-net")) )
WaitForPlayers (i);
else if ( (i = Args.CheckParm ("-host")) )
if ( (i = Args.CheckParm ("-host")) )
{
HostGame (i);
}
else if ( (i = Args.CheckParm ("-join")) )
{
JoinGame (i);
}
else
{
// single player game

View file

@ -137,7 +137,7 @@ bool ST_NetLoop(bool (*timer_callback)(void *), void *userdata)
{
// Don't flood the network with packets on startup.
tv.tv_sec = 0;
tv.tv_usec = 250000;
tv.tv_usec = 500000;
retval = select (1, &rfds, NULL, NULL, &tv);

View file

@ -604,6 +604,9 @@ void RestoreConView()
void ShowErrorPane(const char *text)
{
// Ensure that the network pane is hidden.
ST_NetDone();
ErrorPane = CreateDialogParam (g_hInst, MAKEINTRESOURCE(IDD_ERRORPANE), Window, ErrorPaneProc, (LPARAM)text);
if (ErrorPane == NULL)

View file

@ -199,7 +199,7 @@ void ST_NetProgress(int count)
//
// ST_NetLoop
//
// The timer_callback function is called approximately four times per second
// The timer_callback function is called approximately two times per second
// and passed the userdata value. It should return true to stop the loop and
// return control to the caller or false to continue the loop.
//
@ -214,7 +214,7 @@ bool ST_NetLoop(bool (*timer_callback)(void *), void *userdata)
BOOL bRet;
MSG msg;
if (SetTimer (Window, 1337, 250, NULL) == 0)
if (SetTimer (Window, 1337, 500, NULL) == 0)
{
I_FatalError ("Could not set network synchronization timer.");
}