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- Added edward850's patch to cope with stalled network games.
SVN r4285 (trunk)
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4 changed files with 76 additions and 0 deletions
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@ -108,6 +108,8 @@ int resendcount[MAXNETNODES];
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unsigned int lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
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unsigned int currrecvtime[MAXPLAYERS];
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unsigned int lastglobalrecvtime; // Identify the last time a packet was recieved.
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bool hadlate;
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int nodeforplayer[MAXPLAYERS];
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int playerfornode[MAXNETNODES];
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@ -311,6 +313,8 @@ void Net_ClearBuffers ()
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oldentertics = entertic;
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gametic = 0;
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maketic = 0;
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lastglobalrecvtime = 0;
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}
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//
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@ -701,6 +705,8 @@ void GetPackets (void)
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continue; // extra setup packet
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}
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lastglobalrecvtime = I_GetTime (false); //Update the last time a packet was recieved
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netnode = doomcom.remotenode;
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netconsole = playerfornode[netnode] & ~PL_DRONE;
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@ -1820,6 +1826,33 @@ void TryRunTics (void)
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if (lowtic < gametic)
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I_Error ("TryRunTics: lowtic < gametic");
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// [Ed850] Check to see the last time a packet was recieved.
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// If it's longer then 3 seconds, a node has likely stalled. Check which one and re-request its last packet.
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if(I_GetTime(false) - lastglobalrecvtime >= TICRATE*3)
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{
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int latenode = 0; // Node 0 is the local player, and should always be the highest
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lastglobalrecvtime = I_GetTime(false); //Bump the count
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if(NetMode == NET_PeerToPeer || consoleplayer == Net_Arbitrator)
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{
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for (i = 0; i < doomcom.numnodes; i++)
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if (nodeingame[i] && nettics[i] < nettics[latenode])
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latenode = i;
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}
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else if (nodeingame[nodeforplayer[Net_Arbitrator]] &&
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nettics[nodeforplayer[Net_Arbitrator]] < nettics[0])
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{ // Likely a packet server game. Only check the packet host.
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latenode = Net_Arbitrator;
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}
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if (debugfile)
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fprintf (debugfile, "lost tics from %i (%i to %i)\n",
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latenode, nettics[latenode], gametic);
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if(latenode != 0) // Send resend request to late node (if not yourself... somehow). Also mark the node as waiting to display it in the hud.
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remoteresend[latenode] = players[playerfornode[latenode]].waiting = hadlate = true;
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}
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// don't stay in here forever -- give the menu a chance to work
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if (I_GetTime (false) - entertic >= TICRATE/3)
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{
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@ -1829,6 +1862,13 @@ void TryRunTics (void)
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}
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}
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if (hadlate)
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{
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hadlate = false;
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for (i = 0; i < MAXPLAYERS; i++)
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players[i].waiting = false;
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}
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// run the count tics
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if (counts > 0)
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{
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@ -404,6 +404,7 @@ public:
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int timefreezer; // Player has an active time freezer
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short refire; // refired shots are less accurate
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short inconsistant;
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bool waiting;
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int killcount, itemcount, secretcount; // for intermission
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int damagecount, bonuscount;// for screen flashing
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int hazardcount; // for delayed Strife damage
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@ -424,6 +424,7 @@ private:
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bool RepositionCoords (int &x, int &y, int xo, int yo, const int w, const int h) const;
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void DrawMessages (int layer, int bottom);
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void DrawConsistancy () const;
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void DrawWaiting () const;
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TObjPtr<DHUDMessage> Messages[NUM_HUDMSGLAYERS];
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bool ShowLog;
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@ -1511,6 +1511,7 @@ void DBaseStatusBar::DrawTopStuff (EHudState state)
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}
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DrawMessages (HUDMSGLayer_OverHUD, (state == HUD_StatusBar) ? ::ST_Y : SCREENHEIGHT);
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DrawConsistancy ();
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DrawWaiting ();
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if (ShowLog && MustDrawLog(state)) DrawLog ();
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if (noisedebug)
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@ -1612,6 +1613,39 @@ void DBaseStatusBar::DrawConsistancy () const
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}
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}
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void DBaseStatusBar::DrawWaiting () const
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{
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int i;
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char conbuff[64], *buff_p;
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if (!netgame)
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return;
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buff_p = NULL;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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if (playeringame[i] && players[i].waiting)
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{
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if (buff_p == NULL)
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{
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strcpy (conbuff, "Waiting for:");
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buff_p = conbuff + 12;
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}
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*buff_p++ = ' ';
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*buff_p++ = '1' + i;
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*buff_p = 0;
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}
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}
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if (buff_p != NULL)
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{
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screen->DrawText (SmallFont, CR_ORANGE,
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(screen->GetWidth() - SmallFont->StringWidth (conbuff)*CleanXfac) / 2,
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SmallFont->GetHeight()*CleanYfac, conbuff, DTA_CleanNoMove, true, TAG_DONE);
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BorderTopRefresh = screen->GetPageCount ();
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}
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}
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void DBaseStatusBar::FlashItem (const PClass *itemtype)
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{
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}
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