mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-12-20 17:31:10 +00:00
6af441c4d7
Adapting during a dup frame caused jittery network performance (especially when using high dup values). The demoplayback check also didn't need to be there anyway.
2850 lines
65 KiB
C++
2850 lines
65 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// DOOM Network game communication and protocol,
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// all OS independent parts.
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//
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//-----------------------------------------------------------------------------
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#include <stddef.h>
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#include "version.h"
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#include "menu/menu.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "i_net.h"
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#include "g_game.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "c_console.h"
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#include "d_netinf.h"
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#include "d_net.h"
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#include "cmdlib.h"
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#include "s_sound.h"
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#include "m_cheat.h"
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#include "p_effect.h"
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#include "p_local.h"
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#include "c_dispatch.h"
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#include "sbar.h"
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#include "gi.h"
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#include "m_misc.h"
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#include "gameconfigfile.h"
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#include "d_gui.h"
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#include "templates.h"
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#include "p_acs.h"
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#include "p_trace.h"
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#include "a_sharedglobal.h"
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#include "st_start.h"
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#include "teaminfo.h"
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#include "p_conversation.h"
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#include "g_level.h"
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#include "d_event.h"
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#include "m_argv.h"
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#include "p_lnspec.h"
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#include "v_video.h"
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#include "p_spec.h"
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#include "hardware.h"
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#include "intermission/intermission.h"
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EXTERN_CVAR (Int, disableautosave)
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EXTERN_CVAR (Int, autosavecount)
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//#define SIMULATEERRORS (RAND_MAX/3)
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#define SIMULATEERRORS 0
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extern BYTE *demo_p; // [RH] Special "ticcmds" get recorded in demos
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extern char savedescription[SAVESTRINGSIZE];
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extern FString savegamefile;
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extern short consistancy[MAXPLAYERS][BACKUPTICS];
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doomcom_t doomcom;
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#define netbuffer (doomcom.data)
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enum { NET_PeerToPeer, NET_PacketServer };
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BYTE NetMode = NET_PeerToPeer;
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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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// maketic is the tick that hasn't had control made for it yet
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// nettics[] has the maketics for all players
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//
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// a gametic cannot be run until nettics[] > gametic for all players
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//
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#define RESENDCOUNT 10
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#define PL_DRONE 0x80 // bit flag in doomdata->player
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ticcmd_t localcmds[LOCALCMDTICS];
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FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS];
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ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
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int nettics[MAXNETNODES];
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bool nodeingame[MAXNETNODES]; // set false as nodes leave game
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bool nodejustleft[MAXNETNODES]; // set when a node just left
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bool remoteresend[MAXNETNODES]; // set when local needs tics
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int resendto[MAXNETNODES]; // set when remote needs tics
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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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int maketic;
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int skiptics;
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int ticdup;
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void D_ProcessEvents (void);
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void G_BuildTiccmd (ticcmd_t *cmd);
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void D_DoAdvanceDemo (void);
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static void SendSetup (DWORD playersdetected[MAXNETNODES], BYTE gotsetup[MAXNETNODES], int len);
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static void RunScript(BYTE **stream, APlayerPawn *pawn, int snum, int argn, int always);
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int reboundpacket;
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BYTE reboundstore[MAX_MSGLEN];
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int frameon;
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int frameskip[4];
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int oldnettics;
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int mastertics;
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static int entertic;
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static int oldentertics;
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extern bool advancedemo;
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CUSTOM_CVAR (Bool, cl_capfps, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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{
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// Do not use the separate FPS limit timer if we are limiting FPS with this.
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if (self)
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{
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I_SetFPSLimit(0);
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}
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else
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{
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I_SetFPSLimit(-1);
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}
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}
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// [RH] Special "ticcmds" get stored in here
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static struct TicSpecial
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{
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BYTE *streams[BACKUPTICS];
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size_t used[BACKUPTICS];
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BYTE *streamptr;
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size_t streamoffs;
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int specialsize;
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int lastmaketic;
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bool okay;
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TicSpecial ()
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{
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int i;
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lastmaketic = -1;
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specialsize = 256;
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for (i = 0; i < BACKUPTICS; i++)
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streams[i] = NULL;
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for (i = 0; i < BACKUPTICS; i++)
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{
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streams[i] = (BYTE *)M_Malloc (256);
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used[i] = 0;
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}
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okay = true;
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}
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~TicSpecial ()
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{
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int i;
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for (i = 0; i < BACKUPTICS; i++)
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{
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if (streams[i])
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{
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M_Free (streams[i]);
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streams[i] = NULL;
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used[i] = 0;
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}
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}
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okay = false;
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}
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// Make more room for special commands.
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void GetMoreSpace ()
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{
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int i;
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specialsize <<= 1;
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DPrintf ("Expanding special size to %d\n", specialsize);
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for (i = 0; i < BACKUPTICS; i++)
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streams[i] = (BYTE *)M_Realloc (streams[i], specialsize);
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streamptr = streams[(maketic/ticdup)%BACKUPTICS] + streamoffs;
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}
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void CheckSpace (size_t needed)
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{
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if (streamoffs >= specialsize - needed)
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GetMoreSpace ();
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streamoffs += needed;
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}
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void NewMakeTic ()
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{
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int mt = maketic / ticdup;
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if (lastmaketic != -1)
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{
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if (lastmaketic == mt)
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return;
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used[lastmaketic%BACKUPTICS] = streamoffs;
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}
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lastmaketic = mt;
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streamptr = streams[mt%BACKUPTICS];
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streamoffs = 0;
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}
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TicSpecial &operator << (BYTE it)
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{
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if (streamptr)
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{
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CheckSpace (1);
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WriteByte (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (short it)
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{
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if (streamptr)
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{
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CheckSpace (2);
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WriteWord (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (int it)
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{
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if (streamptr)
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{
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CheckSpace (4);
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WriteLong (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (float it)
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{
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if (streamptr)
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{
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CheckSpace (4);
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WriteFloat (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (const char *it)
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{
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if (streamptr)
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{
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CheckSpace (strlen (it) + 1);
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WriteString (it, &streamptr);
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}
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return *this;
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}
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} specials;
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void Net_ClearBuffers ()
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{
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int i, j;
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memset (localcmds, 0, sizeof(localcmds));
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memset (netcmds, 0, sizeof(netcmds));
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memset (nettics, 0, sizeof(nettics));
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memset (nodeingame, 0, sizeof(nodeingame));
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memset (remoteresend, 0, sizeof(remoteresend));
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memset (resendto, 0, sizeof(resendto));
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memset (resendcount, 0, sizeof(resendcount));
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memset (lastrecvtime, 0, sizeof(lastrecvtime));
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memset (currrecvtime, 0, sizeof(currrecvtime));
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memset (consistancy, 0, sizeof(consistancy));
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nodeingame[0] = true;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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for (j = 0; j < BACKUPTICS; j++)
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{
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NetSpecs[i][j].SetData (NULL, 0);
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}
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}
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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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// [RH] Rewritten to properly calculate the packet size
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// with our variable length commands.
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//
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int NetbufferSize ()
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{
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if (netbuffer[0] & (NCMD_EXIT | NCMD_SETUP))
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{
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return doomcom.datalength;
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}
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int k = 2, count, numtics;
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if (netbuffer[0] & NCMD_RETRANSMIT)
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k++;
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if (NetMode == NET_PacketServer && doomcom.remotenode == nodeforplayer[Net_Arbitrator])
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k++;
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numtics = netbuffer[0] & NCMD_XTICS;
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if (numtics == 3)
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{
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numtics += netbuffer[k++];
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}
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if (netbuffer[0] & NCMD_QUITTERS)
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{
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k += netbuffer[k] + 1;
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}
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if (netbuffer[0] & NCMD_MULTI)
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{
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count = netbuffer[k];
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k += count;
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}
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else
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{
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count = 1;
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}
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// Need at least 3 bytes per tic per player
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if (doomcom.datalength < k + 3 * count * numtics)
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{
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return k + 3 * count * numtics;
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}
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BYTE *skipper = &netbuffer[k];
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if ((netbuffer[0] & NCMD_EXIT) == 0)
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{
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while (count-- > 0)
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{
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SkipTicCmd (&skipper, numtics);
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}
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}
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return int(skipper - netbuffer);
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}
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//
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//
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//
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int ExpandTics (int low)
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{
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int delta;
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int mt = maketic / ticdup;
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delta = low - (mt&0xff);
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if (delta >= -64 && delta <= 64)
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return (mt&~0xff) + low;
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if (delta > 64)
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return (mt&~0xff) - 256 + low;
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if (delta < -64)
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return (mt&~0xff) + 256 + low;
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I_Error ("ExpandTics: strange value %i at maketic %i", low, maketic);
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return 0;
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}
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//
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// HSendPacket
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//
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void HSendPacket (int node, int len)
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{
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if (debugfile && node != 0)
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{
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int i, k, realretrans;
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if (netbuffer[0] & NCMD_SETUP)
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{
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fprintf (debugfile,"%i/%i send %i = SETUP [%3i]", gametic, maketic, node, len);
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for (i = 0; i < len; i++)
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fprintf (debugfile," %2x", ((BYTE *)netbuffer)[i]);
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}
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else if (netbuffer[0] & NCMD_EXIT)
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{
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fprintf (debugfile,"%i/%i send %i = EXIT [%3i]", gametic, maketic, node, len);
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for (i = 0; i < len; i++)
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fprintf (debugfile," %2x", ((BYTE *)netbuffer)[i]);
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}
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else
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{
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k = 2;
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if (NetMode == NET_PacketServer && consoleplayer == Net_Arbitrator &&
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node != 0)
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{
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k++;
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}
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if (netbuffer[0] & NCMD_RETRANSMIT)
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realretrans = ExpandTics (netbuffer[k++]);
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else
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realretrans = -1;
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int numtics = netbuffer[0] & 3;
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if (numtics == 3)
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numtics += netbuffer[k++];
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fprintf (debugfile,"%i/%i send %i = (%i + %i, R %i) [%3i]",
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gametic, maketic,
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node,
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ExpandTics(netbuffer[1]),
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numtics, realretrans, len);
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for (i = 0; i < len; i++)
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fprintf (debugfile, "%c%2x", i==k?'|':' ', ((BYTE *)netbuffer)[i]);
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}
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fprintf (debugfile, " [[ ");
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for (i = 0; i < doomcom.numnodes; ++i)
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{
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if (nodeingame[i])
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{
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fprintf (debugfile, "%d ", nettics[i]);
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}
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else
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{
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fprintf (debugfile, "--- ");
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}
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}
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fprintf (debugfile, "]]\n");
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}
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if (node == 0)
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{
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memcpy (reboundstore, netbuffer, len);
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reboundpacket = len;
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return;
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}
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if (demoplayback)
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return;
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if (!netgame)
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I_Error ("Tried to transmit to another node");
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#if SIMULATEERRORS
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if (rand() < SIMULATEERRORS)
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{
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if (debugfile)
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fprintf (debugfile, "Drop!\n");
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return;
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}
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#endif
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doomcom.command = CMD_SEND;
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doomcom.remotenode = node;
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doomcom.datalength = len;
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I_NetCmd ();
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}
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//
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// HGetPacket
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// Returns false if no packet is waiting
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//
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bool HGetPacket (void)
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{
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if (reboundpacket)
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{
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memcpy (netbuffer, reboundstore, reboundpacket);
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doomcom.remotenode = 0;
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reboundpacket = 0;
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return true;
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}
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|
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if (!netgame)
|
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return false;
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|
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if (demoplayback)
|
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return false;
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|
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doomcom.command = CMD_GET;
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I_NetCmd ();
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|
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if (doomcom.remotenode == -1)
|
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return false;
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|
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if (debugfile)
|
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{
|
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int i, k, realretrans;
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|
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if (netbuffer[0] & NCMD_SETUP)
|
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{
|
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fprintf (debugfile,"%i/%i get %i = SETUP [%3i]", gametic, maketic, doomcom.remotenode, doomcom.datalength);
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for (i = 0; i < doomcom.datalength; i++)
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fprintf (debugfile, " %2x", ((BYTE *)netbuffer)[i]);
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fprintf (debugfile, "\n");
|
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}
|
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else if (netbuffer[0] & NCMD_EXIT)
|
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{
|
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fprintf (debugfile,"%i/%i get %i = EXIT [%3i]", gametic, maketic, doomcom.remotenode, doomcom.datalength);
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for (i = 0; i < doomcom.datalength; i++)
|
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fprintf (debugfile, " %2x", ((BYTE *)netbuffer)[i]);
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fprintf (debugfile, "\n");
|
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}
|
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else {
|
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k = 2;
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|
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if (NetMode == NET_PacketServer &&
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doomcom.remotenode == nodeforplayer[Net_Arbitrator])
|
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{
|
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k++;
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}
|
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|
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if (netbuffer[0] & NCMD_RETRANSMIT)
|
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realretrans = ExpandTics (netbuffer[k++]);
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else
|
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realretrans = -1;
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|
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int numtics = netbuffer[0] & 3;
|
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if (numtics == 3)
|
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numtics += netbuffer[k++];
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|
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fprintf (debugfile,"%i/%i get %i = (%i + %i, R %i) [%3i]",
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gametic, maketic,
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doomcom.remotenode,
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ExpandTics(netbuffer[1]),
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numtics, realretrans, doomcom.datalength);
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|
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for (i = 0; i < doomcom.datalength; i++)
|
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fprintf (debugfile, "%c%2x", i==k?'|':' ', ((BYTE *)netbuffer)[i]);
|
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if (numtics)
|
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fprintf (debugfile, " <<%4x>>\n",
|
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consistancy[playerfornode[doomcom.remotenode]][nettics[doomcom.remotenode]%BACKUPTICS] & 0xFFFF);
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else
|
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fprintf (debugfile, "\n");
|
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}
|
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}
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|
|
|
if (doomcom.datalength != NetbufferSize ())
|
|
{
|
|
if (debugfile)
|
|
fprintf (debugfile,"---bad packet length %i (calculated %i)\n",
|
|
doomcom.datalength, NetbufferSize());
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void PlayerIsGone (int netnode, int netconsole)
|
|
{
|
|
int i;
|
|
|
|
for (i = netnode + 1; i < doomcom.numnodes; ++i)
|
|
{
|
|
if (nodeingame[i])
|
|
break;
|
|
}
|
|
if (i == doomcom.numnodes)
|
|
{
|
|
doomcom.numnodes = netnode;
|
|
}
|
|
|
|
nodeingame[netnode] = false;
|
|
playeringame[netconsole] = false;
|
|
nodejustleft[netnode] = false;
|
|
|
|
if (deathmatch)
|
|
{
|
|
Printf ("%s left the game with %d frags\n",
|
|
players[netconsole].userinfo.GetName(),
|
|
players[netconsole].fragcount);
|
|
}
|
|
else
|
|
{
|
|
Printf ("%s left the game\n", players[netconsole].userinfo.GetName());
|
|
}
|
|
|
|
// [RH] Revert each player to their own view if spying through the player who left
|
|
for (int ii = 0; ii < MAXPLAYERS; ++ii)
|
|
{
|
|
if (playeringame[ii] && players[ii].camera == players[netconsole].mo)
|
|
{
|
|
players[ii].camera = players[ii].mo;
|
|
if (ii == consoleplayer && StatusBar != NULL)
|
|
{
|
|
StatusBar->AttachToPlayer (&players[ii]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// [RH] Make the player disappear
|
|
FBehavior::StaticStopMyScripts (players[netconsole].mo);
|
|
if (players[netconsole].mo != NULL)
|
|
{
|
|
P_DisconnectEffect (players[netconsole].mo);
|
|
players[netconsole].mo->player = NULL;
|
|
players[netconsole].mo->Destroy ();
|
|
if (!(players[netconsole].mo->ObjectFlags & OF_EuthanizeMe))
|
|
{ // We just destroyed a morphed player, so now the original player
|
|
// has taken their place. Destroy that one too.
|
|
players[netconsole].mo->Destroy();
|
|
}
|
|
players[netconsole].mo = NULL;
|
|
players[netconsole].camera = NULL;
|
|
}
|
|
// [RH] Let the scripts know the player left
|
|
FBehavior::StaticStartTypedScripts (SCRIPT_Disconnect, NULL, true, netconsole);
|
|
if (netconsole == Net_Arbitrator)
|
|
{
|
|
bglobal.RemoveAllBots (true);
|
|
Printf ("Removed all bots\n");
|
|
|
|
// Pick a new network arbitrator
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && !players[i].isbot)
|
|
{
|
|
Net_Arbitrator = i;
|
|
players[i].settings_controller = true;
|
|
Printf ("%s is the new arbitrator\n", players[i].userinfo.GetName());
|
|
break;
|
|
}
|
|
}
|
|
if (debugfile && NetMode == NET_PacketServer)
|
|
{
|
|
if (Net_Arbitrator == consoleplayer)
|
|
{
|
|
fprintf (debugfile, "I am the new master!\n");
|
|
}
|
|
else
|
|
{
|
|
fprintf (debugfile, "Node %d is the new master!\n", nodeforplayer[Net_Arbitrator]);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (demorecording)
|
|
{
|
|
G_CheckDemoStatus ();
|
|
|
|
//WriteByte (DEM_DROPPLAYER, &demo_p);
|
|
//WriteByte ((BYTE)netconsole, &demo_p);
|
|
}
|
|
}
|
|
|
|
//
|
|
// GetPackets
|
|
//
|
|
|
|
void GetPackets (void)
|
|
{
|
|
int netconsole;
|
|
int netnode;
|
|
int realend;
|
|
int realstart;
|
|
int numtics;
|
|
int retransmitfrom;
|
|
int k;
|
|
BYTE playerbytes[MAXNETNODES];
|
|
int numplayers;
|
|
|
|
while ( HGetPacket() )
|
|
{
|
|
if (netbuffer[0] & NCMD_SETUP)
|
|
{
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
// This player apparantly doesn't realise the game has started
|
|
netbuffer[0] = NCMD_SETUP+3;
|
|
HSendPacket (doomcom.remotenode, 1);
|
|
}
|
|
continue; // extra setup packet
|
|
}
|
|
|
|
netnode = doomcom.remotenode;
|
|
netconsole = playerfornode[netnode] & ~PL_DRONE;
|
|
|
|
// [RH] Get "ping" times - totally useless, since it's bound to the frequency
|
|
// packets go out at.
|
|
lastrecvtime[netconsole] = currrecvtime[netconsole];
|
|
currrecvtime[netconsole] = I_MSTime ();
|
|
|
|
// check for exiting the game
|
|
if (netbuffer[0] & NCMD_EXIT)
|
|
{
|
|
if (!nodeingame[netnode])
|
|
continue;
|
|
|
|
if (NetMode != NET_PacketServer || netconsole == Net_Arbitrator)
|
|
{
|
|
PlayerIsGone (netnode, netconsole);
|
|
if (NetMode == NET_PacketServer)
|
|
{
|
|
BYTE *foo = &netbuffer[2];
|
|
for (int i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
int resend = ReadLong (&foo);
|
|
if (i != consoleplayer)
|
|
{
|
|
resendto[nodeforplayer[i]] = resend;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
nodeingame[netnode] = false;
|
|
playeringame[netconsole] = false;
|
|
nodejustleft[netnode] = true;
|
|
}
|
|
continue;
|
|
}
|
|
|
|
k = 2;
|
|
|
|
if (NetMode == NET_PacketServer &&
|
|
netconsole == Net_Arbitrator &&
|
|
netconsole != consoleplayer)
|
|
{
|
|
mastertics = ExpandTics (netbuffer[k++]);
|
|
}
|
|
|
|
if (netbuffer[0] & NCMD_RETRANSMIT)
|
|
{
|
|
retransmitfrom = netbuffer[k++];
|
|
}
|
|
else
|
|
{
|
|
retransmitfrom = 0;
|
|
}
|
|
|
|
numtics = (netbuffer[0] & NCMD_XTICS);
|
|
if (numtics == 3)
|
|
{
|
|
numtics += netbuffer[k++];
|
|
}
|
|
|
|
if (netbuffer[0] & NCMD_QUITTERS)
|
|
|
|
{
|
|
numplayers = netbuffer[k++];
|
|
for (int i = 0; i < numplayers; ++i)
|
|
{
|
|
PlayerIsGone (nodeforplayer[netbuffer[k]], netbuffer[k]);
|
|
k++;
|
|
}
|
|
}
|
|
|
|
playerbytes[0] = netconsole;
|
|
if (netbuffer[0] & NCMD_MULTI)
|
|
{
|
|
numplayers = netbuffer[k++];
|
|
memcpy (playerbytes+1, &netbuffer[k], numplayers - 1);
|
|
k += numplayers - 1;
|
|
}
|
|
else
|
|
{
|
|
numplayers = 1;
|
|
}
|
|
|
|
// to save bytes, only the low byte of tic numbers are sent
|
|
// Figure out what the rest of the bytes are
|
|
realstart = ExpandTics (netbuffer[1]);
|
|
realend = (realstart + numtics);
|
|
|
|
nodeforplayer[netconsole] = netnode;
|
|
|
|
// check for retransmit request
|
|
if (resendcount[netnode] <= 0 && (netbuffer[0] & NCMD_RETRANSMIT))
|
|
{
|
|
resendto[netnode] = ExpandTics (retransmitfrom);
|
|
if (debugfile)
|
|
fprintf (debugfile,"retransmit from %i\n", resendto[netnode]);
|
|
resendcount[netnode] = RESENDCOUNT;
|
|
}
|
|
else
|
|
{
|
|
resendcount[netnode]--;
|
|
}
|
|
|
|
// check for out of order / duplicated packet
|
|
if (realend == nettics[netnode])
|
|
continue;
|
|
|
|
if (realend < nettics[netnode])
|
|
{
|
|
if (debugfile)
|
|
fprintf (debugfile, "out of order packet (%i + %i)\n" ,
|
|
realstart, numtics);
|
|
continue;
|
|
}
|
|
|
|
// check for a missed packet
|
|
if (realstart > nettics[netnode])
|
|
{
|
|
// stop processing until the other system resends the missed tics
|
|
if (debugfile)
|
|
fprintf (debugfile, "missed tics from %i (%i to %i)\n",
|
|
netnode, nettics[netnode], realstart);
|
|
remoteresend[netnode] = true;
|
|
continue;
|
|
}
|
|
|
|
// update command store from the packet
|
|
{
|
|
BYTE *start;
|
|
int i, tics;
|
|
remoteresend[netnode] = false;
|
|
|
|
start = &netbuffer[k];
|
|
|
|
for (i = 0; i < numplayers; ++i)
|
|
{
|
|
int node = !players[playerbytes[i]].isbot ?
|
|
nodeforplayer[playerbytes[i]] : netnode;
|
|
|
|
SkipTicCmd (&start, nettics[node] - realstart);
|
|
for (tics = nettics[node]; tics < realend; tics++)
|
|
ReadTicCmd (&start, playerbytes[i], tics);
|
|
}
|
|
// Update the number of tics received from each node. This must
|
|
// be separate from the above loop in case the master is also
|
|
// sending bot movements. If it's not separate, then the bots
|
|
// will only move on the master, because the other players will
|
|
// read the master's tics and then think they already got all
|
|
// the tics for the bots and skip the bot tics included in the
|
|
// packet.
|
|
for (i = 0; i < numplayers; ++i)
|
|
{
|
|
if (!players[playerbytes[i]].isbot)
|
|
{
|
|
nettics[nodeforplayer[playerbytes[i]]] = realend;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void AdjustBots (int gameticdiv)
|
|
{
|
|
// [RH] This loop adjusts the bots' rotations for ticcmds that have
|
|
// been already created but not yet executed. This way, the bot is still
|
|
// able to create ticcmds that accurately reflect the state it wants to
|
|
// be in even when gametic lags behind maketic.
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].isbot && players[i].mo)
|
|
{
|
|
players[i].savedyaw = players[i].mo->angle;
|
|
players[i].savedpitch = players[i].mo->pitch;
|
|
for (int j = gameticdiv; j < maketic/ticdup; j++)
|
|
{
|
|
players[i].mo->angle += (netcmds[i][j%BACKUPTICS].ucmd.yaw << 16) * ticdup;
|
|
players[i].mo->pitch -= (netcmds[i][j%BACKUPTICS].ucmd.pitch << 16) * ticdup;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void UnadjustBots ()
|
|
{
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (playeringame[i] && players[i].isbot && players[i].mo)
|
|
{
|
|
players[i].mo->angle = players[i].savedyaw;
|
|
players[i].mo->pitch = players[i].savedpitch;
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// NetUpdate
|
|
// Builds ticcmds for console player,
|
|
// sends out a packet
|
|
//
|
|
int gametime;
|
|
|
|
void NetUpdate (void)
|
|
{
|
|
int lowtic;
|
|
int nowtime;
|
|
int newtics;
|
|
int i,j;
|
|
int realstart;
|
|
BYTE *cmddata;
|
|
bool resendOnly;
|
|
|
|
GC::CheckGC();
|
|
|
|
if (ticdup == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
// check time
|
|
nowtime = I_GetTime (false);
|
|
newtics = nowtime - gametime;
|
|
gametime = nowtime;
|
|
|
|
if (newtics <= 0) // nothing new to update
|
|
{
|
|
GetPackets ();
|
|
return;
|
|
}
|
|
|
|
if (skiptics <= newtics)
|
|
{
|
|
newtics -= skiptics;
|
|
skiptics = 0;
|
|
}
|
|
else
|
|
{
|
|
skiptics -= newtics;
|
|
newtics = 0;
|
|
}
|
|
|
|
// build new ticcmds for console player (and bots if I am the arbitrator)
|
|
AdjustBots (gametic / ticdup);
|
|
|
|
for (i = 0; i < newtics; i++)
|
|
{
|
|
I_StartTic ();
|
|
D_ProcessEvents ();
|
|
if ((maketic - gametic) / ticdup >= BACKUPTICS/2-1)
|
|
break; // can't hold any more
|
|
|
|
//Printf ("mk:%i ",maketic);
|
|
G_BuildTiccmd (&localcmds[maketic % LOCALCMDTICS]);
|
|
if (maketic % ticdup == 0)
|
|
{
|
|
//Added by MC: For some of that bot stuff. The main bot function.
|
|
bglobal.Main ((maketic / ticdup) % BACKUPTICS);
|
|
}
|
|
maketic++;
|
|
|
|
if (ticdup == 1 || maketic == 0)
|
|
{
|
|
Net_NewMakeTic ();
|
|
}
|
|
else
|
|
{
|
|
// Once ticdup tics have been collected, average their movements
|
|
// and combine their buttons, since they will all be sent as a
|
|
// single tic that gets duplicated ticdup times. Even with ticdup,
|
|
// tics are still collected at the normal rate so that, with the
|
|
// help of prediction, the game seems as responsive as normal.
|
|
if (maketic % ticdup != 0)
|
|
{
|
|
int mod = maketic - maketic % ticdup;
|
|
int j;
|
|
|
|
// Update the buttons for all tics in this ticdup set as soon as
|
|
// possible so that the prediction shows jumping as correctly as
|
|
// possible. (If you press +jump in the middle of a ticdup set,
|
|
// the jump will actually begin at the beginning of the set, not
|
|
// in the middle.)
|
|
for (j = maketic-2; j >= mod; --j)
|
|
{
|
|
localcmds[j % LOCALCMDTICS].ucmd.buttons |=
|
|
localcmds[(j + 1) % LOCALCMDTICS].ucmd.buttons;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Average the ticcmds between these tics to get the
|
|
// movement that is actually sent across the network. We
|
|
// need to update them in all the localcmds slots that
|
|
// are dupped so that prediction works properly.
|
|
int mod = maketic - ticdup;
|
|
int modp, j;
|
|
|
|
int pitch = 0;
|
|
int yaw = 0;
|
|
int roll = 0;
|
|
int forwardmove = 0;
|
|
int sidemove = 0;
|
|
int upmove = 0;
|
|
|
|
for (j = 0; j < ticdup; ++j)
|
|
{
|
|
modp = (mod + j) % LOCALCMDTICS;
|
|
pitch += localcmds[modp].ucmd.pitch;
|
|
yaw += localcmds[modp].ucmd.yaw;
|
|
roll += localcmds[modp].ucmd.roll;
|
|
forwardmove += localcmds[modp].ucmd.forwardmove;
|
|
sidemove += localcmds[modp].ucmd.sidemove;
|
|
upmove += localcmds[modp].ucmd.upmove;
|
|
}
|
|
|
|
pitch /= ticdup;
|
|
yaw /= ticdup;
|
|
roll /= ticdup;
|
|
forwardmove /= ticdup;
|
|
sidemove /= ticdup;
|
|
upmove /= ticdup;
|
|
|
|
for (j = 0; j < ticdup; ++j)
|
|
{
|
|
modp = (mod + j) % LOCALCMDTICS;
|
|
localcmds[modp].ucmd.pitch = pitch;
|
|
localcmds[modp].ucmd.yaw = yaw;
|
|
localcmds[modp].ucmd.roll = roll;
|
|
localcmds[modp].ucmd.forwardmove = forwardmove;
|
|
localcmds[modp].ucmd.sidemove = sidemove;
|
|
localcmds[modp].ucmd.upmove = upmove;
|
|
}
|
|
|
|
Net_NewMakeTic ();
|
|
}
|
|
}
|
|
}
|
|
|
|
UnadjustBots ();
|
|
|
|
if (singletics)
|
|
return; // singletic update is synchronous
|
|
|
|
if (demoplayback)
|
|
{
|
|
resendto[0] = nettics[0] = (maketic / ticdup);
|
|
return; // Don't touch netcmd data while playing a demo, as it'll already exist.
|
|
}
|
|
|
|
// If maketic didn't cross a ticdup boundary, only send packets
|
|
// to players waiting for resends.
|
|
resendOnly = (maketic / ticdup) == (maketic - i) / ticdup;
|
|
|
|
// send the packet to the other nodes
|
|
int count = 1;
|
|
int quitcount = 0;
|
|
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
for (j = 0; j < MAXPLAYERS; j++)
|
|
{
|
|
if (playeringame[j])
|
|
{
|
|
if (players[j].isbot || NetMode == NET_PacketServer)
|
|
{
|
|
count++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (NetMode == NET_PacketServer)
|
|
{
|
|
// The loop above added the local player to the count a second time,
|
|
// and it also added the player being sent the packet to the count.
|
|
count -= 2;
|
|
|
|
for (j = 0; j < doomcom.numnodes; ++j)
|
|
{
|
|
if (nodejustleft[j])
|
|
{
|
|
if (count == 0)
|
|
{
|
|
PlayerIsGone (j, playerfornode[j]);
|
|
}
|
|
else
|
|
{
|
|
quitcount++;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (count == 0)
|
|
{
|
|
count = 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
for (i = 0; i < doomcom.numnodes; i++)
|
|
{
|
|
BYTE playerbytes[MAXPLAYERS];
|
|
|
|
if (!nodeingame[i])
|
|
{
|
|
continue;
|
|
}
|
|
if (NetMode == NET_PacketServer &&
|
|
consoleplayer != Net_Arbitrator &&
|
|
i != nodeforplayer[Net_Arbitrator] &&
|
|
i != 0)
|
|
{
|
|
continue;
|
|
}
|
|
if (resendOnly && resendcount[i] <= 0 && !remoteresend[i] && nettics[i])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
int numtics;
|
|
int k;
|
|
|
|
lowtic = maketic / ticdup;
|
|
|
|
netbuffer[0] = 0;
|
|
netbuffer[1] = realstart = resendto[i];
|
|
k = 2;
|
|
|
|
if (NetMode == NET_PacketServer &&
|
|
consoleplayer == Net_Arbitrator &&
|
|
i != 0)
|
|
{
|
|
for (j = 1; j < doomcom.numnodes; ++j)
|
|
{
|
|
if (nodeingame[j] && nettics[j] < lowtic && j != i)
|
|
{
|
|
lowtic = nettics[j];
|
|
}
|
|
}
|
|
netbuffer[k++] = lowtic;
|
|
}
|
|
|
|
numtics = lowtic - realstart;
|
|
if (numtics > BACKUPTICS)
|
|
I_Error ("NetUpdate: Node %d missed too many tics", i);
|
|
|
|
resendto[i] = MAX (0, lowtic - doomcom.extratics);
|
|
|
|
if (numtics == 0 && resendOnly && !remoteresend[i] && nettics[i])
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (remoteresend[i])
|
|
{
|
|
netbuffer[0] |= NCMD_RETRANSMIT;
|
|
netbuffer[k++] = nettics[i];
|
|
}
|
|
|
|
if (numtics < 3)
|
|
{
|
|
netbuffer[0] |= numtics;
|
|
}
|
|
else
|
|
{
|
|
netbuffer[0] |= NCMD_XTICS;
|
|
netbuffer[k++] = numtics - 3;
|
|
}
|
|
|
|
if (quitcount > 0)
|
|
{
|
|
netbuffer[0] |= NCMD_QUITTERS;
|
|
netbuffer[k++] = quitcount;
|
|
for (int l = 0; l < doomcom.numnodes; ++l)
|
|
{
|
|
if (nodejustleft[l])
|
|
{
|
|
netbuffer[k++] = playerfornode[l];
|
|
}
|
|
}
|
|
}
|
|
|
|
if (numtics > 0)
|
|
{
|
|
int l;
|
|
|
|
if (count > 1 && i != 0 && consoleplayer == Net_Arbitrator)
|
|
{
|
|
netbuffer[0] |= NCMD_MULTI;
|
|
netbuffer[k++] = count;
|
|
|
|
for (l = 1, j = 0; j < MAXPLAYERS; j++)
|
|
{
|
|
if (playeringame[j] && j != playerfornode[i] && j != consoleplayer)
|
|
{
|
|
if (players[j].isbot || NetMode == NET_PacketServer)
|
|
{
|
|
playerbytes[l++] = j;
|
|
netbuffer[k++] = j;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
cmddata = &netbuffer[k];
|
|
|
|
for (l = 0; l < count; ++l)
|
|
{
|
|
for (j = 0; j < numtics; j++)
|
|
{
|
|
int start = realstart + j, prev = start - 1;
|
|
int localstart, localprev;
|
|
|
|
localstart = (start * ticdup) % LOCALCMDTICS;
|
|
localprev = (prev * ticdup) % LOCALCMDTICS;
|
|
start %= BACKUPTICS;
|
|
prev %= BACKUPTICS;
|
|
|
|
// The local player has their tics sent first, followed by
|
|
// the other players/bots.
|
|
if (l == 0)
|
|
{
|
|
WriteWord (localcmds[localstart].consistancy, &cmddata);
|
|
// [RH] Write out special "ticcmds" before real ticcmd
|
|
if (specials.used[start])
|
|
{
|
|
memcpy (cmddata, specials.streams[start], specials.used[start]);
|
|
cmddata += specials.used[start];
|
|
}
|
|
WriteUserCmdMessage (&localcmds[localstart].ucmd,
|
|
localprev >= 0 ? &localcmds[localprev].ucmd : NULL, &cmddata);
|
|
}
|
|
else if (i != 0)
|
|
{
|
|
if (players[playerbytes[l]].isbot)
|
|
{
|
|
|
|
WriteWord (0, &cmddata); // fake consistancy word
|
|
}
|
|
else
|
|
{
|
|
int len;
|
|
BYTE *spec;
|
|
|
|
WriteWord (netcmds[playerbytes[l]][start].consistancy, &cmddata);
|
|
spec = NetSpecs[playerbytes[l]][start].GetData (&len);
|
|
if (spec != NULL)
|
|
{
|
|
memcpy (cmddata, spec, len);
|
|
cmddata += len;
|
|
}
|
|
}
|
|
WriteUserCmdMessage (&netcmds[playerbytes[l]][start].ucmd,
|
|
prev >= 0 ? &netcmds[playerbytes[l]][prev].ucmd : NULL, &cmddata);
|
|
}
|
|
}
|
|
}
|
|
HSendPacket (i, int(cmddata - netbuffer));
|
|
}
|
|
else
|
|
{
|
|
HSendPacket (i, k);
|
|
}
|
|
}
|
|
|
|
// listen for other packets
|
|
GetPackets ();
|
|
|
|
if (!resendOnly)
|
|
{
|
|
// ideally nettics[0] should be 1 - 3 tics above lowtic
|
|
// if we are consistantly slower, speed up time
|
|
|
|
// [RH] I had erroneously assumed frameskip[] had 4 entries
|
|
// because there were 4 players, but that's not the case at
|
|
// all. The game is comparing the lag behind the master for
|
|
// four runs of TryRunTics. If our tic count is ahead of the
|
|
// master all 4 times, the next run of NetUpdate will not
|
|
// process any new input. If we have less input than the
|
|
// master, the next run of NetUpdate will process extra tics
|
|
// (because gametime gets decremented here).
|
|
|
|
// the key player does not adapt
|
|
if (consoleplayer != Net_Arbitrator)
|
|
{
|
|
// I'm not sure about this when using a packet server, because
|
|
// if left unmodified from the P2P version, it can make the game
|
|
// very jerky. The way I have it written right now basically means
|
|
// that it won't adapt. Fortunately, player prediction helps
|
|
// alleviate the lag somewhat.
|
|
|
|
if (NetMode != NET_PacketServer)
|
|
{
|
|
mastertics = nettics[nodeforplayer[Net_Arbitrator]];
|
|
}
|
|
if (nettics[0] <= mastertics)
|
|
{
|
|
gametime--;
|
|
if (debugfile) fprintf(debugfile, "-");
|
|
}
|
|
if (NetMode != NET_PacketServer)
|
|
{
|
|
frameskip[(maketic / ticdup) & 3] = (oldnettics > mastertics);
|
|
}
|
|
else
|
|
{
|
|
frameskip[(maketic / ticdup) & 3] = (oldnettics - mastertics) > 3;
|
|
}
|
|
if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
|
|
{
|
|
skiptics = 1;
|
|
if (debugfile) fprintf(debugfile, "+");
|
|
}
|
|
oldnettics = nettics[0];
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// D_ArbitrateNetStart
|
|
//
|
|
// User info packets look like this:
|
|
//
|
|
// 0 One byte set to NCMD_SETUP or NCMD_SETUP+1; if NCMD_SETUP+1, omit byte 9
|
|
// 1 One byte for the player's number
|
|
//2-4 Three bytes for the game version (255,high byte,low byte)
|
|
//5-8 A bit mask for each player the sender knows about
|
|
// 9 The high bit is set if the sender got the game info
|
|
// 10 A stream of bytes with the user info
|
|
//
|
|
// The guests always send NCMD_SETUP packets, and the host always
|
|
// sends NCMD_SETUP+1 packets.
|
|
//
|
|
// Game info packets look like this:
|
|
//
|
|
// 0 One byte set to NCMD_SETUP+2
|
|
// 1 One byte for ticdup setting
|
|
// 2 One byte for extratics setting
|
|
// 3 One byte for NetMode setting
|
|
// 4 String with starting map's name
|
|
// . Four bytes for the RNG seed
|
|
// . Stream containing remaining game info
|
|
//
|
|
// Finished packet looks like this:
|
|
//
|
|
// 0 One byte set to NCMD_SETUP+3
|
|
//
|
|
// Each machine sends user info packets to the host. The host sends user
|
|
// info packets back to the other machines as well as game info packets.
|
|
// Negotiation is done when all the guests have reported to the host that
|
|
// they know about the other nodes.
|
|
|
|
struct ArbitrateData
|
|
{
|
|
DWORD playersdetected[MAXNETNODES];
|
|
BYTE gotsetup[MAXNETNODES];
|
|
};
|
|
|
|
bool DoArbitrate (void *userdata)
|
|
{
|
|
ArbitrateData *data = (ArbitrateData *)userdata;
|
|
char *s;
|
|
BYTE *stream;
|
|
int version;
|
|
int node;
|
|
int i, j;
|
|
|
|
while (HGetPacket ())
|
|
{
|
|
if (netbuffer[0] == NCMD_EXIT)
|
|
{
|
|
I_FatalError ("The game was aborted.");
|
|
}
|
|
|
|
if (doomcom.remotenode == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (netbuffer[0] == NCMD_SETUP || netbuffer[0] == NCMD_SETUP+1) // got user info
|
|
{
|
|
node = (netbuffer[0] == NCMD_SETUP) ? doomcom.remotenode : nodeforplayer[netbuffer[1]];
|
|
|
|
data->playersdetected[node] =
|
|
(netbuffer[5] << 24) | (netbuffer[6] << 16) | (netbuffer[7] << 8) | netbuffer[8];
|
|
|
|
if (netbuffer[0] == NCMD_SETUP)
|
|
{ // Sent to host
|
|
data->gotsetup[node] = netbuffer[9] & 0x80;
|
|
stream = &netbuffer[10];
|
|
}
|
|
else
|
|
{ // Sent from host
|
|
stream = &netbuffer[9];
|
|
}
|
|
|
|
D_ReadUserInfoStrings (netbuffer[1], &stream, false);
|
|
if (!nodeingame[node])
|
|
{
|
|
version = (netbuffer[2] << 16) | (netbuffer[3] << 8) | netbuffer[4];
|
|
if (version != (0xFF0000 | NETGAMEVERSION))
|
|
{
|
|
I_Error ("Different " GAMENAME " versions cannot play a net game");
|
|
}
|
|
|
|
playeringame[netbuffer[1]] = true;
|
|
nodeingame[node] = true;
|
|
|
|
data->playersdetected[0] |= 1 << netbuffer[1];
|
|
|
|
StartScreen->NetMessage ("Found %s (node %d, player %d)",
|
|
players[netbuffer[1]].userinfo.GetName(),
|
|
node, netbuffer[1]+1);
|
|
}
|
|
}
|
|
else if (netbuffer[0] == NCMD_SETUP+2) // got game info
|
|
{
|
|
data->gotsetup[0] = 0x80;
|
|
|
|
ticdup = doomcom.ticdup = netbuffer[1];
|
|
doomcom.extratics = netbuffer[2];
|
|
NetMode = netbuffer[3];
|
|
|
|
stream = &netbuffer[4];
|
|
s = ReadString (&stream);
|
|
startmap = s;
|
|
delete[] s;
|
|
rngseed = ReadLong (&stream);
|
|
C_ReadCVars (&stream);
|
|
}
|
|
else if (netbuffer[0] == NCMD_SETUP+3)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
// If everybody already knows everything, it's time to go
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
for (i = 0; i < doomcom.numnodes; ++i)
|
|
if (data->playersdetected[i] != DWORD(1 << doomcom.numnodes) - 1 || !data->gotsetup[i])
|
|
break;
|
|
|
|
if (i == doomcom.numnodes)
|
|
return true;
|
|
}
|
|
|
|
netbuffer[2] = 255;
|
|
netbuffer[3] = (NETGAMEVERSION >> 8) & 255;
|
|
netbuffer[4] = NETGAMEVERSION & 255;
|
|
netbuffer[5] = data->playersdetected[0] >> 24;
|
|
netbuffer[6] = data->playersdetected[0] >> 16;
|
|
netbuffer[7] = data->playersdetected[0] >> 8;
|
|
netbuffer[8] = data->playersdetected[0];
|
|
|
|
if (consoleplayer != Net_Arbitrator)
|
|
{ // Send user info for the local node
|
|
netbuffer[0] = NCMD_SETUP;
|
|
netbuffer[1] = consoleplayer;
|
|
netbuffer[9] = data->gotsetup[0];
|
|
stream = &netbuffer[10];
|
|
D_WriteUserInfoStrings (consoleplayer, &stream, true);
|
|
SendSetup (data->playersdetected, data->gotsetup, int(stream - netbuffer));
|
|
}
|
|
else
|
|
{ // Send user info for all nodes
|
|
netbuffer[0] = NCMD_SETUP+1;
|
|
for (i = 1; i < doomcom.numnodes; ++i)
|
|
{
|
|
for (j = 0; j < doomcom.numnodes; ++j)
|
|
{
|
|
// Send info about player j to player i?
|
|
if ((data->playersdetected[0] & (1<<j)) && !(data->playersdetected[i] & (1<<j)))
|
|
{
|
|
netbuffer[1] = j;
|
|
stream = &netbuffer[9];
|
|
D_WriteUserInfoStrings (j, &stream, true);
|
|
HSendPacket (i, int(stream - netbuffer));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we're the host, send the game info, too
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
netbuffer[0] = NCMD_SETUP+2;
|
|
netbuffer[1] = (BYTE)doomcom.ticdup;
|
|
netbuffer[2] = (BYTE)doomcom.extratics;
|
|
netbuffer[3] = NetMode;
|
|
stream = &netbuffer[4];
|
|
WriteString (startmap, &stream);
|
|
WriteLong (rngseed, &stream);
|
|
C_WriteCVars (&stream, CVAR_SERVERINFO, true);
|
|
|
|
SendSetup (data->playersdetected, data->gotsetup, int(stream - netbuffer));
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void D_ArbitrateNetStart (void)
|
|
{
|
|
ArbitrateData data;
|
|
int i;
|
|
|
|
// Return right away if we're just playing with ourselves.
|
|
if (doomcom.numnodes == 1)
|
|
return;
|
|
|
|
autostart = true;
|
|
|
|
memset (data.playersdetected, 0, sizeof(data.playersdetected));
|
|
memset (data.gotsetup, 0, sizeof(data.gotsetup));
|
|
|
|
// The arbitrator knows about himself, but the other players must
|
|
// be told about themselves, in case the host had to adjust their
|
|
// userinfo (e.g. assign them to a different team).
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
data.playersdetected[0] = 1 << consoleplayer;
|
|
}
|
|
|
|
// Assign nodes to players. The local player is always node 0.
|
|
// If the local player is not the host, then the host is node 1.
|
|
// Any remaining players are assigned node numbers in the order
|
|
// they were detected.
|
|
playerfornode[0] = consoleplayer;
|
|
nodeforplayer[consoleplayer] = 0;
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
for (i = 1; i < doomcom.numnodes; ++i)
|
|
{
|
|
playerfornode[i] = i;
|
|
nodeforplayer[i] = i;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
playerfornode[1] = 0;
|
|
nodeforplayer[0] = 1;
|
|
for (i = 1; i < doomcom.numnodes; ++i)
|
|
{
|
|
if (i < consoleplayer)
|
|
{
|
|
playerfornode[i+1] = i;
|
|
nodeforplayer[i] = i+1;
|
|
}
|
|
else if (i > consoleplayer)
|
|
{
|
|
playerfornode[i] = i;
|
|
nodeforplayer[i] = i;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
data.gotsetup[0] = 0x80;
|
|
}
|
|
|
|
StartScreen->NetInit ("Exchanging game information", 1);
|
|
if (!StartScreen->NetLoop (DoArbitrate, &data))
|
|
{
|
|
exit (0);
|
|
}
|
|
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
netbuffer[0] = NCMD_SETUP+3;
|
|
SendSetup (data.playersdetected, data.gotsetup, 1);
|
|
}
|
|
|
|
if (debugfile)
|
|
{
|
|
for (i = 0; i < doomcom.numnodes; ++i)
|
|
{
|
|
fprintf (debugfile, "player %d is on node %d\n", i, nodeforplayer[i]);
|
|
}
|
|
}
|
|
StartScreen->NetDone();
|
|
}
|
|
|
|
static void SendSetup (DWORD playersdetected[MAXNETNODES], BYTE gotsetup[MAXNETNODES], int len)
|
|
{
|
|
if (consoleplayer != Net_Arbitrator)
|
|
{
|
|
if (playersdetected[1] & (1 << consoleplayer))
|
|
{
|
|
HSendPacket (1, 10);
|
|
}
|
|
else
|
|
{
|
|
HSendPacket (1, len);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (int i = 1; i < doomcom.numnodes; ++i)
|
|
{
|
|
if (!gotsetup[i] || netbuffer[0] == NCMD_SETUP+3)
|
|
{
|
|
HSendPacket (i, len);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// D_CheckNetGame
|
|
// Works out player numbers among the net participants
|
|
//
|
|
|
|
void D_CheckNetGame (void)
|
|
{
|
|
const char *v;
|
|
int i;
|
|
|
|
for (i = 0; i < MAXNETNODES; i++)
|
|
{
|
|
nodeingame[i] = false;
|
|
nettics[i] = 0;
|
|
remoteresend[i] = false; // set when local needs tics
|
|
resendto[i] = 0; // which tic to start sending
|
|
}
|
|
|
|
// I_InitNetwork sets doomcom and netgame
|
|
if (I_InitNetwork ())
|
|
{
|
|
NetMode = NET_PacketServer;
|
|
}
|
|
if (doomcom.id != DOOMCOM_ID)
|
|
{
|
|
I_FatalError ("Doomcom buffer invalid!");
|
|
}
|
|
players[0].settings_controller = true;
|
|
|
|
consoleplayer = doomcom.consoleplayer;
|
|
|
|
v = Args->CheckValue ("-netmode");
|
|
if (v != NULL)
|
|
{
|
|
NetMode = atoi (v) != 0 ? NET_PacketServer : NET_PeerToPeer;
|
|
}
|
|
if (doomcom.numnodes > 1)
|
|
{
|
|
Printf ("Selected " TEXTCOLOR_BLUE "%s" TEXTCOLOR_NORMAL " networking mode. (%s)\n", NetMode == NET_PeerToPeer ? "peer to peer" : "packet server",
|
|
v != NULL ? "forced" : "auto");
|
|
}
|
|
|
|
// [RH] Setup user info
|
|
D_SetupUserInfo ();
|
|
|
|
if (Args->CheckParm ("-debugfile"))
|
|
{
|
|
char filename[20];
|
|
mysnprintf (filename, countof(filename), "debug%i.txt", consoleplayer);
|
|
Printf ("debug output to: %s\n", filename);
|
|
debugfile = fopen (filename, "w");
|
|
}
|
|
|
|
if (netgame)
|
|
{
|
|
GameConfig->ReadNetVars (); // [RH] Read network ServerInfo cvars
|
|
D_ArbitrateNetStart ();
|
|
}
|
|
|
|
// read values out of doomcom
|
|
ticdup = doomcom.ticdup;
|
|
|
|
for (i = 0; i < doomcom.numplayers; i++)
|
|
playeringame[i] = true;
|
|
for (i = 0; i < doomcom.numnodes; i++)
|
|
nodeingame[i] = true;
|
|
|
|
Printf ("player %i of %i (%i nodes)\n",
|
|
consoleplayer+1, doomcom.numplayers, doomcom.numnodes);
|
|
}
|
|
|
|
|
|
//
|
|
// D_QuitNetGame
|
|
// Called before quitting to leave a net game
|
|
// without hanging the other players
|
|
//
|
|
void D_QuitNetGame (void)
|
|
{
|
|
int i, j, k;
|
|
|
|
if (!netgame || !usergame || consoleplayer == -1 || demoplayback)
|
|
return;
|
|
|
|
// send a bunch of packets for security
|
|
netbuffer[0] = NCMD_EXIT;
|
|
netbuffer[1] = 0;
|
|
|
|
k = 2;
|
|
if (NetMode == NET_PacketServer && consoleplayer == Net_Arbitrator)
|
|
{
|
|
BYTE *foo = &netbuffer[2];
|
|
|
|
// Let the new arbitrator know what resendto counts to use
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i] && i != consoleplayer)
|
|
WriteLong (resendto[nodeforplayer[i]], &foo);
|
|
}
|
|
k = int(foo - netbuffer);
|
|
}
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
if (NetMode == NET_PacketServer && consoleplayer != Net_Arbitrator)
|
|
{
|
|
HSendPacket (nodeforplayer[Net_Arbitrator], 2);
|
|
}
|
|
else
|
|
{
|
|
for (j = 1; j < doomcom.numnodes; j++)
|
|
if (nodeingame[j])
|
|
HSendPacket (j, k);
|
|
}
|
|
I_WaitVBL (1);
|
|
}
|
|
|
|
if (debugfile)
|
|
fclose (debugfile);
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// TryRunTics
|
|
//
|
|
void TryRunTics (void)
|
|
{
|
|
int i;
|
|
int lowtic;
|
|
int realtics;
|
|
int availabletics;
|
|
int counts;
|
|
int numplaying;
|
|
|
|
// If paused, do not eat more CPU time than we need, because it
|
|
// will all be wasted anyway.
|
|
bool doWait = cl_capfps || r_NoInterpolate /*|| netgame*/;
|
|
|
|
// get real tics
|
|
if (doWait)
|
|
{
|
|
entertic = I_WaitForTic (oldentertics);
|
|
}
|
|
else
|
|
{
|
|
entertic = I_GetTime (false);
|
|
}
|
|
realtics = entertic - oldentertics;
|
|
oldentertics = entertic;
|
|
|
|
// get available tics
|
|
NetUpdate ();
|
|
|
|
lowtic = INT_MAX;
|
|
numplaying = 0;
|
|
for (i = 0; i < doomcom.numnodes; i++)
|
|
{
|
|
if (nodeingame[i])
|
|
{
|
|
numplaying++;
|
|
if (nettics[i] < lowtic)
|
|
lowtic = nettics[i];
|
|
}
|
|
}
|
|
|
|
if (ticdup == 1)
|
|
{
|
|
availabletics = lowtic - gametic;
|
|
}
|
|
else
|
|
{
|
|
availabletics = lowtic - gametic / ticdup;
|
|
}
|
|
|
|
// decide how many tics to run
|
|
if (realtics < availabletics-1)
|
|
counts = realtics+1;
|
|
else if (realtics < availabletics)
|
|
counts = realtics;
|
|
else
|
|
counts = availabletics;
|
|
|
|
// Uncapped framerate needs seprate checks
|
|
if (counts == 0 && !doWait)
|
|
{
|
|
// Check possible stall conditions
|
|
Net_CheckLastRecieved(counts);
|
|
if (realtics >= 1)
|
|
{
|
|
C_Ticker();
|
|
M_Ticker();
|
|
}
|
|
return;
|
|
}
|
|
|
|
if (counts < 1)
|
|
counts = 1;
|
|
|
|
if (debugfile)
|
|
fprintf (debugfile,
|
|
"=======real: %i avail: %i game: %i\n",
|
|
realtics, availabletics, counts);
|
|
|
|
// wait for new tics if needed
|
|
while (lowtic < gametic + counts)
|
|
{
|
|
NetUpdate ();
|
|
lowtic = INT_MAX;
|
|
|
|
for (i = 0; i < doomcom.numnodes; i++)
|
|
if (nodeingame[i] && nettics[i] < lowtic)
|
|
lowtic = nettics[i];
|
|
|
|
lowtic = lowtic * ticdup;
|
|
|
|
if (lowtic < gametic)
|
|
I_Error ("TryRunTics: lowtic < gametic");
|
|
|
|
// Check possible stall conditions
|
|
Net_CheckLastRecieved (counts);
|
|
|
|
// don't stay in here forever -- give the menu a chance to work
|
|
if (I_GetTime (false) - entertic >= 1)
|
|
{
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
//Tic lowtic is high enough to process this gametic. Clear all possible waiting info
|
|
hadlate = false;
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
players[i].waiting = false;
|
|
lastglobalrecvtime = I_GetTime (false); //Update the last time the game tic'd over
|
|
|
|
// run the count tics
|
|
if (counts > 0)
|
|
{
|
|
while (counts--)
|
|
{
|
|
if (gametic > lowtic)
|
|
{
|
|
I_Error ("gametic>lowtic");
|
|
}
|
|
if (advancedemo)
|
|
{
|
|
D_DoAdvanceDemo ();
|
|
}
|
|
if (debugfile) fprintf (debugfile, "run tic %d\n", gametic);
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
I_GetTime (true);
|
|
G_Ticker ();
|
|
gametic++;
|
|
|
|
NetUpdate (); // check for new console commands
|
|
}
|
|
S_UpdateSounds (players[consoleplayer].camera); // move positional sounds
|
|
}
|
|
}
|
|
|
|
void Net_CheckLastRecieved (int counts)
|
|
{
|
|
// [Ed850] Check to see the last time a packet was recieved.
|
|
// If it's longer then 3 seconds, a node has likely stalled.
|
|
if (I_GetTime(false) - lastglobalrecvtime >= TICRATE * 3)
|
|
{
|
|
lastglobalrecvtime = I_GetTime(false); //Bump the count
|
|
|
|
if (NetMode == NET_PeerToPeer || consoleplayer == Net_Arbitrator)
|
|
{
|
|
//Keep the local node in the for loop so we can still log any cases where the local node is /somehow/ late.
|
|
//However, we don't send a resend request for sanity reasons.
|
|
for (int i = 0; i < doomcom.numnodes; i++)
|
|
{
|
|
if (nodeingame[i] && nettics[i] <= gametic + counts)
|
|
{
|
|
if (debugfile && !players[playerfornode[i]].waiting)
|
|
fprintf(debugfile, "%i is slow (%i to %i)\n",
|
|
i, nettics[i], gametic + counts);
|
|
//Send resend request to the late node. Also mark the node as waiting to display it in the hud.
|
|
if (i != 0)
|
|
remoteresend[i] = players[playerfornode[i]].waiting = hadlate = true;
|
|
}
|
|
else
|
|
players[playerfornode[i]].waiting = false;
|
|
}
|
|
}
|
|
else
|
|
{ //Send a resend request to the Arbitrator, as it's obvious we are stuck here.
|
|
if (debugfile && !players[playerfornode[Net_Arbitrator]].waiting)
|
|
fprintf(debugfile, "Arbitrator is slow (%i to %i)\n",
|
|
nettics[Net_Arbitrator], gametic + counts);
|
|
//Send resend request to the Arbitrator. Also mark the Arbitrator as waiting to display it in the hud.
|
|
remoteresend[Net_Arbitrator] = players[playerfornode[Net_Arbitrator]].waiting = hadlate = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
void Net_NewMakeTic (void)
|
|
{
|
|
specials.NewMakeTic ();
|
|
}
|
|
|
|
void Net_WriteByte (BYTE it)
|
|
{
|
|
specials << it;
|
|
}
|
|
|
|
void Net_WriteWord (short it)
|
|
{
|
|
specials << it;
|
|
}
|
|
|
|
void Net_WriteLong (int it)
|
|
{
|
|
specials << it;
|
|
}
|
|
|
|
void Net_WriteFloat (float it)
|
|
{
|
|
specials << it;
|
|
}
|
|
|
|
void Net_WriteString (const char *it)
|
|
{
|
|
specials << it;
|
|
}
|
|
|
|
void Net_WriteBytes (const BYTE *block, int len)
|
|
{
|
|
while (len--)
|
|
specials << *block++;
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Dynamic buffer interface
|
|
//
|
|
//==========================================================================
|
|
|
|
FDynamicBuffer::FDynamicBuffer ()
|
|
{
|
|
m_Data = NULL;
|
|
m_Len = m_BufferLen = 0;
|
|
}
|
|
|
|
FDynamicBuffer::~FDynamicBuffer ()
|
|
{
|
|
if (m_Data)
|
|
{
|
|
free (m_Data);
|
|
m_Data = NULL;
|
|
}
|
|
m_Len = m_BufferLen = 0;
|
|
}
|
|
|
|
void FDynamicBuffer::SetData (const BYTE *data, int len)
|
|
{
|
|
if (len > m_BufferLen)
|
|
{
|
|
m_BufferLen = (len + 255) & ~255;
|
|
m_Data = (BYTE *)M_Realloc (m_Data, m_BufferLen);
|
|
}
|
|
if (data)
|
|
{
|
|
m_Len = len;
|
|
memcpy (m_Data, data, len);
|
|
}
|
|
else
|
|
{
|
|
len = 0;
|
|
}
|
|
}
|
|
|
|
BYTE *FDynamicBuffer::GetData (int *len)
|
|
{
|
|
if (len)
|
|
*len = m_Len;
|
|
return m_Len ? m_Data : NULL;
|
|
}
|
|
|
|
|
|
static int KillAll(const PClass *cls)
|
|
{
|
|
AActor *actor;
|
|
int killcount = 0;
|
|
TThinkerIterator<AActor> iterator(cls);
|
|
while ( (actor = iterator.Next ()) )
|
|
{
|
|
if (actor->IsA(cls))
|
|
{
|
|
if (!(actor->flags2 & MF2_DORMANT) && (actor->flags3 & MF3_ISMONSTER))
|
|
killcount += actor->Massacre ();
|
|
}
|
|
}
|
|
return killcount;
|
|
|
|
}
|
|
// [RH] Execute a special "ticcmd". The type byte should
|
|
// have already been read, and the stream is positioned
|
|
// at the beginning of the command's actual data.
|
|
void Net_DoCommand (int type, BYTE **stream, int player)
|
|
{
|
|
BYTE pos = 0;
|
|
char *s = NULL;
|
|
int i;
|
|
|
|
switch (type)
|
|
{
|
|
case DEM_SAY:
|
|
{
|
|
const char *name = players[player].userinfo.GetName();
|
|
BYTE who = ReadByte (stream);
|
|
|
|
s = ReadString (stream);
|
|
CleanseString (s);
|
|
if (((who & 1) == 0) || players[player].userinfo.GetTeam() == TEAM_NONE)
|
|
{ // Said to everyone
|
|
if (who & 2)
|
|
{
|
|
Printf (PRINT_CHAT, TEXTCOLOR_BOLD "* %s" TEXTCOLOR_BOLD "%s" TEXTCOLOR_BOLD "\n", name, s);
|
|
}
|
|
else
|
|
{
|
|
Printf (PRINT_CHAT, "%s" TEXTCOLOR_CHAT ": %s" TEXTCOLOR_CHAT "\n", name, s);
|
|
}
|
|
S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.chatSound, 1, ATTN_NONE);
|
|
}
|
|
else if (players[player].userinfo.GetTeam() == players[consoleplayer].userinfo.GetTeam())
|
|
{ // Said only to members of the player's team
|
|
if (who & 2)
|
|
{
|
|
Printf (PRINT_TEAMCHAT, TEXTCOLOR_BOLD "* (%s" TEXTCOLOR_BOLD ")%s" TEXTCOLOR_BOLD "\n", name, s);
|
|
}
|
|
else
|
|
{
|
|
Printf (PRINT_TEAMCHAT, "(%s" TEXTCOLOR_TEAMCHAT "): %s" TEXTCOLOR_TEAMCHAT "\n", name, s);
|
|
}
|
|
S_Sound (CHAN_VOICE | CHAN_UI, gameinfo.chatSound, 1, ATTN_NONE);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_MUSICCHANGE:
|
|
s = ReadString (stream);
|
|
S_ChangeMusic (s);
|
|
break;
|
|
|
|
case DEM_PRINT:
|
|
s = ReadString (stream);
|
|
Printf ("%s", s);
|
|
break;
|
|
|
|
case DEM_CENTERPRINT:
|
|
s = ReadString (stream);
|
|
C_MidPrint (SmallFont, s);
|
|
break;
|
|
|
|
case DEM_UINFCHANGED:
|
|
D_ReadUserInfoStrings (player, stream, true);
|
|
break;
|
|
|
|
case DEM_SINFCHANGED:
|
|
D_DoServerInfoChange (stream, false);
|
|
break;
|
|
|
|
case DEM_SINFCHANGEDXOR:
|
|
D_DoServerInfoChange (stream, true);
|
|
break;
|
|
|
|
case DEM_GIVECHEAT:
|
|
s = ReadString (stream);
|
|
cht_Give (&players[player], s, ReadWord (stream));
|
|
break;
|
|
|
|
case DEM_TAKECHEAT:
|
|
s = ReadString (stream);
|
|
cht_Take (&players[player], s, ReadWord (stream));
|
|
break;
|
|
|
|
case DEM_WARPCHEAT:
|
|
{
|
|
int x, y;
|
|
x = ReadWord (stream);
|
|
y = ReadWord (stream);
|
|
P_TeleportMove (players[player].mo, x * 65536, y * 65536, ONFLOORZ, true);
|
|
}
|
|
break;
|
|
|
|
case DEM_GENERICCHEAT:
|
|
cht_DoCheat (&players[player], ReadByte (stream));
|
|
break;
|
|
|
|
case DEM_CHANGEMAP2:
|
|
pos = ReadByte (stream);
|
|
/* intentional fall-through */
|
|
case DEM_CHANGEMAP:
|
|
// Change to another map without disconnecting other players
|
|
s = ReadString (stream);
|
|
// Using LEVEL_NOINTERMISSION tends to throw the game out of sync.
|
|
// That was a long time ago. Maybe it works now?
|
|
level.flags |= LEVEL_CHANGEMAPCHEAT;
|
|
G_ChangeLevel(s, pos, 0);
|
|
break;
|
|
|
|
case DEM_SUICIDE:
|
|
cht_Suicide (&players[player]);
|
|
break;
|
|
|
|
case DEM_ADDBOT:
|
|
{
|
|
BYTE num = ReadByte (stream);
|
|
bglobal.DoAddBot (num, s = ReadString (stream));
|
|
}
|
|
break;
|
|
|
|
case DEM_KILLBOTS:
|
|
bglobal.RemoveAllBots (true);
|
|
Printf ("Removed all bots\n");
|
|
break;
|
|
|
|
case DEM_CENTERVIEW:
|
|
players[player].centering = true;
|
|
break;
|
|
|
|
case DEM_INVUSEALL:
|
|
if (gamestate == GS_LEVEL && !paused)
|
|
{
|
|
AInventory *item = players[player].mo->Inventory;
|
|
|
|
while (item != NULL)
|
|
{
|
|
AInventory *next = item->Inventory;
|
|
if (item->ItemFlags & IF_INVBAR && !(item->IsKindOf(RUNTIME_CLASS(APuzzleItem))))
|
|
{
|
|
players[player].mo->UseInventory (item);
|
|
}
|
|
item = next;
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_INVUSE:
|
|
case DEM_INVDROP:
|
|
{
|
|
DWORD which = ReadLong (stream);
|
|
|
|
if (gamestate == GS_LEVEL && !paused
|
|
&& players[player].playerstate != PST_DEAD)
|
|
{
|
|
AInventory *item = players[player].mo->Inventory;
|
|
while (item != NULL && item->InventoryID != which)
|
|
{
|
|
item = item->Inventory;
|
|
}
|
|
if (item != NULL)
|
|
{
|
|
if (type == DEM_INVUSE)
|
|
{
|
|
players[player].mo->UseInventory (item);
|
|
}
|
|
else
|
|
{
|
|
players[player].mo->DropInventory (item);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_SUMMON:
|
|
case DEM_SUMMONFRIEND:
|
|
case DEM_SUMMONFOE:
|
|
case DEM_SUMMONMBF:
|
|
case DEM_SUMMON2:
|
|
case DEM_SUMMONFRIEND2:
|
|
case DEM_SUMMONFOE2:
|
|
{
|
|
const PClass *typeinfo;
|
|
int angle = 0;
|
|
SWORD tid = 0;
|
|
BYTE special = 0;
|
|
int args[5];
|
|
|
|
s = ReadString (stream);
|
|
if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
|
|
{
|
|
angle = ReadWord(stream);
|
|
tid = ReadWord(stream);
|
|
special = ReadByte(stream);
|
|
for(i = 0; i < 5; i++) args[i] = ReadLong(stream);
|
|
}
|
|
|
|
typeinfo = PClass::FindClass (s);
|
|
if (typeinfo != NULL && typeinfo->ActorInfo != NULL)
|
|
{
|
|
AActor *source = players[player].mo;
|
|
if (source != NULL)
|
|
{
|
|
if (GetDefaultByType (typeinfo)->flags & MF_MISSILE)
|
|
{
|
|
P_SpawnPlayerMissile (source, typeinfo);
|
|
}
|
|
else
|
|
{
|
|
const AActor *def = GetDefaultByType (typeinfo);
|
|
AActor *spawned = Spawn (typeinfo,
|
|
source->x + FixedMul (def->radius * 2 + source->radius, finecosine[source->angle>>ANGLETOFINESHIFT]),
|
|
source->y + FixedMul (def->radius * 2 + source->radius, finesine[source->angle>>ANGLETOFINESHIFT]),
|
|
source->z + 8 * FRACUNIT, ALLOW_REPLACE);
|
|
if (spawned != NULL)
|
|
{
|
|
if (type == DEM_SUMMONFRIEND || type == DEM_SUMMONFRIEND2 || type == DEM_SUMMONMBF)
|
|
{
|
|
if (spawned->CountsAsKill())
|
|
{
|
|
level.total_monsters--;
|
|
}
|
|
spawned->FriendPlayer = player + 1;
|
|
spawned->flags |= MF_FRIENDLY;
|
|
spawned->LastHeard = players[player].mo;
|
|
spawned->health = spawned->SpawnHealth();
|
|
if (type == DEM_SUMMONMBF)
|
|
spawned->flags3 |= MF3_NOBLOCKMONST;
|
|
}
|
|
else if (type == DEM_SUMMONFOE || type == DEM_SUMMONFOE2)
|
|
{
|
|
spawned->FriendPlayer = 0;
|
|
spawned->flags &= ~MF_FRIENDLY;
|
|
spawned->health = spawned->SpawnHealth();
|
|
}
|
|
}
|
|
if (type >= DEM_SUMMON2 && type <= DEM_SUMMONFOE2)
|
|
{
|
|
spawned->angle = source->angle - (ANGLE_1 * angle);
|
|
spawned->tid = tid;
|
|
spawned->special = special;
|
|
for(i = 0; i < 5; i++) {
|
|
spawned->args[i] = args[i];
|
|
}
|
|
if(tid) spawned->AddToHash();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_SPRAY:
|
|
{
|
|
FTraceResults trace;
|
|
|
|
angle_t ang = players[player].mo->angle >> ANGLETOFINESHIFT;
|
|
angle_t pitch = (angle_t)(players[player].mo->pitch) >> ANGLETOFINESHIFT;
|
|
fixed_t vx = FixedMul (finecosine[pitch], finecosine[ang]);
|
|
fixed_t vy = FixedMul (finecosine[pitch], finesine[ang]);
|
|
fixed_t vz = -finesine[pitch];
|
|
|
|
s = ReadString (stream);
|
|
|
|
if (Trace (players[player].mo->x, players[player].mo->y,
|
|
players[player].mo->z + players[player].mo->height - (players[player].mo->height>>2),
|
|
players[player].mo->Sector,
|
|
vx, vy, vz, 172*FRACUNIT, 0, ML_BLOCKEVERYTHING, players[player].mo,
|
|
trace, TRACE_NoSky))
|
|
{
|
|
if (trace.HitType == TRACE_HitWall)
|
|
{
|
|
DImpactDecal::StaticCreate (s,
|
|
trace.X, trace.Y, trace.Z,
|
|
trace.Line->sidedef[trace.Side], NULL);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_PAUSE:
|
|
if (gamestate == GS_LEVEL)
|
|
{
|
|
if (paused)
|
|
{
|
|
paused = 0;
|
|
S_ResumeSound (false);
|
|
}
|
|
else
|
|
{
|
|
paused = player + 1;
|
|
S_PauseSound (false, false);
|
|
}
|
|
V_SetBorderNeedRefresh();
|
|
}
|
|
break;
|
|
|
|
case DEM_SAVEGAME:
|
|
if (gamestate == GS_LEVEL)
|
|
{
|
|
s = ReadString (stream);
|
|
savegamefile = s;
|
|
delete[] s;
|
|
s = ReadString (stream);
|
|
memset (savedescription, 0, sizeof(savedescription));
|
|
strncpy (savedescription, s, sizeof(savedescription));
|
|
if (player != consoleplayer)
|
|
{
|
|
// Paths sent over the network will be valid for the system that sent
|
|
// the save command. For other systems, the path needs to be changed.
|
|
const char *fileonly = savegamefile.GetChars();
|
|
const char *slash = strrchr (fileonly, '\\');
|
|
if (slash != NULL)
|
|
{
|
|
fileonly = slash + 1;
|
|
}
|
|
slash = strrchr (fileonly, '/');
|
|
if (slash != NULL)
|
|
{
|
|
fileonly = slash + 1;
|
|
}
|
|
if (fileonly != savegamefile.GetChars())
|
|
{
|
|
savegamefile = G_BuildSaveName (fileonly, -1);
|
|
}
|
|
}
|
|
}
|
|
gameaction = ga_savegame;
|
|
break;
|
|
|
|
case DEM_CHECKAUTOSAVE:
|
|
// Do not autosave in multiplayer games or when dead.
|
|
// For demo playback, DEM_DOAUTOSAVE already exists in the demo if the
|
|
// autosave happened. And if it doesn't, we must not generate it.
|
|
if (multiplayer ||
|
|
demoplayback ||
|
|
players[consoleplayer].playerstate != PST_LIVE ||
|
|
disableautosave >= 2 ||
|
|
autosavecount == 0)
|
|
{
|
|
break;
|
|
}
|
|
Net_WriteByte (DEM_DOAUTOSAVE);
|
|
break;
|
|
|
|
case DEM_DOAUTOSAVE:
|
|
gameaction = ga_autosave;
|
|
break;
|
|
|
|
case DEM_FOV:
|
|
{
|
|
float newfov = (float)ReadByte (stream);
|
|
|
|
if (newfov != players[consoleplayer].DesiredFOV)
|
|
{
|
|
Printf ("FOV%s set to %g\n",
|
|
consoleplayer == Net_Arbitrator ? " for everyone" : "",
|
|
newfov);
|
|
}
|
|
|
|
for (i = 0; i < MAXPLAYERS; ++i)
|
|
{
|
|
if (playeringame[i])
|
|
{
|
|
players[i].DesiredFOV = newfov;
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_MYFOV:
|
|
players[player].DesiredFOV = (float)ReadByte (stream);
|
|
break;
|
|
|
|
case DEM_RUNSCRIPT:
|
|
case DEM_RUNSCRIPT2:
|
|
{
|
|
int snum = ReadWord (stream);
|
|
int argn = ReadByte (stream);
|
|
|
|
RunScript(stream, players[player].mo, snum, argn, (type == DEM_RUNSCRIPT2) ? ACS_ALWAYS : 0);
|
|
}
|
|
break;
|
|
|
|
case DEM_RUNNAMEDSCRIPT:
|
|
{
|
|
char *sname = ReadString(stream);
|
|
int argn = ReadByte(stream);
|
|
|
|
RunScript(stream, players[player].mo, -FName(sname), argn & 127, (argn & 128) ? ACS_ALWAYS : 0);
|
|
}
|
|
break;
|
|
|
|
case DEM_RUNSPECIAL:
|
|
{
|
|
int snum = ReadByte(stream);
|
|
int argn = ReadByte(stream);
|
|
int arg[5] = { 0, 0, 0, 0, 0 };
|
|
|
|
for (i = 0; i < argn; ++i)
|
|
{
|
|
int argval = ReadLong(stream);
|
|
if ((unsigned)i < countof(arg))
|
|
{
|
|
arg[i] = argval;
|
|
}
|
|
}
|
|
if (!CheckCheatmode(player == consoleplayer))
|
|
{
|
|
P_ExecuteSpecial(snum, NULL, players[player].mo, false, arg[0], arg[1], arg[2], arg[3], arg[4]);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_CROUCH:
|
|
if (gamestate == GS_LEVEL && players[player].mo != NULL &&
|
|
players[player].health > 0 && !(players[player].oldbuttons & BT_JUMP) &&
|
|
!P_IsPlayerTotallyFrozen(&players[player]))
|
|
{
|
|
players[player].crouching = players[player].crouchdir < 0 ? 1 : -1;
|
|
}
|
|
break;
|
|
|
|
case DEM_MORPHEX:
|
|
{
|
|
s = ReadString (stream);
|
|
const char *msg = cht_Morph (players + player, PClass::FindClass (s), false);
|
|
if (player == consoleplayer)
|
|
{
|
|
Printf ("%s\n", *msg != '\0' ? msg : "Morph failed.");
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_ADDCONTROLLER:
|
|
{
|
|
BYTE playernum = ReadByte (stream);
|
|
players[playernum].settings_controller = true;
|
|
|
|
if (consoleplayer == playernum || consoleplayer == Net_Arbitrator)
|
|
Printf ("%s has been added to the controller list.\n", players[playernum].userinfo.GetName());
|
|
}
|
|
break;
|
|
|
|
case DEM_DELCONTROLLER:
|
|
{
|
|
BYTE playernum = ReadByte (stream);
|
|
players[playernum].settings_controller = false;
|
|
|
|
if (consoleplayer == playernum || consoleplayer == Net_Arbitrator)
|
|
Printf ("%s has been removed from the controller list.\n", players[playernum].userinfo.GetName());
|
|
}
|
|
break;
|
|
|
|
case DEM_KILLCLASSCHEAT:
|
|
{
|
|
char *classname = ReadString (stream);
|
|
int killcount = 0;
|
|
const PClass *cls = PClass::FindClass(classname);
|
|
|
|
if (cls != NULL && cls->ActorInfo != NULL)
|
|
{
|
|
killcount = KillAll(cls);
|
|
const PClass *cls_rep = cls->GetReplacement();
|
|
if (cls != cls_rep)
|
|
{
|
|
killcount += KillAll(cls_rep);
|
|
}
|
|
Printf ("Killed %d monsters of type %s.\n",killcount, classname);
|
|
}
|
|
else
|
|
{
|
|
Printf ("%s is not an actor class.\n", classname);
|
|
}
|
|
|
|
}
|
|
break;
|
|
|
|
case DEM_CONVREPLY:
|
|
case DEM_CONVCLOSE:
|
|
case DEM_CONVNULL:
|
|
P_ConversationCommand (type, player, stream);
|
|
break;
|
|
|
|
case DEM_SETSLOT:
|
|
case DEM_SETSLOTPNUM:
|
|
{
|
|
int pnum;
|
|
if (type == DEM_SETSLOTPNUM)
|
|
{
|
|
pnum = ReadByte(stream);
|
|
}
|
|
else
|
|
{
|
|
pnum = player;
|
|
}
|
|
unsigned int slot = ReadByte(stream);
|
|
int count = ReadByte(stream);
|
|
if (slot < NUM_WEAPON_SLOTS)
|
|
{
|
|
players[pnum].weapons.Slots[slot].Clear();
|
|
}
|
|
for(i = 0; i < count; ++i)
|
|
{
|
|
const PClass *wpn = Net_ReadWeapon(stream);
|
|
players[pnum].weapons.AddSlot(slot, wpn, pnum == consoleplayer);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_ADDSLOT:
|
|
{
|
|
int slot = ReadByte(stream);
|
|
const PClass *wpn = Net_ReadWeapon(stream);
|
|
players[player].weapons.AddSlot(slot, wpn, player == consoleplayer);
|
|
}
|
|
break;
|
|
|
|
case DEM_ADDSLOTDEFAULT:
|
|
{
|
|
int slot = ReadByte(stream);
|
|
const PClass *wpn = Net_ReadWeapon(stream);
|
|
players[player].weapons.AddSlotDefault(slot, wpn, player == consoleplayer);
|
|
}
|
|
break;
|
|
|
|
case DEM_SETPITCHLIMIT:
|
|
players[player].MinPitch = ReadByte(stream) * -ANGLE_1; // up
|
|
players[player].MaxPitch = ReadByte(stream) * ANGLE_1; // down
|
|
break;
|
|
|
|
case DEM_ADVANCEINTER:
|
|
F_AdvanceIntermission();
|
|
break;
|
|
|
|
case DEM_REVERTCAMERA:
|
|
players[player].camera = players[player].mo;
|
|
break;
|
|
|
|
default:
|
|
I_Error ("Unknown net command: %d", type);
|
|
break;
|
|
}
|
|
|
|
if (s)
|
|
delete[] s;
|
|
}
|
|
|
|
// Used by DEM_RUNSCRIPT, DEM_RUNSCRIPT2, and DEM_RUNNAMEDSCRIPT
|
|
static void RunScript(BYTE **stream, APlayerPawn *pawn, int snum, int argn, int always)
|
|
{
|
|
int arg[4] = { 0, 0, 0, 0 };
|
|
int i;
|
|
|
|
for (i = 0; i < argn; ++i)
|
|
{
|
|
int argval = ReadLong(stream);
|
|
if ((unsigned)i < countof(arg))
|
|
{
|
|
arg[i] = argval;
|
|
}
|
|
}
|
|
P_StartScript(pawn, NULL, snum, level.MapName, arg, MIN<int>(countof(arg), argn), ACS_NET | always);
|
|
}
|
|
|
|
void Net_SkipCommand (int type, BYTE **stream)
|
|
{
|
|
BYTE t;
|
|
size_t skip;
|
|
|
|
switch (type)
|
|
{
|
|
case DEM_SAY:
|
|
case DEM_ADDBOT:
|
|
skip = strlen ((char *)(*stream + 1)) + 2;
|
|
break;
|
|
|
|
case DEM_GIVECHEAT:
|
|
case DEM_TAKECHEAT:
|
|
skip = strlen ((char *)(*stream)) + 3;
|
|
break;
|
|
|
|
case DEM_SUMMON2:
|
|
case DEM_SUMMONFRIEND2:
|
|
case DEM_SUMMONFOE2:
|
|
skip = strlen ((char *)(*stream)) + 26;
|
|
break;
|
|
|
|
case DEM_MUSICCHANGE:
|
|
case DEM_PRINT:
|
|
case DEM_CENTERPRINT:
|
|
case DEM_UINFCHANGED:
|
|
case DEM_CHANGEMAP:
|
|
case DEM_SUMMON:
|
|
case DEM_SUMMONFRIEND:
|
|
case DEM_SUMMONFOE:
|
|
case DEM_SUMMONMBF:
|
|
case DEM_SPRAY:
|
|
case DEM_MORPHEX:
|
|
case DEM_KILLCLASSCHEAT:
|
|
skip = strlen ((char *)(*stream)) + 1;
|
|
break;
|
|
|
|
case DEM_INVUSE:
|
|
case DEM_INVDROP:
|
|
case DEM_WARPCHEAT:
|
|
skip = 4;
|
|
break;
|
|
|
|
case DEM_GENERICCHEAT:
|
|
case DEM_DROPPLAYER:
|
|
case DEM_FOV:
|
|
case DEM_MYFOV:
|
|
case DEM_ADDCONTROLLER:
|
|
case DEM_DELCONTROLLER:
|
|
skip = 1;
|
|
break;
|
|
|
|
case DEM_SAVEGAME:
|
|
skip = strlen ((char *)(*stream)) + 1;
|
|
skip += strlen ((char *)(*stream) + skip) + 1;
|
|
break;
|
|
|
|
case DEM_SINFCHANGEDXOR:
|
|
case DEM_SINFCHANGED:
|
|
t = **stream;
|
|
skip = 1 + (t & 63);
|
|
if (type == DEM_SINFCHANGED)
|
|
{
|
|
switch (t >> 6)
|
|
{
|
|
case CVAR_Bool:
|
|
skip += 1;
|
|
break;
|
|
case CVAR_Int: case CVAR_Float:
|
|
skip += 4;
|
|
break;
|
|
case CVAR_String:
|
|
skip += strlen ((char *)(*stream + skip)) + 1;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
skip += 1;
|
|
}
|
|
break;
|
|
|
|
case DEM_RUNSCRIPT:
|
|
case DEM_RUNSCRIPT2:
|
|
skip = 3 + *(*stream + 2) * 4;
|
|
break;
|
|
|
|
case DEM_RUNNAMEDSCRIPT:
|
|
skip = strlen((char *)(*stream)) + 2;
|
|
skip += ((*(*stream + skip - 1)) & 127) * 4;
|
|
break;
|
|
|
|
case DEM_RUNSPECIAL:
|
|
skip = 2 + *(*stream + 1) * 4;
|
|
break;
|
|
|
|
case DEM_CONVREPLY:
|
|
skip = 3;
|
|
break;
|
|
|
|
case DEM_SETSLOT:
|
|
case DEM_SETSLOTPNUM:
|
|
{
|
|
skip = 2 + (type == DEM_SETSLOTPNUM);
|
|
for(int numweapons = (*stream)[skip-1]; numweapons > 0; numweapons--)
|
|
{
|
|
skip += 1 + ((*stream)[skip] >> 7);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_ADDSLOT:
|
|
case DEM_ADDSLOTDEFAULT:
|
|
skip = 2 + ((*stream)[1] >> 7);
|
|
break;
|
|
|
|
case DEM_SETPITCHLIMIT:
|
|
skip = 2;
|
|
break;
|
|
|
|
default:
|
|
return;
|
|
}
|
|
|
|
*stream += skip;
|
|
}
|
|
|
|
// [RH] List "ping" times
|
|
CCMD (pings)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
if (playeringame[i])
|
|
Printf ("% 4d %s\n", currrecvtime[i] - lastrecvtime[i],
|
|
players[i].userinfo.GetName());
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// Network_Controller
|
|
//
|
|
// Implement players who have the ability to change settings in a network
|
|
// game.
|
|
//
|
|
//==========================================================================
|
|
|
|
static void Network_Controller (int playernum, bool add)
|
|
{
|
|
if (consoleplayer != Net_Arbitrator)
|
|
{
|
|
Printf ("This command is only accessible to the net arbitrator.\n");
|
|
return;
|
|
}
|
|
|
|
if (players[playernum].settings_controller && add)
|
|
{
|
|
Printf ("%s is already on the setting controller list.\n", players[playernum].userinfo.GetName());
|
|
return;
|
|
}
|
|
|
|
if (!players[playernum].settings_controller && !add)
|
|
{
|
|
Printf ("%s is not on the setting controller list.\n", players[playernum].userinfo.GetName());
|
|
return;
|
|
}
|
|
|
|
if (!playeringame[playernum])
|
|
{
|
|
Printf ("Player (%d) not found!\n", playernum);
|
|
return;
|
|
}
|
|
|
|
if (players[playernum].isbot)
|
|
{
|
|
Printf ("Bots cannot be added to the controller list.\n");
|
|
return;
|
|
}
|
|
|
|
if (playernum == Net_Arbitrator)
|
|
{
|
|
Printf ("The net arbitrator cannot have their status changed on this list.\n");
|
|
return;
|
|
}
|
|
|
|
if (add)
|
|
Net_WriteByte (DEM_ADDCONTROLLER);
|
|
else
|
|
Net_WriteByte (DEM_DELCONTROLLER);
|
|
|
|
Net_WriteByte (playernum);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD net_addcontroller
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (net_addcontroller)
|
|
{
|
|
if (!netgame)
|
|
{
|
|
Printf ("This command can only be used when playing a net game.\n");
|
|
return;
|
|
}
|
|
|
|
if (argv.argc () < 2)
|
|
{
|
|
Printf ("Usage: net_addcontroller <player>\n");
|
|
return;
|
|
}
|
|
|
|
Network_Controller (atoi (argv[1]), true);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD net_removecontroller
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (net_removecontroller)
|
|
{
|
|
if (!netgame)
|
|
{
|
|
Printf ("This command can only be used when playing a net game.\n");
|
|
return;
|
|
}
|
|
|
|
if (argv.argc () < 2)
|
|
{
|
|
Printf ("Usage: net_removecontroller <player>\n");
|
|
return;
|
|
}
|
|
|
|
Network_Controller (atoi (argv[1]), false);
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// CCMD net_listcontrollers
|
|
//
|
|
//==========================================================================
|
|
|
|
CCMD (net_listcontrollers)
|
|
{
|
|
if (!netgame)
|
|
{
|
|
Printf ("This command can only be used when playing a net game.\n");
|
|
return;
|
|
}
|
|
|
|
Printf ("The following players can change the game settings:\n");
|
|
|
|
for (int i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i])
|
|
continue;
|
|
|
|
if (players[i].settings_controller)
|
|
{
|
|
Printf ("- %s\n", players[i].userinfo.GetName());
|
|
}
|
|
}
|
|
}
|