gzdoom-gles/src/d_net.cpp
Edward Richardson 6af441c4d7 Dup frames shouldn't adapt.
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.
2014-07-29 11:09:46 +12:00

2850 lines
65 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
// $Log:$
//
// DESCRIPTION:
// DOOM Network game communication and protocol,
// all OS independent parts.
//
//-----------------------------------------------------------------------------
#include <stddef.h>
#include "version.h"
#include "menu/menu.h"
#include "m_random.h"
#include "i_system.h"
#include "i_video.h"
#include "i_net.h"
#include "g_game.h"
#include "doomdef.h"
#include "doomstat.h"
#include "c_console.h"
#include "d_netinf.h"
#include "d_net.h"
#include "cmdlib.h"
#include "s_sound.h"
#include "m_cheat.h"
#include "p_effect.h"
#include "p_local.h"
#include "c_dispatch.h"
#include "sbar.h"
#include "gi.h"
#include "m_misc.h"
#include "gameconfigfile.h"
#include "d_gui.h"
#include "templates.h"
#include "p_acs.h"
#include "p_trace.h"
#include "a_sharedglobal.h"
#include "st_start.h"
#include "teaminfo.h"
#include "p_conversation.h"
#include "g_level.h"
#include "d_event.h"
#include "m_argv.h"
#include "p_lnspec.h"
#include "v_video.h"
#include "p_spec.h"
#include "hardware.h"
#include "intermission/intermission.h"
EXTERN_CVAR (Int, disableautosave)
EXTERN_CVAR (Int, autosavecount)
//#define SIMULATEERRORS (RAND_MAX/3)
#define SIMULATEERRORS 0
extern BYTE *demo_p; // [RH] Special "ticcmds" get recorded in demos
extern char savedescription[SAVESTRINGSIZE];
extern FString savegamefile;
extern short consistancy[MAXPLAYERS][BACKUPTICS];
doomcom_t doomcom;
#define netbuffer (doomcom.data)
enum { NET_PeerToPeer, NET_PacketServer };
BYTE NetMode = NET_PeerToPeer;
//
// NETWORKING
//
// gametic is the tic about to (or currently being) run
// maketic is the tick that hasn't had control made for it yet
// nettics[] has the maketics for all players
//
// a gametic cannot be run until nettics[] > gametic for all players
//
#define RESENDCOUNT 10
#define PL_DRONE 0x80 // bit flag in doomdata->player
ticcmd_t localcmds[LOCALCMDTICS];
FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS];
ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
int nettics[MAXNETNODES];
bool nodeingame[MAXNETNODES]; // set false as nodes leave game
bool nodejustleft[MAXNETNODES]; // set when a node just left
bool remoteresend[MAXNETNODES]; // set when local needs tics
int resendto[MAXNETNODES]; // set when remote needs tics
int resendcount[MAXNETNODES];
unsigned int lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
unsigned int currrecvtime[MAXPLAYERS];
unsigned int lastglobalrecvtime; // Identify the last time a packet was recieved.
bool hadlate;
int nodeforplayer[MAXPLAYERS];
int playerfornode[MAXNETNODES];
int maketic;
int skiptics;
int ticdup;
void D_ProcessEvents (void);
void G_BuildTiccmd (ticcmd_t *cmd);
void D_DoAdvanceDemo (void);
static void SendSetup (DWORD playersdetected[MAXNETNODES], BYTE gotsetup[MAXNETNODES], int len);
static void RunScript(BYTE **stream, APlayerPawn *pawn, int snum, int argn, int always);
int reboundpacket;
BYTE reboundstore[MAX_MSGLEN];
int frameon;
int frameskip[4];
int oldnettics;
int mastertics;
static int entertic;
static int oldentertics;
extern bool advancedemo;
CUSTOM_CVAR (Bool, cl_capfps, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
{
// Do not use the separate FPS limit timer if we are limiting FPS with this.
if (self)
{
I_SetFPSLimit(0);
}
else
{
I_SetFPSLimit(-1);
}
}
// [RH] Special "ticcmds" get stored in here
static struct TicSpecial
{
BYTE *streams[BACKUPTICS];
size_t used[BACKUPTICS];
BYTE *streamptr;
size_t streamoffs;
int specialsize;
int lastmaketic;
bool okay;
TicSpecial ()
{
int i;
lastmaketic = -1;
specialsize = 256;
for (i = 0; i < BACKUPTICS; i++)
streams[i] = NULL;
for (i = 0; i < BACKUPTICS; i++)
{
streams[i] = (BYTE *)M_Malloc (256);
used[i] = 0;
}
okay = true;
}
~TicSpecial ()
{
int i;
for (i = 0; i < BACKUPTICS; i++)
{
if (streams[i])
{
M_Free (streams[i]);
streams[i] = NULL;
used[i] = 0;
}
}
okay = false;
}
// Make more room for special commands.
void GetMoreSpace ()
{
int i;
specialsize <<= 1;
DPrintf ("Expanding special size to %d\n", specialsize);
for (i = 0; i < BACKUPTICS; i++)
streams[i] = (BYTE *)M_Realloc (streams[i], specialsize);
streamptr = streams[(maketic/ticdup)%BACKUPTICS] + streamoffs;
}
void CheckSpace (size_t needed)
{
if (streamoffs >= specialsize - needed)
GetMoreSpace ();
streamoffs += needed;
}
void NewMakeTic ()
{
int mt = maketic / ticdup;
if (lastmaketic != -1)
{
if (lastmaketic == mt)
return;
used[lastmaketic%BACKUPTICS] = streamoffs;
}
lastmaketic = mt;
streamptr = streams[mt%BACKUPTICS];
streamoffs = 0;
}
TicSpecial &operator << (BYTE it)
{
if (streamptr)
{
CheckSpace (1);
WriteByte (it, &streamptr);
}
return *this;
}
TicSpecial &operator << (short it)
{
if (streamptr)
{
CheckSpace (2);
WriteWord (it, &streamptr);
}
return *this;
}
TicSpecial &operator << (int it)
{
if (streamptr)
{
CheckSpace (4);
WriteLong (it, &streamptr);
}
return *this;
}
TicSpecial &operator << (float it)
{
if (streamptr)
{
CheckSpace (4);
WriteFloat (it, &streamptr);
}
return *this;
}
TicSpecial &operator << (const char *it)
{
if (streamptr)
{
CheckSpace (strlen (it) + 1);
WriteString (it, &streamptr);
}
return *this;
}
} specials;
void Net_ClearBuffers ()
{
int i, j;
memset (localcmds, 0, sizeof(localcmds));
memset (netcmds, 0, sizeof(netcmds));
memset (nettics, 0, sizeof(nettics));
memset (nodeingame, 0, sizeof(nodeingame));
memset (remoteresend, 0, sizeof(remoteresend));
memset (resendto, 0, sizeof(resendto));
memset (resendcount, 0, sizeof(resendcount));
memset (lastrecvtime, 0, sizeof(lastrecvtime));
memset (currrecvtime, 0, sizeof(currrecvtime));
memset (consistancy, 0, sizeof(consistancy));
nodeingame[0] = true;
for (i = 0; i < MAXPLAYERS; i++)
{
for (j = 0; j < BACKUPTICS; j++)
{
NetSpecs[i][j].SetData (NULL, 0);
}
}
oldentertics = entertic;
gametic = 0;
maketic = 0;
lastglobalrecvtime = 0;
}
//
// [RH] Rewritten to properly calculate the packet size
// with our variable length commands.
//
int NetbufferSize ()
{
if (netbuffer[0] & (NCMD_EXIT | NCMD_SETUP))
{
return doomcom.datalength;
}
int k = 2, count, numtics;
if (netbuffer[0] & NCMD_RETRANSMIT)
k++;
if (NetMode == NET_PacketServer && doomcom.remotenode == nodeforplayer[Net_Arbitrator])
k++;
numtics = netbuffer[0] & NCMD_XTICS;
if (numtics == 3)
{
numtics += netbuffer[k++];
}
if (netbuffer[0] & NCMD_QUITTERS)
{
k += netbuffer[k] + 1;
}
if (netbuffer[0] & NCMD_MULTI)
{
count = netbuffer[k];
k += count;
}
else
{
count = 1;
}
// Need at least 3 bytes per tic per player
if (doomcom.datalength < k + 3 * count * numtics)
{
return k + 3 * count * numtics;
}
BYTE *skipper = &netbuffer[k];
if ((netbuffer[0] & NCMD_EXIT) == 0)
{
while (count-- > 0)
{
SkipTicCmd (&skipper, numtics);
}
}
return int(skipper - netbuffer);
}
//
//
//
int ExpandTics (int low)
{
int delta;
int mt = maketic / ticdup;
delta = low - (mt&0xff);
if (delta >= -64 && delta <= 64)
return (mt&~0xff) + low;
if (delta > 64)
return (mt&~0xff) - 256 + low;
if (delta < -64)
return (mt&~0xff) + 256 + low;
I_Error ("ExpandTics: strange value %i at maketic %i", low, maketic);
return 0;
}
//
// HSendPacket
//
void HSendPacket (int node, int len)
{
if (debugfile && node != 0)
{
int i, k, realretrans;
if (netbuffer[0] & NCMD_SETUP)
{
fprintf (debugfile,"%i/%i send %i = SETUP [%3i]", gametic, maketic, node, len);
for (i = 0; i < len; i++)
fprintf (debugfile," %2x", ((BYTE *)netbuffer)[i]);
}
else if (netbuffer[0] & NCMD_EXIT)
{
fprintf (debugfile,"%i/%i send %i = EXIT [%3i]", gametic, maketic, node, len);
for (i = 0; i < len; i++)
fprintf (debugfile," %2x", ((BYTE *)netbuffer)[i]);
}
else
{
k = 2;
if (NetMode == NET_PacketServer && consoleplayer == Net_Arbitrator &&
node != 0)
{
k++;
}
if (netbuffer[0] & NCMD_RETRANSMIT)
realretrans = ExpandTics (netbuffer[k++]);
else
realretrans = -1;
int numtics = netbuffer[0] & 3;
if (numtics == 3)
numtics += netbuffer[k++];
fprintf (debugfile,"%i/%i send %i = (%i + %i, R %i) [%3i]",
gametic, maketic,
node,
ExpandTics(netbuffer[1]),
numtics, realretrans, len);
for (i = 0; i < len; i++)
fprintf (debugfile, "%c%2x", i==k?'|':' ', ((BYTE *)netbuffer)[i]);
}
fprintf (debugfile, " [[ ");
for (i = 0; i < doomcom.numnodes; ++i)
{
if (nodeingame[i])
{
fprintf (debugfile, "%d ", nettics[i]);
}
else
{
fprintf (debugfile, "--- ");
}
}
fprintf (debugfile, "]]\n");
}
if (node == 0)
{
memcpy (reboundstore, netbuffer, len);
reboundpacket = len;
return;
}
if (demoplayback)
return;
if (!netgame)
I_Error ("Tried to transmit to another node");
#if SIMULATEERRORS
if (rand() < SIMULATEERRORS)
{
if (debugfile)
fprintf (debugfile, "Drop!\n");
return;
}
#endif
doomcom.command = CMD_SEND;
doomcom.remotenode = node;
doomcom.datalength = len;
I_NetCmd ();
}
//
// HGetPacket
// Returns false if no packet is waiting
//
bool HGetPacket (void)
{
if (reboundpacket)
{
memcpy (netbuffer, reboundstore, reboundpacket);
doomcom.remotenode = 0;
reboundpacket = 0;
return true;
}
if (!netgame)
return false;
if (demoplayback)
return false;
doomcom.command = CMD_GET;
I_NetCmd ();
if (doomcom.remotenode == -1)
return false;
if (debugfile)
{
int i, k, realretrans;
if (netbuffer[0] & NCMD_SETUP)
{
fprintf (debugfile,"%i/%i get %i = SETUP [%3i]", gametic, maketic, doomcom.remotenode, doomcom.datalength);
for (i = 0; i < doomcom.datalength; i++)
fprintf (debugfile, " %2x", ((BYTE *)netbuffer)[i]);
fprintf (debugfile, "\n");
}
else if (netbuffer[0] & NCMD_EXIT)
{
fprintf (debugfile,"%i/%i get %i = EXIT [%3i]", gametic, maketic, doomcom.remotenode, doomcom.datalength);
for (i = 0; i < doomcom.datalength; i++)
fprintf (debugfile, " %2x", ((BYTE *)netbuffer)[i]);
fprintf (debugfile, "\n");
}
else {
k = 2;
if (NetMode == NET_PacketServer &&
doomcom.remotenode == nodeforplayer[Net_Arbitrator])
{
k++;
}
if (netbuffer[0] & NCMD_RETRANSMIT)
realretrans = ExpandTics (netbuffer[k++]);
else
realretrans = -1;
int numtics = netbuffer[0] & 3;
if (numtics == 3)
numtics += netbuffer[k++];
fprintf (debugfile,"%i/%i get %i = (%i + %i, R %i) [%3i]",
gametic, maketic,
doomcom.remotenode,
ExpandTics(netbuffer[1]),
numtics, realretrans, doomcom.datalength);
for (i = 0; i < doomcom.datalength; i++)
fprintf (debugfile, "%c%2x", i==k?'|':' ', ((BYTE *)netbuffer)[i]);
if (numtics)
fprintf (debugfile, " <<%4x>>\n",
consistancy[playerfornode[doomcom.remotenode]][nettics[doomcom.remotenode]%BACKUPTICS] & 0xFFFF);
else
fprintf (debugfile, "\n");
}
}
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());
}
}
}