// 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 #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_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 netdelay[MAXNETNODES][BACKUPTICS]; // Used for storing network delay times. int lastaverage; 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); } } CVAR(Bool, net_ticbalance, false, CVAR_SERVERINFO | CVAR_NOSAVE) CUSTOM_CVAR(Int, net_extratic, 0, CVAR_SERVERINFO | CVAR_NOSAVE) { if (self < 0) { self = 0; } else if (self > 2) { self = 2; } } #ifdef _DEBUG CVAR(Int, net_fakelatency, 0, 0); struct PacketStore { int timer; doomcom_t message; }; static TArray InBuffer; static TArray OutBuffer; #endif // [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; } // Network delay byte k++; 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; #ifdef _DEBUG if (net_fakelatency / 2 > 0) { PacketStore store; store.message = doomcom; store.timer = I_GetTime(false) + ((net_fakelatency / 2) / (1000 / TICRATE)); OutBuffer.Push(store); } else I_NetCmd(); for (unsigned int i = 0; i < OutBuffer.Size(); i++) { if (OutBuffer[i].timer <= I_GetTime(false)) { doomcom = OutBuffer[i].message; I_NetCmd(); OutBuffer.Delete(i); i = -1; } } #else I_NetCmd(); #endif } // // 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 (); #ifdef _DEBUG if (net_fakelatency / 2 > 0 && doomcom.remotenode != -1) { PacketStore store; store.message = doomcom; store.timer = I_GetTime(false) + ((net_fakelatency / 2) / (1000 / TICRATE)); InBuffer.Push(store); doomcom.remotenode = -1; } if (doomcom.remotenode == -1) { bool gotmessage = false; for (unsigned int i = 0; i < InBuffer.Size(); i++) { if (InBuffer[i].timer <= I_GetTime(false)) { doomcom = InBuffer[i].message; InBuffer.Delete(i); gotmessage = true; break; } } if (!gotmessage) return false; } #else if (doomcom.remotenode == -1) { return false; } #endif 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 ()) { Printf("Bad packet length %i (calculated %i)\n", 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; if (!nodeingame[netnode]) return; for (i = netnode + 1; i < doomcom.numnodes; ++i) { if (nodeingame[i]) break; } if (i == doomcom.numnodes) { doomcom.numnodes = netnode; } if (playeringame[netconsole]) { players[netconsole].playerstate = PST_GONE; } nodeingame[netnode] = false; nodejustleft[netnode] = false; 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 (i != netconsole && 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++; } } // Pull current network delay from node netdelay[netnode][(nettics[netnode]+1) % BACKUPTICS] = netbuffer[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 = MAX(0, lowtic - realstart); if (numtics > BACKUPTICS) I_Error ("NetUpdate: Node %d missed too many tics", i); switch (net_extratic) { case 0: default: resendto[i] = lowtic; break; case 1: resendto[i] = MAX(0, lowtic - 1); break; case 2: resendto[i] = nettics[i]; break; } 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]; } } } // Send current network delay // The number of tics we just made should be removed from the count. netbuffer[k++] = ((maketic - newtics - gametic) / ticdup); 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_PeerToPeer) { int totalavg = 0; if (net_ticbalance) { // Try to guess ahead the time it takes to send responses to the slowest node int nodeavg = 0, arbavg = 0; for (j = 0; j < BACKUPTICS; j++) { arbavg += netdelay[nodeforplayer[Net_Arbitrator]][j]; nodeavg += netdelay[0][j]; } arbavg /= BACKUPTICS; nodeavg /= BACKUPTICS; // We shouldn't adapt if we are already the arbitrator isn't what we are waiting for, otherwise it just adds more latency if (arbavg > nodeavg) { lastaverage = totalavg = ((arbavg + nodeavg) / 2); } else { // Allow room to guess two tics ahead if (nodeavg > (arbavg + 2) && lastaverage > 0) lastaverage--; totalavg = lastaverage; } } mastertics = nettics[nodeforplayer[Net_Arbitrator]] + totalavg; } 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 NetMode setting // 3 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]; NetMode = netbuffer[2]; stream = &netbuffer[3]; 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<playersdetected[i] & (1<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 } // Packet server has proven to be rather slow over the internet. Print a warning about it. v = Args->CheckValue("-netmode"); if (v != NULL && (atoi(v) != 0)) { Printf(TEXTCOLOR_YELLOW "Notice: Using PacketServer (netmode 1) over the internet is unreliable and is prone to running too slow on some internet configurations." "\nIf the game is running well below excpected speeds, use netmode 0 (P2P) instead.\n"); } // I_InitNetwork sets doomcom and netgame if (I_InitNetwork ()) { // For now, stop auto selecting PacketServer, as it's more likely to cause confusion. //NetMode = NET_PacketServer; } if (doomcom.id != DOOMCOM_ID) { I_FatalError ("Doomcom buffer invalid!"); } players[0].settings_controller = true; consoleplayer = doomcom.consoleplayer; if (consoleplayer == Net_Arbitrator) { 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"); } if (Args->CheckParm("-extratic")) { net_extratic = 1; } } // [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; if (consoleplayer != Net_Arbitrator && doomcom.numnodes > 1) { Printf("Arbitrator selected " TEXTCOLOR_BLUE "%s" TEXTCOLOR_NORMAL " networking mode.\n", NetMode == NET_PeerToPeer ? "peer to peer" : "packet server"); } 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(); // Repredict the player for new buffered movement P_UnPredictPlayer(); P_PredictPlayer(&players[consoleplayer]); } 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 (); // Repredict the player for new buffered movement P_UnPredictPlayer(); P_PredictPlayer(&players[consoleplayer]); 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) { P_UnPredictPlayer(); 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 } P_PredictPlayer(&players[consoleplayer]); 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 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(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 \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 \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()); } } }