gzdoom/src/d_net.h
Rachael Alexanderson ef10467ff8
- revert changes in backend code which will not sync properly with raze
This is a combination of 2 commits.

Revert "New API for assigning unique network ids to objects"

This reverts commit e37c19b5b4.

 This is the commit message #2:

Revert "Fix for Morph virtual"

This reverts commit 0ef042562e.
2024-04-17 14:48:02 -04:00

128 lines
4 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
// DESCRIPTION:
// Networking stuff.
//
//-----------------------------------------------------------------------------
#ifndef __D_NET__
#define __D_NET__
#include "doomtype.h"
#include "doomdef.h"
#include "d_protocol.h"
#include "i_net.h"
class FDynamicBuffer
{
public:
FDynamicBuffer ();
~FDynamicBuffer ();
void SetData (const uint8_t *data, int len);
uint8_t *GetData (int *len = NULL);
private:
uint8_t *m_Data;
int m_Len, m_BufferLen;
};
extern FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS];
// Create any new ticcmds and broadcast to other players.
void NetUpdate (void);
// Broadcasts special packets to other players
// to notify of game exit
void D_QuitNetGame (void);
//? how many ticks to run?
void TryRunTics (void);
//Use for checking to see if the netgame has stalled
void Net_CheckLastReceived(int);
// [RH] Functions for making and using special "ticcmds"
void Net_NewMakeTic ();
void Net_WriteInt8 (uint8_t);
void Net_WriteInt16 (int16_t);
void Net_WriteInt32 (int32_t);
void Net_WriteInt64(int64_t);
void Net_WriteFloat (float);
void Net_WriteDouble(double);
void Net_WriteString (const char *);
void Net_WriteBytes (const uint8_t *, int len);
void Net_DoCommand (int type, uint8_t **stream, int player);
void Net_SkipCommand (int type, uint8_t **stream);
void Net_ClearBuffers ();
// Netgame stuff (buffers and pointers, i.e. indices).
// This is the interface to the packet driver, a separate program
// in DOS, but just an abstraction here.
extern doomcom_t doomcom;
extern struct ticcmd_t localcmds[LOCALCMDTICS];
extern int maketic;
extern int nettics[MAXNETNODES];
extern int netdelay[MAXNETNODES][BACKUPTICS];
extern int nodeforplayer[MAXPLAYERS];
extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
extern int ticdup;
// [RH]
// New generic packet structure:
//
// Header:
// One byte with following flags.
// One byte with starttic
// One byte with master's maketic (master -> slave only!)
// If NCMD_RETRANSMIT set, one byte with retransmitfrom
// If NCMD_XTICS set, one byte with number of tics (minus 3, so theoretically up to 258 tics in one packet)
// If NCMD_QUITTERS, one byte with number of players followed by one byte with each player's consolenum
// If NCMD_MULTI, one byte with number of players followed by one byte with each player's consolenum
// - The first player's consolenum is not included in this list, because it always matches the sender
//
// For each tic:
// Two bytes with consistancy check, followed by tic data
//
// Setup packets are different, and are described just before D_ArbitrateNetStart().
#define NCMD_EXIT 0x80
#define NCMD_RETRANSMIT 0x40
#define NCMD_SETUP 0x20
#define NCMD_MULTI 0x10 // multiple players in this packet
#define NCMD_QUITTERS 0x08 // one or more players just quit (packet server only)
#define NCMD_COMPRESSED 0x04 // remainder of packet is compressed
#define NCMD_XTICS 0x03 // packet contains >2 tics
#define NCMD_2TICS 0x02 // packet contains 2 tics
#define NCMD_1TICS 0x01 // packet contains 1 tic
#define NCMD_0TICS 0x00 // packet contains 0 tics
#endif