gzdoom/src/i_net.cpp
Randy Heit 10c31b82cb - Added selective compression of network packets. Interestingly, most packets
don't actually compress all that well, even the ones that aren't too short
  to possibly compress. (Maybe make the whole thing one long, never-ending
  zlib data stream with Z_SYNC_FLUSH used to chunk things at packet
  boundaries? That would probably help the compression ratio, but it would
  require changing the way the netcode determines sequence, which would be
  a much more invasive change.)


SVN r1438 (trunk)
2009-02-22 05:05:58 +00:00

1026 lines
23 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: i_net.c,v 1.2 1997/12/29 19:50:54 pekangas Exp $
//
// 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.
//
// DESCRIPTION:
// Low-level networking code. Uses BSD sockets for UDP networking.
//
//-----------------------------------------------------------------------------
/* [Petteri] Check if compiling for Win32: */
#if defined(__WINDOWS__) || defined(__NT__) || defined(_MSC_VER) || defined(_WIN32)
#ifndef __WIN32__
# define __WIN32__
#endif
#endif
/* Follow #ifdef __WIN32__ marks */
#include <stdlib.h>
#include <string.h>
#include <stdio.h>
/* [Petteri] Use Winsock for Win32: */
#ifdef __WIN32__
# define WIN32_LEAN_AND_MEAN
# include <windows.h>
# include <winsock.h>
#define USE_WINDOWS_DWORD
#else
# include <sys/socket.h>
# include <netinet/in.h>
# include <arpa/inet.h>
# include <errno.h>
# include <unistd.h>
# include <netdb.h>
# include <sys/ioctl.h>
#endif
#include "doomtype.h"
#include "i_system.h"
#include "d_event.h"
#include "d_net.h"
#include "m_argv.h"
#include "m_swap.h"
#include "m_crc32.h"
#include "d_player.h"
#include "templates.h"
#include "c_console.h"
#include "st_start.h"
#include "doomstat.h"
#include "i_net.h"
// As per http://support.microsoft.com/kb/q192599/ the standard
// size for network buffers is 8k.
#define TRANSMIT_SIZE 8000
/* [Petteri] Get more portable: */
#ifndef __WIN32__
typedef int SOCKET;
#define SOCKET_ERROR -1
#define INVALID_SOCKET -1
#define closesocket close
#define ioctlsocket ioctl
#define Sleep(x) usleep (x * 1000)
#define WSAEWOULDBLOCK EWOULDBLOCK
#define WSAECONNRESET ECONNRESET
#define WSAGetLastError() errno
#endif
#ifdef __WIN32__
#define IPPORT_USERRESERVED 5000
typedef int socklen_t;
#endif
//
// NETWORKING
//
static u_short DOOMPORT = (IPPORT_USERRESERVED + 29);
static SOCKET mysocket = INVALID_SOCKET;
static sockaddr_in sendaddress[MAXNETNODES];
static BYTE sendplayer[MAXNETNODES];
#ifdef __WIN32__
const char *neterror (void);
#else
#define neterror() strerror(errno)
#endif
enum
{
PRE_CONNECT, // Sent from guest to host for initial connection
PRE_DISCONNECT, // Sent from guest that aborts the game
PRE_ALLHERE, // Sent from host to guest when everybody has connected
PRE_CONACK, // Sent from host to guest to acknowledge PRE_CONNECT receipt
PRE_ALLFULL, // Sent from host to an unwanted guest
PRE_ALLHEREACK, // Sent from guest to host to acknowledge PRE_ALLHEREACK receipt
PRE_GO // Sent from host to guest to continue game startup
};
// Set PreGamePacket.fake to this so that the game rejects any pregame packets
// after it starts. This translates to NCMD_SETUP|NCMD_MULTI.
#define PRE_FAKE 0x30
struct PreGamePacket
{
BYTE Fake;
BYTE Message;
BYTE NumNodes;
union
{
BYTE ConsoleNum;
BYTE NumPresent;
};
struct
{
u_long address;
u_short port;
BYTE player;
BYTE pad;
} machines[MAXNETNODES];
};
BYTE TransmitBuffer[TRANSMIT_SIZE];
//
// UDPsocket
//
SOCKET UDPsocket (void)
{
SOCKET s;
// allocate a socket
s = socket (PF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (s == INVALID_SOCKET)
I_FatalError ("can't create socket: %s", neterror ());
return s;
}
//
// BindToLocalPort
//
void BindToLocalPort (SOCKET s, u_short port)
{
int v;
sockaddr_in address;
memset (&address, 0, sizeof(address));
address.sin_family = AF_INET;
address.sin_addr.s_addr = INADDR_ANY;
address.sin_port = htons(port);
v = bind (s, (sockaddr *)&address, sizeof(address));
if (v == SOCKET_ERROR)
I_FatalError ("BindToPort: %s", neterror ());
}
int FindNode (const sockaddr_in *address)
{
int i;
// find remote node number
for (i = 0; i<doomcom.numnodes; i++)
if (address->sin_addr.s_addr == sendaddress[i].sin_addr.s_addr
&& address->sin_port == sendaddress[i].sin_port)
break;
if (i == doomcom.numnodes)
{
// packet is not from one of the players (new game broadcast?)
i = -1;
}
return i;
}
//
// PacketSend
//
void PacketSend (void)
{
int c;
// FIXME: Catch this before we've overflown the buffer. With long chat
// text and lots of backup tics, it could conceivably happen. (Though
// apparently it hasn't yet, which is good.)
if (doomcom.datalength > MAX_MSGLEN)
{
I_FatalError("Netbuffer overflow!");
}
uLong size = TRANSMIT_SIZE - 1;
if (doomcom.datalength >= 10)
{
assert(!(doomcom.data[0] & NCMD_COMPRESSED));
TransmitBuffer[0] = doomcom.data[0] | NCMD_COMPRESSED;
c = compress2(TransmitBuffer + 1, &size, doomcom.data + 1, doomcom.datalength - 1, 9);
size += 1;
}
else
{
c = -1; // Just some random error code to avoid sending the compressed buffer.
}
if (c == Z_OK && size < (uLong)doomcom.datalength)
{
// Printf("send %lu/%d\n", size, doomcom.datalength);
c = sendto(mysocket, (char *)TransmitBuffer, size,
0, (sockaddr *)&sendaddress[doomcom.remotenode],
sizeof(sendaddress[doomcom.remotenode]));
}
else
{
if (doomcom.datalength > TRANSMIT_SIZE)
{
I_Error("Net compression failed (zlib error %d)", c);
}
else
{
// Printf("send %d\n", doomcom.datalength);
c = sendto(mysocket, (char *)doomcom.data, doomcom.datalength,
0, (sockaddr *)&sendaddress[doomcom.remotenode],
sizeof(sendaddress[doomcom.remotenode]));
}
}
// if (c == -1)
// I_Error ("SendPacket error: %s",strerror(errno));
}
//
// PacketGet
//
void PacketGet (void)
{
int c;
socklen_t fromlen;
sockaddr_in fromaddress;
int node;
fromlen = sizeof(fromaddress);
c = recvfrom (mysocket, (char*)TransmitBuffer, TRANSMIT_SIZE, 0,
(sockaddr *)&fromaddress, &fromlen);
node = FindNode (&fromaddress);
if (node >= 0 && c == SOCKET_ERROR)
{
int err = WSAGetLastError();
if (err == WSAECONNRESET)
{ // The remote node aborted unexpectedly, so pretend it sent an exit packet
StartScreen->NetMessage ("The connection from %s was dropped.\n",
players[sendplayer[node]].userinfo.netname);
doomcom.data[0] = 0x80; // NCMD_EXIT
c = 1;
}
else if (err != WSAEWOULDBLOCK)
{
I_Error ("GetPacket: %s", neterror ());
}
else
{
doomcom.remotenode = -1; // no packet
return;
}
}
else if (c > 0)
{
doomcom.data[0] = TransmitBuffer[0] & ~NCMD_COMPRESSED;
if (TransmitBuffer[0] & NCMD_COMPRESSED)
{
uLongf msgsize = MAX_MSGLEN - 1;
int err = uncompress(doomcom.data + 1, &msgsize, TransmitBuffer + 1, c - 1);
// Printf("recv %d/%lu\n", c, msgsize + 1);
if (err != Z_OK)
{
I_Error("Net decompression failed (zlib error %d)\n", err);
}
c = msgsize + 1;
}
else
{
// Printf("recv %d\n", c);
memcpy(doomcom.data + 1, TransmitBuffer + 1, c - 1);
}
}
doomcom.remotenode = node;
doomcom.datalength = (short)c;
}
sockaddr_in *PreGet (void *buffer, int bufferlen, bool noabort)
{
static sockaddr_in fromaddress;
socklen_t fromlen;
int c;
fromlen = sizeof(fromaddress);
c = recvfrom (mysocket, (char *)buffer, bufferlen, 0,
(sockaddr *)&fromaddress, &fromlen);
if (c == SOCKET_ERROR)
{
int err = WSAGetLastError();
if (err == WSAEWOULDBLOCK || (noabort && err == WSAECONNRESET))
return NULL; // no packet
I_Error ("PreGet: %s", neterror ());
}
return &fromaddress;
}
void PreSend (const void *buffer, int bufferlen, const sockaddr_in *to)
{
sendto (mysocket, (const char *)buffer, bufferlen, 0, (const sockaddr *)to, sizeof(*to));
}
void BuildAddress (sockaddr_in *address, char *name)
{
hostent *hostentry; // host information entry
u_short port;
char *portpart;
bool isnamed = false;
int curchar;
char c;
address->sin_family = AF_INET;
if ( (portpart = strchr (name, ':')) )
{
*portpart = 0;
port = atoi (portpart + 1);
if (!port)
{
Printf ("Weird port: %s (using %d)\n", portpart + 1, DOOMPORT);
port = DOOMPORT;
}
}
else
{
port = DOOMPORT;
}
address->sin_port = htons(port);
for (curchar = 0; (c = name[curchar]) ; curchar++)
{
if ((c < '0' || c > '9') && c != '.')
{
isnamed = true;
break;
}
}
if (!isnamed)
{
address->sin_addr.s_addr = inet_addr (name);
Printf ("Node number %d, address %s\n", doomcom.numnodes, name);
}
else
{
hostentry = gethostbyname (name);
if (!hostentry)
I_FatalError ("gethostbyname: couldn't find %s\n%s", name, neterror());
address->sin_addr.s_addr = *(int *)hostentry->h_addr_list[0];
Printf ("Node number %d, hostname %s\n",
doomcom.numnodes, hostentry->h_name);
}
if (portpart)
*portpart = ':';
}
void CloseNetwork (void)
{
if (mysocket != INVALID_SOCKET)
{
closesocket (mysocket);
mysocket = INVALID_SOCKET;
}
#ifdef __WIN32__
WSACleanup ();
#endif
}
void StartNetwork (bool autoPort)
{
u_long trueval = 1;
#ifdef __WIN32__
WSADATA wsad;
if (WSAStartup (0x0101, &wsad))
{
I_FatalError ("Could not initialize Windows Sockets");
}
#endif
atterm (CloseNetwork);
netgame = true;
multiplayer = true;
// create communication socket
mysocket = UDPsocket ();
BindToLocalPort (mysocket, autoPort ? 0 : DOOMPORT);
ioctlsocket (mysocket, FIONBIO, &trueval);
}
void SendAbort (void)
{
BYTE dis[2] = { PRE_FAKE, PRE_DISCONNECT };
int i, j;
if (doomcom.numnodes > 1)
{
if (consoleplayer == 0)
{
// The host needs to let everyone know
for (i = 1; i < doomcom.numnodes; ++i)
{
for (j = 4; j > 0; --j)
{
PreSend (dis, 2, &sendaddress[i]);
}
}
}
else
{
// Guests only need to let the host know.
for (i = 4; i > 0; --i)
{
PreSend (dis, 2, &sendaddress[1]);
}
}
}
}
static void SendConAck (int num_connected, int num_needed)
{
PreGamePacket packet;
packet.Fake = PRE_FAKE;
packet.Message = PRE_CONACK;
packet.NumNodes = num_needed;
packet.NumPresent = num_connected;
for (int node = 1; node < doomcom.numnodes; ++node)
{
PreSend (&packet, 4, &sendaddress[node]);
}
StartScreen->NetProgress (doomcom.numnodes);
}
bool Host_CheckForConnects (void *userdata)
{
PreGamePacket packet;
int numplayers = (int)(intptr_t)userdata;
sockaddr_in *from;
int node;
while ( (from = PreGet (&packet, sizeof(packet), false)) )
{
if (packet.Fake != PRE_FAKE)
{
continue;
}
switch (packet.Message)
{
case PRE_CONNECT:
node = FindNode (from);
if (doomcom.numnodes == numplayers)
{
if (node == -1)
{
const BYTE *s_addr_bytes = (const BYTE *)&from->sin_addr;
StartScreen->NetMessage ("Got extra connect from %d.%d.%d.%d:%d",
s_addr_bytes[0], s_addr_bytes[1], s_addr_bytes[2], s_addr_bytes[3],
from->sin_port);
packet.Message = PRE_ALLFULL;
PreSend (&packet, 2, from);
}
}
else
{
if (node == -1)
{
node = doomcom.numnodes++;
sendaddress[node] = *from;
StartScreen->NetMessage ("Got connect from node %d.", node);
}
// Let the new guest (and everyone else) know we got their message.
SendConAck (doomcom.numnodes, numplayers);
}
break;
case PRE_DISCONNECT:
node = FindNode (from);
if (node >= 0)
{
StartScreen->NetMessage ("Got disconnect from node %d.", node);
doomcom.numnodes--;
while (node < doomcom.numnodes)
{
sendaddress[node] = sendaddress[node+1];
node++;
}
// Let remaining guests know that somebody left.
SendConAck (doomcom.numnodes, numplayers);
}
break;
}
}
if (doomcom.numnodes < numplayers)
{
return false;
}
// It's possible somebody bailed out after all players were found.
// Unfortunately, this isn't guaranteed to catch all of them.
// Oh well. Better than nothing.
while ( (from = PreGet (&packet, sizeof(packet), false)) )
{
if (packet.Fake == PRE_FAKE && packet.Message == PRE_DISCONNECT)
{
node = FindNode (from);
if (node >= 0)
{
doomcom.numnodes--;
while (node < doomcom.numnodes)
{
sendaddress[node] = sendaddress[node+1];
node++;
}
// Let remaining guests know that somebody left.
SendConAck (doomcom.numnodes, numplayers);
}
break;
}
}
return doomcom.numnodes >= numplayers;
}
bool Host_SendAllHere (void *userdata)
{
int *gotack = (int *)userdata; // ackcount is at gotack[MAXNETNODES]
PreGamePacket packet;
int node;
sockaddr_in *from;
// Send out address information to all guests. Guests that have already
// acknowledged receipt effectively get just a heartbeat packet.
packet.Fake = PRE_FAKE;
packet.Message = PRE_ALLHERE;
for (node = 1; node < doomcom.numnodes; node++)
{
int machine, spot = 0;
packet.ConsoleNum = node;
if (!gotack[node])
{
for (spot = 0, machine = 1; machine < doomcom.numnodes; machine++)
{
if (node != machine)
{
packet.machines[spot].address = sendaddress[machine].sin_addr.s_addr;
packet.machines[spot].port = sendaddress[machine].sin_port;
packet.machines[spot].player = node;
spot++; // fixes problem of new address replacing existing address in
// array; it's supposed to increment the index before getting
// and storing in the packet the next address.
}
}
packet.NumNodes = doomcom.numnodes - 2;
}
else
{
packet.NumNodes = 0;
}
PreSend (&packet, 4 + spot*8, &sendaddress[node]);
}
// Check for replies.
while ( (from = PreGet (&packet, sizeof(packet), false)) )
{
if (packet.Fake == PRE_FAKE && packet.Message == PRE_ALLHEREACK)
{
node = FindNode (from);
if (node >= 0)
{
if (!gotack[node])
{
gotack[node] = true;
gotack[MAXNETNODES]++;
}
}
PreSend (&packet, 2, from);
}
}
// If everybody has replied, then this loop can end.
return gotack[MAXNETNODES] == doomcom.numnodes - 1;
}
void HostGame (int i)
{
PreGamePacket packet;
int numplayers;
int node;
int gotack[MAXNETNODES+1];
if ((i == Args->NumArgs() - 1) || !(numplayers = atoi (Args->GetArg(i+1))))
{ // No player count specified, assume 2
numplayers = 2;
}
if (numplayers == 1)
{ // Special case: Only 1 player, so don't bother starting the network
netgame = false;
multiplayer = true;
doomcom.id = DOOMCOM_ID;
doomcom.numplayers = doomcom.numnodes = 1;
doomcom.consoleplayer = 0;
return;
}
StartNetwork (false);
// [JC] - this computer is starting the game, therefore it should
// be the Net Arbitrator.
doomcom.consoleplayer = 0;
Printf ("Console player number: %d\n", doomcom.consoleplayer);
doomcom.numnodes = 1;
atterm (SendAbort);
StartScreen->NetInit ("Waiting for players", numplayers);
// Wait for numplayers-1 different connections
if (!StartScreen->NetLoop (Host_CheckForConnects, (void *)(intptr_t)numplayers))
{
exit (0);
}
// Now inform everyone of all machines involved in the game
memset (gotack, 0, sizeof(gotack));
StartScreen->NetMessage ("Sending all here.");
StartScreen->NetInit ("Done waiting", 1);
if (!StartScreen->NetLoop (Host_SendAllHere, (void *)gotack))
{
exit (0);
}
popterm ();
// Now go
StartScreen->NetMessage ("Go");
packet.Fake = PRE_FAKE;
packet.Message = PRE_GO;
for (node = 1; node < doomcom.numnodes; node++)
{
// If we send the packets eight times to each guest,
// hopefully at least one of them will get through.
for (int i = 8; i != 0; --i)
{
PreSend (&packet, 2, &sendaddress[node]);
}
}
StartScreen->NetMessage ("Total players: %d", doomcom.numnodes);
doomcom.id = DOOMCOM_ID;
doomcom.numplayers = doomcom.numnodes;
// On the host, each player's number is the same as its node number
for (i = 0; i < doomcom.numnodes; ++i)
{
sendplayer[i] = i;
}
}
// This routine is used by a guest to notify the host of its presence.
// Once that host acknowledges receipt of the notification, this routine
// is never called again.
bool Guest_ContactHost (void *userdata)
{
sockaddr_in *from;
PreGamePacket packet;
// Let the host know we are here.
packet.Fake = PRE_FAKE;
packet.Message = PRE_CONNECT;
PreSend (&packet, 2, &sendaddress[1]);
// Listen for a reply.
while ( (from = PreGet (&packet, sizeof(packet), true)) )
{
if (packet.Fake == PRE_FAKE && FindNode(from) == 1)
{
if (packet.Message == PRE_CONACK)
{
StartScreen->NetMessage ("Total players: %d", packet.NumNodes);
StartScreen->NetInit ("Waiting for other players", packet.NumNodes);
StartScreen->NetProgress (packet.NumPresent);
return true;
}
else if (packet.Message == PRE_DISCONNECT)
{
doomcom.numnodes = 0;
I_FatalError ("The host cancelled the game.");
}
else if (packet.Message == PRE_ALLFULL)
{
doomcom.numnodes = 0;
I_FatalError ("The game is full.");
}
}
}
// In case the progress bar could not be marqueed, bump it.
StartScreen->NetProgress (0);
return false;
}
bool Guest_WaitForOthers (void *userdata)
{
sockaddr_in *from;
PreGamePacket packet;
while ( (from = PreGet (&packet, sizeof(packet), false)) )
{
if (packet.Fake != PRE_FAKE || FindNode(from) != 1)
{
continue;
}
switch (packet.Message)
{
case PRE_CONACK:
StartScreen->NetProgress (packet.NumPresent);
break;
case PRE_ALLHERE:
if (doomcom.numnodes == 2)
{
int node;
packet.NumNodes = packet.NumNodes;
doomcom.numnodes = packet.NumNodes + 2;
sendplayer[0] = packet.ConsoleNum; // My player number
doomcom.consoleplayer = packet.ConsoleNum;
StartScreen->NetMessage ("Console player number: %d", doomcom.consoleplayer);
for (node = 0; node < packet.NumNodes; node++)
{
sendaddress[node+2].sin_addr.s_addr = packet.machines[node].address;
sendaddress[node+2].sin_port = packet.machines[node].port;
sendplayer[node+2] = packet.machines[node].player;
// [JC] - fixes problem of games not starting due to
// no address family being assigned to nodes stored in
// sendaddress[] from the All Here packet.
sendaddress[node+2].sin_family = AF_INET;
}
}
StartScreen->NetMessage ("Received All Here, sending ACK.");
packet.Fake = PRE_FAKE;
packet.Message = PRE_ALLHEREACK;
PreSend (&packet, 2, &sendaddress[1]);
break;
case PRE_GO:
StartScreen->NetMessage ("Received \"Go.\"");
return true;
case PRE_DISCONNECT:
I_FatalError ("The host cancelled the game.");
break;
}
}
return false;
}
void JoinGame (int i)
{
if ((i == Args->NumArgs() - 1) ||
(Args->GetArg(i+1)[0] == '-') ||
(Args->GetArg(i+1)[0] == '+'))
I_FatalError ("You need to specify the host machine's address");
StartNetwork (true);
// Host is always node 1
BuildAddress (&sendaddress[1], Args->GetArg(i+1));
sendplayer[1] = 0;
doomcom.numnodes = 2;
atterm (SendAbort);
// Let host know we are here
StartScreen->NetInit ("Contacting host", 0);
if (!StartScreen->NetLoop (Guest_ContactHost, NULL))
{
exit (0);
}
// Wait for everyone else to connect
if (!StartScreen->NetLoop (Guest_WaitForOthers, 0))
{
exit (0);
}
popterm ();
StartScreen->NetMessage ("Total players: %d", doomcom.numnodes);
doomcom.id = DOOMCOM_ID;
doomcom.numplayers = doomcom.numnodes;
}
static int PrivateNetOf(in_addr in)
{
int addr = ntohl(in.s_addr);
if ((addr & 0xFFFF0000) == 0xC0A80000) // 192.168.0.0
{
return 0xC0A80000;
}
else if ((addr & 0xFFF00000) == 0xAC100000) // 172.16.0.0
{
return 0xAC100000;
}
else if ((addr & 0xFF000000) == 0x0A000000) // 10.0.0.0
{
return 0x0A000000;
}
else if ((addr & 0xFF000000) == 0x7F000000) // 127.0.0.0 (localhost)
{
return 0x7F000000;
}
// Not a private IP
return 0;
}
//
// NodesOnSameNetwork
//
// The best I can really do here is check if the others are on the same
// private network, since that means we (probably) are too.
//
static bool NodesOnSameNetwork()
{
int net1;
net1 = PrivateNetOf(sendaddress[1].sin_addr);
// Printf("net1 = %08x\n", net1);
if (net1 == 0)
{
return false;
}
for (int i = 2; i < doomcom.numnodes; ++i)
{
int net = PrivateNetOf(sendaddress[i].sin_addr);
// Printf("Net[%d] = %08x\n", i, net);
if (net != net1)
{
return false;
}
}
return true;
}
//
// I_InitNetwork
//
// Returns true if packet server mode might be a good idea.
//
bool I_InitNetwork (void)
{
int i;
char *v;
memset (&doomcom, 0, sizeof(doomcom));
// set up for network
v = Args->CheckValue ("-dup");
if (v)
{
doomcom.ticdup = clamp (atoi (v), 1, MAXTICDUP);
}
else
{
doomcom.ticdup = 1;
}
if (Args->CheckParm ("-extratic"))
doomcom.extratics = 1;
else
doomcom.extratics = 0;
v = Args->CheckValue ("-port");
if (v)
{
DOOMPORT = atoi (v);
Printf ("using alternate port %i\n", DOOMPORT);
}
// parse network game options,
// player 1: -host <numplayers>
// player x: -join <player 1's address>
if ( (i = Args->CheckParm ("-host")) )
{
HostGame (i);
}
else if ( (i = Args->CheckParm ("-join")) )
{
JoinGame (i);
}
else
{
// single player game
netgame = false;
multiplayer = false;
doomcom.id = DOOMCOM_ID;
doomcom.numplayers = doomcom.numnodes = 1;
doomcom.consoleplayer = 0;
return false;
}
if (doomcom.numnodes < 3)
{ // Packet server mode with only two players is effectively the same as
// peer-to-peer but with some slightly larger packets.
return false;
}
return doomcom.numnodes > 3 || !NodesOnSameNetwork();
}
void I_NetCmd (void)
{
if (doomcom.command == CMD_SEND)
{
PacketSend ();
}
else if (doomcom.command == CMD_GET)
{
PacketGet ();
}
else
I_Error ("Bad net cmd: %i\n",doomcom.command);
}
#ifdef __WIN32__
const char *neterror (void)
{
static char neterr[16];
int code;
switch (code = WSAGetLastError ()) {
case WSAEACCES: return "EACCES";
case WSAEADDRINUSE: return "EADDRINUSE";
case WSAEADDRNOTAVAIL: return "EADDRNOTAVAIL";
case WSAEAFNOSUPPORT: return "EAFNOSUPPORT";
case WSAEALREADY: return "EALREADY";
case WSAECONNABORTED: return "ECONNABORTED";
case WSAECONNREFUSED: return "ECONNREFUSED";
case WSAECONNRESET: return "ECONNRESET";
case WSAEDESTADDRREQ: return "EDESTADDRREQ";
case WSAEFAULT: return "EFAULT";
case WSAEHOSTDOWN: return "EHOSTDOWN";
case WSAEHOSTUNREACH: return "EHOSTUNREACH";
case WSAEINPROGRESS: return "EINPROGRESS";
case WSAEINTR: return "EINTR";
case WSAEINVAL: return "EINVAL";
case WSAEISCONN: return "EISCONN";
case WSAEMFILE: return "EMFILE";
case WSAEMSGSIZE: return "EMSGSIZE";
case WSAENETDOWN: return "ENETDOWN";
case WSAENETRESET: return "ENETRESET";
case WSAENETUNREACH: return "ENETUNREACH";
case WSAENOBUFS: return "ENOBUFS";
case WSAENOPROTOOPT: return "ENOPROTOOPT";
case WSAENOTCONN: return "ENOTCONN";
case WSAENOTSOCK: return "ENOTSOCK";
case WSAEOPNOTSUPP: return "EOPNOTSUPP";
case WSAEPFNOSUPPORT: return "EPFNOSUPPORT";
case WSAEPROCLIM: return "EPROCLIM";
case WSAEPROTONOSUPPORT: return "EPROTONOSUPPORT";
case WSAEPROTOTYPE: return "EPROTOTYPE";
case WSAESHUTDOWN: return "ESHUTDOWN";
case WSAESOCKTNOSUPPORT: return "ESOCKTNOSUPPORT";
case WSAETIMEDOUT: return "ETIMEDOUT";
case WSAEWOULDBLOCK: return "EWOULDBLOCK";
case WSAHOST_NOT_FOUND: return "HOST_NOT_FOUND";
case WSANOTINITIALISED: return "NOTINITIALISED";
case WSANO_DATA: return "NO_DATA";
case WSANO_RECOVERY: return "NO_RECOVERY";
case WSASYSNOTREADY: return "SYSNOTREADY";
case WSATRY_AGAIN: return "TRY_AGAIN";
case WSAVERNOTSUPPORTED: return "VERNOTSUPPORTED";
case WSAEDISCON: return "EDISCON";
default:
mysnprintf (neterr, countof(neterr), "%d", code);
return neterr;
}
}
#endif