mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 14:00:43 +00:00
7c1fbe7ee5
ga_autosave, write DEM_CHECKAUTOSAVE to the net stream. When this is processed, it will check if it's okay to do an autosave. If it is, it writes DEM_DOAUTOSAVE to the net stream, which the sets gameaction to ga_autosave. Essentially, about half of the functionality was moved out of G_DoAutoSave() and into Net_DoCommand(). - Minor changes to OS detection: The os_WinNT enumeration has been renamed to os_WinNT4, since every new OS coming out of Microsoft these days is essentially NT. NT 5.2 and 6.0 are now properly identified as "Windows Server 2003" and "Windows Vista" respectively, and any unknown NT versions Microsoft introduces in the future will now be displayed as "Windows NT" instead of "Windows 2000" if the minor version is 0 and "Windows XP" if the minor version is non-0. Win32s detection has also been removed. Presumably if somebody is foolish enough to try to run this on Windows 3.x with Win32s, it won't even load due to missing DLLs. - Fixed: Demos with NETD chunks should not set netgame to true unless they have more than one player. And since netdemo is ignored if netgame is false, it doesn't need to set that either. - Fixed: FTexture::GetScaled* functions did not check for scale values of 0. SVN r354 (trunk)
2395 lines
53 KiB
C++
2395 lines
53 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// DOOM Network game communication and protocol,
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// all OS independent parts.
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//
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//-----------------------------------------------------------------------------
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#include <stddef.h>
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#include "version.h"
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#include "m_alloc.h"
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#include "m_menu.h"
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#include "m_random.h"
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#include "i_system.h"
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#include "i_video.h"
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#include "i_net.h"
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#include "g_game.h"
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#include "doomdef.h"
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#include "doomstat.h"
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#include "c_console.h"
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#include "d_netinf.h"
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#include "cmdlib.h"
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#include "s_sound.h"
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#include "m_cheat.h"
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#include "p_effect.h"
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#include "p_local.h"
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#include "c_dispatch.h"
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#include "sbar.h"
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#include "gi.h"
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#include "m_misc.h"
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#include "gameconfigfile.h"
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#include "d_gui.h"
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#include "templates.h"
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#include "p_acs.h"
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#include "p_trace.h"
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#include "a_sharedglobal.h"
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int P_StartScript (AActor *who, line_t *where, int script, char *map, bool backSide,
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int arg0, int arg1, int arg2, int always, bool wantResultCode, bool net);
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EXTERN_CVAR (Int, disableautosave)
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EXTERN_CVAR (Int, autosavecount)
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//#define SIMULATEERRORS (RAND_MAX/3)
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#define SIMULATEERRORS 0
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#define NCMD_EXIT 0x80
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#define NCMD_RETRANSMIT 0x40
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#define NCMD_SETUP 0x20
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#define NCMD_MULTI 0x10 // multiple players in this packet
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#define NCMD_QUITTERS 0x08 // one or more players just quit (packet server only)
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#define NCMD_XTICS 0x03 // packet contains >2 tics
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#define NCMD_2TICS 0x02 // packet contains 2 tics
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#define NCMD_1TICS 0x01 // packet contains 1 tic
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#define NCMD_0TICS 0x00 // packet contains 0 tics
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// [RH]
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// New generic packet structure:
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//
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// Header:
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// One byte with above flags.
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// One byte with starttic
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// One byte with master's maketic (master -> slave only!)
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// If NCMD_RETRANSMIT set, one byte with retransmitfrom
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// If NCMD_XTICS set, one byte with number of tics (minus 3, so theoretically up to 258 tics in one packet)
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// If NCMD_QUITTERS, one byte with number of players followed by one byte with each player's consolenum
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// If NCMD_MULTI, one byte with number of players followed by one byte with each player's consolenum
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// - The first player's consolenum is not included in this list, because it always matches the sender
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//
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// For each tic:
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// Two bytes with consistancy check, followed by tic data
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//
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// Setup packets are different, and are described just before D_ArbitrateNetStart().
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extern BYTE *demo_p; // [RH] Special "ticcmds" get recorded in demos
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extern char savedescription[SAVESTRINGSIZE];
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extern FString savegamefile;
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extern short consistancy[MAXPLAYERS][BACKUPTICS];
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doomcom_t doomcom;
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#define netbuffer (doomcom.data)
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enum { NET_PeerToPeer, NET_PacketServer };
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BYTE NetMode = NET_PeerToPeer;
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//
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// NETWORKING
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//
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// gametic is the tic about to (or currently being) run
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// maketic is the tick that hasn't had control made for it yet
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// nettics[] has the maketics for all players
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//
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// a gametic cannot be run until nettics[] > gametic for all players
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//
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#define RESENDCOUNT 10
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#define PL_DRONE 0x80 // bit flag in doomdata->player
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ticcmd_t localcmds[LOCALCMDTICS];
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FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS];
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ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
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int nettics[MAXNETNODES];
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bool nodeingame[MAXNETNODES]; // set false as nodes leave game
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bool nodejustleft[MAXNETNODES]; // set when a node just left
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bool remoteresend[MAXNETNODES]; // set when local needs tics
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int resendto[MAXNETNODES]; // set when remote needs tics
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int resendcount[MAXNETNODES];
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unsigned int lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
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unsigned int currrecvtime[MAXPLAYERS];
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int nodeforplayer[MAXPLAYERS];
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int playerfornode[MAXNETNODES];
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int maketic;
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int skiptics;
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int ticdup;
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void D_ProcessEvents (void);
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void G_BuildTiccmd (ticcmd_t *cmd);
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void D_DoAdvanceDemo (void);
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static void SendSetup (DWORD playersdetected[MAXNETNODES], BYTE gotsetup[MAXNETNODES], int len);
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int reboundpacket;
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BYTE reboundstore[MAX_MSGLEN];
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int frameon;
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int frameskip[4];
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int oldnettics;
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int mastertics;
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static int entertic;
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static int oldentertics;
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extern bool advancedemo;
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CVAR (Bool, cl_capfps, false, CVAR_ARCHIVE|CVAR_GLOBALCONFIG)
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// [RH] Special "ticcmds" get stored in here
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static struct TicSpecial
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{
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BYTE *streams[BACKUPTICS];
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size_t used[BACKUPTICS];
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BYTE *streamptr;
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size_t streamoffs;
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int specialsize;
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int lastmaketic;
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bool okay;
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TicSpecial ()
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{
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int i;
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lastmaketic = -1;
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specialsize = 256;
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for (i = 0; i < BACKUPTICS; i++)
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streams[i] = NULL;
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for (i = 0; i < BACKUPTICS; i++)
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{
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streams[i] = (BYTE *)M_Malloc (256);
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used[i] = 0;
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}
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okay = true;
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}
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~TicSpecial ()
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{
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int i;
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for (i = 0; i < BACKUPTICS; i++)
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{
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if (streams[i])
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{
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free (streams[i]);
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streams[i] = NULL;
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used[i] = 0;
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}
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}
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okay = false;
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}
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// Make more room for special commands.
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void GetMoreSpace ()
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{
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int i;
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specialsize <<= 1;
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DPrintf ("Expanding special size to %d\n", specialsize);
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for (i = 0; i < BACKUPTICS; i++)
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streams[i] = (BYTE *)M_Realloc (streams[i], specialsize);
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streamptr = streams[(maketic/ticdup)%BACKUPTICS] + streamoffs;
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}
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void CheckSpace (size_t needed)
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{
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if (streamoffs >= specialsize - needed)
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GetMoreSpace ();
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streamoffs += needed;
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}
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void NewMakeTic ()
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{
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int mt = maketic / ticdup;
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if (lastmaketic != -1)
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{
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if (lastmaketic == mt)
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return;
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used[lastmaketic%BACKUPTICS] = streamoffs;
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}
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lastmaketic = mt;
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streamptr = streams[mt%BACKUPTICS];
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streamoffs = 0;
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}
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TicSpecial &operator << (BYTE it)
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{
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if (streamptr)
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{
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CheckSpace (1);
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WriteByte (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (short it)
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{
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if (streamptr)
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{
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CheckSpace (2);
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WriteWord (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (int it)
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{
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if (streamptr)
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{
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CheckSpace (4);
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WriteLong (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (float it)
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{
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if (streamptr)
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{
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CheckSpace (4);
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WriteFloat (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (const char *it)
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{
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if (streamptr)
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{
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CheckSpace (strlen (it) + 1);
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WriteString (it, &streamptr);
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}
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return *this;
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}
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} specials;
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void Net_ClearBuffers ()
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{
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int i, j;
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memset (localcmds, 0, sizeof(localcmds));
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memset (netcmds, 0, sizeof(netcmds));
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memset (nettics, 0, sizeof(nettics));
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memset (nodeingame, 0, sizeof(nodeingame));
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memset (remoteresend, 0, sizeof(remoteresend));
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memset (resendto, 0, sizeof(resendto));
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memset (resendcount, 0, sizeof(resendcount));
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memset (lastrecvtime, 0, sizeof(lastrecvtime));
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memset (currrecvtime, 0, sizeof(currrecvtime));
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memset (consistancy, 0, sizeof(consistancy));
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nodeingame[0] = true;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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for (j = 0; j < BACKUPTICS; j++)
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{
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NetSpecs[i][j].SetData (NULL, 0);
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}
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}
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oldentertics = entertic;
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gametic = 0;
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maketic = 0;
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}
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//
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// [RH] Rewritten to properly calculate the packet size
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// with our variable length commands.
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//
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int NetbufferSize ()
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{
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if (netbuffer[0] & (NCMD_EXIT | NCMD_SETUP))
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{
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return doomcom.datalength;
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}
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int k = 2, count, numtics;
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if (netbuffer[0] & NCMD_RETRANSMIT)
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k++;
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if (NetMode == NET_PacketServer && doomcom.remotenode == nodeforplayer[Net_Arbitrator])
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k++;
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numtics = netbuffer[0] & NCMD_XTICS;
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if (numtics == 3)
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{
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numtics += netbuffer[k++];
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}
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if (netbuffer[0] & NCMD_QUITTERS)
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{
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k += netbuffer[k] + 1;
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}
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if (netbuffer[0] & NCMD_MULTI)
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{
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count = netbuffer[k];
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k += count;
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}
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else
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{
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count = 1;
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}
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// Need at least 3 bytes per tic per player
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if (doomcom.datalength < k + 3 * count * numtics)
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{
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return k + 3 * count * numtics;
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}
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BYTE *skipper = &netbuffer[k];
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if ((netbuffer[0] & NCMD_EXIT) == 0)
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{
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while (count-- > 0)
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{
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SkipTicCmd (&skipper, numtics);
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}
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}
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return skipper - netbuffer;
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}
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//
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//
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//
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int ExpandTics (int low)
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{
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int delta;
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int mt = maketic / ticdup;
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delta = low - (mt&0xff);
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if (delta >= -64 && delta <= 64)
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return (mt&~0xff) + low;
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if (delta > 64)
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return (mt&~0xff) - 256 + low;
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if (delta < -64)
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return (mt&~0xff) + 256 + low;
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I_Error ("ExpandTics: strange value %i at maketic %i", low, maketic);
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return 0;
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}
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//
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// HSendPacket
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//
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void HSendPacket (int node, int len)
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{
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if (debugfile && node != 0)
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{
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int i, k, realretrans;
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if (netbuffer[0] & NCMD_SETUP)
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{
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fprintf (debugfile,"%i/%i send %i = SETUP [%3i]", gametic, maketic, node, len);
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for (i = 0; i < len; i++)
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fprintf (debugfile," %2x", ((BYTE *)netbuffer)[i]);
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}
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else if (netbuffer[0] & NCMD_EXIT)
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{
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fprintf (debugfile,"%i/%i send %i = EXIT [%3i]", gametic, maketic, node, len);
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for (i = 0; i < len; i++)
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fprintf (debugfile," %2x", ((BYTE *)netbuffer)[i]);
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}
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else
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{
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k = 2;
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if (NetMode == NET_PacketServer && consoleplayer == Net_Arbitrator &&
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node != 0)
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{
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k++;
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}
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if (netbuffer[0] & NCMD_RETRANSMIT)
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realretrans = ExpandTics (netbuffer[k++]);
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else
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realretrans = -1;
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int numtics = netbuffer[0] & 3;
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if (numtics == 3)
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numtics += netbuffer[k++];
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fprintf (debugfile,"%i/%i send %i = (%i + %i, R %i) [%3i]",
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gametic, maketic,
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node,
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ExpandTics(netbuffer[1]),
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numtics, realretrans, len);
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for (i = 0; i < len; i++)
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fprintf (debugfile, "%c%2x", i==k?'|':' ', ((BYTE *)netbuffer)[i]);
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}
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fprintf (debugfile, " [[ ");
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for (i = 0; i < doomcom.numnodes; ++i)
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{
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if (nodeingame[i])
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{
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fprintf (debugfile, "%d ", nettics[i]);
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}
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else
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{
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fprintf (debugfile, "--- ");
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}
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}
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fprintf (debugfile, "]]\n");
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}
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if (node == 0)
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{
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memcpy (reboundstore, netbuffer, len);
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reboundpacket = len;
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return;
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}
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if (demoplayback)
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return;
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|
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if (!netgame)
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I_Error ("Tried to transmit to another node");
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|
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#if SIMULATEERRORS
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if (rand() < SIMULATEERRORS)
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{
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if (debugfile)
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fprintf (debugfile, "Drop!\n");
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return;
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}
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#endif
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doomcom.command = CMD_SEND;
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doomcom.remotenode = node;
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doomcom.datalength = len;
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I_NetCmd ();
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}
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|
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//
|
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// HGetPacket
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// Returns false if no packet is waiting
|
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//
|
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bool HGetPacket (void)
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{
|
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if (reboundpacket)
|
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{
|
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memcpy (netbuffer, reboundstore, reboundpacket);
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doomcom.remotenode = 0;
|
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reboundpacket = 0;
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return true;
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}
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|
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if (!netgame)
|
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return false;
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|
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if (demoplayback)
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return false;
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|
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doomcom.command = CMD_GET;
|
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I_NetCmd ();
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|
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if (doomcom.remotenode == -1)
|
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return false;
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|
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if (debugfile)
|
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{
|
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int i, k, realretrans;
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|
|
if (netbuffer[0] & NCMD_SETUP)
|
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{
|
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fprintf (debugfile,"%i/%i get %i = SETUP [%3i]", gametic, maketic, doomcom.remotenode, doomcom.datalength);
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for (i = 0; i < doomcom.datalength; i++)
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fprintf (debugfile, " %2x", ((BYTE *)netbuffer)[i]);
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fprintf (debugfile, "\n");
|
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}
|
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else if (netbuffer[0] & NCMD_EXIT)
|
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{
|
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fprintf (debugfile,"%i/%i get %i = EXIT [%3i]", gametic, maketic, doomcom.remotenode, doomcom.datalength);
|
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for (i = 0; i < doomcom.datalength; i++)
|
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fprintf (debugfile, " %2x", ((BYTE *)netbuffer)[i]);
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fprintf (debugfile, "\n");
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}
|
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else {
|
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k = 2;
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|
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if (NetMode == NET_PacketServer &&
|
|
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.netname,
|
|
players[netconsole].fragcount);
|
|
}
|
|
else
|
|
{
|
|
Printf ("%s left the game\n", players[netconsole].userinfo.netname);
|
|
}
|
|
|
|
// [RH] Revert to your own view if spying through the player who left
|
|
if (players[consoleplayer].camera == players[netconsole].mo)
|
|
{
|
|
players[consoleplayer].camera = players[consoleplayer].mo;
|
|
if (StatusBar != NULL)
|
|
{
|
|
StatusBar->AttachToPlayer (&players[consoleplayer]);
|
|
}
|
|
}
|
|
|
|
// [RH] Make the player disappear
|
|
FBehavior::StaticStopMyScripts (players[netconsole].mo);
|
|
if (players[netconsole].mo != NULL)
|
|
{
|
|
P_DisconnectEffect (players[netconsole].mo);
|
|
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;
|
|
Printf ("%s is the new arbitrator\n", players[i].userinfo.netname);
|
|
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
|
|
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;
|
|
|
|
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 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, cmddata - netbuffer);
|
|
}
|
|
else
|
|
{
|
|
HSendPacket (i, k);
|
|
}
|
|
}
|
|
|
|
// listen for other packets
|
|
GetPackets ();
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// CheckAbort
|
|
//
|
|
bool CheckAbort (void)
|
|
{
|
|
event_t *ev;
|
|
bool res = false;
|
|
|
|
PrintString (PRINT_HIGH, ""); // [RH] Give the console a chance to redraw itself
|
|
// This WaitForTic is to avoid flooding the network with packets on startup.
|
|
I_WaitForTic (I_GetTime (false) + TICRATE/4);
|
|
I_StartTic ();
|
|
for ( ; eventtail != eventhead
|
|
; eventtail = (eventtail+1)&(MAXEVENTS-1) )
|
|
{
|
|
ev = &events[eventtail];
|
|
if (ev->type == EV_KeyDown && ev->data1 == KEY_ESCAPE)
|
|
{
|
|
res = true;
|
|
break;
|
|
}
|
|
if (ev->type == EV_GUI_Event &&
|
|
(ev->subtype == EV_GUI_KeyDown || ev->subtype == EV_GUI_KeyRepeat) &&
|
|
ev->data1 == GK_ESCAPE)
|
|
{
|
|
res = true;
|
|
break;
|
|
}
|
|
}
|
|
eventhead = eventtail = 0;
|
|
return res;
|
|
}
|
|
|
|
|
|
//
|
|
// 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 7
|
|
// 1 One byte for the player's number
|
|
// 2 One byte for the game version
|
|
//3-7 A bit mask for each player the sender knows about
|
|
// (the high bit of byte 7 indicates the game info was received)
|
|
// 8 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.
|
|
|
|
void D_ArbitrateNetStart (void)
|
|
{
|
|
int i, j;
|
|
DWORD playersdetected[MAXNETNODES];
|
|
BYTE gotsetup[MAXNETNODES];
|
|
char *s;
|
|
BYTE *stream;
|
|
int node;
|
|
bool allset = false;
|
|
|
|
// Return right away if we're just playing with ourselves.
|
|
if (doomcom.numnodes == 1)
|
|
return;
|
|
|
|
autostart = true;
|
|
|
|
memset (playersdetected, 0, sizeof(playersdetected));
|
|
memset (gotsetup, 0, sizeof(gotsetup));
|
|
|
|
// Everyone know about themself
|
|
playersdetected[0] = 1 << consoleplayer;
|
|
|
|
// Assign nodes to players
|
|
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)
|
|
{
|
|
gotsetup[0] = 0x80;
|
|
}
|
|
|
|
while (!allset)
|
|
{
|
|
if (CheckAbort ())
|
|
I_FatalError ("Network game synchronization aborted.");
|
|
|
|
I_WaitVBL (1);
|
|
|
|
while (HGetPacket ())
|
|
{
|
|
if (netbuffer[0] == NCMD_EXIT)
|
|
{
|
|
I_FatalError ("The game was aborted\n");
|
|
}
|
|
|
|
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]];
|
|
|
|
playersdetected[node] =
|
|
(netbuffer[3] << 24) | (netbuffer[4] << 16) | (netbuffer[5] << 8) | netbuffer[6];
|
|
|
|
if (netbuffer[0] == NCMD_SETUP)
|
|
{ // Sent to host
|
|
gotsetup[node] = netbuffer[7] & 0x80;
|
|
stream = &netbuffer[8];
|
|
}
|
|
else
|
|
{ // Sent from host
|
|
stream = &netbuffer[7];
|
|
}
|
|
|
|
if (!nodeingame[node])
|
|
{
|
|
if (netbuffer[2] != NETGAMEVERSION)
|
|
I_Error ("Different DOOM versions cannot play a net game!");
|
|
|
|
playeringame[netbuffer[1]] = true;
|
|
nodeingame[node] = true;
|
|
playersdetected[0] |= 1 << netbuffer[1];
|
|
|
|
D_ReadUserInfoStrings (netbuffer[1], &stream, false);
|
|
|
|
Printf ("Found %s (node %d, player %d)\n",
|
|
players[netbuffer[1]].userinfo.netname,
|
|
node, netbuffer[1]+1);
|
|
}
|
|
}
|
|
else if (netbuffer[0] == NCMD_SETUP+2) // got game info
|
|
{
|
|
gotsetup[0] = 0x80;
|
|
|
|
ticdup = doomcom.ticdup = netbuffer[1];
|
|
doomcom.extratics = netbuffer[2];
|
|
NetMode = netbuffer[3];
|
|
|
|
stream = &netbuffer[4];
|
|
s = ReadString (&stream);
|
|
strncpy (startmap, s, 8);
|
|
delete[] s;
|
|
rngseed = ReadLong (&stream);
|
|
C_ReadCVars (&stream);
|
|
}
|
|
else if (netbuffer[0] == NCMD_SETUP+3)
|
|
{
|
|
allset = true;
|
|
}
|
|
}
|
|
|
|
// If everybody already knows everything, it's time to go
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
for (i = 0; i < doomcom.numnodes; ++i)
|
|
if (playersdetected[i] != DWORD(1 << doomcom.numnodes) - 1 || !gotsetup[i])
|
|
break;
|
|
|
|
if (i == doomcom.numnodes)
|
|
break;
|
|
}
|
|
|
|
netbuffer[2] = NETGAMEVERSION;
|
|
netbuffer[3] = playersdetected[0] >> 24;
|
|
netbuffer[4] = playersdetected[0] >> 16;
|
|
netbuffer[5] = playersdetected[0] >> 8;
|
|
netbuffer[6] = playersdetected[0];
|
|
|
|
if (!allset && consoleplayer != Net_Arbitrator)
|
|
{ // Send user info for the local node
|
|
netbuffer[0] = NCMD_SETUP;
|
|
netbuffer[1] = consoleplayer;
|
|
netbuffer[7] = gotsetup[0];
|
|
stream = &netbuffer[8];
|
|
D_WriteUserInfoStrings (consoleplayer, &stream, true);
|
|
SendSetup (playersdetected, gotsetup, stream - netbuffer);
|
|
}
|
|
else
|
|
{ // Send user info for all nodes
|
|
netbuffer[0] = NCMD_SETUP+1;
|
|
netbuffer[2] = NETGAMEVERSION;
|
|
for (i = 1; i < doomcom.numnodes; ++i)
|
|
{
|
|
for (j = 0; j < doomcom.numnodes; ++j)
|
|
{
|
|
// Send info about player j to player i?
|
|
if (i != j && (playersdetected[0] & (1<<j)) &&
|
|
!(playersdetected[i] & (1<<j)))
|
|
{
|
|
netbuffer[1] = j;
|
|
stream = &netbuffer[7];
|
|
D_WriteUserInfoStrings (j, &stream, true);
|
|
HSendPacket (i, stream - netbuffer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we're the host, send the game info, too
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
netbuffer[0] = NCMD_SETUP+2;
|
|
netbuffer[1] = doomcom.ticdup;
|
|
netbuffer[2] = doomcom.extratics;
|
|
netbuffer[3] = NetMode;
|
|
stream = &netbuffer[4];
|
|
WriteString (startmap, &stream);
|
|
WriteLong (rngseed, &stream);
|
|
C_WriteCVars (&stream, CVAR_SERVERINFO, true);
|
|
|
|
SendSetup (playersdetected, gotsetup, stream - netbuffer);
|
|
}
|
|
}
|
|
|
|
if (consoleplayer == Net_Arbitrator)
|
|
{
|
|
netbuffer[0] = NCMD_SETUP+3;
|
|
SendSetup (playersdetected, gotsetup, 1);
|
|
}
|
|
|
|
if (debugfile)
|
|
{
|
|
for (i = 0; i < doomcom.numnodes; ++i)
|
|
{
|
|
fprintf (debugfile, "player %d is on node %d\n", i, nodeforplayer[i]);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void SendSetup (DWORD playersdetected[MAXNETNODES], BYTE gotsetup[MAXNETNODES], int len)
|
|
{
|
|
if (consoleplayer != Net_Arbitrator)
|
|
{
|
|
if (playersdetected[1] & (1 << consoleplayer))
|
|
{
|
|
HSendPacket (1, 8);
|
|
}
|
|
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
|
|
//
|
|
extern int viewangleoffset;
|
|
|
|
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
|
|
I_InitNetwork ();
|
|
if (doomcom.id != DOOMCOM_ID)
|
|
I_FatalError ("Doomcom buffer invalid!");
|
|
|
|
consoleplayer = doomcom.consoleplayer;
|
|
|
|
v = Args.CheckValue ("-netmode");
|
|
if (v != NULL)
|
|
{
|
|
NetMode = atoi (v) != 0 ? NET_PacketServer : NET_PeerToPeer;
|
|
}
|
|
|
|
// [RH] Setup user info
|
|
D_SetupUserInfo ();
|
|
|
|
if (Args.CheckParm ("-debugfile"))
|
|
{
|
|
char filename[20];
|
|
sprintf (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 = 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;
|
|
|
|
if (counts == 0 && !doWait)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (counts < 1)
|
|
counts = 1;
|
|
|
|
frameon++;
|
|
|
|
if (debugfile)
|
|
fprintf (debugfile,
|
|
"=======real: %i avail: %i game: %i\n",
|
|
realtics, availabletics, counts);
|
|
|
|
if (!demoplayback)
|
|
{
|
|
// 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[frameon&3] = (oldnettics > mastertics);
|
|
}
|
|
else
|
|
{
|
|
frameskip[frameon&3] = (oldnettics - mastertics) > 3;
|
|
}
|
|
if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
|
|
{
|
|
skiptics = 1;
|
|
if (debugfile) fprintf (debugfile, "+");
|
|
}
|
|
oldnettics = nettics[0];
|
|
}
|
|
}// !demoplayback
|
|
|
|
// 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");
|
|
|
|
// don't stay in here forever -- give the menu a chance to work
|
|
if (I_GetTime (false) - entertic >= TICRATE/3)
|
|
{
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
return;
|
|
}
|
|
}
|
|
|
|
// run the count tics
|
|
while (counts--)
|
|
{
|
|
if (gametic > lowtic)
|
|
{
|
|
I_Error ("gametic>lowtic");
|
|
}
|
|
if (advancedemo)
|
|
{
|
|
D_DoAdvanceDemo ();
|
|
}
|
|
if (debugfile) fprintf (debugfile, "run tic %d\n", gametic);
|
|
DObject::BeginFrame ();
|
|
C_Ticker ();
|
|
M_Ticker ();
|
|
I_GetTime (true);
|
|
G_Ticker ();
|
|
DObject::EndFrame ();
|
|
gametic++;
|
|
|
|
NetUpdate (); // check for new console commands
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
|
|
// [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.netname;
|
|
BYTE who = ReadByte (stream);
|
|
|
|
s = ReadString (stream);
|
|
if (((who & 1) == 0) || players[player].userinfo.team == TEAM_None)
|
|
{ // Said to everyone
|
|
if (who & 2)
|
|
{
|
|
Printf (PRINT_CHAT, TEXTCOLOR_BOLD "* %s%s\n", name, s);
|
|
}
|
|
else
|
|
{
|
|
Printf (PRINT_CHAT, "%s: %s\n", name, s);
|
|
}
|
|
S_Sound (CHAN_VOICE, gameinfo.chatSound, 1, ATTN_NONE);
|
|
}
|
|
else if (players[player].userinfo.team == players[consoleplayer].userinfo.team)
|
|
{ // Said only to members of the player's team
|
|
if (who & 2)
|
|
{
|
|
Printf (PRINT_TEAMCHAT, TEXTCOLOR_BOLD "* (%s)%s\n", name, s);
|
|
}
|
|
else
|
|
{
|
|
Printf (PRINT_TEAMCHAT, "(%s): %s\n", name, s);
|
|
}
|
|
S_Sound (CHAN_VOICE, gameinfo.chatSound, 1, ATTN_NONE);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_MUSICCHANGE:
|
|
s = ReadString (stream);
|
|
S_ChangeMusic (s);
|
|
break;
|
|
|
|
case DEM_PRINT:
|
|
s = ReadString (stream);
|
|
Printf (s);
|
|
break;
|
|
|
|
case DEM_CENTERPRINT:
|
|
s = ReadString (stream);
|
|
C_MidPrint (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_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);
|
|
strncpy (level.nextmap, s, 8);
|
|
// 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_ExitLevel (pos, false);
|
|
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:
|
|
if (players[player].mo != NULL)
|
|
{
|
|
players[player].mo->pitch = 0;
|
|
}
|
|
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)
|
|
{
|
|
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:
|
|
{
|
|
const PClass *typeinfo;
|
|
|
|
s = ReadString (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 && type == DEM_SUMMONFRIEND)
|
|
{
|
|
if (spawned->CountsAsKill())
|
|
{
|
|
level.total_monsters--;
|
|
}
|
|
spawned->FriendPlayer = player + 1;
|
|
spawned->flags |= MF_FRIENDLY;
|
|
spawned->LastHeard = players[player].mo;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
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,
|
|
sides + trace.Line->sidenum[trace.Side]);
|
|
}
|
|
}
|
|
}
|
|
break;
|
|
|
|
case DEM_PAUSE:
|
|
if (gamestate == GS_LEVEL)
|
|
{
|
|
if (paused)
|
|
{
|
|
paused = 0;
|
|
S_ResumeSound ();
|
|
}
|
|
else
|
|
{
|
|
paused = player + 1;
|
|
S_PauseSound (false);
|
|
}
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
}
|
|
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);
|
|
int arg[3] = { 0, 0, 0 };
|
|
|
|
for (i = 0; i < argn; ++i)
|
|
{
|
|
arg[i] = ReadLong (stream);
|
|
}
|
|
P_StartScript (players[player].mo, NULL, snum, level.mapname, false,
|
|
arg[0], arg[1], arg[2], type == DEM_RUNSCRIPT2, false, true);
|
|
}
|
|
break;
|
|
|
|
case DEM_CROUCH:
|
|
if (gamestate == GS_LEVEL && players[player].mo != NULL &&
|
|
players[player].health > 0 && !(players[player].oldbuttons & BT_JUMP))
|
|
{
|
|
players[player].crouching = players[player].crouchdir<0? 1 : -1;
|
|
}
|
|
break;
|
|
|
|
|
|
default:
|
|
I_Error ("Unknown net command: %d", type);
|
|
break;
|
|
}
|
|
|
|
if (s)
|
|
delete[] s;
|
|
}
|
|
|
|
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:
|
|
skip = strlen ((char *)(*stream)) + 3;
|
|
break;
|
|
|
|
case DEM_MUSICCHANGE:
|
|
case DEM_PRINT:
|
|
case DEM_CENTERPRINT:
|
|
case DEM_UINFCHANGED:
|
|
case DEM_CHANGEMAP:
|
|
case DEM_SUMMON:
|
|
case DEM_SUMMONFRIEND:
|
|
case DEM_SPRAY:
|
|
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:
|
|
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;
|
|
|
|
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.netname);
|
|
}
|