mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-16 01:11:50 +00:00
8fcf93d65a
functions added to the exit chain with atterm so that they can be called in a deterministic order and not whatever order the linker decides to put them in. - Fixed: DCajunMaster did not free its getspawned. - Fixed: P_FreeLevelData() did not free ACS scripts. - Fixed: Level snapshots were not freed at exit. - Fixed: The save/load menu list was not freed at exit. - Fixed: FCompressedMemFile needs a destructor to free the m_ImplodedBuffer. - Fixed: G_DoLoadGame() did not free the engine string. - Fixed: M_ReadSaveStrings() did not free the engine string. - Fixed: Processing DEM_SAVEGAME did not free the pathname string. - Added a check for truncated flats to FFlatTexture::MakeTexture() because Heretic's F_SKY1 is only four bytes long. - Added a dump of the offending state to the "Cannot find state..." diagnostic. - Fixed: FCompressedFile did not initialize m_Mode in its default constructor. - Fixed: Heretic and Hexen status bars did not initialize ArtiRefresh. - Fixed: PNGHandle destructor should use delete[] to free TextChunks. SVN r111 (trunk)
130 lines
3.2 KiB
C++
130 lines
3.2 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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// DESCRIPTION:
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// Networking stuff.
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//
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//-----------------------------------------------------------------------------
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#ifndef __D_NET__
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#define __D_NET__
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//#include "d_player.h"
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//
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// Network play related stuff.
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// There is a data struct that stores network
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// communication related stuff, and another
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// one that defines the actual packets to
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// be transmitted.
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//
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#define DOOMCOM_ID 0x12345678l
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#define MAXNETNODES 8 // max computers in a game
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#define BACKUPTICS 36 // number of tics to remember
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#define MAXTICDUP 5
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#define LOCALCMDTICS (BACKUPTICS*MAXTICDUP)
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#ifdef DJGPP
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// The DOS drivers provide a pretty skimpy buffer.
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// Probably not enough.
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#define MAX_MSGLEN (BACKUPTICS*10)
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#else
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#define MAX_MSGLEN 1400
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#endif
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#define CMD_SEND 1
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#define CMD_GET 2
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//
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// Network packet data.
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//
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typedef struct
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{
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DWORD id; // should be DOOMCOM_ID
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SWORD intnum; // DOOM executes an int to execute commands
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// communication between DOOM and the driver
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SWORD command; // CMD_SEND or CMD_GET
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SWORD remotenode; // dest for send, set by get (-1 = no packet).
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SWORD datalength; // bytes in doomdata to be sent
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// info common to all nodes
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SWORD numnodes; // console is always node 0.
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SWORD ticdup; // 1 = no duplication, 2-5 = dup for slow nets
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SWORD extratics; // 1 = send a backup tic in every packet
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#ifdef DJGPP
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SWORD pad[5]; // keep things aligned for DOS drivers
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#endif
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// info specific to this node
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SWORD consoleplayer;
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SWORD numplayers;
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#ifdef DJGPP
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SWORD angleoffset; // does not work, but needed to preserve
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SWORD drone; // alignment for DOS drivers
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#endif
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// packet data to be sent
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BYTE data[MAX_MSGLEN];
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} doomcom_t;
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class FDynamicBuffer
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{
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public:
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FDynamicBuffer ();
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~FDynamicBuffer ();
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void SetData (const byte *data, int len);
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byte *GetData (int *len = NULL);
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private:
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byte *m_Data;
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int m_Len, m_BufferLen;
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};
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extern FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS];
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// Create any new ticcmds and broadcast to other players.
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void NetUpdate (void);
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// Broadcasts special packets to other players
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// to notify of game exit
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void D_QuitNetGame (void);
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//? how many ticks to run?
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void TryRunTics (void);
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// [RH] Functions for making and using special "ticcmds"
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void Net_NewMakeTic ();
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void Net_WriteByte (byte);
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void Net_WriteWord (short);
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void Net_WriteLong (int);
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void Net_WriteFloat (float);
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void Net_WriteString (const char *);
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void Net_WriteBytes (const byte *, int len);
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void Net_DoCommand (int type, byte **stream, int player);
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void Net_SkipCommand (int type, byte **stream);
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void Net_ClearBuffers ();
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#endif
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