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https://github.com/ZDoom/qzdoom.git
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181 lines
5.1 KiB
C++
181 lines
5.1 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 "doomtype.h"
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#include "doomdef.h"
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#include "d_ticcmd.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 14000
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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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struct doomcom_t
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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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#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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};
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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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//Use for checking to see if the netgame has stalled
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void Net_CheckLastReceived(int);
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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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// Netgame stuff (buffers and pointers, i.e. indices).
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// This is the interface to the packet driver, a separate program
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// in DOS, but just an abstraction here.
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extern doomcom_t doomcom;
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extern struct ticcmd_t localcmds[LOCALCMDTICS];
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extern int maketic;
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extern int nettics[MAXNETNODES];
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extern int netdelay[MAXNETNODES][BACKUPTICS];
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extern int nodeforplayer[MAXPLAYERS];
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extern ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
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extern int ticdup;
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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 following 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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#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_COMPRESSED 0x04 // remainder of packet is compressed
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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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#endif
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