raze-gles/polymer/eduke32/source/net.h
hendricks266 fcf9beae6a Work-in-progress adjustment to the C code to compile under C++. It builds for me without errors using Win32 MinGW-GCC, but it still generates warning soup. No guarantees about MSVC or anything using SDL. Enable C++ by building with CPLUSPLUS=1. C remains the default and should compile with no change in setup.
Credit to Plagman for the idea and doing the work on the game side, which is included in this commit.

(Building as C++ will give us features with which we can make improvements and optimizations on the multiplayer code and Polymer.)

git-svn-id: https://svn.eduke32.com/eduke32@3116 1a8010ca-5511-0410-912e-c29ae57300e0
2012-11-05 02:49:08 +00:00

254 lines
7.2 KiB
C

//-------------------------------------------------------------------------
/*
Copyright (C) 2010 EDuke32 developers and contributors
This file is part of EDuke32.
EDuke32 is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License version 2
as published by the Free Software Foundation.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
//-------------------------------------------------------------------------
#ifndef __netplay_h__
#define __netplay_h__
#include "enet/enet.h"
#define NET_REVISIONS 64
enum netchan_t
{
CHAN_MOVE, // unreliable movement packets
CHAN_GAMESTATE, // gamestate changes... frags, respawns, player names, etc
CHAN_SYNC, // client join sync packets
CHAN_CHAT, // chat and RTS
CHAN_MISC, // whatever else
CHAN_MAX
};
enum DukePacket_t
{
PACKET_MASTER_TO_SLAVE,
PACKET_SLAVE_TO_MASTER,
PACKET_NUM_PLAYERS,
PACKET_PLAYER_INDEX,
PACKET_PLAYER_DISCONNECTED,
PACKET_PLAYER_SPAWN,
PACKET_FRAG,
PACKET_REQUEST_GAMESTATE,
PACKET_VERSION,
PACKET_AUTH,
PACKET_PLAYER_PING,
PACKET_PLAYER_READY,
PACKET_MAP_STREAM,
// any packet with an ID higher than PACKET_BROADCAST is rebroadcast by server
// so hacked clients can't create fake server packets and get the server to
// send them to everyone
// newer versions of the netcode also make this determination based on which
// channel the packet was broadcast on
PACKET_BROADCAST,
PACKET_NEW_GAME,
PACKET_RTS,
PACKET_CLIENT_INFO,
PACKET_MESSAGE,
PACKET_USER_MAP,
PACKET_MAP_VOTE,
PACKET_MAP_VOTE_INITIATE,
PACKET_MAP_VOTE_CANCEL,
};
enum netdisconnect_t
{
DISC_BAD_PASSWORD = 1,
DISC_KICKED,
DISC_BANNED
};
enum netmode_t
{
NET_CLIENT = 0,
NET_SERVER,
NET_DEDICATED_CLIENT, // client on dedicated server
NET_DEDICATED_SERVER
};
#pragma pack(push,1)
typedef struct {
uint32_t revision;
int32_t animategoal[MAXANIMATES], animatevel[MAXANIMATES], g_animateCount;
int32_t animateptr[MAXANIMATES];
int32_t msx[2048], msy[2048];
int32_t randomseed, g_globalRandom;
int16_t SpriteDeletionQueue[1024],g_spriteDeleteQueuePos;
int16_t animatesect[MAXANIMATES];
int16_t cyclers[MAXCYCLERS][6];
int16_t g_mirrorWall[64], g_mirrorSector[64], g_mirrorCount;
int16_t g_numAnimWalls;
int16_t g_numCyclers;
int16_t headspritesect[MAXSECTORS+1];
int16_t headspritestat[MAXSTATUS+1];
int16_t nextspritesect[MAXSPRITES];
int16_t nextspritestat[MAXSPRITES];
int16_t numsectors;
int16_t numwalls;
int16_t prevspritesect[MAXSPRITES];
int16_t prevspritestat[MAXSPRITES];
uint8_t g_earthquakeTime;
int8_t g_numPlayerSprites;
uint8_t scriptptrs[MAXSPRITES];
netactor_t actor[MAXSPRITES];
playerspawn_t g_playerSpawnPoints[MAXPLAYERS];
animwalltype animwall[MAXANIMWALLS];
sectortype sector[MAXSECTORS];
spriteext_t spriteext[MAXSPRITES];
spritetype sprite[MAXSPRITES];
walltype wall[MAXWALLS];
uint32_t crc;
} netmapstate_t;
extern netmapstate_t *g_multiMapState[MAXPLAYERS];
extern netmapstate_t *g_multiMapRevisions[NET_REVISIONS];
#pragma pack(pop)
extern uint32_t g_netMapRevision;
extern ENetHost *g_netClient;
extern ENetHost *g_netServer;
extern ENetPeer *g_netClientPeer;
extern char g_netPassword[32];
extern int32_t g_netDisconnect;
extern int32_t g_netPlayersWaiting;
extern int32_t g_netPort;
extern int32_t g_networkMode;
extern int32_t lastsectupdate[MAXSECTORS];
extern int32_t lastupdate[MAXSPRITES];
extern int32_t lastwallupdate[MAXWALLS];
extern int16_t g_netStatnums[10];
#pragma pack(push,1)
typedef struct {
vec3_t pos;
vec3_t opos;
vec3_t vel;
int16_t ang;
int16_t horiz;
int16_t horizoff;
int16_t ping;
int16_t playerindex;
int16_t deadflag;
int16_t playerquitflag;
} playerupdate_t;
#pragma pack(pop)
#pragma pack(push,1)
typedef struct {
int8_t header;
int8_t connection;
int8_t level_number;
int8_t volume_number;
int8_t player_skill;
int8_t monsters_off;
int8_t respawn_monsters;
int8_t respawn_items;
int8_t respawn_inventory;
int8_t marker;
int8_t ffire;
int8_t noexits;
int8_t coop;
} newgame_t;
#pragma pack(pop)
extern newgame_t pendingnewgame;
// Connect/Disconnect
void Net_Connect(const char *srvaddr);
void Net_Disconnect(void);
void Net_ReceiveDisconnect(ENetEvent *event);
// Packet Handlers
void Net_GetPackets(void);
void Net_HandleServerPackets(void);
void Net_HandleClientPackets(void);
void Net_ParseClientPacket(ENetEvent *event);
void Net_ParseServerPacket(ENetEvent *event);
void Net_ParsePacketCommon(uint8_t *pbuf, int32_t packbufleng, int32_t serverpacketp);
void Net_SendVersion(ENetPeer *client);
void Net_RecieveVersion(uint8_t *pbuf, int32_t packbufleng);
void Net_SendChallenge();
void Net_RecieveChallenge(uint8_t *pbuf, int32_t packbufleng, ENetEvent *event);
void Net_SendNewPlayer(int32_t newplayerindex);
void Net_RecieveNewPlayer(uint8_t *pbuf, int32_t packbufleng);
void Net_SendPlayerIndex(int32_t index, ENetPeer *peer);
void Net_RecievePlayerIndex(uint8_t *pbuf, int32_t packbufleng);
void Net_SendClientInfo(void);
void Net_ReceiveClientInfo(uint8_t *pbuf, int32_t packbufleng, int32_t fromserver);
void Net_SendUserMapName(void);
void Net_ReceiveUserMapName(uint8_t *pbuf, int32_t packbufleng);
void Net_SendClientSync(ENetEvent *event, int32_t player);
void Net_ReceiveClientSync(ENetEvent *event);
void Net_SendMapUpdate(void);
void Net_ReceiveMapUpdate(uint8_t *pbuf, int32_t packbufleng);
void Net_FillPlayerUpdate(playerupdate_t *update, int32_t player);
void Net_ExtractPlayerUpdate(playerupdate_t *update);
void Net_SendServerUpdates(void);
void Net_ReceiveServerUpdate(ENetEvent *event);
void Net_SendClientUpdate(void);
void Net_ReceiveClientUpdate(ENetEvent *event);
void Net_SendMessage(void);
void Net_ReceiveMessage(uint8_t *pbuf, int32_t packbufleng);
void Net_StartNewGame();
void Net_SendNewGame(int32_t frommenu, ENetPeer *peer);
void Net_ReceiveNewGame(ENetEvent *event);
void Net_FillNewGame(newgame_t* newgame, int32_t frommenu);
void Net_ExtractNewGame(newgame_t* newgame, int32_t menuonly);
void Net_SendMapVoteInitiate(void);
void Net_RecieveMapVoteInitiate(uint8_t *pbuf);
void Net_SendMapVote(int32_t votefor);
void Net_RecieveMapVote(uint8_t *pbuf);
void Net_CheckForEnoughVotes();
void Net_SendMapVoteCancel(int32_t failed);
void Net_RecieveMapVoteCancel(uint8_t *pbuf);
//////////
void Net_ResetPrediction(void);
void Net_RestoreMapState(netmapstate_t *save);
void Net_SyncPlayer(ENetEvent *event);
void Net_WaitForServer(void);
void faketimerhandler(void);
#endif // __netplay_h__