raze-gles/source/duke3d/src/network.cpp
hendricks266 ac8dabb0fb Rename net.* to network.*
git-svn-id: https://svn.eduke32.com/eduke32@7443 1a8010ca-5511-0410-912e-c29ae57300e0
2019-09-19 12:20:45 +02:00

5250 lines
158 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 2017 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
//-------------------------------------------------------------------------
/// Preprocessor directives:
///
/// ITERATE_ON_UPDATE: Every time the netcode updates the sprite linked lists, attempt to iterate through all of them.
/// SPRLIST_PRINT: Print in the console every time a sprite's status in the link list changes due to <see cref="Net_UpdateSpriteLinkedLists">
/// PACKET_RECV_PRINT: Print all received packets
/// NETCODE_DISABLE: Remove pretty much all of the game's interaction with the code in this file.
#include "duke3d.h"
#include "game.h"
#include "gamedef.h"
#include "network.h"
#include "premap.h"
#include "savegame.h"
#include "input.h"
#include "enet/enet.h"
#include "lz4.h"
#include "crc32.h"
#include "vfs.h"
// Data needed even if netcode is disabled
ENetHost *g_netServer = NULL;
ENetHost *g_netClient = NULL;
ENetPeer *g_netClientPeer = NULL;
enet_uint16 g_netPort = 23513;
int32_t g_netDisconnect = 0;
char g_netPassword[32];
int32_t g_networkMode = NET_CLIENT;
// to support (gcc only) -f-strict-aliasing, the netcode needs to specify that its 32 bit chunks to and from the
// packet code should not be subject to strict aliasing optimizations
// it would appear that only GCC does this, Clang doesn't seem to and Microsoft Visual C++ definitely doesn't.
#ifdef __GNUC__
#define TYPE_PUNNED __attribute__((__may_alias__))
#else
#define TYPE_PUNNED
#endif
typedef TYPE_PUNNED int32_t NetChunk32;
// Unfortunately faketimerhandler needs extra "help" because the Build Engine source doesn't include network.h.
#ifdef NETCODE_DISABLE
void faketimerhandler(void)
{
;
}
#else
void faketimerhandler(void)
{
if (g_netServer == NULL && g_netClient == NULL)
return;
enet_host_service(g_netServer ? g_netServer : g_netClient, NULL, 0);
}
static void Net_Disconnect(void);
static void Net_HandleClientPackets(void);
static void Net_HandleServerPackets(void);
#endif
void Net_GetPackets(void)
{
timerUpdate();
MUSIC_Update();
S_Cleanup();
G_HandleSpecialKeys();
#ifndef NETCODE_DISABLE
if (g_netDisconnect)
{
Net_Disconnect();
g_netDisconnect = 0;
if (g_gameQuit)
G_GameExit(" ");
return;
}
if (g_netServer)
{
Net_HandleClientPackets();
}
else if (g_netClient)
{
Net_HandleServerPackets();
}
#endif
}
// (the rest of the file)
#ifndef NETCODE_DISABLE
// this attribute is for variables that are only used to highlight interesting conditions in the code
// when I'm in a debugger.
#define NET_DEBUG_VAR EDUKE32_UNUSED
// internal data
#define SNAPSHOTS_TO_SAVE 32
#define MAX_SNAPSHOT_ACTORS 256
#define MAX_SNAPSHOT_WALLS MAXWALLS // 16384
#define MAX_SNAPSHOT_SECTORS MAXSECTORS // 4096
////////////////////////////////////////////////////////////////////////////////
// Server Update Packets
#pragma pack(push, 1)
typedef struct serverupdate_s
{
uint8_t header;
uint8_t numplayers;
input_t nsyn;
int32_t seed;
int16_t pause_on;
} serverupdate_t;
#pragma pack(pop)
#pragma pack(push, 1)
typedef struct serverplayerupdate_s
{
uint8_t extra;
int16_t cstat;
uint16_t owner;
uint16_t picnum;
uint16_t gotweapon;
uint8_t kickback_pic;
uint8_t frags[MAXPLAYERS];
int16_t inv_amount[GET_MAX];
int16_t ammo_amount[MAX_WEAPONS];
uint8_t curr_weapon;
uint8_t last_weapon;
uint8_t wantweaponfire;
uint8_t weapon_pos;
uint8_t frag_ps;
uint8_t frag;
uint8_t fraggedself;
uint8_t last_extra;
uint8_t pal;
uint16_t ping;
uint16_t newowner;
playerupdate_t player;
} serverplayerupdate_t;
#pragma pack(pop)
#pragma pack(push, 1)
typedef struct clientupdate_s
{
uint8_t header;
int32_t RevisionNumber;
input_t nsyn;
playerupdate_t player;
} clientupdate_t;
#pragma pack(pop)
// Client player ready for world updates (player spawned and ready)
static int ClientPlayerReady = 0;
// all zero NetActor
static const netactor_t cNullNetActor = netactor_t();
// all zero NetWall
static const netWall_t cNullNetWall = netWall_t();
// all zero NetSector
static const netSector_t cNullNetSector = netSector_t();
// the revision number reserved for the state of the map when it was loaded from the .map file.
// NOTE: Don't confuse this with a revision index. Index 0 into the snapshot history is NOT the initial map state.
// g_MapStateHistory[0] could be revision 0, revision 64, revision 128, etc...
static const uint32_t cInitialMapStateRevisionNumber = 0;
// the revision array starts here instead of zero (may as well have the initial map state be revision 0)...
static const uint32_t cStartingRevisionIndex = 1;
static const int32_t cLocSprite_DeletedSpriteStat = MAXSTATUS;
#ifdef CURRENTLY_UNUSED
static const int32_t cNetSprite_DeletedSpriteStat = STAT_NETALLOC;
#endif
//[75] When a client attempts to allocate a sprite during the game loop, which is not defined as a clientside sprite,
// the insert will go through, and the sprite will be put on this list.
//
// every time the client gets a new snapshot, this entire list will be deleted
static int32_t headscratchpadsprite = -1;
static int32_t nextscratchpadsprite[MAXSPRITES];
static char recbuf[180];
static int32_t g_chatPlayer = -1;
// note that NETINDEX_BITS must be large enough to store the largest of
// MAXWALLS, MAXSECTORS, and MAXSPRITES, plus one bit so that the stop
// code won't be mistaken for a valid index
//
// as of 5/4/2016 MAXSPRITES is 16384, which technically only needs 14 bits but I'm going to
// set this to 16 + 1 to make it a more even number
//
// also NETINDEX_BITS should not exceed 32
#define NETINDEX_BITS (16 + 1)
// worst case: 2 bits per field per stuct if every field in every struct is changed
#define WORLD_CHANGEBITSSIZE \
(MAXWALLS * ARRAY_SIZE(WallFields) * 2) + (MAXSECTORS * ARRAY_SIZE(SectorFields) * 2) + (MAXSPRITES * ARRAY_SIZE(ActorFields) * 2)
// each changed entry has a netindex + stop codes bits to indicate whether a field
// changed/zeroed convert to bytes....
#define WORLD_OVERHEADSIZE (((MAXSECTORS + MAXWALLS + MAXSPRITES + 3) * NETINDEX_BITS + WORLD_CHANGEBITSSIZE) >> 8) + 1
typedef struct netField_s
{
const char *name; // field name
int32_t offset; // offset from the start of the entity struct
int32_t bits; // field size
} netField_t;
#define SECTF(x) #x,(int32_t)(size_t)&((netSector_t*)0)->x
static netField_t SectorFields[] =
{
{ SECTF(wallptr), 16 },
{ SECTF(wallnum), 16 },
{ SECTF(ceilingz), 32 },
{ SECTF(floorz), 32 },
{ SECTF(ceilingstat), 16 },
{ SECTF(floorstat), 16 },
{ SECTF(ceilingpicnum), 16 },
{ SECTF(ceilingheinum), 16 },
{ SECTF(ceilingshade), 8 },
{ SECTF(ceilingpal), 8 },
{ SECTF(ceilingxpanning), 8 },
{ SECTF(ceilingypanning), 8 },
{ SECTF(floorpicnum), 16 },
{ SECTF(floorheinum), 16 },
{ SECTF(floorshade), 8 },
{ SECTF(floorpal), 8 },
{ SECTF(floorxpanning), 8 },
{ SECTF(floorypanning), 8 },
{ SECTF(visibility), 8 },
{ SECTF(fogpal), 8 },
{ SECTF(lotag), 16 },
{ SECTF(hitag), 16 },
{ SECTF(extra), 16 },
};
#undef SECTF
#define WALLF(x) #x,(int32_t)(size_t)&((netWall_t*)0)->x
static netField_t WallFields[] =
{
{ WALLF(x), 32 },
{ WALLF(y), 32 },
{ WALLF(point2), 16 },
{ WALLF(nextwall), 16 },
{ WALLF(nextsector), 16 },
{ WALLF(cstat), 16 },
{ WALLF(picnum), 16 },
{ WALLF(overpicnum), 16 },
{ WALLF(shade), 8 },
{ WALLF(pal), 8 },
{ WALLF(xrepeat), 8 },
{ WALLF(yrepeat), 8 },
{ WALLF(xpanning), 8 },
{ WALLF(ypanning), 8 },
{ WALLF(lotag), 16 },
{ WALLF(hitag), 16 },
{ WALLF(extra), 16 },
};
#undef WALLF
#define ACTF(x) #x,(int32_t)(size_t)&((netactor_t*)0)->x
static netField_t ActorFields[] =
{
{ ACTF(t_data_0), 32 },
{ ACTF(t_data_1), 32 },
{ ACTF(t_data_2), 32 },
{ ACTF(t_data_3), 32 },
{ ACTF(t_data_4), 32 },
{ ACTF(t_data_5), 32 },
{ ACTF(t_data_6), 32 },
{ ACTF(t_data_7), 32 },
{ ACTF(t_data_8), 32 },
{ ACTF(t_data_9), 32 },
#ifdef LUNATIC
// need to update this section if LUNATIC is ever brought back in
{ ACTF(hvel), 16 },
{ ACTF(vvel), 16 },
{ ACTF(startframe), 16 },
{ ACTF(numframes), 16 },
{ ACTF(viewtype), 16 },
{ ACTF(incval), 16 },
{ ACTF(delay), 16 },
#endif
{ ACTF(flags), 32 },
{ ACTF(bpos_x), 32 },
{ ACTF(bpos_y), 32 },
{ ACTF(bpos_z), 32 },
{ ACTF(floorz), 32 },
{ ACTF(ceilingz), 32 },
{ ACTF(lastvx), 32 },
{ ACTF(lastvy), 32 },
{ ACTF(lasttransport), 8},
{ ACTF(picnum), 16 },
{ ACTF(ang), 16 },
{ ACTF(extra), 16 },
{ ACTF(owner), 16 },
{ ACTF(movflag), 16 },
{ ACTF(tempang), 16 },
{ ACTF(timetosleep), 16 },
{ ACTF(stayput), 16 },
{ ACTF(dispicnum), 16 },
#if defined LUNATIC
{ ACTF(movflags), 16 },
#endif
{ ACTF(cgg), 8},
//------------------------------------------------------
// sprite fields
{ ACTF(spr_x), 32 },
{ ACTF(spr_y), 32 },
{ ACTF(spr_z), 32 },
{ ACTF(spr_cstat), 16 },
{ ACTF(spr_picnum), 16 },
{ ACTF(spr_shade), 8 },
{ ACTF(spr_pal), 8 },
{ ACTF(spr_clipdist), 8 },
{ ACTF(spr_blend), 8 },
{ ACTF(spr_xrepeat), 8 },
{ ACTF(spr_yrepeat), 8 },
{ ACTF(spr_xoffset), 8 },
{ ACTF(spr_yoffset), 8 },
{ ACTF(spr_sectnum), 16 },
{ ACTF(spr_statnum), 16 },
{ ACTF(spr_ang), 16 },
{ ACTF(spr_owner), 16 },
{ ACTF(spr_xvel), 16 },
{ ACTF(spr_yvel), 16 },
{ ACTF(spr_zvel), 16 },
{ ACTF(spr_lotag), 16 },
{ ACTF(spr_hitag), 16 },
{ ACTF(spr_extra), 16 },
//--------------------------------------------------------------
//spriteext fields
{ ACTF(ext_mdanimtims), 32 },
{ ACTF(ext_mdanimcur), 16 },
{ ACTF(ext_angoff), 16 },
{ ACTF(ext_pitch), 16 },
{ ACTF(ext_roll), 16 },
{ ACTF(ext_offset_x), 32 },
{ ACTF(ext_offset_y), 32 },
{ ACTF(ext_offset_z), 32 },
{ ACTF(ext_flags), 8 },
{ ACTF(ext_xpanning), 8 },
{ ACTF(ext_ypanning), 8 },
{ ACTF(ext_alpha), 0 }, // float
//--------------------------------------------------------------
//spritesmooth fields
{ ACTF(sm_smoothduration), 0 }, // float
{ ACTF(sm_mdcurframe), 16 },
{ ACTF(sm_mdoldframe), 16 },
{ ACTF(sm_mdsmooth), 16 },
};
#undef ACTF
// actual game struct data size
#define WORLD_DATASIZE (MAXSECTORS * sizeof(netSector_t) + MAXWALLS * sizeof(netWall_t) + MAXSPRITES * sizeof(netactor_t))
// max packet array size
#define MAX_WORLDBUFFER WORLD_DATASIZE + WORLD_OVERHEADSIZE
#ifdef CURRENTLY_UNUSED
// Just so you can get an idea of how much memory the netcode needs...
static const int64_t cWORLD_DataSize = WORLD_DATASIZE;
static const int64_t cWORLD_OverheadSize = WORLD_OVERHEADSIZE;
static const int64_t cWORLD_TotalSize = MAX_WORLDBUFFER;
// ...it's pretty big for now (!)
static const int64_t SnapshotArraySize = sizeof(netmapstate_t) * NET_REVISIONS;
#endif
// both the client and server store their current revision number here,
// when the client sends their revision to the server,
// the server stores it in g_player[that player's index].revision
static uint32_t g_netMapRevisionNumber = 0;
// In addition to the client keeping track of what revision the server is using
// (g_netRevisionNumber), it also increments its own revision that represents
// what version of the game the client has interpolated to.
static uint32_t g_cl_InterpolatedRevision = 0;
static netmapstate_t g_mapStartState;
static netmapstate_t g_cl_InterpolatedMapStateHistory[NET_REVISIONS];
// note that the map state number is not an index into here,
// to get the index into this array out of a map state number, do <Map state number> % NET_REVISONS
static netmapstate_t g_mapStateHistory[NET_REVISIONS];
static uint8_t tempnetbuf[MAX_WORLDBUFFER];
// Remember that this constant needs to be one bit longer than a struct index, so it can't be mistaken for a valid wall, sprite, or sector index
static const int32_t cSTOP_PARSING_CODE = ((1 << NETINDEX_BITS) - 1);
static uint32_t NET_75_CHECK;
// Externally available data / functions
int32_t g_netPlayersWaiting = 0;
int32_t g_netIndex = 2;
newgame_t pendingnewgame;
bool g_enableClientInterpolationCheck = true;
// Internal functions
static void Net_ReadWorldUpdate(uint8_t *packetData, int32_t packetSize);
//Adds a sprite with index 'spriteIndex' to the netcode's internal scratch sprite list,
//this does NOT allocate a new sprite or insert it into the other arrays.
//
//ONLY use this to insert sprites inserted between snapshots that are NOT defined to be clientside.
static void Net_InsertScratchPadSprite(int spriteIndex)
{
if (!g_netClient)
{
return;
}
Bassert(spriteIndex < MAXSPRITES);
Bassert(spriteIndex >= 0);
int16_t const oldHead = headscratchpadsprite;
nextscratchpadsprite[spriteIndex] = oldHead;
headscratchpadsprite = spriteIndex;
#ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Inserted scratch pad sprite %d\n", spriteIndex);
#endif
}
static void Net_DeleteFromSect(int16_t spriteIndex)
{
if(spriteIndex >= MAXSPRITES)
{
return;
}
if(sprite[spriteIndex].sectnum >= MAXSECTORS)
{
return;
}
do_deletespritesect(spriteIndex);
}
static void Net_DeleteFromStat(int16_t spriteIndex)
{
if(spriteIndex >= MAXSPRITES)
{
return;
}
if(sprite[spriteIndex].statnum >= MAXSTATUS)
{
return;
}
do_deletespritestat(spriteIndex);
}
static void Net_DoDeleteSprite(int32_t spritenum)
{
NET_75_CHECK++; // Need to add a check to Net_DoDeleteSprite so that the client does not give sprites that were not previously STAT_NETALLOC back to STAT_NETALLOC,
// otherwise the client is leaking non-STAT_NETALLOC sprites.
//
// may want to add a flag to actor_t for SFLAG_SCRATCHSPRITE and SFLAG_CLIENTSIDE
if (sprite[spritenum].statnum == STAT_NETALLOC)
{
return;
}
changespritestat(spritenum, STAT_NETALLOC);
Net_DeleteFromSect(spritenum);
sprite[spritenum].sectnum = MAXSECTORS;
}
static void Net_InitScratchPadSpriteList()
{
if (!g_netClient)
{
return;
}
headscratchpadsprite = -1;
Bmemset(&nextscratchpadsprite[0], -1, sizeof(nextscratchpadsprite));
}
static void Net_DeleteAllScratchPadSprites()
{
if (!g_netClient)
{
return;
}
int16_t spriteIndex = headscratchpadsprite;
for (spriteIndex = headscratchpadsprite; spriteIndex >= 0; spriteIndex = nextscratchpadsprite[spriteIndex])
{
Net_DoDeleteSprite(spriteIndex);
#ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Deleted scratch pad sprite (set to STAT_NETALLOC) %d\n", spriteIndex);
#endif
}
Net_InitScratchPadSpriteList();
}
static void Net_Error_Disconnect(const char* message)
{
OSD_Printf("Net_Error_Disconnect: %s\n", message);
// Here I could longjmp to the game main loop and unload the map somehow
//
// If we go to C++ it may be a good idea to throw an exception
//
Bassert(0);
}
static void Net_InitNetActor(netactor_t *netActor)
{
*(netActor) = cNullNetActor;
netActor->netIndex = cSTOP_PARSING_CODE;
}
// Low level "Copy net structs to / from game structs" functions
//------------------------------------------------------------------------------
// Net -> Game Arrays
//------------------------------------------------------------------------------
static void Net_CopyWallFromNet(netWall_t* netWall, walltype* gameWall)
{
// (convert data from 32 bit integers)
Bassert(netWall);
Bassert(gameWall);
gameWall->point2 = netWall->point2;
gameWall->nextwall = netWall->nextwall;
gameWall->nextsector = netWall->nextsector;
gameWall->cstat = netWall->cstat;
gameWall->picnum = netWall->picnum;
gameWall->overpicnum = netWall->overpicnum;
gameWall->shade = netWall->shade;
gameWall->pal = netWall->pal;
gameWall->xrepeat = netWall->xrepeat;
gameWall->yrepeat = netWall->yrepeat;
gameWall->xpanning = netWall->xpanning;
gameWall->ypanning = netWall->ypanning;
gameWall->lotag = netWall->lotag;
gameWall->hitag = netWall->hitag;
gameWall->extra = netWall->extra;
int positionChanged = (netWall->x != gameWall->x) ||
(netWall->y != gameWall->y);
if (positionChanged)
{
dragpoint(netWall->netIndex, netWall->x, netWall->y, 0);
}
// unfortunately I don't know of any fields that would be guaranteed to be nonzero in here for error checking purposes.
NET_75_CHECK++; // I should initialize netWall_t fields to some nonsense value other than zero, or maybe check for netWall->netIndex == cSTOP_PARSING_CODE?
}
static void Net_CopySectorFromNet(netSector_t* netSector, sectortype* gameSector)
{
Bassert(gameSector);
Bassert(netSector);
// (convert data from 32 bit integers)
gameSector->wallptr = netSector->wallptr;
gameSector->wallnum = netSector->wallnum;
gameSector->ceilingz = netSector->ceilingz;
gameSector->floorz = netSector->floorz;
gameSector->ceilingstat = netSector->ceilingstat;
gameSector->floorstat = netSector->floorstat;
gameSector->ceilingpicnum = netSector->ceilingpicnum;
gameSector->ceilingheinum = netSector->ceilingheinum;
gameSector->ceilingshade = netSector->ceilingshade;
gameSector->ceilingpal = netSector->ceilingpal;
gameSector->ceilingxpanning = netSector->ceilingxpanning;
gameSector->ceilingypanning = netSector->ceilingypanning;
gameSector->floorpicnum = netSector->floorpicnum;
gameSector->floorheinum = netSector->floorheinum;
gameSector->floorshade = netSector->floorshade;
gameSector->floorpal = netSector->floorpal;
gameSector->floorxpanning = netSector->floorxpanning;
gameSector->floorypanning = netSector->floorypanning;
gameSector->visibility = netSector->visibility;
gameSector->fogpal = netSector->fogpal;
gameSector->lotag = netSector->lotag;
gameSector->hitag = netSector->hitag;
gameSector->extra = netSector->extra;
// sanity check
if (gameSector->wallnum <= 0)
{
Net_Error_Disconnect("Net_CopySectorFromNet: Invalid wallnum from server.");
}
}
// Try to catch infinite loops in the sprite linked lists, unfortunately this rarely works.
EDUKE32_UNUSED static void Test_Iterate()
{
int32_t watchdogIndex = 0;
const int32_t cThreshold = MAXSPRITES * 2;
for (int32_t statnum = 0; statnum < MAXSTATUS; statnum++)
{
watchdogIndex = 0;
for (int32_t spriteIndex = headspritestat[statnum]; spriteIndex >= 0; spriteIndex = nextspritestat[spriteIndex])
{
watchdogIndex++;
if (watchdogIndex > cThreshold)
{
Bassert(watchdogIndex <= cThreshold);
}
}
}
for (int32_t sectnum = 0; sectnum < MAXSECTORS; sectnum++)
{
watchdogIndex = 0;
for (int32_t spriteIndex = headspritesect[sectnum]; spriteIndex >= 0; spriteIndex = nextspritesect[spriteIndex])
{
watchdogIndex++;
if (watchdogIndex > cThreshold)
{
Bassert(watchdogIndex <= cThreshold);
}
}
}
}
static void Net_UpdateSpriteLinkedLists(int16_t spriteIndex, const netactor_t* snapActor)
{
if ((spriteIndex >= MAXSPRITES) || (spriteIndex < 0))
{
Net_Error_Disconnect("Can't update linked lists. Actor index invalid.");
}
int16_t oldGameStatnum = sprite[spriteIndex].statnum;
// changes to game lists for this sprite:
//
// stats sectors
// -------------------------
// 1. Game sprite stat == snap sprite stat -- nothing nothing
//
//
// this leaks a STAT_NETALLOC
// 2. game sprite <any stat>, snap sprite MAXSTATUS -- delete delete
//
// this leaks a client sprite
// 3. game sprite MAXSTATUS, snap sprite STAT_NETALLOC or normal-- insert insert
// (implied in `else`)
//
// 4. game sprite STAT_NETALLOC, snap sprite Normal -- change insert
//
// 5. game sprite Normal, snap sprite STAT_NETALLOC -- change delete
//
// 6. game sprite Normal, snap sprite Normal -- change change
// [1]
if (snapActor->spr_statnum == oldGameStatnum)
{
return;
}
bool snapActorIsNormalStat = (snapActor->spr_statnum != MAXSTATUS) && (snapActor->spr_statnum != STAT_NETALLOC);
bool gameSpriteIsNormalStat = (oldGameStatnum != MAXSTATUS) && (oldGameStatnum != STAT_NETALLOC);
// [2]
if ( snapActor->spr_statnum == MAXSTATUS)
{
#ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Sprite %d: Case 2 (delete game sprite)\n", spriteIndex);
#endif
Net_DeleteFromStat(spriteIndex);
Net_DeleteFromSect(spriteIndex);
return;
}
// [3]
else if (oldGameStatnum == MAXSTATUS)
{
#ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Sprite %d: Case 3 (insert new game sprite)\n", spriteIndex);
#endif
do_insertsprite_at_headofstat(spriteIndex, snapActor->spr_statnum);
do_insertsprite_at_headofsect(spriteIndex, snapActor->spr_sectnum);
}
// [4]
else if ((oldGameStatnum == STAT_NETALLOC) && snapActorIsNormalStat)
{
#ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Sprite %d: Case 4 (STAT_NETALLOC to stat %d)\n", spriteIndex, snapActor->spr_statnum);
#endif
changespritestat(spriteIndex, snapActor->spr_statnum);
do_insertsprite_at_headofsect(spriteIndex, snapActor->spr_sectnum);
}
// [5]
else if (gameSpriteIsNormalStat && (snapActor->spr_statnum == STAT_NETALLOC))
{
#ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Sprite %d: Case 5 (normal to STAT_NETALLOC)\n", spriteIndex);
#endif
changespritestat(spriteIndex, snapActor->spr_statnum);
Net_DeleteFromSect(spriteIndex);
}
// [6]
else if(gameSpriteIsNormalStat && snapActorIsNormalStat)
{
#ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Sprite %d: Case 6 (normal stat to normal stat)\n", spriteIndex);
#endif
// note that these functions handle cases where the game sprite already has that stat/sectnum
changespritestat(spriteIndex, snapActor->spr_statnum);
changespritesect(spriteIndex, snapActor->spr_sectnum);
}
#ifdef SPRLIST_PRINT
OSD_Printf("DEBUG: Sprite %d next is %d, prev is %d, head of stat %d is %d\n", spriteIndex, nextspritestat[spriteIndex], prevspritestat[spriteIndex], snapActor->spr_statnum, headspritestat[snapActor->spr_statnum]);
#endif
NET_DEBUG_VAR bool invalid = (
(nextspritesect[spriteIndex] == spriteIndex)
&& (nextspritestat[spriteIndex] == spriteIndex)
);
Bassert(!invalid);
#ifdef ITERATE_ON_UPDATE
Test_Iterate();
#endif
}
static void Net_CopySpriteFromNet(const netactor_t* netActor, spritetype* gameSprite)
{
Bassert(netActor);
Bassert(gameSprite);
// NOTE: Don't call Net_UpdateSpriteLinkedLists here, that should only be called
// if the sprite isn't already deleted in the game arrays.
gameSprite->x = netActor->spr_x;
gameSprite->y = netActor->spr_y;
gameSprite->z = netActor->spr_z;
// don't set statnum / sectnum here, that should be done in Net_UpdateSpriteLinkedLists,
// otherwise it's harder than it has to be because most of the engine functions
// asssume that if the sprite's stat / sectnum matches there's nothing to do as
// far as the linked lists are concerned
gameSprite->cstat = netActor->spr_cstat;
gameSprite->picnum = netActor->spr_picnum;
gameSprite->shade = netActor->spr_shade;
gameSprite->pal = netActor->spr_pal;
gameSprite->clipdist = netActor->spr_clipdist;
gameSprite->blend = netActor->spr_blend;
gameSprite->xrepeat = netActor->spr_xrepeat;
gameSprite->yrepeat = netActor->spr_yrepeat;
gameSprite->xoffset = netActor->spr_xoffset;
gameSprite->yoffset = netActor->spr_yoffset;
gameSprite->ang = netActor->spr_ang;
gameSprite->owner = netActor->spr_owner;
gameSprite->xvel = netActor->spr_xvel;
gameSprite->yvel = netActor->spr_yvel;
gameSprite->zvel = netActor->spr_zvel;
gameSprite->lotag = netActor->spr_lotag;
gameSprite->hitag = netActor->spr_hitag;
gameSprite->extra = netActor->spr_extra;
}
static void Net_CopyActorFromNet(const netactor_t* netActor, actor_t *gameActor)
{
// (convert data from 32 bit integers)
Bassert(netActor);
Bassert(gameActor);
// This seemed to make enemy movements smoother.
bool aiIDChanged = (gameActor->t_data[5] != netActor->t_data_5);
// If the sprite is a CON sprite, don't overwrite AC_Action_Count
bool isActor = G_HaveActor(netActor->spr_picnum);
// Fixes ambient sound infinite sound replay glitch (stand in the outdoor area of E1L1, the "airplane noise" will get very loud and loop endlessly.
bool isSoundActor = (DYNAMICTILEMAP(netActor->picnum) == MUSICANDSFX);
if(!isSoundActor)
{
gameActor->t_data[0] = netActor->t_data_0;
gameActor->t_data[1] = netActor->t_data_1;
gameActor->t_data[4] = netActor->t_data_4;
gameActor->t_data[5] = netActor->t_data_5;
}
// Prevents:
// - Rotating sector stuttering
// - Trains running backwards
bool isSyncedSE = (DYNAMICTILEMAP(netActor->picnum) == SECTOREFFECTOR) &&
(
(netActor->spr_lotag == SE_0_ROTATING_SECTOR)
|| (netActor->spr_lotag == SE_1_PIVOT)
|| (netActor->spr_lotag == SE_6_SUBWAY)
|| (netActor->spr_lotag == SE_11_SWINGING_DOOR)
|| (netActor->spr_lotag == SE_14_SUBWAY_CAR)
|| (netActor->spr_lotag == SE_30_TWO_WAY_TRAIN)
);
if (aiIDChanged || isSyncedSE)
{
gameActor->t_data[2] = netActor->t_data_2;
}
if (aiIDChanged || !isActor)
{
gameActor->t_data[3] = netActor->t_data_3;
}
gameActor->t_data[6] = netActor->t_data_6;
gameActor->t_data[7] = netActor->t_data_7;
gameActor->t_data[8] = netActor->t_data_8;
gameActor->t_data[9] = netActor->t_data_9;
#ifdef LUNATIC
gameActor->mv.hvel = netActor->hvel;
gameActor->mv.vvel = netActor->vvel;
gameActor->ac.startframe = netActor->startframe;
gameActor->ac.numframes = netActor->numframes;
gameActor->ac.viewtype = netActor->viewtype;
gameActor->ac.incval = netActor->incval;
gameActor->ac.delay = netActor->delay;
gameActor->actiontics = netActor->actiontics;
#endif
gameActor->flags = netActor->flags;
gameActor->bpos.x = netActor->bpos_x;
gameActor->bpos.y = netActor->bpos_y;
gameActor->bpos.z = netActor->bpos_z;
gameActor->floorz = netActor->floorz;
gameActor->ceilingz = netActor->ceilingz;
gameActor->lastv.x = netActor->lastvx;
gameActor->lastv.y = netActor->lastvy;
gameActor->lasttransport = netActor->lasttransport;
//WARNING: both sprite and actor have these fields
gameActor->picnum = netActor->picnum;
gameActor->ang = netActor->ang;
gameActor->extra = netActor->extra;
gameActor->owner = netActor->owner;
gameActor->movflag = netActor->movflag;
gameActor->tempang = netActor->tempang;
gameActor->timetosleep = netActor->timetosleep;
gameActor->stayput = netActor->stayput;
gameActor->dispicnum = netActor->dispicnum;
#if defined LUNATIC
//WARNING: NOT the same as movflag
gameActor->movflags = netActor->movflags;
#endif
gameActor->cgg = netActor->cgg;
}
static void Net_CopySpriteExtFromNet(const netactor_t* netActor, spriteext_t* gameSprExt)
{
Bassert(netActor);
Bassert(gameSprExt);
gameSprExt->mdanimtims = netActor->ext_mdanimtims;
gameSprExt->mdanimcur = netActor->ext_mdanimcur;
gameSprExt->angoff = netActor->ext_angoff;
gameSprExt->pitch = netActor->ext_pitch;
gameSprExt->roll = netActor->ext_roll;
gameSprExt->offset.x = netActor->ext_offset_x;
gameSprExt->offset.y = netActor->ext_offset_y;
gameSprExt->offset.z = netActor->ext_offset_z;
gameSprExt->flags = netActor->ext_flags;
gameSprExt->xpanning = netActor->ext_xpanning;
gameSprExt->ypanning = netActor->ext_ypanning;
gameSprExt->alpha = netActor->ext_alpha;
}
static void Net_CopySpriteSmoothFromNet(const netactor_t* netActor, spritesmooth_t* gameSprSmooth)
{
Bassert(netActor);
Bassert(gameSprSmooth);
gameSprSmooth->smoothduration = netActor->sm_smoothduration;
gameSprSmooth->mdcurframe = netActor->sm_mdcurframe;
gameSprSmooth->mdoldframe = netActor->sm_mdoldframe;
gameSprSmooth->mdsmooth = netActor->sm_mdsmooth;
}
static void Net_CopyAllActorDataFromNet(const netactor_t* netActor, spritetype* gameSprite, actor_t* gameActor, spriteext_t* gameSprExt, spritesmooth_t* gameSprSmooth)
{
Net_CopySpriteFromNet(netActor, gameSprite);
Net_CopyActorFromNet(netActor, gameActor);
Net_CopySpriteExtFromNet(netActor, gameSprExt);
Net_CopySpriteSmoothFromNet(netActor, gameSprSmooth);
}
// Clients only.
static void Net_CopyPlayerSpriteFromNet(const netactor_t* netActor, spritetype* gameSprite)
{
Bassert(netActor);
Bassert(gameSprite);
// We don't need to synchronize player position, ang, or sectnum, because P_ProcessInput
// does that for all player sprites based on ps->pos and the player's input.
gameSprite->cstat = netActor->spr_cstat;
gameSprite->picnum = netActor->spr_picnum;
gameSprite->shade = netActor->spr_shade;
gameSprite->pal = netActor->spr_pal;
gameSprite->clipdist = netActor->spr_clipdist;
gameSprite->blend = netActor->spr_blend;
gameSprite->xrepeat = netActor->spr_xrepeat;
gameSprite->yrepeat = netActor->spr_yrepeat;
gameSprite->xoffset = netActor->spr_xoffset;
gameSprite->yoffset = netActor->spr_yoffset;
gameSprite->owner = netActor->spr_owner;
//xvel for player sprites is used for weapon bobbing, and is just set to the euclidean distance between
//pos and bobpos, so there is no need to sync that.
gameSprite->yvel = netActor->spr_yvel; // player index
//zvel for player sprites is only used during the transition between air and water, I'm pretty sure that we don't think we need to sync this.
gameSprite->lotag = netActor->spr_lotag;
gameSprite->hitag = netActor->spr_hitag;
gameSprite->extra = netActor->spr_extra;
}
// Similar to CopyAllActorData, but this one ignores some fields for the player sprite
static void Net_CopyPlayerActorDataFromNet(const netactor_t* netActor, spritetype* gameSprite, actor_t* gameActor, spriteext_t* gameSprExt, spritesmooth_t* gameSprSmooth)
{
Net_CopyPlayerSpriteFromNet(netActor, gameSprite);
Net_CopyActorFromNet(netActor, gameActor);
Net_CopySpriteExtFromNet(netActor, gameSprExt);
Net_CopySpriteSmoothFromNet(netActor, gameSprSmooth);
}
static void Net_CopyActorsToGameArrays(const netmapstate_t* srv_snapshot, const netmapstate_t* cl_snapshot)
{
int32_t actorIndex = 0;
int32_t actorCount = 0;
// we need to clear out any sprites the client inserted between applying snapshots,
// so that there aren't any sprite index conflicts.
Net_DeleteAllScratchPadSprites();
if ((srv_snapshot->maxActorIndex) < 0 || (srv_snapshot->maxActorIndex > MAXSPRITES))
{
Net_Error_Disconnect("Net_CopyActorsToGameArrays: Invalid number of actors in snapshot.");
}
for (actorIndex = 0; actorIndex < MAXSPRITES; actorIndex++)
{
const netactor_t* srvActor = &(srv_snapshot->actor[actorIndex]);
const netactor_t* clActor = &(cl_snapshot->actor[actorIndex]);
int status = memcmp(srvActor, clActor, sizeof(netactor_t));
if(status == 0)
{
if(g_enableClientInterpolationCheck)
{
continue;
}
}
const netactor_t* snapshotActor = srvActor;
spritetype* gameSprite = &(sprite[actorIndex]);
actor_t* gameActor = &(actor[actorIndex]);
spriteext_t* gameExt = &(spriteext[actorIndex]);
spritesmooth_t* gameSm = &(spritesmooth[actorIndex]);
NET_DEBUG_VAR int32_t DEBUG_GameSprOldStat = gameSprite->statnum;
NET_DEBUG_VAR int32_t DEBUG_NetSprOldStat = snapshotActor->spr_statnum;
// NOTE: STAT_NETALLOC sprites ARE part if numsprites!We need to count STAT_NETALLOC sprites.
bool snapSpriteIsDeleted = (snapshotActor->spr_statnum == cLocSprite_DeletedSpriteStat);
NET_75_CHECK++; // Need to make sure this will not effect swimming legs, holodukes, or start points negatively
bool isAnyOtherPlayerSprite = (snapshotActor->spr_picnum == APLAYER) && (snapshotActor->spr_yvel > 0);
bool isPlayer0Sprite = (actorIndex == g_player[0].ps->i);
// it's better to let P_ProcessInput update some fields of the player's sprite.
if (isPlayer0Sprite || isAnyOtherPlayerSprite)
{
NET_75_CHECK++; // Net_CopyPlayerActorDataFromNet() may be a good place to handle checking the player's new position
// this will also need updating when we support a dynamic number of player sprites...
Net_CopyPlayerActorDataFromNet(snapshotActor, gameSprite, gameActor, gameExt, gameSm);
continue;
}
Net_CopyAllActorDataFromNet(snapshotActor, gameSprite, gameActor, gameExt, gameSm);
Net_UpdateSpriteLinkedLists(actorIndex, snapshotActor);
if (!snapSpriteIsDeleted)
{
actorCount++;
}
}
if (actorCount > MAXSPRITES)
{
Net_Error_Disconnect("Net_CopyActorsToGameArrays: Too many actors in snapshot.");
}
Numsprites = actorCount;
}
//-------------------------------------------------------------------------------------
// Game -> Net
//-------------------------------------------------------------------------------------
static void Net_CopyWallToNet(const walltype* gameWall, netWall_t* netWall, int16_t netIndex)
{
Bassert(gameWall);
Bassert(netWall);
// (convert data to 32 bit integers)
netWall->x = gameWall->x;
netWall->y = gameWall->y;
netWall->point2 = gameWall->point2;
netWall->nextwall = gameWall->nextwall;
netWall->nextsector = gameWall->nextsector;
netWall->cstat = gameWall->cstat;
netWall->picnum = gameWall->picnum;
netWall->overpicnum = gameWall->overpicnum;
netWall->shade = gameWall->shade;
netWall->pal = gameWall->pal;
netWall->xrepeat = gameWall->xrepeat;
netWall->yrepeat = gameWall->yrepeat;
netWall->xpanning = gameWall->xpanning;
netWall->ypanning = gameWall->ypanning;
netWall->lotag = gameWall->lotag;
netWall->hitag = gameWall->hitag;
netWall->extra = gameWall->extra;
netWall->netIndex = netIndex;
}
static void Net_CopySectorToNet(const sectortype * gameSector, netSector_t* netSector, int16_t netIndex)
{
Bassert(gameSector);
Bassert(netSector);
// (convert data to 32 bit integers)
netSector->wallptr = gameSector->wallptr;
netSector->wallnum = gameSector->wallnum;
netSector->ceilingz = gameSector->ceilingz;
netSector->floorz = gameSector->floorz;
netSector->ceilingstat = gameSector->ceilingstat;
netSector->floorstat = gameSector->floorstat;
netSector->ceilingpicnum = gameSector->ceilingpicnum;
netSector->ceilingheinum = gameSector->ceilingheinum;
netSector->ceilingshade = gameSector->ceilingshade;
netSector->ceilingpal = gameSector->ceilingpal;
netSector->ceilingxpanning = gameSector->ceilingxpanning;
netSector->ceilingypanning = gameSector->ceilingypanning;
netSector->floorpicnum = gameSector->floorpicnum;
netSector->floorheinum = gameSector->floorheinum;
netSector->floorshade = gameSector->floorshade;
netSector->floorpal = gameSector->floorpal;
netSector->floorxpanning = gameSector->floorxpanning;
netSector->floorypanning = gameSector->floorypanning;
netSector->visibility = gameSector->visibility;
netSector->fogpal = gameSector->fogpal;
netSector->lotag = gameSector->lotag;
netSector->hitag = gameSector->hitag;
netSector->extra = gameSector->extra;
netSector->netIndex = netIndex;
}
static void Net_CopySpriteToNet(const spritetype* gameSprite, netactor_t* netActor)
{
Bassert(netActor);
Bassert(gameSprite);
netActor->spr_x = gameSprite->x;
netActor->spr_y = gameSprite->y;
netActor->spr_z = gameSprite->z;
netActor->spr_cstat = gameSprite->cstat;
netActor->spr_picnum = gameSprite->picnum;
netActor->spr_shade = gameSprite->shade;
netActor->spr_pal = gameSprite->pal;
netActor->spr_clipdist = gameSprite->clipdist;
netActor->spr_blend = gameSprite->blend;
netActor->spr_xrepeat = gameSprite->xrepeat;
netActor->spr_yrepeat = gameSprite->yrepeat;
netActor->spr_xoffset = gameSprite->xoffset;
netActor->spr_yoffset = gameSprite->yoffset;
netActor->spr_sectnum = gameSprite->sectnum;
netActor->spr_statnum = gameSprite->statnum;
netActor->spr_ang = gameSprite->ang;
netActor->spr_owner = gameSprite->owner;
netActor->spr_xvel = gameSprite->xvel;
netActor->spr_yvel = gameSprite->yvel;
netActor->spr_zvel = gameSprite->zvel;
netActor->spr_lotag = gameSprite->lotag;
netActor->spr_hitag = gameSprite->hitag;
netActor->spr_extra = gameSprite->extra;
}
static void Net_CopyActorToNet(const actor_t* gameActor, netactor_t *netActor)
{
// (convert data from 32 bit integers)
Bassert(gameActor);
Bassert(netActor);
netActor->t_data_0 = gameActor->t_data[0];
netActor->t_data_1 = gameActor->t_data[1];
netActor->t_data_2 = gameActor->t_data[2];
netActor->t_data_3 = gameActor->t_data[3];
netActor->t_data_4 = gameActor->t_data[4];
netActor->t_data_5 = gameActor->t_data[5];
netActor->t_data_6 = gameActor->t_data[6];
netActor->t_data_7 = gameActor->t_data[7];
netActor->t_data_8 = gameActor->t_data[8];
netActor->t_data_9 = gameActor->t_data[9];
#ifdef LUNATIC
netActor->hvel = gameActor->mv.hvel;
netActor->vvel = gameActor->mv.vvel;
netActor->startframe = gameActor->ac.startframe;
netActor->numframes = gameActor->ac.numframes;
netActor->viewtype = gameActor->ac.viewtype;
netActor->incval = gameActor->ac.incval;
netActor->delay = gameActor->ac.delay;
netActor->actiontics = gameActor->actiontics;
#endif
netActor->flags = gameActor->flags;
netActor->bpos_x = gameActor->bpos.x;
netActor->bpos_y = gameActor->bpos.y;
netActor->bpos_z = gameActor->bpos.z;
netActor->floorz = gameActor->floorz;
netActor->ceilingz = gameActor->ceilingz;
netActor->lastvx = gameActor->lastv.x;
netActor->lastvy = gameActor->lastv.y;
netActor->lasttransport = gameActor->lasttransport;
//WARNING: both sprite and actor have these fields
netActor->picnum = gameActor->picnum;
netActor->ang = gameActor->ang;
netActor->extra = gameActor->extra;
netActor->owner = gameActor->owner;
netActor->movflag = gameActor->movflag;
netActor->tempang = gameActor->tempang;
netActor->timetosleep = gameActor->timetosleep;
netActor->stayput = gameActor->stayput;
netActor->dispicnum = gameActor->dispicnum;
#if defined LUNATIC
//WARNING: NOT the same as movflag
netActor->movflags = gameActor->movflags;
#endif
netActor->cgg = gameActor->cgg;
}
static void Net_CopySpriteExtToNet(const spriteext_t* gameSpriteExt, netactor_t* netActor)
{
Bassert(gameSpriteExt);
Bassert(netActor);
netActor->ext_mdanimtims = gameSpriteExt->mdanimtims;
netActor->ext_mdanimcur = gameSpriteExt->mdanimcur;
netActor->ext_angoff = gameSpriteExt->angoff;
netActor->ext_pitch = gameSpriteExt->pitch;
netActor->ext_roll = gameSpriteExt->roll;
netActor->ext_offset_x = gameSpriteExt->offset.x;
netActor->ext_offset_y = gameSpriteExt->offset.y;
netActor->ext_offset_z = gameSpriteExt->offset.z;
netActor->ext_flags = gameSpriteExt->flags;
netActor->ext_xpanning = gameSpriteExt->xpanning;
netActor->ext_ypanning = gameSpriteExt->ypanning;
netActor->ext_alpha = gameSpriteExt->alpha;
}
static void Net_CopySpriteSmoothToNet(const spritesmooth_t* gameSprSmooth, netactor_t* netActor)
{
Bassert(gameSprSmooth);
Bassert(netActor);
netActor->sm_smoothduration = gameSprSmooth->smoothduration;
netActor->sm_mdcurframe = gameSprSmooth->mdcurframe;
netActor->sm_mdoldframe = gameSprSmooth->mdoldframe;
netActor->sm_mdsmooth = gameSprSmooth->mdsmooth;
}
static void Net_CopyAllActorDataToNet(int32_t spriteIndex, const spritetype* gameSprite, const actor_t* gameActor, const spriteext_t* gameSprExt, const spritesmooth_t* gameSprSmooth, netactor_t* netActor)
{
Net_CopySpriteToNet(gameSprite, netActor);
Net_CopyActorToNet(gameActor, netActor);
Net_CopySpriteExtToNet(gameSprExt, netActor);
Net_CopySpriteSmoothToNet(gameSprSmooth, netActor);
netActor->netIndex = spriteIndex;
}
static void Net_AddActorsToSnapshot(netmapstate_t* snapshot)
{
int32_t gameIndex = 0;
NET_75_CHECK++; // we may want to only send over sprites that are visible, this might be a good optimization
// to do later.
NET_75_CHECK++; // Verify: Does the netcode need to worry about spriteext and spritesmooth beyond index (MAXSPRITES - 1)?
NET_75_CHECK++; // may be able to significantly improve performance by using headspritestat[] etc. lists
// i.e., replace with for(all stat) { for(all sprites in stat) { } }, ignoring net Non Relevant Stats,
// also then ioSnapshot->maxActorIndex could be something much less than MAXSPRITES
snapshot->maxActorIndex = 0;
// note that Numsprites should NOT be the upper bound, if sprites are deleted in the middle
// the max index to check will be > than Numsprites.
for (gameIndex = 0; gameIndex < (MAXSPRITES); gameIndex++)
{
const spritetype* gameSpr = &sprite[gameIndex];
const actor_t* gameAct = &actor[gameIndex];
const spriteext_t* gameExt = &spriteext[gameIndex];
const spritesmooth_t* gameSmooth = &spritesmooth[gameIndex];
netactor_t* netSprite = &snapshot->actor[gameIndex];
Net_CopyAllActorDataToNet(gameIndex, gameSpr, gameAct, gameExt, gameSmooth, netSprite);
}
snapshot->maxActorIndex = MAXSPRITES;
}
static void Net_AddWorldToSnapshot(netmapstate_t* snapshot)
{
int32_t index = 0;
for (index = 0; index < numwalls; index++)
{
// on the off chance that numwalls somehow gets set to higher than MAXWALLS... somehow...
Bassert(index < MAXWALLS);
const walltype* gameWall = &wall[index];
netWall_t* snapshotWall = &snapshot->wall[index];
Net_CopyWallToNet(gameWall, snapshotWall, index);
}
for (index = 0; index < numsectors; index++)
{
Bassert(index < MAXSECTORS);
const sectortype* gameSector = &sector[index];
netSector_t* snapshotSector = &snapshot->sector[index];
Net_CopySectorToNet(gameSector, snapshotSector, index);
}
Net_AddActorsToSnapshot(snapshot);
}
//------------------------------------------------------------------------------------------------------------------------
static void P_RemovePlayer(int32_t p)
{
// server obviously can't leave the game, and index 0 shows up for disconnect events from
// players that haven't gotten far enough into the connection process to get a player ID
if (p <= 0) return;
g_player[p].playerquitflag = 0;
Bsprintf(recbuf,"%s^00 is history!",g_player[p].user_name);
G_AddUserQuote(recbuf);
if (numplayers == 1)
S_PlaySound(GENERIC_AMBIENCE17);
if (g_player[myconnectindex].ps->gm & MODE_GAME)
{
if (screenpeek == p)
screenpeek = myconnectindex;
pub = NUMPAGES;
pus = NUMPAGES;
G_UpdateScreenArea();
P_QuickKill(g_player[p].ps);
if (voting == p)
{
for (p=0; p<MAXPLAYERS; p++)
{
g_player[p].vote = 0;
g_player[p].gotvote = 0;
}
voting = -1;
}
Bstrcpy(apStrings[QUOTE_RESERVED2],recbuf);
g_player[myconnectindex].ps->ftq = QUOTE_RESERVED2;
g_player[myconnectindex].ps->fta = 180;
}
}
static void Net_SendNewPlayer(int32_t newplayerindex)
{
packbuf[0] = PACKET_NUM_PLAYERS;
packbuf[1] = numplayers;
packbuf[2] = g_mostConcurrentPlayers;
packbuf[3] = ud.multimode;
packbuf[4] = newplayerindex;
packbuf[5] = g_networkMode;
packbuf[6] = myconnectindex;
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(&packbuf[0], 7, ENET_PACKET_FLAG_RELIABLE));
Dbg_PacketSent(PACKET_NUM_PLAYERS);
}
static void Net_SendPlayerIndex(int32_t index, ENetPeer *peer)
{
packbuf[0] = PACKET_PLAYER_INDEX;
packbuf[1] = index;
packbuf[2] = myconnectindex;
enet_peer_send(peer, CHAN_GAMESTATE, enet_packet_create(&packbuf[0], 3, ENET_PACKET_FLAG_RELIABLE));
Dbg_PacketSent(PACKET_PLAYER_INDEX);
}
// sync a connecting player up with the current game state
static void Net_SyncPlayer(ENetEvent *event)
{
int32_t newPlayerIndex, j;
if (numplayers + g_netPlayersWaiting >= MAXPLAYERS)
{
enet_peer_disconnect_later(event->peer, DISC_SERVER_FULL);
initprintf("Refused peer; server full.\n");
return;
}
g_netPlayersWaiting++;
S_PlaySound(DUKE_GETWEAPON2);
// open a new slot if necessary and save off the resulting slot # for future reference
for (TRAVERSE_CONNECT(newPlayerIndex))
{
if (g_player[newPlayerIndex].playerquitflag == 0)
{
break;
}
}
if (newPlayerIndex == -1)
{
newPlayerIndex = g_mostConcurrentPlayers++;
}
NET_75_CHECK++; // is it necessary to se event->peer->data to the new player index in Net_SyncPlayer?
event->peer->data = (void *)(intptr_t)newPlayerIndex;
g_player[newPlayerIndex].netsynctime = totalclock;
g_player[newPlayerIndex].playerquitflag = 1;
NET_75_CHECK++; // Need to think of something better when finding a remaining slot for players.
for (j = 0; j < g_mostConcurrentPlayers - 1; j++)
{
connectpoint2[j] = j + 1;
}
connectpoint2[g_mostConcurrentPlayers - 1] = -1;
G_MaybeAllocPlayer(newPlayerIndex);
g_netPlayersWaiting--;
++numplayers;
++ud.multimode;
Net_SendNewPlayer(newPlayerIndex);
Net_SendPlayerIndex(newPlayerIndex, event->peer);
Net_SendClientInfo();
Net_SendUserMapName();
Net_SendNewGame(0, event->peer); // newly connecting player (Net_SyncPlayer)
}
static void display_betascreen(void)
{
rotatesprite_fs(160 << 16, 100 << 16, 65536, 0, BETASCREEN, 0, 0, 2 + 8 + 64 + BGSTRETCH);
rotatesprite_fs(160 << 16, (104) << 16, 60 << 10, 0, DUKENUKEM, 0, 0, 2 + 8);
rotatesprite_fs(160 << 16, (129) << 16, 30 << 11, 0, THREEDEE, 0, 0, 2 + 8);
if (PLUTOPAK) // JBF 20030804
rotatesprite_fs(160 << 16, (151) << 16, 30 << 11, 0, PLUTOPAKSPRITE + 1, 0, 0, 2 + 8);
}
static void Net_Disconnect(void)
{
if (g_netClient)
{
ENetEvent event;
if (g_netClientPeer)
enet_peer_disconnect_later(g_netClientPeer, 0);
while (enet_host_service(g_netClient, &event, 3000) > 0)
{
switch (event.type)
{
case ENET_EVENT_TYPE_CONNECT:
case ENET_EVENT_TYPE_NONE:
case ENET_EVENT_TYPE_RECEIVE:
if (event.packet)
enet_packet_destroy(event.packet);
break;
case ENET_EVENT_TYPE_DISCONNECT:
numplayers = g_mostConcurrentPlayers = ud.multimode = 1;
myconnectindex = screenpeek = 0;
G_BackToMenu();
break;
}
}
enet_peer_reset(g_netClientPeer);
g_netClientPeer = NULL;
enet_host_destroy(g_netClient);
g_netClient = NULL;
return;
}
if (g_netServer)
{
int32_t peerIndex;
ENetEvent event;
for (peerIndex = 0; peerIndex < (signed)g_netServer->peerCount; peerIndex++)
{
enet_peer_disconnect_later(&g_netServer->peers[peerIndex], DISC_SERVER_QUIT);
}
while (enet_host_service(g_netServer, &event, 3000) > 0)
{
switch (event.type)
{
case ENET_EVENT_TYPE_CONNECT:
case ENET_EVENT_TYPE_NONE:
case ENET_EVENT_TYPE_RECEIVE:
case ENET_EVENT_TYPE_DISCONNECT:
if (event.packet)
{
enet_packet_destroy(event.packet);
}
break;
}
}
enet_host_destroy(g_netServer);
g_netServer = NULL;
}
}
// Only clients run this
static void Net_ReceiveDisconnect(ENetEvent *event)
{
g_netDisconnect = 1;
numplayers = g_mostConcurrentPlayers = ud.multimode = 1;
myconnectindex = screenpeek = 0;
G_BackToMenu();
switch (event->data)
{
case DISC_BAD_PASSWORD:
initprintf("Bad password.\n");
return;
case DISC_VERSION_MISMATCH:
initprintf("Version mismatch.\n");
return;
case DISC_INVALID:
initprintf("Invalid data detected.\n");
return;
case DISC_SERVER_QUIT:
initprintf("The server is quitting.\n");
return;
case DISC_SERVER_FULL:
initprintf("The server is full.\n");
return;
case DISC_KICKED:
initprintf("You have been kicked from the server.\n");
return;
case DISC_BANNED:
initprintf("You are banned from this server.\n");
return;
default:
initprintf("Disconnected.\n");
return;
}
}
static void Net_SendAcknowledge(ENetPeer *client)
{
if (!g_netServer)
return;
tempnetbuf[0] = PACKET_ACK;
tempnetbuf[1] = myconnectindex;
enet_peer_send(client, CHAN_GAMESTATE, enet_packet_create(&tempnetbuf[0], 2, ENET_PACKET_FLAG_RELIABLE));
Dbg_PacketSent(PACKET_ACK);
}
static void Net_ExtractPlayerUpdate(playerupdate_t *update, int32_t type)
{
const int32_t playerindex = update->playerindex;
if (playerindex != myconnectindex)
{
g_player[playerindex].ps->pos = update->pos;
g_player[playerindex].ps->opos = update->opos;
g_player[playerindex].ps->vel = update->vel;
g_player[playerindex].ps->q16ang = update->q16ang;
g_player[playerindex].ps->q16horiz = update->q16horiz;
g_player[playerindex].ps->q16horizoff = update->q16horizoff;
}
if (type == PACKET_MASTER_TO_SLAVE)
{
g_player[playerindex].ping = update->ping;
g_player[playerindex].ps->dead_flag = update->deadflag;
g_player[playerindex].playerquitflag = update->playerquitflag;
}
}
// Server only
static void Net_ReceiveClientUpdate(ENetEvent *event)
{
int32_t playeridx;
clientupdate_t update;
if (event->packet->dataLength != sizeof(clientupdate_t))
{
return;
}
Bmemcpy(&update, (char *)event->packet->data, sizeof(clientupdate_t));
playeridx = (int32_t)(intptr_t)event->peer->data;
if (playeridx < 0 || playeridx >= MAXPLAYERS)
{
return;
}
g_player[playeridx].revision = update.RevisionNumber;
inputfifo[0][playeridx] = update.nsyn;
Net_ExtractPlayerUpdate(&update.player, PACKET_SLAVE_TO_MASTER);
}
static void Net_Server_SetupPlayer(int playerindex)
{
int16_t playerspriteindex;
playerspriteindex = g_player[playerindex].ps->i;
Bmemcpy(g_player[playerindex].ps, g_player[0].ps, sizeof(DukePlayer_t));
g_player[playerindex].ps->i = playerspriteindex;
changespritestat(playerspriteindex, STAT_PLAYER);
g_player[playerindex].ps->last_extra = sprite[g_player[playerindex].ps->i].extra = g_player[playerindex].ps->max_player_health;
sprite[g_player[playerindex].ps->i].cstat = 1 + 256;
actor[g_player[playerindex].ps->i].t_data[2] = actor[g_player[playerindex].ps->i].t_data[3]
= actor[g_player[playerindex].ps->i].t_data[4] = 0;
P_ResetPlayer(playerindex);
Net_SpawnPlayer(playerindex);
}
static void Net_ReceiveChallenge(uint8_t *pbuf, int32_t packbufleng, ENetEvent *event)
{
const uint16_t byteVersion = B_UNBUF16(&pbuf[1]);
const uint16_t netVersion = B_UNBUF16(&pbuf[3]);
const uint32_t crc = B_UNBUF32(&pbuf[5]);
UNREFERENCED_PARAMETER(packbufleng); // remove when this variable is used
if (byteVersion != BYTEVERSION || netVersion != NETVERSION)
{
enet_peer_disconnect_later(event->peer, DISC_VERSION_MISMATCH);
initprintf("Bad client protocol: version %u.%u\n", byteVersion, netVersion);
return;
}
if (crc != Bcrc32((uint8_t *)g_netPassword, Bstrlen(g_netPassword), 0))
{
enet_peer_disconnect_later(event->peer, DISC_BAD_PASSWORD);
initprintf("Bad password from client.\n");
return;
}
Net_SyncPlayer(event);
}
static void Net_ReceiveMessage(uint8_t *pbuf, int32_t packbufleng)
{
Bstrncpy(recbuf, (char *)pbuf + 2, packbufleng - 2);
recbuf[packbufleng - 2] = 0;
G_AddUserQuote(recbuf);
S_PlaySound(EXITMENUSOUND);
pus = pub = NUMPAGES;
}
static void Net_CheckForEnoughVotes()
{
// Only the server can decide map changes
if (!g_netServer || numplayers <= 1)
{
return;
}
int32_t requiredvotes;
// If there are just two players, both of them deserve a vote
if (numplayers == 2)
{
requiredvotes = 2;
}
else
{
// If more than two players, we need at least 50% of the players to vote
// Which means that if there's an odd number of players, we'll need slightly more than 50% of the vote.
requiredvotes = numplayers / 2;
if (numplayers % 2 == 1)
{
requiredvotes++;
}
}
int32_t numfor = 0;
int32_t numagainst = 0;
for (int32_t playerIndex = 0; playerIndex < MAXPLAYERS; playerIndex++)
{
if (g_player[playerIndex].gotvote)
{
if (g_player[playerIndex].vote)
{
numfor++;
}
else
{
numagainst++;
}
}
}
if (numfor >= requiredvotes)
{
Net_StartNewGame();
Net_SendNewGame(1, NULL); // map vote
}
else if (numagainst >= requiredvotes || (numfor + numagainst) == numplayers)
{
Net_SendMapVoteCancel(1);
}
}
static void Net_ReceiveMapVote(uint8_t *pbuf)
{
if (voting == myconnectindex && g_player[(uint8_t)pbuf[1]].gotvote == 0)
{
Bsprintf(tempbuf, "Confirmed vote from %s", g_player[(uint8_t)pbuf[1]].user_name);
G_AddUserQuote(tempbuf);
}
if (!g_netServer)
{
return;
}
g_player[(uint8_t)pbuf[1]].gotvote = 1;
g_player[(uint8_t)pbuf[1]].vote = pbuf[2];
Net_CheckForEnoughVotes();
}
static void Net_ReceiveMapVoteCancel(uint8_t *pbuf)
{
// Ignore if we're not voting
if (voting == -1)
{
return;
}
// Ignore cancellations from clients that did not initiate the map vote
if (voting != pbuf[1] && voting != myconnectindex)
{
return;
}
if (voting == myconnectindex || voting != pbuf[1])
{
Bsprintf(tempbuf, "Vote Failed");
}
else if (voting == pbuf[1])
{
Bsprintf(tempbuf, "%s^00 has canceled the vote", g_player[voting].user_name);
}
G_AddUserQuote(tempbuf);
if (g_netServer)
{
Net_SendMapVoteCancel(0);
}
voting = -1;
}
static void Net_ReceiveClientInfo(uint8_t *pbuf, int32_t packbufleng, int32_t fromserver)
{
uint32_t byteIndex, j;
int32_t other = pbuf[packbufleng];
for (byteIndex = 1; pbuf[byteIndex]; byteIndex++)
{
g_player[other].user_name[byteIndex - 1] = pbuf[byteIndex];
}
g_player[other].user_name[byteIndex - 1] = 0;
byteIndex++;
g_player[other].ps->aim_mode = pbuf[byteIndex++];
g_player[other].ps->auto_aim = pbuf[byteIndex++];
g_player[other].ps->weaponswitch = pbuf[byteIndex++];
g_player[other].ps->palookup = g_player[other].pcolor = pbuf[byteIndex++];
g_player[other].pteam = pbuf[byteIndex++];
for (j = byteIndex; byteIndex - j < 10; byteIndex++)
{
g_player[other].wchoice[byteIndex - j] = pbuf[byteIndex];
}
if (fromserver)
{
g_player[other].playerquitflag = 1;
}
}
static void Net_ReceiveUserMapName(uint8_t *pbuf, int32_t packbufleng)
{
NET_75_CHECK++; // possible buffer bug here with a malicious client? if the file name didn't end in '\0', a hacker could "forget" to put '\0'
// at the end.
Bstrcpy(boardfilename, (char *)pbuf + 1);
boardfilename[packbufleng - 1] = 0;
Bcorrectfilename(boardfilename, 0);
if (boardfilename[0] != 0)
{
buildvfs_kfd i;
if ((i = kopen4loadfrommod(boardfilename, 0)) == buildvfs_kfd_invalid)
{
Bmemset(boardfilename, 0, sizeof(boardfilename));
Net_SendUserMapName();
}
else
{
kclose(i);
}
}
if (ud.m_level_number == 7 && ud.m_volume_number == 0 && boardfilename[0] == 0)
ud.m_level_number = 0;
}
static void Net_ExtractNewGame(newgame_t *newgame, int32_t menuonly)
{
ud.m_level_number = newgame->level_number;
ud.m_volume_number = newgame->volume_number;
ud.m_player_skill = newgame->player_skill;
ud.m_monsters_off = newgame->monsters_off;
ud.m_respawn_monsters = newgame->respawn_monsters;
ud.m_respawn_items = newgame->respawn_items;
ud.m_respawn_inventory = newgame->respawn_inventory;
ud.m_ffire = newgame->ffire;
ud.m_noexits = newgame->noexits;
ud.m_coop = newgame->coop;
if (!menuonly)
{
ud.level_number = newgame->level_number;
ud.volume_number = newgame->volume_number;
ud.player_skill = newgame->player_skill;
ud.monsters_off = newgame->monsters_off;
ud.respawn_monsters = newgame->respawn_monsters;
ud.respawn_monsters = newgame->respawn_items;
ud.respawn_inventory = newgame->respawn_inventory;
ud.ffire = newgame->ffire;
ud.noexits = newgame->noexits;
ud.coop = newgame->coop;
}
}
static void Net_ReceiveMapVoteInitiate(uint8_t *pbuf)
{
int32_t playerIndex;
Bmemcpy(&pendingnewgame, pbuf, sizeof(newgame_t));
Net_ExtractNewGame(&pendingnewgame, 1);
voting = pendingnewgame.connection;
vote_episode = pendingnewgame.volume_number;
vote_map = pendingnewgame.level_number;
Bsprintf(tempbuf, "%s^00 has called a vote to change map to %s (E%dL%d)", g_player[voting].user_name,
g_mapInfo[(uint8_t)(vote_episode * MAXLEVELS + vote_map)].name, vote_episode + 1, vote_map + 1);
G_AddUserQuote(tempbuf);
Bsprintf(tempbuf, "Press F1 to Accept, F2 to Decline");
G_AddUserQuote(tempbuf);
for (playerIndex = MAXPLAYERS - 1; playerIndex >= 0; playerIndex--)
{
g_player[playerIndex].vote = 0;
g_player[playerIndex].gotvote = 0;
}
g_player[voting].gotvote = g_player[voting].vote = 1;
}
static void Net_ParsePacketCommon(uint8_t *pbuf, int32_t packbufleng, int32_t serverpacketp)
{
switch (pbuf[0])
{
case PACKET_MESSAGE:
Net_ReceiveMessage(pbuf, packbufleng);
break;
case PACKET_CLIENT_INFO:
Net_ReceiveClientInfo(pbuf, packbufleng, serverpacketp);
break;
case PACKET_RTS:
G_StartRTS(pbuf[1], 0);
break;
case PACKET_USER_MAP:
Net_ReceiveUserMapName(pbuf, packbufleng);
break;
case PACKET_MAP_VOTE:
Net_ReceiveMapVote(pbuf);
break;
case PACKET_MAP_VOTE_INITIATE: // call map vote
Net_ReceiveMapVoteInitiate(pbuf);
break;
case PACKET_MAP_VOTE_CANCEL: // cancel map vote
Net_ReceiveMapVoteCancel(pbuf);
break;
}
}
static void Net_ParseClientPacket(ENetEvent *event)
{
uint8_t *pbuf = event->packet->data;
int32_t packbufleng = event->packet->dataLength;
int32_t other = pbuf[--packbufleng];
NET_DEBUG_VAR enum DukePacket_t packetType = (enum DukePacket_t)pbuf[0];
#ifdef PACKET_RECV_PRINT
initprintf("Received Packet: type: %d : len %d\n", pbuf[0], packbufleng);
#endif
switch (pbuf[0])
{
case PACKET_SLAVE_TO_MASTER: //[1] (receive slave sync buffer)
Net_ReceiveClientUpdate(event);
break;
case PACKET_PLAYER_READY:
{
if ((other == 0) || (other == myconnectindex) || (other >= MAXPLAYERS))
{
break;
}
// At intermission, just set the ready flag and wait for the other players.
if (g_player[myconnectindex].ps->gm & MODE_EOL)
{
g_player[other].ready = 1;
}
else
{
// otherwise if the server's in a map now, set up the player immediately.
Net_Server_SetupPlayer(other);
}
break;
}
case PACKET_PLAYER_PING:
if (g_player[myconnectindex].ps->gm & MODE_GAME)
{
packbuf[0] = PACKET_PLAYER_PING;
packbuf[1] = myconnectindex;
enet_peer_send(event->peer, CHAN_GAMESTATE, enet_packet_create(&packbuf[0], 2, ENET_PACKET_FLAG_RELIABLE));
Dbg_PacketSent(PACKET_PLAYER_PING);
}
g_player[other].pingcnt++;
break;
case PACKET_AUTH:
Net_ReceiveChallenge(pbuf, packbufleng, event);
break;
default:
Net_ParsePacketCommon(pbuf, packbufleng, 0);
break;
}
}
static void Net_HandleClientPackets(void)
{
ENetEvent event;
// pull events from the wire into the packet queue without dispatching them, once per Net_GetPackets() call
enet_host_service(g_netServer, NULL, 0);
// dispatch any pending events from the local packet queue
while (enet_host_check_events(g_netServer, &event) > 0)
{
const intptr_t playeridx = (intptr_t)event.peer->data;
if (playeridx < 0 || playeridx >= MAXPLAYERS)
{
enet_peer_disconnect_later(event.peer, DISC_INVALID);
buildprint("Invalid player id (", playeridx, ") from client.\n");
continue;
}
switch (event.type)
{
case ENET_EVENT_TYPE_CONNECT:
{
char ipaddr[32];
enet_address_get_host_ip(&event.peer->address, ipaddr, sizeof(ipaddr));
OSD_Printf("A new client connected from %s:%u.\n", ipaddr, event.peer->address.port);
//[75] Temporary: For now the netcode can't handle more players connecting than there are player starts.
if (g_playerSpawnCnt <= ud.multimode)
{
OSD_Printf("Connection dropped: No player spawn point available for this new player.");
break;
}
Net_SendAcknowledge(event.peer);
break;
}
case ENET_EVENT_TYPE_RECEIVE:
Net_ParseClientPacket(&event);
// broadcast takes care of enet_packet_destroy itself
// we set the state to disconnected so enet_host_broadcast
// doesn't send the player back his own packets
if ((event.channelID == CHAN_GAMESTATE && event.packet->data[0] > PACKET_BROADCAST)
|| event.channelID == CHAN_CHAT)
{
const ENetPacket *pak = event.packet;
event.peer->state = ENET_PEER_STATE_DISCONNECTED;
enet_host_broadcast(g_netServer, event.channelID,
enet_packet_create(pak->data, pak->dataLength, pak->flags&ENET_PACKET_FLAG_RELIABLE));
event.peer->state = ENET_PEER_STATE_CONNECTED;
}
enet_packet_destroy(event.packet);
g_player[playeridx].ping = (event.peer->lastRoundTripTime + event.peer->roundTripTime) / 2;
break;
case ENET_EVENT_TYPE_DISCONNECT:
numplayers--;
ud.multimode--;
P_RemovePlayer(playeridx);
g_player[playeridx].revision = cInitialMapStateRevisionNumber;
packbuf[0] = PACKET_PLAYER_DISCONNECTED;
packbuf[1] = playeridx;
packbuf[2] = numplayers;
packbuf[3] = ud.multimode;
packbuf[4] = g_mostConcurrentPlayers;
packbuf[5] = myconnectindex;
enet_host_broadcast(g_netServer, CHAN_GAMESTATE,
enet_packet_create(&packbuf[0], 6, ENET_PACKET_FLAG_RELIABLE));
initprintf("%s disconnected.\n", g_player[playeridx].user_name);
event.peer->data = NULL;
Dbg_PacketSent(PACKET_PLAYER_DISCONNECTED);
break;
default:
break;
}
}
}
static void Net_ReceiveServerUpdate(ENetEvent *event)
{
serverupdate_t serverupdate;
serverplayerupdate_t playerupdate;
if (((event->packet->dataLength - sizeof(serverupdate_t)) % sizeof(serverplayerupdate_t)) != 0)
{
return;
}
uint8_t *updatebuf = (uint8_t *)event->packet->data;
Bmemcpy(&serverupdate, updatebuf, sizeof(serverupdate_t));
updatebuf += sizeof(serverupdate_t);
inputfifo[0][0] = serverupdate.nsyn;
ud.pause_on = serverupdate.pause_on;
ticrandomseed = serverupdate.seed;
for (uint32_t playerIndex = 0; playerIndex < serverupdate.numplayers; ++playerIndex)
{
Bmemcpy(&playerupdate, updatebuf, sizeof(serverplayerupdate_t));
updatebuf += sizeof(serverplayerupdate_t);
Net_ExtractPlayerUpdate(&playerupdate.player, PACKET_MASTER_TO_SLAVE);
g_player[playerIndex].ps->gotweapon = playerupdate.gotweapon;
g_player[playerIndex].ps->kickback_pic = playerupdate.kickback_pic;
Bmemcpy(g_player[playerIndex].frags, playerupdate.frags, sizeof(playerupdate.frags));
Bmemcpy(g_player[playerIndex].ps->inv_amount, playerupdate.inv_amount, sizeof(playerupdate.inv_amount));
Bmemcpy(g_player[playerIndex].ps->ammo_amount, playerupdate.ammo_amount, sizeof(playerupdate.ammo_amount));
g_player[playerIndex].ps->curr_weapon = playerupdate.curr_weapon;
g_player[playerIndex].ps->last_weapon = playerupdate.last_weapon;
g_player[playerIndex].ps->wantweaponfire = playerupdate.wantweaponfire;
g_player[playerIndex].ps->weapon_pos = playerupdate.weapon_pos;
g_player[playerIndex].ps->frag_ps = playerupdate.frag_ps;
g_player[playerIndex].ps->frag = playerupdate.frag;
g_player[playerIndex].ps->fraggedself = playerupdate.fraggedself;
g_player[playerIndex].ps->last_extra = playerupdate.last_extra;
g_player[playerIndex].ping = playerupdate.ping;
g_player[playerIndex].ps->newowner = playerupdate.newowner;
}
}
// sends the version and a simple crc32 of the current password, all verified by the server before the connection can continue
static void Net_SendChallenge()
{
if (!g_netClientPeer)
{
return;
}
tempnetbuf[0] = PACKET_AUTH;
B_BUF16(&tempnetbuf[1], BYTEVERSION);
B_BUF16(&tempnetbuf[3], NETVERSION);
B_BUF32(&tempnetbuf[5], Bcrc32((uint8_t *)g_netPassword, Bstrlen(g_netPassword), 0));
tempnetbuf[9] = myconnectindex;
enet_peer_send(g_netClientPeer, CHAN_GAMESTATE, enet_packet_create(&tempnetbuf[0], 10, ENET_PACKET_FLAG_RELIABLE));
Dbg_PacketSent(PACKET_AUTH);
}
static void Net_ReceiveAcknowledge(uint8_t *pbuf, int32_t packbufleng)
{
UNREFERENCED_PARAMETER(pbuf); // remove when this variable is used
UNREFERENCED_PARAMETER(packbufleng); // remove when this variable is used
Net_SendChallenge();
}
// client only
static void Net_ReceiveNewGame(ENetEvent *event)
{
ClientPlayerReady = 0;
if ((vote_map + vote_episode + voting) != -3)
G_AddUserQuote("Vote Succeeded");
Bmemcpy(&pendingnewgame, event->packet->data, sizeof(newgame_t));
Net_StartNewGame();
packbuf[0] = PACKET_PLAYER_READY;
packbuf[1] = myconnectindex;
if (g_netClientPeer)
{
enet_peer_send(g_netClientPeer, CHAN_GAMESTATE, enet_packet_create(&packbuf[0], 2, ENET_PACKET_FLAG_RELIABLE));
Dbg_PacketSent(PACKET_PLAYER_READY);
if (g_netClient)
{
NET_75_CHECK++; // are these extra calls to create initial snapshots necessary or is it sufficient to just have it in
// G_EnterLevel?
/*
Net_InitMapStateHistory();
Net_AddWorldToInitialSnapshot();
*/
ClientPlayerReady = 1;
}
}
//[75] Note: DON'T set the initial map state or initialize the map state history in the packet code,
// The client didn't load the map until G_EnterLevel
g_player[myconnectindex].ps->gm = MODE_GAME;
ready2send = 1;
}
static void Net_ReceiveNewPlayer(uint8_t *pbuf, int32_t packbufleng)
{
int32_t i;
UNREFERENCED_PARAMETER(packbufleng); // remove when this variable is used
numplayers = pbuf[1];
g_mostConcurrentPlayers = pbuf[2];
ud.multimode = pbuf[3];
if (pbuf[4]) // ID of new player
{
g_player[pbuf[4]].playerquitflag = 1;
if (!g_player[pbuf[4]].ps)
{
g_player[pbuf[4]].ps = (DukePlayer_t *)Xcalloc(1, sizeof(DukePlayer_t));
}
if (!g_player[pbuf[4]].inputBits)
{
g_player[pbuf[4]].inputBits = (input_t *)Xcalloc(1, sizeof(input_t));
}
}
if (pbuf[5] == NET_DEDICATED_SERVER)
{
g_networkMode = NET_DEDICATED_CLIENT;
}
for (i = 0; i < g_mostConcurrentPlayers - 1; i++)
{
connectpoint2[i] = i + 1;
}
connectpoint2[g_mostConcurrentPlayers - 1] = -1;
S_PlaySound(DUKE_GETWEAPON2);
// myconnectindex is 0 until we get PACKET_PLAYER_INDEX
if (myconnectindex != 0)
{
Net_SendClientInfo();
}
}
static void Net_ReceivePlayerIndex(uint8_t *pbuf, int32_t packbufleng)
{
UNREFERENCED_PARAMETER(packbufleng); // remove when this variable is used
myconnectindex = pbuf[1];
g_player[myconnectindex].playerquitflag = 1;
Net_SendClientInfo();
}
static void Net_ParseServerPacket(ENetEvent *event)
{
uint8_t *pbuf = event->packet->data;
int32_t packbufleng = event->packet->dataLength;
// input_t *nsyn;
NET_DEBUG_VAR enum DukePacket_t packetType = (enum DukePacket_t) pbuf[0];
--packbufleng;
#ifdef PACKET_RECV_PRINT
initprintf("Received Packet: type: %d : len %d\n", pbuf[0], packbufleng);
#endif
switch (pbuf[0])
{
case PACKET_MASTER_TO_SLAVE:
if (!(g_player[myconnectindex].ps->gm & MODE_GAME))
{
return;
}
Net_ReceiveServerUpdate(event);
break;
case PACKET_NEW_GAME:
Net_ReceiveNewGame(event);
break;
case PACKET_ACK:
Net_ReceiveAcknowledge(pbuf, packbufleng);
break;
case PACKET_NUM_PLAYERS:
Net_ReceiveNewPlayer(event->packet->data, event->packet->dataLength);
break;
case PACKET_PLAYER_INDEX:
Net_ReceivePlayerIndex(event->packet->data, event->packet->dataLength);
break;
case PACKET_PLAYER_DISCONNECTED:
if ((g_player[myconnectindex].ps->gm & MODE_GAME))
{
P_RemovePlayer(pbuf[1]);
}
numplayers = pbuf[2];
ud.multimode = pbuf[3];
g_mostConcurrentPlayers = pbuf[4];
break;
case PACKET_PLAYER_SPAWN:
if (!(g_player[myconnectindex].ps->gm & MODE_GAME))
{
break;
}
P_ResetPlayer(pbuf[1]);
Bmemcpy(&g_player[pbuf[1]].ps->pos.x, &pbuf[2], sizeof(vec3_t) * 2);
Bmemcpy(&sprite[g_player[pbuf[1]].ps->i], &pbuf[2], sizeof(vec3_t));
break;
case PACKET_PLAYER_PING:
g_player[0].pingcnt++;
return;
case PACKET_FRAG:
if (!(g_player[myconnectindex].ps->gm & MODE_GAME))
{
break;
}
g_player[pbuf[1]].ps->frag_ps = pbuf[2];
actor[g_player[pbuf[1]].ps->i].picnum = pbuf[3];
ticrandomseed = B_UNBUF32(&pbuf[4]);
P_FragPlayer(pbuf[1]);
break;
// [75]
case PACKET_WORLD_UPDATE:
Net_ReadWorldUpdate(pbuf, packbufleng);
break;
default:
Net_ParsePacketCommon(pbuf, packbufleng, 1);
break;
}
}
static void Net_HandleServerPackets(void)
{
ENetEvent event;
enet_host_service(g_netClient, NULL, 0);
while (enet_host_check_events(g_netClient, &event) > 0)
{
if (event.type == ENET_EVENT_TYPE_DISCONNECT)
{
Net_ReceiveDisconnect(&event);
}
else if (event.type == ENET_EVENT_TYPE_RECEIVE)
{
Net_ParseServerPacket(&event);
}
enet_packet_destroy(event.packet);
}
}
////////////////////////////////////////////////////////////////////////////////
// Map Update Packets
//Insert a sprite from STAT_NETALLOC
static int32_t Net_DoInsertSprite(int32_t sect, int32_t stat)
{
int32_t i = headspritestat[STAT_NETALLOC];
// This means that we've run out of server-side actors
if (i < 0)
{
Net_Error_Disconnect("Out of server side actors");
return i;
}
changespritestat(i, stat);
do_insertsprite_at_headofsect(i, sect);
return i;
}
////////////////////////////////////////////////////////////////////////////////
// Player Updates
static void Net_FillPlayerUpdate(playerupdate_t *update, int32_t player)
{
update->playerindex = player;
update->pos = g_player[player].ps->pos;
update->opos = g_player[player].ps->opos;
update->vel = g_player[player].ps->vel;
update->q16ang = g_player[player].ps->q16ang;
update->q16horiz = g_player[player].ps->q16horiz;
update->q16horizoff = g_player[player].ps->q16horizoff;
update->ping = g_player[player].ping;
update->deadflag = g_player[player].ps->dead_flag;
update->playerquitflag = g_player[player].playerquitflag;
}
////////////////////////////////////////////////////////////////////////////////
// New Game Packets
// set all actors, walls, and sectors in a snapshot to their Null states.
static void Net_InitMapState(netmapstate_t* mapState)
{
netactor_t sprDefault = cNullNetActor;
int32_t index = 0;
sprDefault.netIndex = cSTOP_PARSING_CODE;
mapState->maxActorIndex = 0;
// this code is just a (slow) memset as it is now,
// it may be a good idea to use "baselines", which can reduce the amount
// of delta encoding when a sprite is first added. This
// could be a good optimization to consider later.
for (index = 0; index < MAXSPRITES; index++)
{
mapState->actor[index] = sprDefault;
}
for (index = 0; index < MAXWALLS; index++)
{
mapState->wall[index] = cNullNetWall;
}
for (index = 0; index < MAXSECTORS; index++)
{
mapState->sector[index] = cNullNetSector;
}
// set the revision number to a valid but easy to identify number,
// this is just to make it easier to debug.
mapState->revisionNumber = 8675309;
}
// Both client and server execute this
static void Net_ResetPlayers()
{
int32_t playerIndex;
for (TRAVERSE_CONNECT(playerIndex))
{
P_ResetWeapons(playerIndex);
P_ResetInventory(playerIndex);
g_player[playerIndex].revision = cInitialMapStateRevisionNumber;
}
}
static void Net_ResetPlayerReady()
{
int32_t playerindex;
for (TRAVERSE_CONNECT(playerindex))
{
g_player[playerindex].ready = 0;
}
}
// Packet code
//---------------------------------------------------------------------------------------------------------------------------------
// enforce signed/unsigned and overflow behavior for WriteBits smaller than 32
// remember that all of the WriteX functions only take 32 bit integers as input...
#define PICKY_TYPECHECK 1
#define MAX_PACKET_STRING 1024
#define LOG_MESSAGE_BITS 1
#define NetNumberOfIndexes (1 << NETINDEX_BITS)
#define IndexesOK (MAXWALLS < NetNumberOfIndexes) && (MAXSPRITES < NetNumberOfIndexes) && (MAXSECTORS < NetNumberOfIndexes)
#if(!IndexesOK)
#error "network.cpp: game arrays are now too big to send over the network, please update NETINDEX_BITS to be the right length to store a wall, sprite, and sector index"
#endif
#define STRUCTINDEX_BITS 8 // hopefully no game structs ever have more than 255 fields....
#define DEBUG_CHANGEDINDEXES 1
#define FLOAT_INT_BITS 13
// remember that the minimum negative number is the sign bit + all zeros
const int32_t cTruncInt_Min = -(1 << (FLOAT_INT_BITS - 1));
const int32_t cTruncInt_Max = (1 << (FLOAT_INT_BITS - 1)) - 1;
typedef struct NetBuffer_s
{
uint8_t *Data;
int32_t Bit;
int32_t ReadCurByte;
int32_t CurSize;
int32_t MaxSize; // set in NetBuffer_Init to the size of the byte array that this struct referrs to in Data
} NetBuffer_t;
// NOTE: does NOT fill byteArray with zeros
static void NetBuffer_Init(NetBuffer_t *buffer, uint8_t *byteArray, int32_t arrayLength)
{
// fill all the entries of the netbuffer struct (reminder: the byte array is not part of the struct)
Bmemset(buffer, 0, sizeof(*buffer));
buffer->Data = byteArray;
buffer->MaxSize = arrayLength;
}
///<summary>
///guarantees that the destination string will be nul terminated
///</summary>
static void SafeStrncpyz(char *dest, const char *src, int destsize)
{
if (!dest || !src || (destsize <= 0))
{
Bassert(dest);
Bassert(src);
Bassert(destsize > 0);
Net_Error_Disconnect("SafeStrncpyz: Invalid src, dest, or datasize.");
return;
}
strncpy(dest, src, destsize - 1);
dest[destsize - 1] = 0;
}
// Write a bit (bitValue) to a byte array (dataBuffer) at bit offset bitOffset,
// this function increments bitOffset for you.
static void PutBit(int32_t bitValue, uint8_t *dataBuffer, int32_t *bitOffset)
{
int32_t bitOffsetValue = *bitOffset;
const int32_t byteIndex = bitOffsetValue >> 3;
const int32_t bitIndex = bitOffsetValue & 7;
// reset this byte to 0 on the first bit
if ((bitIndex) == 0)
{
dataBuffer[byteIndex] = 0;
}
dataBuffer[byteIndex] |= (bitValue << (bitIndex));
bitOffsetValue++;
*bitOffset = bitOffsetValue;
}
// Get a single bit (return value) from a byte array (dataBuffer) at bit offset bitOffset
// this function increments bitOffset for you.
static int32_t GetBit(uint8_t *dataBuffer, int32_t *bitOffset)
{
int32_t bitValue = -1;
int32_t bitOffsetValue = *bitOffset;
const int32_t byteIndex = bitOffsetValue >> 3;
const int32_t bitIndex = bitOffsetValue & 7;
bitValue = (dataBuffer[byteIndex] >> bitIndex) & 0x1;
bitOffsetValue++;
*bitOffset = bitOffsetValue;
return bitValue;
}
//Note: This function increments bitOffset for you
static void PutBits(int32_t value, uint8_t *dataBuffer, int32_t *bitOffset, int16_t numberOfBits)
{
int16_t bitIndex;
if (numberOfBits > 32)
{
Net_Error_Disconnect("PutBits: Attempted to write more than 32 bits to the buffer.");
numberOfBits = 32;
}
for (bitIndex = 0; bitIndex < numberOfBits; bitIndex++)
{
int32_t bitValue = value & (1 << bitIndex);
PutBit((bitValue != 0), dataBuffer, bitOffset);
}
}
//Note: this function increments bitOffset for you
static int32_t GetBits(uint8_t *dataBuffer, int32_t *bitOffset, int16_t numberOfBits)
{
int32_t value = 0;
int16_t bitIndex;
if (numberOfBits > 32)
{
Net_Error_Disconnect("GetBits: Attempted to read more than 32 bits from the buffer.");
numberOfBits = 32;
}
for (bitIndex = 0; bitIndex < numberOfBits; bitIndex++)
{
int32_t tBitValue = GetBit(dataBuffer, bitOffset);
value |= (tBitValue << bitIndex);
}
return value;
}
// only difference between this and GetBits is this one does not require you
// to pass in a pointer for the bit offset. Remember to not use semicolons in the watch list!
//
// use this to debug packets
//
// NOTE: Set to non-static just so the compiler won't optimize it out.
int32_t Dbg_GetBits(NetBuffer_t *netBuffer, int32_t bitOffset, int16_t numberOfBits)
{
// I'm having GetBits modify a temp instead of the input parameter so that you can
// still see what the input parameter was at the end of the function.
int32_t bitOffsetValue = bitOffset;
return GetBits(netBuffer->Data, &bitOffsetValue, numberOfBits);
}
// intended for use in the debugger
// the netcode will return (32 bit) floats in a variable with type int32, though the data is actually
// floating point data. This function is here to make it easier to verify a (full) float encoded as int32
// in the debugger.
// note: floats that are actually truncated integers will usually look something like this: 3.922e-39#DEN
EDUKE32_UNUSED static float Dbg_RawIntToFloat(NetChunk32 floatRawData)
{
float* floatPtr = (float*)&floatRawData;
return *(floatPtr);
}
static void NetBuffer_WriteBits(NetBuffer_t *netBuffer, int32_t data, int16_t numberOfBits)
{
if (netBuffer->CurSize >= netBuffer->MaxSize)
{
Net_Error_Disconnect("NetBuffer_WriteBits: Buffer overrun.");
}
int32_t dataToWrite = data & (0xffffffff >> (32 - numberOfBits));
PutBits(dataToWrite, netBuffer->Data, &netBuffer->Bit, numberOfBits);
netBuffer->CurSize = (netBuffer->Bit >> 3) + 1;
}
EDUKE32_UNUSED static void NetBuffer_WriteUnsignedByte(NetBuffer_t *netBuffer, int32_t byte)
{
#ifdef PICKY_TYPECHECK
if ((byte < 0) || byte > 255)
{
Net_Error_Disconnect("NetBuffer_WriteUnsignedByte: Value not valid.");
}
#endif
NetBuffer_WriteBits(netBuffer, byte, 8);
}
EDUKE32_UNUSED static void NetBuffer_WriteSignedByte(NetBuffer_t *netBuffer, int32_t byte)
{
#ifdef PICKY_TYPECHECK
if ((byte < -128) || (byte > 127))
{
Net_Error_Disconnect("NetBuffer_WriteSignedByte: Value not valid.");
}
#endif
NetBuffer_WriteBits(netBuffer, byte, 8);
}
EDUKE32_UNUSED static void NetBuffer_WriteInt16(NetBuffer_t *netBuffer, int32_t word)
{
#ifdef PICKY_TYPECHECK
const int16_t cLowVal = (int16_t)0x00008000;
const int16_t cHighVal = (int16_t)0x00007fff;
if ((word < cLowVal) || (word > cHighVal))
{
Net_Error_Disconnect("NetBuffer_WriteInt16: Value not valid.");
}
#endif
NetBuffer_WriteBits(netBuffer, word, 16);
}
EDUKE32_UNUSED static void NetBuffer_WriteUInt16(NetBuffer_t *netBuffer, int32_t word)
{
#ifdef PICKY_TYPECHECK
const uint16_t cLowVal = (uint16_t)0x00000000;
const uint16_t cHighVal = (uint16_t)0x0000ffff;
if ((word < cLowVal) | (word > cHighVal))
{
Net_Error_Disconnect("NetBuffer_WriteUInt16: Value not valid.");
}
#endif
NetBuffer_WriteBits(netBuffer, word, 16);
}
static void NetBuffer_WriteDword(NetBuffer_t *netBuffer, int32_t dword)
{
// don't care about signed/unsigned since the bit width matches
NetBuffer_WriteBits(netBuffer, dword, 32);
}
//where length is the size in bytes
static void NetBuffer_WriteData(NetBuffer_t *netBuffer, const void *data, int16_t length)
{
int32_t byteIndex;
for (byteIndex = 0; byteIndex < length; byteIndex++)
{
NetBuffer_WriteUnsignedByte(netBuffer, ((const int8_t *)data)[byteIndex]);
}
}
EDUKE32_UNUSED static void NetBuffer_WriteString(NetBuffer_t *netBuffer, const char *stringToWrite)
{
if (!stringToWrite)
{
// if stringToWrite is null, write a NUL ('\0') character
NetBuffer_WriteData(netBuffer, "", 1);
}
else
{
int32_t length; // length of input string
char tempStringBuffer[MAX_PACKET_STRING]; // temp storage
length = strlen(stringToWrite);
if (length >= MAX_PACKET_STRING)
{
Net_Error_Disconnect("NetBuffer_WriteString: String too long.");
}
SafeStrncpyz(tempStringBuffer, stringToWrite, sizeof(tempStringBuffer));
NetBuffer_WriteData(netBuffer, tempStringBuffer, length + 1);
}
}
static void NetBuffer_WriteDeltaFloat(NetBuffer_t *netBuffer, NetChunk32 rawFloatData)
{
if (sizeof(float) != sizeof(int32_t))
{
Net_Error_Disconnect("Can't write float to buffer: sizeof(float) must be 4 bytes");
}
// interpret the FOUR BYTES of raw float data as a float
float* floatDataPtr = (float*) &(rawFloatData);
float floatValue = *(floatDataPtr);
int32_t truncatedFloat = (int32_t)floatValue;
if (floatValue == 0.0f)
{
NetBuffer_WriteBits(netBuffer, 0, 1); // float is zeroed
}
else
{
NetBuffer_WriteBits(netBuffer, 1, 1); // float is not zeroed
// check if this float can be sent as a FLOAT_INT_BITS sized (*signed*) integer with no data loss
if (
((float)truncatedFloat == floatValue) &&
(truncatedFloat >= cTruncInt_Min) &&
(truncatedFloat <= cTruncInt_Max)
)
{
NetBuffer_WriteBits(netBuffer, 0, 1); // send float as small integer
NetBuffer_WriteBits(netBuffer, truncatedFloat + cTruncInt_Max, FLOAT_INT_BITS); // float as small integer data
}
else
{
// send as full floating point value
NetBuffer_WriteBits(netBuffer, 1, 1); // send full float
NetBuffer_WriteBits(netBuffer, rawFloatData, 32); // full raw float data
}
}
}
//-------------------------------------------------------------------------------------
// low level buffer reading functions
static int32_t NetBuffer_ReadBits(NetBuffer_t *netBuffer, int32_t numberOfBits)
{
int32_t value = GetBits(netBuffer->Data, &netBuffer->Bit, numberOfBits);
netBuffer->ReadCurByte = (netBuffer->Bit >> 3) + 1;
return value;
}
// returns -1 if no more characters are available
static int32_t NetBuffer_ReadByte(NetBuffer_t *netBuffer)
{
int32_t byte;
byte = (int8_t)NetBuffer_ReadBits(netBuffer, 8);
if (netBuffer->ReadCurByte > netBuffer->CurSize)
{
Net_Error_Disconnect("NetBuffer_ReadByte: Attempted to read beyond end of buffer current size.");
}
return byte;
}
EDUKE32_UNUSED static int32_t NetBuffer_ReadUnsignedByte(NetBuffer_t *netBuffer)
{
int32_t byte;
byte = (uint8_t)NetBuffer_ReadBits(netBuffer, 8);
if (netBuffer->ReadCurByte > netBuffer->CurSize)
{
Net_Error_Disconnect("NetBuffer_ReadUnsignedByte: Attempted to read beyond end of buffer current size.");
}
return byte;
}
EDUKE32_UNUSED static int32_t NetBuffer_ReadInt16(NetBuffer_t *netBuffer)
{
int32_t word;
word = (int16_t)NetBuffer_ReadBits(netBuffer, 16);
if (netBuffer->ReadCurByte > netBuffer->CurSize)
{
Net_Error_Disconnect("NetBuffer_ReadInt16: Attempted to read beyond end of buffer current size.");
}
return word;
}
EDUKE32_UNUSED static int32_t NetBuffer_ReadUInt16(NetBuffer_t *netBuffer)
{
int32_t word;
word = (uint16_t)NetBuffer_ReadBits(netBuffer, 16);
if (netBuffer->ReadCurByte > netBuffer->CurSize)
{
Net_Error_Disconnect("NetBuffer_ReadUInt16: Attempted to read beyond end of buffer current size.");
}
return word;
}
static int32_t NetBuffer_ReadDWord(NetBuffer_t *netBuffer)
{
int32_t dword;
dword = NetBuffer_ReadBits(netBuffer, 32);
if (netBuffer->ReadCurByte > netBuffer->CurSize)
{
Net_Error_Disconnect("NetBuffer_ReadDword: Attempted to read beyond end of buffer current size.");
}
return dword;
}
EDUKE32_UNUSED static void NetBuffer_ReadData(NetBuffer_t *netBuffer, void *data, int32_t dataLength)
{
int32_t byteIndex;
for (byteIndex = 0; byteIndex < dataLength; byteIndex++)
{
((int8_t *)data)[byteIndex] = NetBuffer_ReadByte(netBuffer);
}
}
// net struct -> Buffer functions
//----------------------------------------------------------------------------------------------------------
static void NetBuffer_WriteDeltaNetWall(NetBuffer_t *netBuffer, const netWall_t *from, const netWall_t *to)
{
const int32_t cMaxStructs = MAXWALLS;
const int32_t cFieldsInStruct = ARRAY_SIZE(WallFields);
int32_t fieldIndex,
maxChgIndex;
netField_t *fieldPtr;
const int32_t *fromField,
*toField;
// all fields should be 32 bits to avoid any compiler packing issues
// the "number" field is not part of the field list
//
// if this assert fails, check that all of the entries in net*_t are in the engine's type
Bassert(cFieldsInStruct + 1 == (sizeof(*from) / 4));
Bassert(to);
Bassert(from);
if (to->netIndex >= cMaxStructs)
{
Net_Error_Disconnect("Netbuffer_WriteDeltaNetWall: Invalid To NetIndex");
return;
}
maxChgIndex = 0;
for (fieldIndex = 0, fieldPtr = WallFields; fieldIndex < cFieldsInStruct; fieldIndex++, fieldPtr++)
{
fromField = (int32_t const *)((int8_t const *)from + fieldPtr->offset);
toField = (int32_t const *)((int8_t const *)to + fieldPtr->offset);
if (*fromField != *toField)
{
maxChgIndex = fieldIndex + 1;
}
}
if (maxChgIndex == 0) // no fields changed
{
return; // write nothing at all
}
NetBuffer_WriteBits(netBuffer, to->netIndex, NETINDEX_BITS);
NetBuffer_WriteBits(netBuffer, maxChgIndex, STRUCTINDEX_BITS);
for (fieldIndex = 0, fieldPtr = WallFields; fieldIndex < maxChgIndex; fieldIndex++, fieldPtr++)
{
fromField = (int32_t const *)((int8_t const *)from + fieldPtr->offset);
toField = (int32_t const *)((int8_t const *)to + fieldPtr->offset);
// // Bit(s) meaning
// //-------------------
if (*fromField == *toField)
{
NetBuffer_WriteBits(netBuffer, 0, 1); // field not changed
continue;
}
NetBuffer_WriteBits(netBuffer, 1, 1); // field changed
if (*toField == 0)
{
NetBuffer_WriteBits(netBuffer, 0, 1); // zero this field
}
else
{
NetBuffer_WriteBits(netBuffer, 1, 1); // don't zero this field
NetBuffer_WriteBits(netBuffer, *toField, fieldPtr->bits); // new field value
}
}
}
static void NetBuffer_WriteDeltaNetSector(NetBuffer_t *netBuffer, const netSector_t *from, const netSector_t *to)
{
const int32_t cMaxStructs = MAXSECTORS;
const int32_t cFieldsInStruct = ARRAY_SIZE(SectorFields);
int32_t fieldIndex,
maxChgIndex;
netField_t *fieldPtr;
const int32_t *fromField,
*toField;
// all fields should be 32 bits to avoid any compiler packing issues
// the "number" field is not part of the field list
//
// if this assert fails, check that all of the entries in net*_t are in the engine's type
Bassert(cFieldsInStruct + 1 == (sizeof(*from) / 4));
Bassert(to);
Bassert(from);
if (to->netIndex >= cMaxStructs)
{
Net_Error_Disconnect("Netbuffer_WriteDeltaNetSector: Invalid To NetIndex");
return;
}
maxChgIndex = 0;
for (fieldIndex = 0, fieldPtr = SectorFields; fieldIndex < cFieldsInStruct; fieldIndex++, fieldPtr++)
{
fromField = (int32_t const *)((int8_t const *)from + fieldPtr->offset);
toField = (int32_t const *)((int8_t const *)to + fieldPtr->offset);
if (*fromField != *toField)
{
maxChgIndex = fieldIndex + 1;
}
}
if (maxChgIndex == 0) // no fields changed
{
return; // write nothing at all
}
NetBuffer_WriteBits(netBuffer, to->netIndex, NETINDEX_BITS);
NetBuffer_WriteBits(netBuffer, maxChgIndex, STRUCTINDEX_BITS);
for (fieldIndex = 0, fieldPtr = SectorFields; fieldIndex < maxChgIndex; fieldIndex++, fieldPtr++)
{
fromField = (int32_t const *)((int8_t const *)from + fieldPtr->offset);
toField = (int32_t const *)((int8_t const *)to + fieldPtr->offset);
// // Bit(s) meaning
// //-------------------
if (*fromField == *toField)
{
NetBuffer_WriteBits(netBuffer, 0, 1); // field not changed
continue;
}
NetBuffer_WriteBits(netBuffer, 1, 1); // field changed
if (*toField == 0)
{
NetBuffer_WriteBits(netBuffer, 0, 1); // zero this field
}
else
{
NetBuffer_WriteBits(netBuffer, 1, 1); // don't zero this field
NetBuffer_WriteBits(netBuffer, *toField, fieldPtr->bits); // new field value
}
}
}
static void NetBuffer_WriteDeltaNetActor(NetBuffer_t* netBuffer, const netactor_t *from, const netactor_t* to, int8_t writeDeletedActors)
{
const int32_t cMaxStructs = MAXSPRITES;
const int32_t cFieldsInStruct = ARRAY_SIZE(ActorFields);
int32_t fieldIndex,
maxChgIndex;
netField_t *fieldPtr;
const int32_t *fromField,
*toField;
if ((from == NULL) && (to == NULL))
{
// Actor was deleted in the "from" snapshot and it's still deleted in the "to" snasphot, don't write anything.
return;
}
if (from == NULL)
{
// The actor was deleted in the "From" snapshot, but it's there in the "To" snapshot, so that means it has been inserted in the "To" snapshot.
from = &cNullNetActor;
}
if (to == NULL)
{
// The actor was present in the "From" snapshot but it's now deleted in the "To" snapshot.
NetBuffer_WriteBits(netBuffer, from->netIndex, NETINDEX_BITS); // {<NetIndex>} sprite index
NetBuffer_WriteBits(netBuffer, 1, 1); // {<NetIndex>, 1} sprite deleted
return;
}
// all fields should be 32 bits to avoid any compiler packing issues
// the "number" field is not part of the field list
//
// if this assert fails, check that all of the entries in net*_t are in the engine's type
Bassert(cFieldsInStruct + 1 == (sizeof(*from) / 4));
if (to->netIndex < 0 || to->netIndex >= cMaxStructs)
{
Net_Error_Disconnect("Netbuffer_WriteDeltaNetActor: Invalid To NetIndex");
return;
}
maxChgIndex = 0;
for (fieldIndex = 0, fieldPtr = ActorFields; fieldIndex < cFieldsInStruct; fieldIndex++, fieldPtr++)
{
fromField = (int32_t const *)((int8_t const *)from + fieldPtr->offset);
toField = (int32_t const *)((int8_t const *)to + fieldPtr->offset);
if (*fromField != *toField)
{
maxChgIndex = fieldIndex + 1;
}
}
if (maxChgIndex == 0)
{
if (!writeDeletedActors)
{
// no fields changed, if we're not forcing a write for each actor then we're done
return;
}
// write two bits for no change
// as in, write {0,0} to indicate that the entity still exists,
// but has not changed.
NetBuffer_WriteBits(netBuffer, to->netIndex, NETINDEX_BITS); // {<NetIndex>} sprite index
NetBuffer_WriteBits(netBuffer, 0, 1); // {<NetIndex>, 0} sprite NOT deleted
NetBuffer_WriteBits(netBuffer, 0, 1); // {<NetIndex>, 0,0} sprite has NOT changed.
return;
}
// if we got to this point, the sprite / actor exists and has changed
NetBuffer_WriteBits(netBuffer, to->netIndex, NETINDEX_BITS); // {<NetIndex>} sprite index
NetBuffer_WriteBits(netBuffer, 0, 1); // {<NetIndex>, 0} sprite/actor NOT deleted.
NetBuffer_WriteBits(netBuffer, 1, 1); // {<NetIndex>, 0,1} sprite/actor HAS changed.
//--------------------------------------------------
// then...
NetBuffer_WriteBits(netBuffer, maxChgIndex, STRUCTINDEX_BITS); // Write Max change index
// For each field in struct...
for (fieldIndex = 0, fieldPtr = ActorFields; fieldIndex < maxChgIndex; fieldIndex++, fieldPtr++)
{
const int8_t isFloatingPointField = (fieldPtr->bits == 0);
fromField = (int32_t const *)((int8_t const *)from + fieldPtr->offset);
toField = (int32_t const *)((int8_t const *)to + fieldPtr->offset);
if (*fromField == *toField)
{
NetBuffer_WriteBits(netBuffer, 0, 1); // {0} field not changed
continue;
}
NetBuffer_WriteBits(netBuffer, 1, 1); // {1} field changed
if (isFloatingPointField)
{
int32_t rawFloatData = *(toField);
NetBuffer_WriteDeltaFloat(netBuffer, rawFloatData); // {1, <special float behavior>}
}
else
{
if (*toField == 0)
{
NetBuffer_WriteBits(netBuffer, 0, 1); // {1, 0} Zero this field
}
else
{
NetBuffer_WriteBits(netBuffer, 1, 1); // {1, 1} don't zero this int field
NetBuffer_WriteBits(netBuffer, *toField, fieldPtr->bits); // {1, 1, <value>} new field value
}
}
}
}
static void Net_WriteNetActorsToBuffer(NetBuffer_t* netBuffer, const netmapstate_t* from, const netmapstate_t* to)
{
const netactor_t* fromActor = NULL;
const netactor_t* toActor = NULL;
int16_t actorIndex = 0;
int16_t fromMaxIndex = 0;
if (!from)
{
fromMaxIndex = 0;
}
else
{
fromMaxIndex = from->maxActorIndex;
}
while (
actorIndex < to->maxActorIndex
||
actorIndex < fromMaxIndex
)
{
// load actor pointers using actor indexes
if (actorIndex >= to->maxActorIndex)
{
toActor = NULL;
}
else
{
toActor = &to->actor[actorIndex];
if (toActor->netIndex == cSTOP_PARSING_CODE)
{
toActor = NULL;
}
}
if (actorIndex >= fromMaxIndex)
{
fromActor = NULL;
}
else
{
fromActor = &from->actor[actorIndex];
if (fromActor->netIndex == cSTOP_PARSING_CODE)
{
fromActor = NULL;
}
}
NetBuffer_WriteDeltaNetActor(netBuffer, fromActor, toActor, 0);
actorIndex++;
}
}
static void Net_WriteWorldToBuffer(NetBuffer_t* netBuffer, const netmapstate_t* fromSnapshot, const netmapstate_t* toSnapshot)
{
int32_t index = 0;
for (index = 0; index < numwalls; index++)
{
Bassert(index < MAXWALLS);
const netWall_t* fromWall = &fromSnapshot->wall[index];
const netWall_t* toWall = &toSnapshot->wall[index];
NetBuffer_WriteDeltaNetWall(netBuffer, fromWall, toWall);
}
NetBuffer_WriteBits(netBuffer, cSTOP_PARSING_CODE, NETINDEX_BITS);
for (index = 0; index < numsectors; index++)
{
Bassert(index < MAXSECTORS);
const netSector_t* fromSector = &fromSnapshot->sector[index];
const netSector_t* toSector = &toSnapshot->sector[index];
NetBuffer_WriteDeltaNetSector(netBuffer, fromSector, toSector);
}
NetBuffer_WriteBits(netBuffer, cSTOP_PARSING_CODE, NETINDEX_BITS);
Net_WriteNetActorsToBuffer(netBuffer, fromSnapshot, toSnapshot);
NetBuffer_WriteBits(netBuffer, cSTOP_PARSING_CODE, NETINDEX_BITS); // end of actors/sprites
}
// buffer -> net struct functions
//----------------------------------------------------------------------------------------------------------
// I agonized over whether to just make a more generic NetBuffer_ReadDeltaWorldEntry since there's so little
// difference between walls and sectors for this function but my attempts ended up being much harder
// to read and probably more error prone than using "clipboard" inheritance, I really hope I made the right call here...
static void NetBuffer_ReadDeltaWall(NetBuffer_t *netBuffer, const netWall_t *from, netWall_t *to, uint16_t netIndex)
{
int32_t fieldIndex,
maxChgIndex; // the number of fields that changed in this delta struct from the server
const int32_t cMaxStructs = MAXWALLS;
const int32_t cStructFields = ARRAY_SIZE(WallFields); // the number of fields in the full struct
netField_t *cFieldsArray = &(WallFields[0]);
netField_t *field;
const NetChunk32 *fromField;
NetChunk32 *toField;
if (netIndex >= cMaxStructs)
{
Net_Error_Disconnect("NetBuffer_ReadDeltaWall: Bad Netindex to read.");
return;
}
if (from->netIndex != netIndex)
{
Net_Error_Disconnect("Unexpected from struct netIndex. from struct netIndex should match the netIndex parameter.");
return;
}
maxChgIndex = NetBuffer_ReadBits(netBuffer, STRUCTINDEX_BITS);
if (maxChgIndex > cStructFields || maxChgIndex < 0)
{
Net_Error_Disconnect("NetBuffer_ReadDeltaWall: Invalid delta field count from client.");
return;
}
to->netIndex = netIndex;
// for each field of the delta struct
for (fieldIndex = 0, field = cFieldsArray; fieldIndex < maxChgIndex; fieldIndex++, field++)
{
fromField = (int32_t const *)((int8_t const *)from + field->offset);
toField = (int32_t *) ((int8_t *) to + field->offset);
// no change to this field
if (!NetBuffer_ReadBits(netBuffer, 1))
{
*toField = *fromField;
}
// field has changed
else
{
// zero the field
if (NetBuffer_ReadBits(netBuffer, 1) == 0)
{
*toField = 0;
}
// read the whole field
else
{
*toField = NetBuffer_ReadBits(netBuffer, field->bits);
}
}
}
// if the delta for this struct doesn't include every field of the struct (likely)
// just set every field after the end of this delta struct to the "from" value
for (fieldIndex = maxChgIndex, field = &cFieldsArray[maxChgIndex]; fieldIndex < cStructFields; fieldIndex++, field++)
{
fromField = (NetChunk32 const *)((int8_t const *)from + field->offset);
toField = (NetChunk32 *) ((int8_t *) to + field->offset);
// no change on all the rest of the fields of the struct
*toField = *fromField;
}
}
static void NetBuffer_ReadDeltaSector(NetBuffer_t *netBuffer, const netSector_t *from, netSector_t *to, uint16_t netIndex)
{
int32_t fieldIndex,
maxChgIndex; // the number of fields that changed in this delta struct from the server
const int32_t cMaxStructs = MAXSECTORS;
const int32_t cStructFields = ARRAY_SIZE(SectorFields); // the number of fields in the full struct
netField_t *cFieldsArray = &(SectorFields[0]);
netField_t *field;
const NetChunk32 *fromField;
NetChunk32 *toField;
if (netIndex >= cMaxStructs)
{
Net_Error_Disconnect("NetBuffer_ReadDeltaSector: Bad Netindex to read.");
return;
}
if (from->netIndex != netIndex)
{
Net_Error_Disconnect("Unexpected from struct netIndex. from struct netIndex should match the netIndex parameter.");
return;
}
maxChgIndex = NetBuffer_ReadBits(netBuffer, STRUCTINDEX_BITS);
if (maxChgIndex > cStructFields || maxChgIndex < 0)
{
Net_Error_Disconnect("NetBuffer_ReadDeltaSector: Invalid delta field count from client.");
return;
}
to->netIndex = netIndex;
// for each field of the delta struct
for (fieldIndex = 0, field = cFieldsArray; fieldIndex < maxChgIndex; fieldIndex++, field++)
{
fromField = (int32_t const *)((int8_t const *)from + field->offset);
toField = (int32_t *) ((int8_t *) to + field->offset);
// no change to this field
if (!NetBuffer_ReadBits(netBuffer, 1))
{
*toField = *fromField;
}
// field has changed
else
{
// zero the field
if (NetBuffer_ReadBits(netBuffer, 1) == 0)
{
*toField = 0;
}
// read the whole field
else
{
*toField = NetBuffer_ReadBits(netBuffer, field->bits);
}
}
}
// if the delta for this struct doesn't include every field of the struct (likely)
// just set every field after the end of this delta struct to the "from" value
for (fieldIndex = maxChgIndex, field = &cFieldsArray[maxChgIndex]; fieldIndex < cStructFields; fieldIndex++, field++)
{
// I am not sure if this is type punning or not, just to be safe
fromField = (NetChunk32 const *)((int8_t const *)from + field->offset);
toField = (NetChunk32 *) ((int8_t *) to + field->offset);
// no change on all the rest of the fields of the struct
*toField = *fromField;
}
}
static void NetBuffer_ReadDeltaActor(NetBuffer_t* netBuffer, const netactor_t *from, netactor_t *to, uint16_t actorIndex)
{
int32_t fieldIndex,
maxChgIndex; // the number of fields that changed in this delta struct from the server
const int32_t cMaxStructs = MAXWALLS;
const int32_t cStructFields = ARRAY_SIZE(ActorFields); // the number of fields in the full struct
netField_t *cFieldsArray = &(ActorFields[0]);
netField_t *field;
const NetChunk32 *fromField;
NetChunk32 *toField;
int32_t removeActor;
int32_t actorChanged; // this is only used if the packet is sent with "force"
int32_t fromActorDeleted = (from->spr_sectnum == MAXSECTORS);
int32_t actorIndexOK = ((fromActorDeleted) || (from->netIndex == actorIndex));
if (actorIndex >= cMaxStructs)
{
Net_Error_Disconnect("NetBuffer_ReadDeltaActor: Bad Netindex to read.");
}
if (!actorIndexOK)
{
Net_Error_Disconnect("Unexpected from struct netIndex. from struct netIndex should match the netIndex parameter.");
return;
}
removeActor = NetBuffer_ReadBits(netBuffer, 1); // read actor deleted bit
// if this actor is being deleted, fill it with zeros and set its netIndex to STOP_PARSING_CODE
if (removeActor == 1)
{
Net_InitNetActor(to);
return;
}
actorChanged = NetBuffer_ReadBits(netBuffer, 1); // read actor changed bit
to->netIndex = actorIndex;
if (actorChanged == 0)
{
*to = *from;
if (to->netIndex == cSTOP_PARSING_CODE)
{
Net_Error_Disconnect("Read invalid netindex from delta actor buffer.");
}
return;
}
maxChgIndex = NetBuffer_ReadBits(netBuffer, STRUCTINDEX_BITS); // max change index
if (maxChgIndex > cStructFields || maxChgIndex < 0)
{
Net_Error_Disconnect("NetBuffer_ReadDeltaActor: Invalid delta field count from server.");
}
// for each field of the delta struct
for (fieldIndex = 0, field = cFieldsArray; fieldIndex < maxChgIndex; fieldIndex++, field++)
{
int8_t isFloatField = (field->bits == 0);
fromField = (int32_t const *)((int8_t const *)from + field->offset);
toField = (int32_t *) ((int8_t *) to + field->offset);
// no change to this field
if (!NetBuffer_ReadBits(netBuffer, 1))
{
*toField = *fromField;
}
// field has changed
else
{
if (isFloatField)
{
int32_t notZeroed = NetBuffer_ReadBits(netBuffer, 1);
if (notZeroed == 0)
{
*(float *)toField = 0.0f;
}
else
{
int32_t sentAsRealFloat = NetBuffer_ReadBits(netBuffer, 1);
if (sentAsRealFloat == 0)
{
// float was written as a truncated FLOAT_INT_BITS integer
NetChunk32 truncated = NetBuffer_ReadBits(netBuffer, FLOAT_INT_BITS);
// remove bias to allow this to be signed
truncated -= cTruncInt_Max;
*(float *)toField = (float)truncated;
}
else
{
// read the raw float data directly from the buffer
*toField = NetBuffer_ReadBits(netBuffer, 32);
}
}
}
// not a float field
else
{
// zero the field
if (NetBuffer_ReadBits(netBuffer, 1) == 0)
{
*toField = 0;
}
// read the whole field
else
{
*toField = NetBuffer_ReadBits(netBuffer, field->bits);
}
}
}
}
// if the delta for this struct doesn't include every field of the struct (likely)
// just set every field after the end of this delta struct to the "from" value
for (fieldIndex = maxChgIndex, field = &cFieldsArray[maxChgIndex]; fieldIndex < cStructFields; fieldIndex++, field++)
{
// I am really not 100% sure if this is type punning or not, just to be safe.
fromField = (NetChunk32 const *)((int8_t const *)from + field->offset);
toField = (NetChunk32 *) ((int8_t *) to + field->offset);
// no change on all the rest of the fields of the struct
*toField = *fromField;
}
if (to->netIndex == cSTOP_PARSING_CODE)
{
Net_Error_Disconnect("Read invalid netindex from delta actor buffer.");
}
}
// Using oldSnapshot as the "From" snapshot, parse the data in netBuffer as a diff from
// oldSnapshot to make newSnapshot.
static void Net_ParseWalls(NetBuffer_t *netBuffer, netmapstate_t *oldSnapshot, netmapstate_t *newSnapshot)
{
int32_t newSnapshotNetIndex = 0;
int32_t oldSnapshotNetIndex = 0;
netWall_t *oldSnapshotStruct = NULL;
netWall_t *newSnapshotStruct = NULL;
const int32_t cMaxStructIndex = numwalls - 1;
NET_DEBUG_VAR int32_t DEBUG_NumberOfStructsInPacket = 0;
NET_DEBUG_VAR int32_t DEBUG_FirstChangedIndex = -1234;
NET_DEBUG_VAR int32_t DEBUG_LastChangedIndex = -1234;
#if DEBUG_CHANGEDINDEXES
NET_DEBUG_VAR int32_t DEBUG_ChangedIndexes[NetNumberOfIndexes];
memset(&DEBUG_ChangedIndexes, 0, sizeof(DEBUG_ChangedIndexes));
#endif
//read each struct from the delta packet, until the NetIndex == the stop number
while (1)
{
// read the netIndex of this struct
newSnapshotNetIndex = NetBuffer_ReadBits(netBuffer, NETINDEX_BITS);
if (newSnapshotNetIndex < 0)
{
Net_Error_Disconnect("Net_ParseWalls: Invalid netIndex from client.");
return;
}
//================================================================
// DEBUG ONLY
if (DEBUG_FirstChangedIndex < 0)
{
DEBUG_FirstChangedIndex = newSnapshotNetIndex;
}
if (newSnapshotNetIndex != cSTOP_PARSING_CODE)
{
DEBUG_LastChangedIndex = newSnapshotNetIndex;
}
//----------------------------------------------------------------
if (newSnapshotNetIndex == (cSTOP_PARSING_CODE))
{
break;
}
if (newSnapshotNetIndex > cMaxStructIndex)
{
// this assert is only here to test the STOP_PARSING_CODE because we need that code to work for actors/sprites,
// since the number of walls/sectors does not change, it's safe to return here.
Bassert(0);
break;
}
newSnapshotStruct = &(newSnapshot->wall[newSnapshotNetIndex]);
oldSnapshotStruct = &(oldSnapshot->wall[oldSnapshotNetIndex]);
if (netBuffer->ReadCurByte > netBuffer->CurSize)
{
Net_Error_Disconnect("Net_ParseWalls: Reached end of buffer without finding a stop code.");
return;
}
// index up to the point where the changed structs start
while (oldSnapshotNetIndex < newSnapshotNetIndex)
{
// if it's not in the delta entity set, just use the previous snapshot's value
newSnapshot->wall[oldSnapshotNetIndex] = oldSnapshot->wall[oldSnapshotNetIndex];
oldSnapshotNetIndex++;
oldSnapshotStruct = &(oldSnapshot->wall[oldSnapshotNetIndex]);
}
// the struct referred to by oldindex is the same struct as the one referred to by newindex,
// compare the two structs
if (oldSnapshotNetIndex == newSnapshotNetIndex)
{
NetBuffer_ReadDeltaWall(netBuffer, oldSnapshotStruct, newSnapshotStruct, newSnapshotNetIndex);
oldSnapshotNetIndex++;
DEBUG_NumberOfStructsInPacket++;
#if DEBUG_CHANGEDINDEXES
DEBUG_ChangedIndexes[newSnapshotNetIndex] = 1;
#endif
}
}
// No more walls changed for the new snapshot, but there's still walls in the old snapshot.
//
// all of those old walls are unchanged. Copy all of these into the new snapshot.
while (oldSnapshotNetIndex < numwalls)
{
newSnapshot->wall[oldSnapshotNetIndex] = oldSnapshot->wall[oldSnapshotNetIndex];
oldSnapshotNetIndex++;
}
}
static void Net_ParseSectors(NetBuffer_t *netBuffer, netmapstate_t *oldSnapshot, netmapstate_t *newSnapshot)
{
int32_t newSnapshotNetIndex = 0;
int32_t oldSnapshotNetIndex = 0;
netSector_t *oldSnapshotStruct = NULL;
netSector_t *newSnapshotStruct = NULL;
const int32_t cMaxStructIndex = numsectors - 1;
NET_DEBUG_VAR int32_t DEBUG_PrevNewIndex = -1;
NET_DEBUG_VAR int32_t DEBUG_FirstChangedIndex = -1234;
NET_DEBUG_VAR int32_t DEBUG_LastChangedIndex = -1234;
#if DEBUG_CHANGEDINDEXES
NET_DEBUG_VAR int32_t DEBUG_ChangedIndexes[NetNumberOfIndexes];
memset(&DEBUG_ChangedIndexes, 0, sizeof(DEBUG_ChangedIndexes));
#endif
//read each struct from the delta packet, until the NetIndex == the stop number
while (1)
{
// read the netIndex of this struct
newSnapshotNetIndex = NetBuffer_ReadBits(netBuffer, NETINDEX_BITS);
//================================================================
// DEBUG ONLY
if (DEBUG_FirstChangedIndex < 0)
{
DEBUG_FirstChangedIndex = newSnapshotNetIndex;
}
if (newSnapshotNetIndex != cSTOP_PARSING_CODE)
{
DEBUG_LastChangedIndex = newSnapshotNetIndex;
}
//----------------------------------------------------------------
if (newSnapshotNetIndex < DEBUG_PrevNewIndex)
{
Net_Error_Disconnect("Error: Sectors were recieved out of order.");
}
DEBUG_PrevNewIndex = newSnapshotNetIndex;
if (newSnapshotNetIndex < 0)
{
Net_Error_Disconnect("Net_ParseSectors: Invalid netIndex from client.");
return;
}
if (newSnapshotNetIndex == (cSTOP_PARSING_CODE))
{
break;
}
if (newSnapshotNetIndex > cMaxStructIndex)
{
// this assert is only here to test the STOP_PARSING_CODE because we need that code to work for actors/sprites,
// since the number of walls/sectors does not change, it's safe to return here.
//
// also this can help catch corrupted packets
Bassert(0);
break;
}
newSnapshotStruct = &(newSnapshot->sector[newSnapshotNetIndex]);
oldSnapshotStruct = &(oldSnapshot->sector[oldSnapshotNetIndex]);
if (netBuffer->ReadCurByte > netBuffer->CurSize)
{
Net_Error_Disconnect("Net_ParseSectors: Reached end of buffer without finding a stop code.");
return;
}
// index up to the point where the changed structs start
while (oldSnapshotNetIndex < newSnapshotNetIndex)
{
// if it's not in the delta entity set, just use the previous snapshot's value
newSnapshot->sector[oldSnapshotNetIndex] = oldSnapshot->sector[oldSnapshotNetIndex];
oldSnapshotNetIndex++;
oldSnapshotStruct = &(oldSnapshot->sector[oldSnapshotNetIndex]);
}
// the struct referred to by oldindex is the same struct as the one referred to by newindex,
// compare the two structs
if (oldSnapshotNetIndex == newSnapshotNetIndex)
{
NetBuffer_ReadDeltaSector(netBuffer, oldSnapshotStruct, newSnapshotStruct, newSnapshotNetIndex);
oldSnapshotNetIndex++;
#if DEBUG_CHANGEDINDEXES
DEBUG_ChangedIndexes[newSnapshotNetIndex] = 1;
#endif
}
}
// No more sectors changed for the new snapshot, but there's still sectors in the old snapshot.
//
// all of those old sectors are unchanged. Copy all of these into the new snapshot.
while (oldSnapshotNetIndex < numsectors)
{
newSnapshot->sector[oldSnapshotNetIndex] = oldSnapshot->sector[oldSnapshotNetIndex];
oldSnapshotNetIndex++;
}
}
static void Net_ParseActors(NetBuffer_t *netBuffer, const netmapstate_t* oldSnapshot, netmapstate_t* newSnapshot)
{
// FROM PACKET: index into sprite[] (game arrays)
int32_t newActorIndex = 0;
// INCREMENTED: index into sprite[] (game arrays)
int32_t oldActorIndex = 0;
const netactor_t *oldSnapshotStruct = NULL;
netactor_t *newSnapshotStruct = NULL;
const int32_t cActorIndex_OutOfOldFrameActors = 99999;
NET_DEBUG_VAR int32_t DEBUG_FirstChangedIndex = -1234;
NET_DEBUG_VAR int32_t DEBUG_LastChangedIndex = -1234;
#if DEBUG_CHANGEDINDEXES
NET_DEBUG_VAR int32_t DEBUG_ChangedIndexes[NetNumberOfIndexes];
memset(&DEBUG_ChangedIndexes, 0, sizeof(DEBUG_ChangedIndexes));
#endif
newSnapshot->maxActorIndex = 0;
if (!oldSnapshot)
{
oldActorIndex = cActorIndex_OutOfOldFrameActors;
}
else
{
oldSnapshotStruct = &oldSnapshot->actor[oldActorIndex];
}
//read each struct from the delta packet, until the NetIndex == the stop number
//i.e., for each actor in the actors section of the packet...
while (1)
{
newActorIndex = NetBuffer_ReadBits(netBuffer, NETINDEX_BITS);
//================================================================
// DEBUG ONLY
if (DEBUG_FirstChangedIndex < 0)
{
DEBUG_FirstChangedIndex = newActorIndex;
}
if (newActorIndex != cSTOP_PARSING_CODE)
{
DEBUG_LastChangedIndex = newActorIndex;
}
//----------------------------------------------------------------
if (newActorIndex == cSTOP_PARSING_CODE)
{
//NOTE: This is okay, there is a while loop below to handle cases
// where there are unchanged actors after the last changed actor in the
// netbuffer.
break;
}
if (netBuffer->ReadCurByte > netBuffer->CurSize)
{
Net_Error_Disconnect("Net_ParseActors: Reached end of buffer without finding a stop code.");
}
if ((newActorIndex < 0) || (newActorIndex > MAXSPRITES))
{
Net_Error_Disconnect("Net_ParseActors: Invalid netIndex from client.");
}
// loop up to the point where the structs changed between the old frame and the new frame start
while (oldActorIndex < newActorIndex)
{
//actor is unchanged in the new snapshot, just *copy* the previous snapshot's value
newSnapshot->actor[oldActorIndex] = oldSnapshot->actor[oldActorIndex];
oldActorIndex++;
}
// NOTE that actors deleted for the new snapshot will be processed *here*. New actors that "fill in gaps"
// (rather than being added to the end) in the actor list will be processed here too.
if (oldActorIndex == newActorIndex)
{
oldSnapshotStruct = &(oldSnapshot->actor[oldActorIndex]);
newSnapshotStruct = &(newSnapshot->actor[newActorIndex]);
NetBuffer_ReadDeltaActor(netBuffer, oldSnapshotStruct, newSnapshotStruct, newActorIndex);
oldActorIndex++;
#if DEBUG_CHANGEDINDEXES
DEBUG_ChangedIndexes[newSnapshotStruct->netIndex] = 1;
#endif
continue; // because we handled the newActorIndex read from the packet.
}
// This actor is a newly inserted actor, either to be put in a space between
// two actors in the old snapshot, or after the end of the old snapshot.
//
// Note that the "no more oldframe entities" index constant runs this
if (oldActorIndex > newActorIndex)
{
newSnapshotStruct = &(newSnapshot->actor[newActorIndex]);
NetBuffer_ReadDeltaActor(netBuffer, &cNullNetActor, newSnapshotStruct, newActorIndex);
}
}
// No more actors changed for the new snapshot, but there's still actors in the old snapshot.
//
// All of those old actors are unchanged. Copy all of these into the new snapshot.
// Remember that deleting an actor counts as a "change".
while (oldActorIndex < MAXSPRITES)
{
newSnapshot->actor[oldActorIndex] = oldSnapshot->actor[oldActorIndex];
oldActorIndex++;
}
NET_75_CHECK++; // For now every snapshot will have MAXSPRITES entries
newSnapshot->maxActorIndex = MAXSPRITES;
}
static void NetBuffer_ReadWorldSnapshotFromBuffer(NetBuffer_t* netBuffer, netmapstate_t* oldSnapshot, netmapstate_t* newSnapshot)
{
// note that the order these functions are called should match the order that these structs are written to
// by the server
Net_ParseWalls(netBuffer, oldSnapshot, newSnapshot);
Net_ParseSectors(netBuffer, oldSnapshot, newSnapshot);
Net_ParseActors(netBuffer, oldSnapshot, newSnapshot);
}
static void Net_SendWorldUpdate(uint32_t fromRevisionNumber, uint32_t toRevisionNumber, int32_t sendToPlayerIndex)
{
if (sendToPlayerIndex == myconnectindex)
{
return;
}
Bassert(MAX_WORLDBUFFER == ARRAY_SIZE(tempnetbuf));
Bassert(NET_REVISIONS == ARRAY_SIZE(g_mapStateHistory));
uint32_t playerRevisionIsTooOld = (toRevisionNumber - fromRevisionNumber) > NET_REVISIONS;
// to avoid the client thinking that revision 2 is older than revision 0xFFFF_FFFF,
// send packets to take the client from the map's initial state until the client reports back
// that it's beyond that rollover threshold.
uint32_t revisionInRolloverState = (fromRevisionNumber > toRevisionNumber);
NetBuffer_t buffer;
NetBuffer_t* bufferPtr = &buffer;
// note: not enough stack memory to put the world data as a local variable
uint8_t* byteBuffer = &tempnetbuf[1];
uint32_t fromRevisionNumberToSend = 0x86753090;
netmapstate_t* toMapState = &g_mapStateHistory[toRevisionNumber % NET_REVISIONS];
netmapstate_t* fromMapState = NULL;
NET_75_CHECK++; // during the rollover state it might be a good idea to init the map state history?
// maybe not? I do init map states before using them, so it might not be needed.
if (playerRevisionIsTooOld || revisionInRolloverState)
{
fromMapState = &g_mapStartState;
fromRevisionNumberToSend = cInitialMapStateRevisionNumber;
}
else
{
uint32_t tFromRevisionIndex = fromRevisionNumber % NET_REVISIONS;
fromMapState = &g_mapStateHistory[tFromRevisionIndex];
fromRevisionNumberToSend = fromRevisionNumber;
}
Bmemset(byteBuffer, 0, sizeof(tempnetbuf) - 1);
tempnetbuf[0] = PACKET_WORLD_UPDATE;
NetBuffer_Init(bufferPtr, byteBuffer, MAX_WORLDBUFFER);
NetBuffer_WriteDword(bufferPtr, fromRevisionNumberToSend);
NetBuffer_WriteDword(bufferPtr, toRevisionNumber);
Net_WriteWorldToBuffer(bufferPtr, fromMapState, toMapState);
if (sendToPlayerIndex > ((int32_t) g_netServer->peerCount))
{
Net_Error_Disconnect("No peer for player.");
return;
}
// in the future we could probably use these flags for enet_peer_send, for the world updates
EDUKE32_UNUSED const ENetPacketFlag optimizedFlags = (ENetPacketFlag)(ENET_PACKET_FLAG_UNSEQUENCED | ENET_PACKET_FLAG_UNRELIABLE_FRAGMENT);
NET_75_CHECK++; // HACK: I Really need to keep the peer with the player instead of assuming that the peer index is the same as the (player index - 1)
ENetPeer *const tCurrentPeer = &g_netServer->peers[sendToPlayerIndex - 1];
enet_peer_send(tCurrentPeer, CHAN_GAMESTATE, enet_packet_create(&tempnetbuf, bufferPtr->CurSize + 1, 0));
Dbg_PacketSent(PACKET_WORLD_UPDATE);
}
static void Net_CopySnapshotToGameArrays(netmapstate_t* srv_snapshot, netmapstate_t* cl_snapshot)
{
int32_t index;
// this isn't just copying the entries that "changed" into the game arrays,
// remember that we need to correct any incorrect guesses the client made.
// don't do memcpy either, e.g., sizeof(netWall_t) != sizeof(walltype)
for (index = 0; index < numwalls; index++)
{
netWall_t* srvWall = &(srv_snapshot->wall[index]);
netWall_t* clWall = &(cl_snapshot->wall[index]);
int status = memcmp(srvWall, clWall, sizeof(netWall_t));
if(status == 0)
{
if(g_enableClientInterpolationCheck)
{
// only copy in the server's (old) value if the client's interpolation up to that point was incorrect
continue;
}
}
walltype* gameWall = &(wall[index]);
Net_CopyWallFromNet(srvWall, gameWall);
}
for (index = 0; index < numsectors; index++)
{
netSector_t* srvSector = &(srv_snapshot->sector[index]);
netSector_t* clSector = &(cl_snapshot->sector[index]);
int status = memcmp(srvSector, clSector, sizeof(netSector_t));
if(status == 0)
{
if(g_enableClientInterpolationCheck)
{
continue;
}
}
sectortype* gameSector = &(sector[index]);
Net_CopySectorFromNet(srvSector, gameSector);
}
Net_CopyActorsToGameArrays(srv_snapshot, cl_snapshot);
}
// clients only
static void Net_ReadWorldUpdate(uint8_t* packetData, int32_t packetSize)
{
if (!g_netClient)
{
return;
}
NetBuffer_t buffer;
NetBuffer_t* bufferPtr = &buffer;
uint8_t* dataStartAddr = packetData + 1;
NET_DEBUG_VAR int16_t DEBUG_NoMapLoaded = ((numwalls < 1) || (numsectors < 1));
NET_DEBUG_VAR int32_t DEBUG_InitialSnapshotNotSet = (g_mapStartState.sector[0].wallnum <= 0);
if (!ClientPlayerReady)
{
return;
}
NetBuffer_Init(bufferPtr, dataStartAddr, MAX_WORLDBUFFER);
bufferPtr->CurSize = packetSize - 1;
uint32_t packetFromRevisionNumber = NetBuffer_ReadDWord(bufferPtr);
uint32_t packetToRevisionNumber = NetBuffer_ReadDWord(bufferPtr);
uint32_t from_IsInitialState = (packetFromRevisionNumber == cInitialMapStateRevisionNumber);
uint32_t clientRevisionIsTooOld = (packetToRevisionNumber - g_netMapRevisionNumber) > NET_REVISIONS;
netmapstate_t* fromMapState = NULL;
if (clientRevisionIsTooOld && !from_IsInitialState)
{
// this is actually not a major problem, an alternative way to handle this would be to just ignore the packet and hope the
// server sends a diff from the initial revision eventually.
//
// NOTE: If you get this bug on connect it really is a problem, the client never seems to get updated to the initial revision when
// this happens. It seems like if you don't wat enough time before connecting again after a crash you will get this to happen.
//
// actually I've seen that happen even when this error didn't happen.
Net_Error_Disconnect("Internal Error: Net_ReadWorldUpdate(): Client From map state too old, but server did not send snapshot from initial state.");
return;
}
if (from_IsInitialState)
{
// clients must always accept the initial map state as a snapshot,
// If a client's current revision is too old, the server will send them
// a snapshot to update them from the initial state instead of the
// client's last known state.
fromMapState = &g_mapStartState;
}
else if (packetToRevisionNumber <= g_netMapRevisionNumber)
{
// clients should just ignore revisions that are older than their current revision
// (packets can arrive out of order). Note that the server will send cInitialMapStateRevisionNumber
// as the "From" index when the revision counter rolls over.
return;
}
else
{
fromMapState = &g_mapStateHistory[packetFromRevisionNumber % NET_REVISIONS];
}
netmapstate_t* toMapState = &g_mapStateHistory[packetToRevisionNumber % NET_REVISIONS];
netmapstate_t* clMapState = &g_cl_InterpolatedMapStateHistory[packetToRevisionNumber % NET_REVISIONS];
toMapState->revisionNumber = packetToRevisionNumber;
NET_DEBUG_VAR uint32_t DEBUG_OldClientRevision = g_netMapRevisionNumber;
Bassert(fromMapState);
NetBuffer_ReadWorldSnapshotFromBuffer(bufferPtr, fromMapState, toMapState);
g_netMapRevisionNumber = packetToRevisionNumber;
Net_CopySnapshotToGameArrays(toMapState, clMapState);
}
// handles revision rollover
static uint32_t Net_GetNextRevisionNumber(uint32_t currentNumber)
{
if(currentNumber == UINT32_MAX)
{
// we should be able to recover from this
OSD_Printf("Net_SendMapUpdates(): [Note] Map state revision number overflow.");
return cStartingRevisionIndex;
}
return (currentNumber + 1);
}
// ---------------------------------------------------------------------------------------------------------------
// Externally accessible functions
// ---------------------------------------------------------------------------------------------------------------
void Net_WaitForInitialSnapshot()
{
while (g_netMapRevisionNumber < cStartingRevisionIndex)
{
G_HandleAsync();
}
}
// this is mostly just here to put a breakpoint on, use conditional breakpoints to stop only on particular types of packets
int32_t Dbg_PacketSent(enum DukePacket_t iPacketType)
{
return iPacketType + 1;
}
// If failed is true, that means the vote lost. Otherwise it was cancelled by the client who initiated it.
void Net_SendMapVoteCancel(int32_t failed)
{
// Only the server or the client that initiated the vote can cancel the vote
if (g_netClient && voting != myconnectindex)
{
return;
}
tempbuf[0] = PACKET_MAP_VOTE_CANCEL;
tempbuf[1] = myconnectindex;
// If we're forwarding a cancelled message, change the connection index to the one who cancelled it.
if (g_netServer && !failed)
{
tempbuf[1] = voting;
}
voting = -1;
Dbg_PacketSent(PACKET_MAP_VOTE_CANCEL);
if (g_netClient)
{
enet_peer_send(g_netClientPeer, CHAN_GAMESTATE, enet_packet_create(&tempbuf[0], 2, ENET_PACKET_FLAG_RELIABLE));
}
else if (g_netServer)
{
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(&tempbuf[0], 2, ENET_PACKET_FLAG_RELIABLE));
}
}
void Net_SendMapVote(int32_t votefor)
{
voting = -1;
g_player[myconnectindex].gotvote = 1;
g_player[myconnectindex].vote = votefor;
tempbuf[0] = PACKET_MAP_VOTE;
tempbuf[1] = myconnectindex;
tempbuf[2] = votefor;
tempbuf[3] = myconnectindex;
Dbg_PacketSent(PACKET_MAP_VOTE);
if (g_netClient)
{
enet_peer_send(g_netClientPeer, CHAN_GAMESTATE, enet_packet_create(&tempbuf[0], 4, ENET_PACKET_FLAG_RELIABLE));
}
else if (g_netServer)
{
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(&tempbuf[0], 4, ENET_PACKET_FLAG_RELIABLE));
}
Net_CheckForEnoughVotes();
}
void Net_SendMapVoteInitiate(void)
{
newgame_t newgame;
if (!g_netClient)
{
return;
}
voting = myconnectindex;
newgame.header = PACKET_MAP_VOTE_INITIATE;
newgame.connection = myconnectindex;
Net_FillNewGame(&newgame, 1);
Dbg_PacketSent(PACKET_MAP_VOTE_INITIATE);
enet_peer_send(g_netClientPeer, CHAN_GAMESTATE, enet_packet_create(&newgame, sizeof(newgame_t), ENET_PACKET_FLAG_RELIABLE));
}
void Net_SendNewGame(int32_t frommenu, ENetPeer *peer)
{
newgame_t newgame;
newgame.header = PACKET_NEW_GAME;
Net_FillNewGame(&newgame, frommenu);
Dbg_PacketSent(PACKET_NEW_GAME);
if (peer)
{
enet_peer_send(peer, CHAN_GAMESTATE, enet_packet_create(&newgame, sizeof(newgame_t), ENET_PACKET_FLAG_RELIABLE));
}
else
{
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(&newgame, sizeof(newgame_t), ENET_PACKET_FLAG_RELIABLE));
}
Net_ResetPlayerReady();
}
void Net_FillNewGame(newgame_t *newgame, int32_t frommenu)
{
if (frommenu)
{
newgame->level_number = ud.m_level_number;
newgame->volume_number = ud.m_volume_number;
newgame->player_skill = ud.m_player_skill;
newgame->monsters_off = ud.m_monsters_off;
newgame->respawn_monsters = ud.m_respawn_monsters;
newgame->respawn_items = ud.m_respawn_items;
newgame->respawn_inventory = ud.m_respawn_inventory;
newgame->ffire = ud.m_ffire;
newgame->noexits = ud.m_noexits;
newgame->coop = ud.m_coop;
}
else
{
newgame->level_number = ud.level_number;
newgame->volume_number = ud.volume_number;
newgame->player_skill = ud.player_skill;
newgame->monsters_off = ud.monsters_off;
newgame->respawn_monsters = ud.respawn_monsters;
newgame->respawn_items = ud.respawn_items;
newgame->respawn_inventory = ud.respawn_inventory;
newgame->ffire = ud.ffire;
newgame->noexits = ud.noexits;
newgame->coop = ud.coop;
}
}
// store the client's history so that we can go back and look and see if the client interpolated properly
// (the server snapshots are always older than the client's current game tic)
void Net_StoreClientState(void)
{
if(!g_netClient)
{
return;
}
// don't store client revisions if we don't even have a server revision
if(g_netMapRevisionNumber < cStartingRevisionIndex)
{
return;
}
g_cl_InterpolatedRevision = Net_GetNextRevisionNumber(g_cl_InterpolatedRevision);
netmapstate_t* currentMapState = &g_cl_InterpolatedMapStateHistory[g_cl_InterpolatedRevision % NET_REVISIONS];
Net_InitMapState(currentMapState);
Net_AddWorldToSnapshot(currentMapState);
currentMapState->revisionNumber = g_cl_InterpolatedRevision;
}
void Net_SendMapUpdate(void)
{
if (g_netClient || !g_netServer || numplayers < 2)
{
return;
}
g_netMapRevisionNumber = Net_GetNextRevisionNumber(g_netMapRevisionNumber);
netmapstate_t* toMapState = &g_mapStateHistory[g_netMapRevisionNumber % NET_REVISIONS];
Net_InitMapState(toMapState);
Net_AddWorldToSnapshot(toMapState);
toMapState->revisionNumber = g_netMapRevisionNumber;
int32_t playerIndex = 0;
for (TRAVERSE_CONNECT(playerIndex))
{
if (playerIndex == myconnectindex)
{
// there's no point in the server sending itself a snapshot.
continue;
}
uint32_t playerRevisionNumber = g_player[playerIndex].revision;
Net_SendWorldUpdate(playerRevisionNumber, g_netMapRevisionNumber, playerIndex);
}
}
void DumpMapStateHistory()
{
const char* fileName = NULL;
if(g_netClient)
{
fileName = "CL_MapStates.bin";
}
else
{
fileName = "SRV_MapStates.bin";
}
FILE* mapStatesFile = fopen(fileName, "wb");
// write the null map state (it should never, ever be changed, but just for completeness sake
// fwrite(&NullMapState, sizeof(NullMapState), 1, mapStatesFile);
fwrite(&g_mapStartState, sizeof(g_mapStartState), 1, mapStatesFile);
fwrite(&g_mapStateHistory[0], sizeof(g_mapStateHistory), 1, mapStatesFile);
OSD_Printf("Dumped map states to %s.\n", fileName);
fclose(mapStatesFile);
mapStatesFile = NULL;
}
void Net_SpawnPlayer(int32_t player)
{
int32_t byteOffset = 0;
packbuf[byteOffset++] = PACKET_PLAYER_SPAWN;
packbuf[byteOffset++] = player;
Bmemcpy(&packbuf[byteOffset], &g_player[player].ps->pos.x, sizeof(vec3_t) * 2);
byteOffset += sizeof(vec3_t) * 2;
packbuf[byteOffset++] = 0;
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(&packbuf[0], byteOffset, ENET_PACKET_FLAG_RELIABLE));
Dbg_PacketSent(PACKET_PLAYER_SPAWN);
}
void Net_WaitForServer(void)
{
int32_t serverReady = g_player[0].pingcnt;
if (numplayers < 2 || g_netServer)
return;
P_SetGamePalette(g_player[myconnectindex].ps, TITLEPAL, 8 + 2 + 1);
do
{
if (quitevent || keystatus[1])
G_GameExit("");
if (G_FPSLimit())
{
display_betascreen();
gametext_center_shade(170, "Waiting for server", 14);
}
// XXX: this looks like something that should be rate limited...
packbuf[0] = PACKET_PLAYER_PING;
packbuf[1] = myconnectindex;
if (g_netClientPeer)
{
enet_peer_send(g_netClientPeer, CHAN_GAMESTATE, enet_packet_create(&packbuf[0], 2, ENET_PACKET_FLAG_RELIABLE));
Dbg_PacketSent(PACKET_PLAYER_PING);
}
G_HandleAsync();
if (g_player[0].pingcnt > serverReady)
{
P_SetGamePalette(g_player[myconnectindex].ps, BASEPAL, 8 + 2 + 1);
return;
}
} while (1);
}
void Net_ResetPrediction(void)
{
NET_75_CHECK++; // this function is probably not needed
}
void Net_Connect(const char *srvaddr)
{
ENetAddress address;
ENetEvent event;
char * addrstr = NULL;
const int32_t cNumberOfRetries = 4;
int32_t connectCount = cNumberOfRetries;
char *oursrvaddr = Xstrdup(srvaddr);
Net_Disconnect();
g_netClient = enet_host_create(NULL, 1, CHAN_MAX, 0, 0);
if (g_netClient == NULL)
{
initprintf("An error occurred while trying to create an ENet client host.\n");
return;
}
addrstr = strtok(oursrvaddr, ":");
enet_address_set_host(&address, addrstr);
addrstr = strtok(NULL, ":");
address.port = addrstr == NULL ? g_netPort : Batoi(addrstr);
g_netClientPeer = enet_host_connect(g_netClient, &address, CHAN_MAX, 0);
if (g_netClientPeer == NULL)
{
initprintf("No available peers for initiating an ENet connection.\n");
return;
}
for (connectCount = cNumberOfRetries; connectCount > 0; connectCount--)
{
/* Wait up to 5 seconds for the connection attempt to succeed. */
if (enet_host_service(g_netClient, &event, 5000) > 0 && event.type == ENET_EVENT_TYPE_CONNECT)
{
initprintf("Connection to %s:%d succeeded.\n", oursrvaddr, address.port);
Bfree(oursrvaddr);
return;
}
else
{
/* Either the 5 seconds are up or a disconnect event was */
/* received. Reset the peer in the event the 5 seconds */
/* had run out without any significant event. */
enet_peer_reset(g_netClientPeer);
initprintf("Connection to %s:%d failed.\n", oursrvaddr, address.port);
}
initprintf(connectCount ? "Retrying...\n" : "Giving up connection attempt.\n");
}
// [75] note: it only gets here if there was an error
Bfree(oursrvaddr);
Net_Disconnect();
}
///< summary>
/// Record the current state of the game arrays to the initial snapshot
///</summary>
void Net_AddWorldToInitialSnapshot()
{
Net_AddWorldToSnapshot(&g_mapStartState);
}
void Net_SendClientInfo(void)
{
int32_t i, l;
for (l = 0; (unsigned)l < sizeof(szPlayerName) - 1; l++) g_player[myconnectindex].user_name[l] = szPlayerName[l];
if (numplayers < 2)
return;
tempnetbuf[0] = PACKET_CLIENT_INFO;
l = 1;
// null terminated player name to send
for (i = 0; szPlayerName[i]; i++)
{
tempnetbuf[l++] = szPlayerName[i];
}
tempnetbuf[l++] = 0;
tempnetbuf[l++] = g_player[myconnectindex].ps->aim_mode = ud.mouseaiming;
tempnetbuf[l++] = g_player[myconnectindex].ps->auto_aim = ud.config.AutoAim;
tempnetbuf[l++] = g_player[myconnectindex].ps->weaponswitch = ud.weaponswitch;
tempnetbuf[l++] = g_player[myconnectindex].ps->palookup = g_player[myconnectindex].pcolor = ud.color;
tempnetbuf[l++] = g_player[myconnectindex].pteam = ud.team;
for (i = 0; i < 10; i++)
{
g_player[myconnectindex].wchoice[i] = g_player[0].wchoice[i];
tempnetbuf[l++] = (uint8_t)g_player[0].wchoice[i];
}
tempnetbuf[l++] = myconnectindex;
Dbg_PacketSent(PACKET_CLIENT_INFO);
if (g_netClient)
{
enet_peer_send(g_netClientPeer, CHAN_GAMESTATE, enet_packet_create(&tempnetbuf[0], l, ENET_PACKET_FLAG_RELIABLE));
}
else if (g_netServer)
{
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(&tempnetbuf[0], l, ENET_PACKET_FLAG_RELIABLE));
}
}
void Net_SendUserMapName(void)
{
if (numplayers < 2)
return;
packbuf[0] = PACKET_USER_MAP;
Bcorrectfilename(boardfilename, 0);
// user map name is sent with a NUL at the end
int32_t j = Bstrlen(boardfilename) + 1;
Bmemcpy(&packbuf[1], boardfilename, j);
j++;
packbuf[j++] = myconnectindex;
Dbg_PacketSent(PACKET_USER_MAP);
if (g_netClient)
{
enet_peer_send(g_netClientPeer, CHAN_GAMESTATE, enet_packet_create(&packbuf[0], j, ENET_PACKET_FLAG_RELIABLE));
}
else if (g_netServer)
{
enet_host_broadcast(g_netServer, CHAN_GAMESTATE, enet_packet_create(&packbuf[0], j, ENET_PACKET_FLAG_RELIABLE));
}
}
// Insert a sprite from STAT_NETALLOC, and add it to the scratch pad list if we're a client.
int32_t Net_InsertSprite(int32_t sect, int32_t stat)
{
if ((!g_netServer) && (!g_netClient))
{
return insertsprite(sect, stat);
}
int32_t i = Net_DoInsertSprite(sect, stat);
if (i < 0)
{
return i;
}
if (g_netClient)
{
Net_InsertScratchPadSprite(i);
}
return i;
}
void Net_DeleteSprite(int32_t spritenum)
{
// [75] later on, real clientside sprites (not scratchpad or server side) can be just deleted
// using deletesprite without worrying about linked lists or sprite indexes going out of sync.
// [75] for most cases, only the server deletes sprites, clients just set their sprites invisible and to
// the null picnum so no CON gets executed
if ((!g_netServer) && (!g_netClient))
{
deletesprite(spritenum);
return;
}
if (g_netClient)
{
sprite[spritenum].cstat = 32768;
sprite[spritenum].picnum = 0;
return;
}
Net_DoDeleteSprite(spritenum);
}
// Send various player related updates (server -> client)
void Net_SendServerUpdates(void)
{
int16_t i;
uint8_t * updatebuf;
serverupdate_t serverupdate;
serverplayerupdate_t playerupdate;
input_t * osyn = (input_t *)&inputfifo[1][0];
input_t * nsyn = (input_t *)&inputfifo[0][0];
ticrandomseed = randomseed;
if (g_netServer)
{
Bmemcpy(&osyn[0], &nsyn[0], sizeof(input_t));
}
if (!g_netServer || numplayers < 2)
{
return;
}
serverupdate.header = PACKET_MASTER_TO_SLAVE;
serverupdate.seed = ticrandomseed;
serverupdate.nsyn = *nsyn;
serverupdate.pause_on = ud.pause_on;
serverupdate.numplayers = 0;
updatebuf = tempnetbuf + sizeof(serverupdate_t);
for (TRAVERSE_CONNECT(i))
{
if (g_player[i].playerquitflag == 0)
{
continue;
}
Net_FillPlayerUpdate(&playerupdate.player, i);
playerupdate.gotweapon = g_player[i].ps->gotweapon;
playerupdate.kickback_pic = g_player[i].ps->kickback_pic;
Bmemcpy(playerupdate.frags, g_player[i].frags, sizeof(playerupdate.frags));
Bmemcpy(playerupdate.inv_amount, g_player[i].ps->inv_amount, sizeof(playerupdate.inv_amount));
Bmemcpy(playerupdate.ammo_amount, g_player[i].ps->ammo_amount, sizeof(playerupdate.ammo_amount));
playerupdate.curr_weapon = g_player[i].ps->curr_weapon;
playerupdate.last_weapon = g_player[i].ps->last_weapon;
playerupdate.wantweaponfire = g_player[i].ps->wantweaponfire;
playerupdate.weapon_pos = g_player[i].ps->weapon_pos;
playerupdate.frag_ps = g_player[i].ps->frag_ps;
playerupdate.frag = g_player[i].ps->frag;
playerupdate.fraggedself = g_player[i].ps->fraggedself;
playerupdate.last_extra = g_player[i].ps->last_extra;
playerupdate.ping = g_player[i].ping;
playerupdate.newowner = g_player[i].ps->newowner;
Bmemcpy(updatebuf, &playerupdate, sizeof(serverplayerupdate_t));
updatebuf += sizeof(serverplayerupdate_t);
serverupdate.numplayers++;
}
if (serverupdate.numplayers == 0)
{
return;
}
Bmemcpy(tempnetbuf, &serverupdate, sizeof(serverupdate_t));
enet_host_broadcast(
g_netServer, CHAN_MOVE,
enet_packet_create(&tempnetbuf[0], sizeof(serverupdate_t) + (serverupdate.numplayers * sizeof(serverplayerupdate_t)), 0));
Dbg_PacketSent(PACKET_MASTER_TO_SLAVE);
}
void Net_SendClientUpdate(void)
{
clientupdate_t update;
update.header = PACKET_SLAVE_TO_MASTER;
update.RevisionNumber = g_netMapRevisionNumber;
update.nsyn = inputfifo[0][myconnectindex];
Net_FillPlayerUpdate(&update.player, myconnectindex);
enet_peer_send(g_netClientPeer, CHAN_MOVE, enet_packet_create(&update, sizeof(clientupdate_t), 0));
Dbg_PacketSent(PACKET_SLAVE_TO_MASTER);
}
void Net_SendMessage(void)
{
if (g_player[myconnectindex].ps->gm & MODE_SENDTOWHOM)
{
int32_t i, j;
if (g_chatPlayer != -1 || ud.multimode < 3)
{
tempbuf[0] = PACKET_MESSAGE;
tempbuf[2] = 0;
recbuf[0] = 0;
if (ud.multimode < 3)
g_chatPlayer = 2;
if (typebuf[0] == '/' && Btoupper(typebuf[1]) == 'M' && Btoupper(typebuf[2]) == 'E')
{
Bstrcat(recbuf, "* ");
i = 3, j = Bstrlen(typebuf);
Bstrcpy(tempbuf, typebuf);
while (i < j)
{
typebuf[i - 3] = tempbuf[i];
i++;
}
typebuf[i - 3] = '\0';
Bstrcat(recbuf, g_player[myconnectindex].user_name);
}
else
{
Bstrcat(recbuf, g_player[myconnectindex].user_name);
Bstrcat(recbuf, ": ");
}
Bstrcat(recbuf, "^00");
Bstrcat(recbuf, typebuf);
j = Bstrlen(recbuf);
recbuf[j] = 0;
Bstrcat(tempbuf + 2, recbuf);
if (g_chatPlayer >= ud.multimode)
{
tempbuf[1] = 255;
tempbuf[j + 2] = myconnectindex;
j++;
if (g_netServer)
enet_host_broadcast(g_netServer, CHAN_CHAT, enet_packet_create(&tempbuf[0], j + 2, 0));
else if (g_netClient)
enet_peer_send(g_netClientPeer, CHAN_CHAT, enet_packet_create(&tempbuf[0], j + 2, 0));
G_AddUserQuote(recbuf);
}
g_chatPlayer = -1;
g_player[myconnectindex].ps->gm &= ~(MODE_TYPE | MODE_SENDTOWHOM);
}
else if (g_chatPlayer == -1)
{
j = 50;
gametext_center(j, "Send message to...");
j += 8;
for (TRAVERSE_CONNECT(i))
{
if (i == myconnectindex)
{
minitextshade((320 >> 1) - 40 + 1, j + 1, "A/ENTER - ALL", 26, 0, 2 + 8 + 16);
minitext((320 >> 1) - 40, j, "A/ENTER - ALL", 0, 2 + 8 + 16);
j += 7;
}
else
{
Bsprintf(recbuf, " %d - %s", i + 1, g_player[i].user_name);
minitextshade((320 >> 1) - 40 - 6 + 1, j + 1, recbuf, 26, 0, 2 + 8 + 16);
minitext((320 >> 1) - 40 - 6, j, recbuf, 0, 2 + 8 + 16);
j += 7;
}
}
minitextshade((320 >> 1) - 40 - 4 + 1, j + 1, " ESC - Abort", 26, 0, 2 + 8 + 16);
minitext((320 >> 1) - 40 - 4, j, " ESC - Abort", 0, 2 + 8 + 16);
j += 7;
mpgametext(mpgametext_x, ud.screen_size > 0 ? (200 - 45) << 16 : (200 - 8) << 16, typebuf, 0, 0, 0, 0);
if (KB_KeyWaiting())
{
i = KB_GetCh();
if (i == 'A' || i == 'a' || i == 13)
g_chatPlayer = ud.multimode;
else if (i >= '1' || i <= (ud.multimode + '1'))
g_chatPlayer = i - '1';
else
{
g_chatPlayer = ud.multimode;
if (i == 27)
{
g_player[myconnectindex].ps->gm &= ~(MODE_TYPE | MODE_SENDTOWHOM);
g_chatPlayer = -1;
}
else
typebuf[0] = 0;
}
KB_ClearKeyDown(sc_1);
KB_ClearKeyDown(sc_2);
KB_ClearKeyDown(sc_3);
KB_ClearKeyDown(sc_4);
KB_ClearKeyDown(sc_5);
KB_ClearKeyDown(sc_6);
KB_ClearKeyDown(sc_7);
KB_ClearKeyDown(sc_8);
KB_ClearKeyDown(sc_A);
KB_ClearKeyDown(sc_Escape);
KB_ClearKeyDown(sc_Enter);
}
}
}
else
{
int32_t const hitstate = I_EnterText(typebuf, 120, 0);
int32_t const y = ud.screen_size > 1 ? (200 - 58) << 16 : (200 - 35) << 16;
int32_t const width = mpgametextsize(typebuf, TEXT_LITERALESCAPE).x;
int32_t const fullwidth = width + textsc((tilesiz[SPINNINGNUKEICON].x << 15) + (2 << 16));
int32_t const text_x = fullwidth >= (320 << 16) ? (320 << 16) - fullwidth : mpgametext_x;
mpgametext(text_x, y, typebuf, 1, 2 | 8 | 16 | ROTATESPRITE_FULL16, 0, TEXT_YCENTER | TEXT_LITERALESCAPE);
int32_t const cursor_x = text_x + width + textsc((tilesiz[SPINNINGNUKEICON].x << 14) + (1 << 16));
rotatesprite_fs(cursor_x, y, textsc(32768), 0, SPINNINGNUKEICON + ((totalclock >> 3) % 7),
4 - (sintable[(totalclock << 4) & 2047] >> 11), 0, 2 | 8);
if (hitstate == 1)
{
KB_ClearKeyDown(sc_Enter);
if (Bstrlen(typebuf) == 0)
{
g_player[myconnectindex].ps->gm &= ~(MODE_TYPE | MODE_SENDTOWHOM);
return;
}
if (ud.automsg)
{
if (SHIFTS_IS_PRESSED)
g_chatPlayer = -1;
else
g_chatPlayer = ud.multimode;
}
g_player[myconnectindex].ps->gm |= MODE_SENDTOWHOM;
}
else if (hitstate == -1)
g_player[myconnectindex].ps->gm &= ~(MODE_TYPE | MODE_SENDTOWHOM);
else
pub = NUMPAGES;
}
}
void Net_InitMapStateHistory()
{
int32_t mapStateIndex = 0;
for (mapStateIndex = 0; mapStateIndex < NET_REVISIONS; mapStateIndex++)
{
netmapstate_t *mapState = &g_mapStateHistory[mapStateIndex];
netmapstate_t *clState = &g_cl_InterpolatedMapStateHistory[mapStateIndex];
Net_InitMapState(mapState);
Net_InitMapState(clState);
}
Net_InitMapState(&g_mapStartState);
g_mapStartState.revisionNumber = cInitialMapStateRevisionNumber;
g_netMapRevisionNumber = cInitialMapStateRevisionNumber; // Net_InitMapStateHistory()
g_cl_InterpolatedRevision = cInitialMapStateRevisionNumber;
}
void Net_StartNewGame()
{
Net_ResetPlayers();
Net_ExtractNewGame(&pendingnewgame, 0);
G_NewGame(ud.volume_number, ud.level_number, ud.player_skill);
ud.coop = ud.m_coop;
if (G_EnterLevel(MODE_GAME))
{
G_BackToMenu();
}
}
void Net_NotifyNewGame()
{
int32_t spriteIndex;
int32_t statIndex;
int32_t numSprites = 0;
int32_t numSpritesToNetAlloc = 0;
if (!g_netServer && !g_netClient)
{
return;
}
// Grab the total number of sprites at level load
for (statIndex = 0; statIndex < MAXSTATUS; ++statIndex)
{
spriteIndex = headspritestat[statIndex];
for (; spriteIndex >= 0; spriteIndex = nextspritestat[spriteIndex])
{
numSprites++;
}
}
// Take half of the leftover sprites and allocate them for the network's nefarious purposes.
numSpritesToNetAlloc = (MAXSPRITES - numSprites) / 2;
for (spriteIndex = 0; spriteIndex < numSpritesToNetAlloc; ++spriteIndex)
{
int32_t newSprite = insertspritestat(STAT_NETALLOC);
sprite[newSprite].sectnum = MAXSECTORS;
Numsprites++;
}
//[75] Note: DON'T set the initial map state or initialize the map state history in the packet code,
// The client didn't load the map until G_EnterLevel
}
#endif
//-------------------------------------------------------------------------------------------------