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6c5d9c3507
When doing this during startup it can be done by regular cleanup measures. This also moves two larger chunks of networking code out of game.cpp. Nevertheless, the fact that enet is a very dirty library which directly depends on Windows types is a big problem because it bleeds Windows definitions everywhere thanks to poor abstraction in all relevant layers.
361 lines
7.8 KiB
C
361 lines
7.8 KiB
C
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2017 EDuke32 developers and contributors
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This file is part of EDuke32.
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EDuke32 is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#ifndef netplay_h_
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#define netplay_h_
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// As of Nov. of 2018, the version of gcc that the Makefile is using is too old for [[maybe_unused]],
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// but __attribute__ is GNU C only.
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#ifdef __GNUC__
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#define EDUKE32_UNUSED __attribute__((unused))
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#else
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#define EDUKE32_UNUSED
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#endif
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#include "enet.h"
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BEGIN_DUKE_NS
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// net packet specification/compatibility version
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#define NETVERSION 1
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extern ENetHost *g_netClient;
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extern ENetHost *g_netServer;
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extern ENetPeer *g_netClientPeer;
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extern char g_netPassword[32];
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extern int32_t g_netDisconnect;
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extern int32_t g_netPlayersWaiting;
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extern enet_uint16 g_netPort;
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extern int32_t g_networkMode;
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extern int32_t g_netIndex;
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#define NET_REVISIONS 64
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enum netchan_t
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{
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CHAN_MOVE, // unreliable movement packets
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CHAN_GAMESTATE, // gamestate changes... frags, respawns, player names, etc
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CHAN_CHAT, // chat and RTS
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CHAN_MISC, // whatever else
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CHAN_MAX
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};
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enum DukePacket_t
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{
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PACKET_MASTER_TO_SLAVE,
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PACKET_SLAVE_TO_MASTER,
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PACKET_NUM_PLAYERS,
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PACKET_PLAYER_INDEX,
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PACKET_PLAYER_DISCONNECTED,
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PACKET_PLAYER_SPAWN,
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PACKET_FRAG,
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PACKET_ACK,
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PACKET_AUTH,
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PACKET_PLAYER_PING,
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PACKET_PLAYER_READY,
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PACKET_WORLD_UPDATE, //[75]
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// any packet with an ID higher than PACKET_BROADCAST is rebroadcast by server
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// so hacked clients can't create fake server packets and get the server to
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// send them to everyone
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// newer versions of the netcode also make this determination based on which
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// channel the packet was broadcast on
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PACKET_BROADCAST,
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PACKET_NEW_GAME, // [S->C]
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PACKET_RTS,
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PACKET_CLIENT_INFO,
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PACKET_MESSAGE,
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PACKET_USER_MAP,
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PACKET_MAP_VOTE,
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PACKET_MAP_VOTE_INITIATE,
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PACKET_MAP_VOTE_CANCEL,
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};
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enum netdisconnect_t
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{
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DISC_BAD_PASSWORD = 1,
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DISC_VERSION_MISMATCH,
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DISC_INVALID,
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DISC_SERVER_QUIT,
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DISC_SERVER_FULL,
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DISC_KICKED,
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DISC_BANNED
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};
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enum netmode_t
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{
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NET_CLIENT = 0,
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NET_SERVER,
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NET_DEDICATED_CLIENT, // client on dedicated server
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NET_DEDICATED_SERVER
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};
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//[75]
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typedef struct netWall_s
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{
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uint16_t netIndex;
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int32_t x,
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y,
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point2,
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nextwall,
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nextsector,
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cstat,
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picnum,
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overpicnum,
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shade,
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pal,
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xrepeat,
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yrepeat,
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xpanning,
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ypanning,
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lotag,
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hitag,
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extra;
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} netWall_t;
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// sector struct with all 32 bit entries
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typedef struct netSector_s
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{
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uint16_t netIndex;
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int32_t wallptr,
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wallnum,
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ceilingz,
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floorz,
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ceilingstat,
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floorstat,
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ceilingpicnum,
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ceilingheinum,
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ceilingshade,
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ceilingpal,
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ceilingxpanning,
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ceilingypanning,
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floorpicnum,
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floorheinum,
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floorshade,
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floorpal,
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floorxpanning,
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floorypanning,
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visibility,
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fogpal,
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lotag,
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hitag,
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extra;
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} netSector_t;
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const uint64_t cSnapshotMemUsage = NET_REVISIONS * (
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(sizeof(netWall_t) * MAXWALLS)
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+ (sizeof(netSector_t) * MAXSECTORS)
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+ (sizeof(netactor_t) * MAXSPRITES)
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);
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#pragma pack(push,1)
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typedef struct netmapstate_s
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{
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uint32_t revisionNumber;
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int32_t maxActorIndex;
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netactor_t actor[MAXSPRITES];
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netWall_t wall[MAXWALLS];
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netSector_t sector[MAXSECTORS];
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} netmapstate_t;
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#pragma pack(pop)
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#pragma pack(push,1)
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typedef struct playerupdate_s
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{
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vec3_t pos;
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vec3_t opos;
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vec3_t vel;
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fix16_t q16ang;
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fix16_t q16horiz;
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fix16_t q16horizoff;
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int16_t ping;
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int16_t playerindex;
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int16_t deadflag;
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int16_t playerquitflag;
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} playerupdate_t;
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#pragma pack(pop)
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#pragma pack(push,1)
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typedef struct newgame_s
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{
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int8_t header;
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int8_t connection;
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int8_t level_number;
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int8_t volume_number;
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int8_t player_skill;
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int8_t monsters_off;
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int8_t respawn_monsters;
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int8_t respawn_items;
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int8_t respawn_inventory;
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int8_t marker;
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int8_t ffire;
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int8_t noexits;
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int8_t coop;
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} newgame_t;
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#pragma pack(pop)
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extern newgame_t pendingnewgame;
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#ifndef NETCODE_DISABLE
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// Connect/Disconnect
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void Net_Connect(const char *srvaddr);
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// Packet Handlers
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#endif
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void Net_GetPackets(void);
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#ifndef NETCODE_DISABLE
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void Net_SendClientInfo(void);
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void Net_SendUserMapName(void);
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void Net_SendMapUpdate(void);
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int32_t Net_InsertSprite(int32_t sect, int32_t stat);
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void Net_DeleteSprite(int32_t spritenum);
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void Net_SendServerUpdates(void);
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void Net_SendClientUpdate(void);
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void Net_SendMessage(void);
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void Net_StartNewGame();
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void Net_NotifyNewGame();
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void Net_SendNewGame(int32_t frommenu, ENetPeer *peer);
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void Net_FillNewGame(newgame_t *newgame, int32_t frommenu);
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void Net_SendMapVoteInitiate(void);
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void Net_SendMapVote(int32_t votefor);
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void Net_SendMapVoteCancel(int32_t failed);
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void Net_StoreClientState(void);
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//////////
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void Net_ResetPrediction(void);
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void Net_SpawnPlayer(int32_t player);
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void Net_WaitForServer(void);
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void faketimerhandler(void);
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void Net_InitMapStateHistory();
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void Net_AddWorldToInitialSnapshot();
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// Debugging
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int32_t Dbg_PacketSent(enum DukePacket_t iPacketType);
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void DumpMapStateHistory();
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void Net_WaitForInitialSnapshot();
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void Net_SendTaunt(int ridiculeNum);
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void Net_SendRTS(int ridiculeNum);
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#else
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// note: don't include faketimerhandler in this
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#define Net_Connect(...) ((void)0)
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#define Net_SendClientInfo(...) ((void)0)
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#define Net_SendUserMapName(...) ((void)0)
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#define Net_SendClientSync(...) ((void)0)
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#define Net_ReceiveClientSync(...) ((void)0)
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#define Net_SendMapUpdates(...) ((void)0)
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#define Net_ReceiveMapUpdate(...) ((void)0)
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#define Net_SendServerUpdates(...) ((void)0)
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#define Net_SendClientUpdate(...) ((void)0)
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#define Net_SendMessage(...) ((void)0)
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#define Net_StartNewGame(...) ((void)0)
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#define Net_SendNewGame(...) ((void)0)
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#define Net_FillNewGame(...) ((void)0)
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#define Net_SendMapVoteInitiate(...) ((void)0)
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#define Net_SendMapVote(...) ((void)0)
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#define Net_SendMapVoteCancel(...) ((void)0)
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#define Net_ResetPrediction(...) ((void)0)
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#define Net_RestoreMapState(...) ((void)0)
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#define Net_WaitForServer(...) ((void)0)
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#define Net_InsertSprite(...) ((void)0)
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#define Net_DeleteSprite(...) ((void)0)
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#define Net_NotifyNewGame(...) ((void)0)
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#define Net_WaitForInitialSnapshot(...) ((void)0)
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#define Net_SendMapUpdate(...) ((void)0)
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#define Net_StoreClientState(...) ((void)0)
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#define Net_InitMapStateHistory(...) ((void)0)
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#define Net_AddWorldToInitialSnapshot(...) ((void)0)
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#define DumpMapStateHistory(...) ((void)0)
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#define Net_SendTaunt(...) ((void)0)
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#define Net_SendRTS(...) ((void)0)
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#endif
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END_DUKE_NS
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#endif // netplay_h_
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