// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // Copyright 1999-2016 Randy Heit // Copyright 2002-2020 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 2 of the License, or // (at your option) any later version. // // 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, see http://www.gnu.org/licenses/ // // // // Alternatively the following applies: // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // $Log:$ // // DESCRIPTION: // DOOM Network game communication and protocol, // all OS independent parts. // //----------------------------------------------------------------------------- #include #define __STDC_FORMAT_MACROS #include #include "version.h" #include "razemenu.h" #include "i_video.h" #include "c_console.h" #include "d_net.h" #include "d_protocol.h" #include "cmdlib.h" #include "c_dispatch.h" #include "gameconfigfile.h" #include "st_start.h" #include "d_event.h" #include "m_argv.h" #include "hardware.h" #include "i_time.h" #include "i_system.h" #include "vm.h" #include "gstrings.h" #include "s_music.h" #include "printf.h" #include "i_time.h" #include "d_ticcmd.h" #include "m_random.h" #include "cheats.h" extern bool pauseext; extern int gametic; // Placeholders to make it compile. FILE* debugfile; bool demoplayback; int Net_Arbitrator; bool playeringame[MAXPLAYERS] = { true }; // as long as network isn't working - true for the first player, false for all others. bool singletics; char* startmap; bool autostart; bool usergame; void D_ReadUserInfoStrings(int, uint8_t**, bool) {} void D_WriteUserInfoStrings(int, uint8_t**, bool) {} FString GetPlayerName(int num); //#define SIMULATEERRORS (RAND_MAX/3) #define SIMULATEERRORS 0 extern uint8_t *demo_p; // [RH] Special "ticcmds" get recorded in demos extern FString savedescription; extern FString savegamefile; short consistency[MAXPLAYERS][BACKUPTICS]; #define netbuffer (doomcom.data) enum { NET_PeerToPeer, NET_PacketServer }; uint8_t NetMode = NET_PeerToPeer; // // NETWORKING // // gametic is the tic about to (or currently being) run // maketic is the tick that hasn't had control made for it yet // nettics[] has the maketics for all players // // a gametic cannot be run until nettics[] > gametic for all players // #define RESENDCOUNT 10 #define PL_DRONE 0x80 // bit flag in doomdata->player ticcmd_t localcmds[LOCALCMDTICS]; FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS]; ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; int nettics[MAXNETNODES]; bool nodeingame[MAXNETNODES]; // set false as nodes leave game bool nodejustleft[MAXNETNODES]; // set when a node just left bool remoteresend[MAXNETNODES]; // set when local needs tics int resendto[MAXNETNODES]; // set when remote needs tics int resendcount[MAXNETNODES]; uint64_t lastrecvtime[MAXPLAYERS]; // [RH] Used for pings uint64_t currrecvtime[MAXPLAYERS]; uint64_t lastglobalrecvtime; // Identify the last time a packet was received. bool hadlate; int netdelay[MAXNETNODES][BACKUPTICS]; // Used for storing network delay times. int lastaverage; int nodeforplayer[MAXPLAYERS]; int playerfornode[MAXNETNODES]; int maketic; int skiptics; int ticdup; void D_ProcessEvents (void); void G_BuildTiccmd (ticcmd_t *cmd); void D_DoAdvanceDemo (void); static void SendSetup (uint32_t playersdetected[MAXNETNODES], uint8_t gotsetup[MAXNETNODES], int len); int reboundpacket; uint8_t reboundstore[MAX_MSGLEN]; int frameon; int frameskip[4]; int oldnettics; int mastertics; static int entertic; static int oldentertics; extern bool advancedemo; CVAR(Bool, net_ticbalance, false, CVAR_SERVERINFO | CVAR_NOSAVE) CUSTOM_CVAR(Int, net_extratic, 0, CVAR_SERVERINFO | CVAR_NOSAVE) { if (self < 0) { self = 0; } else if (self > 2) { self = 2; } } #ifdef _DEBUG CVAR(Int, net_fakelatency, 0, 0); struct PacketStore { int timer; doomcom_t message; }; static TArray InBuffer; static TArray OutBuffer; #endif // [RH] Special "ticcmds" get stored in here static struct TicSpecial { uint8_t *streams[BACKUPTICS]; size_t used[BACKUPTICS]; uint8_t *streamptr; size_t streamoffs; size_t specialsize; int lastmaketic; bool okay; TicSpecial () { int i; lastmaketic = -1; specialsize = 256; for (i = 0; i < BACKUPTICS; i++) streams[i] = NULL; for (i = 0; i < BACKUPTICS; i++) { streams[i] = (uint8_t *)M_Malloc (256); used[i] = 0; } okay = true; } ~TicSpecial () { int i; for (i = 0; i < BACKUPTICS; i++) { if (streams[i]) { M_Free (streams[i]); streams[i] = NULL; used[i] = 0; } } okay = false; } // Make more room for special commands. void GetMoreSpace (size_t needed) { int i; specialsize = max(specialsize * 2, needed + 30); DPrintf (DMSG_NOTIFY, "Expanding special size to %zu\n", specialsize); for (i = 0; i < BACKUPTICS; i++) streams[i] = (uint8_t *)M_Realloc (streams[i], specialsize); streamptr = streams[(maketic/ticdup)%BACKUPTICS] + streamoffs; } void CheckSpace (size_t needed) { if (streamoffs + needed >= specialsize) GetMoreSpace (streamoffs + needed); streamoffs += needed; } void NewMakeTic () { int mt = maketic / ticdup; if (lastmaketic != -1) { if (lastmaketic == mt) return; used[lastmaketic%BACKUPTICS] = streamoffs; } lastmaketic = mt; streamptr = streams[mt%BACKUPTICS]; streamoffs = 0; } TicSpecial &operator << (uint8_t it) { if (streamptr) { CheckSpace (1); WriteByte (it, &streamptr); } return *this; } TicSpecial &operator << (short it) { if (streamptr) { CheckSpace (2); WriteWord (it, &streamptr); } return *this; } TicSpecial &operator << (int it) { if (streamptr) { CheckSpace (4); WriteLong (it, &streamptr); } return *this; } TicSpecial &operator << (float it) { if (streamptr) { CheckSpace (4); WriteFloat (it, &streamptr); } return *this; } TicSpecial &operator << (const char *it) { if (streamptr) { CheckSpace (strlen (it) + 1); WriteString (it, &streamptr); } return *this; } } specials; void Net_ClearBuffers () { int i, j; memset (localcmds, 0, sizeof(localcmds)); memset (netcmds, 0, sizeof(netcmds)); memset (nettics, 0, sizeof(nettics)); memset (nodeingame, 0, sizeof(nodeingame)); memset (nodeforplayer, 0, sizeof(nodeforplayer)); memset (playerfornode, 0, sizeof(playerfornode)); memset (remoteresend, 0, sizeof(remoteresend)); memset (resendto, 0, sizeof(resendto)); memset (resendcount, 0, sizeof(resendcount)); memset (lastrecvtime, 0, sizeof(lastrecvtime)); memset (currrecvtime, 0, sizeof(currrecvtime)); memset (consistency, 0, sizeof(consistency)); nodeingame[0] = true; for (i = 0; i < MAXPLAYERS; i++) { for (j = 0; j < BACKUPTICS; j++) { NetSpecs[i][j].SetData (NULL, 0); } } oldentertics = entertic; gametic = 0; maketic = 0; lastglobalrecvtime = 0; } // // [RH] Rewritten to properly calculate the packet size // with our variable length commands. // int NetbufferSize () { if (netbuffer[0] & (NCMD_EXIT | NCMD_SETUP)) { return doomcom.datalength; } int k = 2, count, numtics; if (netbuffer[0] & NCMD_RETRANSMIT) k++; if (NetMode == NET_PacketServer && doomcom.remotenode == nodeforplayer[Net_Arbitrator]) k++; numtics = netbuffer[0] & NCMD_XTICS; if (numtics == 3) { numtics += netbuffer[k++]; } if (netbuffer[0] & NCMD_QUITTERS) { k += netbuffer[k] + 1; } // Network delay byte k++; if (netbuffer[0] & NCMD_MULTI) { count = netbuffer[k]; k += count; } else { count = 1; } // Need at least 3 bytes per tic per player if (doomcom.datalength < k + 3 * count * numtics) { return k + 3 * count * numtics; } uint8_t *skipper = &netbuffer[k]; if ((netbuffer[0] & NCMD_EXIT) == 0) { while (count-- > 0) { SkipTicCmd (&skipper, numtics); } } return int(skipper - netbuffer); } // // // int ExpandTics (int low) { int delta; int mt = maketic / ticdup; delta = low - (mt&0xff); if (delta >= -64 && delta <= 64) return (mt&~0xff) + low; if (delta > 64) return (mt&~0xff) - 256 + low; if (delta < -64) return (mt&~0xff) + 256 + low; I_Error ("ExpandTics: strange value %i at maketic %i", low, maketic); return 0; } // // HSendPacket // void HSendPacket (int node, int len) { if (debugfile && node != 0) { int i, k, realretrans; if (netbuffer[0] & NCMD_SETUP) { fprintf (debugfile,"%i/%i send %i = SETUP [%3i]", gametic, maketic, node, len); for (i = 0; i < len; i++) fprintf (debugfile," %2x", ((uint8_t *)netbuffer)[i]); } else if (netbuffer[0] & NCMD_EXIT) { fprintf (debugfile,"%i/%i send %i = EXIT [%3i]", gametic, maketic, node, len); for (i = 0; i < len; i++) fprintf (debugfile," %2x", ((uint8_t *)netbuffer)[i]); } else { k = 2; if (NetMode == NET_PacketServer && myconnectindex == Net_Arbitrator && node != 0) { k++; } if (netbuffer[0] & NCMD_RETRANSMIT) realretrans = ExpandTics (netbuffer[k++]); else realretrans = -1; int numtics = netbuffer[0] & 3; if (numtics == 3) numtics += netbuffer[k++]; fprintf (debugfile,"%i/%i send %i = (%i + %i, R %i) [%3i]", gametic, maketic, node, ExpandTics(netbuffer[1]), numtics, realretrans, len); for (i = 0; i < len; i++) fprintf (debugfile, "%c%2x", i==k?'|':' ', ((uint8_t *)netbuffer)[i]); } fprintf (debugfile, " [[ "); for (i = 0; i < doomcom.numnodes; ++i) { if (nodeingame[i]) { fprintf (debugfile, "%d ", nettics[i]); } else { fprintf (debugfile, "--- "); } } fprintf (debugfile, "]]\n"); } if (node == 0) { memcpy (reboundstore, netbuffer, len); reboundpacket = len; return; } if (demoplayback) return; if (!netgame) I_Error ("Tried to transmit to another node"); #if SIMULATEERRORS if (rand() < SIMULATEERRORS) { if (debugfile) fprintf (debugfile, "Drop!\n"); return; } #endif doomcom.command = CMD_SEND; doomcom.remotenode = node; doomcom.datalength = len; #ifdef _DEBUG if (net_fakelatency / 2 > 0) { PacketStore store; store.message = doomcom; store.timer = I_GetTime() + ((net_fakelatency / 2) / (1000 / GameTicRate)); OutBuffer.Push(store); } else I_NetCmd(); for (unsigned int i = 0; i < OutBuffer.Size(); i++) { if (OutBuffer[i].timer <= I_GetTime()) { doomcom = OutBuffer[i].message; I_NetCmd(); OutBuffer.Delete(i); i = -1; } } #else I_NetCmd(); #endif } // // HGetPacket // Returns false if no packet is waiting // bool HGetPacket (void) { if (reboundpacket) { memcpy (netbuffer, reboundstore, reboundpacket); doomcom.remotenode = 0; reboundpacket = 0; return true; } if (!netgame) return false; if (demoplayback) return false; doomcom.command = CMD_GET; I_NetCmd (); #ifdef _DEBUG if (net_fakelatency / 2 > 0 && doomcom.remotenode != -1) { PacketStore store; store.message = doomcom; store.timer = I_GetTime() + ((net_fakelatency / 2) / (1000 / GameTicRate)); InBuffer.Push(store); doomcom.remotenode = -1; } if (doomcom.remotenode == -1) { bool gotmessage = false; for (unsigned int i = 0; i < InBuffer.Size(); i++) { if (InBuffer[i].timer <= I_GetTime()) { doomcom = InBuffer[i].message; InBuffer.Delete(i); gotmessage = true; break; } } if (!gotmessage) return false; } #else if (doomcom.remotenode == -1) { return false; } #endif if (debugfile) { int i, k, realretrans; if (netbuffer[0] & NCMD_SETUP) { fprintf (debugfile,"%i/%i get %i = SETUP [%3i]", gametic, maketic, doomcom.remotenode, doomcom.datalength); for (i = 0; i < doomcom.datalength; i++) fprintf (debugfile, " %2x", ((uint8_t *)netbuffer)[i]); fprintf (debugfile, "\n"); } else if (netbuffer[0] & NCMD_EXIT) { fprintf (debugfile,"%i/%i get %i = EXIT [%3i]", gametic, maketic, doomcom.remotenode, doomcom.datalength); for (i = 0; i < doomcom.datalength; i++) fprintf (debugfile, " %2x", ((uint8_t *)netbuffer)[i]); fprintf (debugfile, "\n"); } else { k = 2; if (NetMode == NET_PacketServer && doomcom.remotenode == nodeforplayer[Net_Arbitrator]) { k++; } if (netbuffer[0] & NCMD_RETRANSMIT) realretrans = ExpandTics (netbuffer[k++]); else realretrans = -1; int numtics = netbuffer[0] & 3; if (numtics == 3) numtics += netbuffer[k++]; fprintf (debugfile,"%i/%i get %i = (%i + %i, R %i) [%3i]", gametic, maketic, doomcom.remotenode, ExpandTics(netbuffer[1]), numtics, realretrans, doomcom.datalength); for (i = 0; i < doomcom.datalength; i++) fprintf (debugfile, "%c%2x", i==k?'|':' ', ((uint8_t *)netbuffer)[i]); if (numtics) fprintf (debugfile, " <<%4x>>\n", consistency[playerfornode[doomcom.remotenode]][nettics[doomcom.remotenode]%BACKUPTICS] & 0xFFFF); else fprintf (debugfile, "\n"); } } if (doomcom.datalength != NetbufferSize ()) { Printf("Bad packet length %i (calculated %i)\n", doomcom.datalength, NetbufferSize()); if (debugfile) fprintf (debugfile,"---bad packet length %i (calculated %i)\n", doomcom.datalength, NetbufferSize()); return false; } return true; } void PlayerIsGone (int netnode, int netconsole) { int i; if (nodeingame[netnode]) { for (i = netnode + 1; i < doomcom.numnodes; ++i) { if (nodeingame[i]) break; } if (i == doomcom.numnodes) { doomcom.numnodes = netnode; } #if 0 if (playeringame[netconsole]) { players[netconsole].playerstate = PST_GONE; } #endif nodeingame[netnode] = false; nodejustleft[netnode] = false; } else if (nodejustleft[netnode]) // Packet Server { if (netnode + 1 == doomcom.numnodes) { doomcom.numnodes = netnode; } #if 0 if (playeringame[netconsole]) { players[netconsole].playerstate = PST_GONE; } #endif nodejustleft[netnode] = false; } else return; if (netconsole == Net_Arbitrator) { // Pick a new network arbitrator for (int pl = 0; pl < MAXPLAYERS; pl++) { #if 0 if (i != netconsole && playeringame[i] && players[i].Bot == NULL) { Net_Arbitrator = i; players[i].settings_controller = true; Printf("%s is the new arbitrator\n", players[i].userinfo.GetName()); break; } #endif } } if (debugfile && NetMode == NET_PacketServer) { if (Net_Arbitrator == myconnectindex) { fprintf(debugfile, "I am the new master!\n"); } else { fprintf(debugfile, "Node %d is the new master!\n", nodeforplayer[Net_Arbitrator]); } } #if 0 if (demorecording) { G_CheckDemoStatus (); //WriteByte (DEM_DROPPLAYER, &demo_p); //WriteByte ((uint8_t)netconsole, &demo_p); } #endif } // // GetPackets // void GetPackets (void) { int netconsole; int netnode; int realend; int realstart; int numtics; int retransmitfrom; int k; uint8_t playerbytes[MAXNETNODES]; int numplayers; while ( HGetPacket() ) { if (netbuffer[0] & NCMD_SETUP) { if (myconnectindex == Net_Arbitrator) { // This player apparantly doesn't realise the game has started netbuffer[0] = NCMD_SETUP+3; HSendPacket (doomcom.remotenode, 1); } continue; // extra setup packet } netnode = doomcom.remotenode; netconsole = playerfornode[netnode] & ~PL_DRONE; // [RH] Get "ping" times - totally useless, since it's bound to the frequency // packets go out at. lastrecvtime[netconsole] = currrecvtime[netconsole]; currrecvtime[netconsole] = I_msTime (); // check for exiting the game if (netbuffer[0] & NCMD_EXIT) { if (!nodeingame[netnode]) continue; if (NetMode != NET_PacketServer || netconsole == Net_Arbitrator) { PlayerIsGone (netnode, netconsole); if (NetMode == NET_PacketServer) { uint8_t *foo = &netbuffer[2]; for (int i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i]) { int resend = ReadLong (&foo); if (i != myconnectindex) { resendto[nodeforplayer[i]] = resend; } } } } } else { nodeingame[netnode] = false; nodejustleft[netnode] = true; } continue; } k = 2; if (NetMode == NET_PacketServer && netconsole == Net_Arbitrator && netconsole != myconnectindex) { mastertics = ExpandTics (netbuffer[k++]); } if (netbuffer[0] & NCMD_RETRANSMIT) { retransmitfrom = netbuffer[k++]; } else { retransmitfrom = 0; } numtics = (netbuffer[0] & NCMD_XTICS); if (numtics == 3) { numtics += netbuffer[k++]; } if (netbuffer[0] & NCMD_QUITTERS) { numplayers = netbuffer[k++]; for (int i = 0; i < numplayers; ++i) { PlayerIsGone (nodeforplayer[netbuffer[k]], netbuffer[k]); k++; } } // Pull current network delay from node netdelay[netnode][(nettics[netnode]+1) % BACKUPTICS] = netbuffer[k++]; playerbytes[0] = netconsole; if (netbuffer[0] & NCMD_MULTI) { numplayers = netbuffer[k++]; memcpy (playerbytes+1, &netbuffer[k], numplayers - 1); k += numplayers - 1; } else { numplayers = 1; } // to save bytes, only the low byte of tic numbers are sent // Figure out what the rest of the bytes are realstart = ExpandTics (netbuffer[1]); realend = (realstart + numtics); nodeforplayer[netconsole] = netnode; // check for retransmit request if (resendcount[netnode] <= 0 && (netbuffer[0] & NCMD_RETRANSMIT)) { resendto[netnode] = ExpandTics (retransmitfrom); if (debugfile) fprintf (debugfile,"retransmit from %i\n", resendto[netnode]); resendcount[netnode] = RESENDCOUNT; } else { resendcount[netnode]--; } // check for out of order / duplicated packet if (realend == nettics[netnode]) continue; if (realend < nettics[netnode]) { if (debugfile) fprintf (debugfile, "out of order packet (%i + %i)\n" , realstart, numtics); continue; } // check for a missed packet if (realstart > nettics[netnode]) { // stop processing until the other system resends the missed tics if (debugfile) fprintf (debugfile, "missed tics from %i (%i to %i)\n", netnode, nettics[netnode], realstart); remoteresend[netnode] = true; continue; } // update command store from the packet { uint8_t *start; int i, tics; remoteresend[netnode] = false; start = &netbuffer[k]; for (i = 0; i < numplayers; ++i) { int node = nodeforplayer[playerbytes[i]]; SkipTicCmd (&start, nettics[node] - realstart); for (tics = nettics[node]; tics < realend; tics++) ReadTicCmd (&start, playerbytes[i], tics); nettics[nodeforplayer[playerbytes[i]]] = realend; } } } } // // NetUpdate // Builds ticcmds for console player, // sends out a packet // int gametime; void NetUpdate (void) { int lowtic; int nowtime; int newtics; int i,j; int realstart; uint8_t *cmddata; bool resendOnly; GC::CheckGC(); if (ticdup == 0) { return; } // check time nowtime = I_GetTime (); newtics = nowtime - gametime; gametime = nowtime; if (newtics <= 0) // nothing new to update { GetPackets (); return; } if (skiptics <= newtics) { newtics -= skiptics; skiptics = 0; } else { skiptics -= newtics; newtics = 0; } // build new ticcmds for console player for (i = 0; i < newtics; i++) { I_StartTic (); D_ProcessEvents (); if (pauseext || (maketic - gametic) / ticdup >= BACKUPTICS/2-1) break; // can't hold any more //Printf ("mk:%i ",maketic); G_BuildTiccmd (&localcmds[maketic % LOCALCMDTICS]); maketic++; if (ticdup == 1 || maketic == 0) { Net_NewMakeTic (); } else { // Once ticdup tics have been collected, average their movements // and combine their buttons, since they will all be sent as a // single tic that gets duplicated ticdup times. Even with ticdup, // tics are still collected at the normal rate so that, with the // help of prediction, the game seems as responsive as normal. if (maketic % ticdup != 0) { int mod = maketic - maketic % ticdup; int tic; // Update the buttons for all tics in this ticdup set as soon as // possible so that the prediction shows jumping as correctly as // possible. (If you press +jump in the middle of a ticdup set, // the jump will actually begin at the beginning of the set, not // in the middle.) for (tic = maketic-2; tic >= mod; --tic) { localcmds[tic % LOCALCMDTICS].ucmd.actions |= localcmds[(tic + 1) % LOCALCMDTICS].ucmd.actions; localcmds[tic % LOCALCMDTICS].ucmd.setNewWeapon(localcmds[(tic + 1) % LOCALCMDTICS].ucmd.getNewWeapon()); } } else { // Average the ticcmds between these tics to get the // movement that is actually sent across the network. We // need to update them in all the localcmds slots that // are dupped so that prediction works properly. int mod = maketic - ticdup; int modp, tic; float svel = 0; float fvel = 0; float uvel = 0; float avel = 0; float horz = 0; float roll = 0; for (tic = 0; tic < ticdup; ++tic) { modp = (mod + tic) % LOCALCMDTICS; fvel += localcmds[modp].ucmd.vel.X; svel += localcmds[modp].ucmd.vel.Y; uvel += localcmds[modp].ucmd.vel.Z; avel += localcmds[modp].ucmd.avel; horz += localcmds[modp].ucmd.horz; roll += localcmds[modp].ucmd.roll; } svel /= ticdup; fvel /= ticdup; uvel /= ticdup; avel /= ticdup; horz /= ticdup; roll /= ticdup; for (tic = 0; tic < ticdup; ++tic) { modp = (mod + tic) % LOCALCMDTICS; localcmds[modp].ucmd.vel.X = fvel; localcmds[modp].ucmd.vel.Y = svel; localcmds[modp].ucmd.vel.Z = uvel; localcmds[modp].ucmd.avel = avel; localcmds[modp].ucmd.horz = horz; localcmds[modp].ucmd.roll = roll; } Net_NewMakeTic (); } } } if (singletics) return; // singletic update is synchronous if (demoplayback) { resendto[0] = nettics[0] = (maketic / ticdup); return; // Don't touch netcmd data while playing a demo, as it'll already exist. } // If maketic didn't cross a ticdup boundary, only send packets // to players waiting for resends. resendOnly = (maketic / ticdup) == (maketic - i) / ticdup; // send the packet to the other nodes int count = 1; int quitcount = 0; if (myconnectindex == Net_Arbitrator) { if (NetMode == NET_PacketServer) { for (j = 0; j < MAXPLAYERS; j++) { if (playeringame[j]) { count++; } } // The loop above added the local player to the count a second time, // and it also added the player being sent the packet to the count. count -= 2; for (j = 0; j < doomcom.numnodes; ++j) { if (nodejustleft[j]) { if (count == 0) { PlayerIsGone (j, playerfornode[j]); } else { quitcount++; } } } if (count == 0) { count = 1; } } } for (i = 0; i < doomcom.numnodes; i++) { uint8_t playerbytes[MAXPLAYERS]; if (!nodeingame[i]) { continue; } if (NetMode == NET_PacketServer && myconnectindex != Net_Arbitrator && i != nodeforplayer[Net_Arbitrator] && i != 0) { continue; } if (resendOnly && resendcount[i] <= 0 && !remoteresend[i] && nettics[i]) { continue; } int numtics; int k; lowtic = maketic / ticdup; netbuffer[0] = 0; netbuffer[1] = realstart = resendto[i]; k = 2; if (NetMode == NET_PacketServer && myconnectindex == Net_Arbitrator && i != 0) { for (j = 1; j < doomcom.numnodes; ++j) { if (nodeingame[j] && nettics[j] < lowtic && j != i) { lowtic = nettics[j]; } } netbuffer[k++] = lowtic; } numtics = max(0, lowtic - realstart); if (numtics > BACKUPTICS) I_Error ("NetUpdate: Node %d missed too many tics", i); switch (net_extratic) { case 0: default: resendto[i] = lowtic; break; case 1: resendto[i] = max(0, lowtic - 1); break; case 2: resendto[i] = nettics[i]; break; } if (numtics == 0 && resendOnly && !remoteresend[i] && nettics[i]) { continue; } if (remoteresend[i]) { netbuffer[0] |= NCMD_RETRANSMIT; netbuffer[k++] = nettics[i]; } if (numtics < 3) { netbuffer[0] |= numtics; } else { netbuffer[0] |= NCMD_XTICS; netbuffer[k++] = numtics - 3; } if (quitcount > 0) { netbuffer[0] |= NCMD_QUITTERS; netbuffer[k++] = quitcount; for (int l = 0; l < doomcom.numnodes; ++l) { if (nodejustleft[l]) { netbuffer[k++] = playerfornode[l]; } } } // Send current network delay // The number of tics we just made should be removed from the count. netbuffer[k++] = ((maketic - numtics - gametic) / ticdup); if (numtics > 0) { int l; if (count > 1 && i != 0 && myconnectindex == Net_Arbitrator) { netbuffer[0] |= NCMD_MULTI; netbuffer[k++] = count; if (NetMode == NET_PacketServer) { for (l = 1, j = 0; j < MAXPLAYERS; j++) { if (playeringame[j] && j != playerfornode[i] && j != myconnectindex) { playerbytes[l++] = j; netbuffer[k++] = j; } } } } cmddata = &netbuffer[k]; for (l = 0; l < count; ++l) { for (j = 0; j < numtics; j++) { int start = realstart + j, prev = start - 1; int localstart, localprev; localstart = (start * ticdup) % LOCALCMDTICS; localprev = (prev * ticdup) % LOCALCMDTICS; start %= BACKUPTICS; prev %= BACKUPTICS; // The local player has their tics sent first, followed by // the other players. if (l == 0) { WriteWord (localcmds[localstart].consistency, &cmddata); // [RH] Write out special "ticcmds" before real ticcmd if (specials.used[start]) { memcpy (cmddata, specials.streams[start], specials.used[start]); cmddata += specials.used[start]; } WriteUserCmdMessage (&localcmds[localstart].ucmd, localprev >= 0 ? &localcmds[localprev].ucmd : NULL, &cmddata); } else if (i != 0) { int len; uint8_t *spec; WriteWord (netcmds[playerbytes[l]][start].consistency, &cmddata); spec = NetSpecs[playerbytes[l]][start].GetData (&len); if (spec != NULL) { memcpy (cmddata, spec, len); cmddata += len; } WriteUserCmdMessage (&netcmds[playerbytes[l]][start].ucmd, prev >= 0 ? &netcmds[playerbytes[l]][prev].ucmd : NULL, &cmddata); } } } HSendPacket (i, int(cmddata - netbuffer)); } else { HSendPacket (i, k); } } // listen for other packets GetPackets (); if (!resendOnly) { // ideally nettics[0] should be 1 - 3 tics above lowtic // if we are consistantly slower, speed up time // [RH] I had erroneously assumed frameskip[] had 4 entries // because there were 4 players, but that's not the case at // all. The game is comparing the lag behind the master for // four runs of TryRunTics. If our tic count is ahead of the // master all 4 times, the next run of NetUpdate will not // process any new input. If we have less input than the // master, the next run of NetUpdate will process extra tics // (because gametime gets decremented here). // the key player does not adapt if (myconnectindex != Net_Arbitrator) { // I'm not sure about this when using a packet server, because // if left unmodified from the P2P version, it can make the game // very jerky. The way I have it written right now basically means // that it won't adapt. Fortunately, player prediction helps // alleviate the lag somewhat. if (NetMode == NET_PeerToPeer) { int totalavg = 0; if (net_ticbalance) { // Try to guess ahead the time it takes to send responses to the slowest node int nodeavg = 0, arbavg = 0; for (j = 0; j < BACKUPTICS; j++) { arbavg += netdelay[nodeforplayer[Net_Arbitrator]][j]; nodeavg += netdelay[0][j]; } arbavg /= BACKUPTICS; nodeavg /= BACKUPTICS; // We shouldn't adapt if we are already the arbitrator isn't what we are waiting for, otherwise it just adds more latency if (arbavg > nodeavg) { lastaverage = totalavg = ((arbavg + nodeavg) / 2); } else { // Allow room to guess two tics ahead if (nodeavg > (arbavg + 2) && lastaverage > 0) lastaverage--; totalavg = lastaverage; } } mastertics = nettics[nodeforplayer[Net_Arbitrator]] + totalavg; } if (nettics[0] <= mastertics) { gametime--; if (debugfile) fprintf(debugfile, "-"); } if (NetMode != NET_PacketServer) { frameskip[(maketic / ticdup) & 3] = (oldnettics > mastertics); } else { frameskip[(maketic / ticdup) & 3] = (oldnettics - mastertics) > 3; } if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3]) { skiptics = 1; if (debugfile) fprintf(debugfile, "+"); } oldnettics = nettics[0]; } } } // // D_ArbitrateNetStart // // User info packets look like this: // // 0 One byte set to NCMD_SETUP or NCMD_SETUP+1; if NCMD_SETUP+1, omit byte 9 // 1 One byte for the player's number //2-4 Three bytes for the game version (255,high byte,low byte) //5-8 A bit mask for each player the sender knows about // 9 The high bit is set if the sender got the game info // 10 A stream of bytes with the user info // // The guests always send NCMD_SETUP packets, and the host always // sends NCMD_SETUP+1 packets. // // Game info packets look like this: // // 0 One byte set to NCMD_SETUP+2 // 1 One byte for ticdup setting // 2 One byte for NetMode setting // 3 String with starting map's name // . Four bytes for the RNG seed // . Stream containing remaining game info // // Finished packet looks like this: // // 0 One byte set to NCMD_SETUP+3 // // Each machine sends user info packets to the host. The host sends user // info packets back to the other machines as well as game info packets. // Negotiation is done when all the guests have reported to the host that // they know about the other nodes. struct ArbitrateData { uint32_t playersdetected[MAXNETNODES]; uint8_t gotsetup[MAXNETNODES]; }; bool DoArbitrate (void *userdata) { ArbitrateData *data = (ArbitrateData *)userdata; char *s; uint8_t *stream; int version; int node; int i, j; while (HGetPacket ()) { if (netbuffer[0] == NCMD_EXIT) { I_FatalError ("The game was aborted."); } if (doomcom.remotenode == 0) { continue; } if (netbuffer[0] == NCMD_SETUP || netbuffer[0] == NCMD_SETUP+1) // got user info { node = (netbuffer[0] == NCMD_SETUP) ? doomcom.remotenode : nodeforplayer[netbuffer[1]]; data->playersdetected[node] = (netbuffer[5] << 24) | (netbuffer[6] << 16) | (netbuffer[7] << 8) | netbuffer[8]; if (netbuffer[0] == NCMD_SETUP) { // Sent to host data->gotsetup[node] = netbuffer[9] & 0x80; stream = &netbuffer[10]; } else { // Sent from host stream = &netbuffer[9]; } D_ReadUserInfoStrings (netbuffer[1], &stream, false); if (!nodeingame[node]) { version = (netbuffer[2] << 16) | (netbuffer[3] << 8) | netbuffer[4]; if (version != (0xFF0000 | NETGAMEVERSION)) { I_Error ("Different " GAMENAME " versions cannot play a net game"); } playeringame[netbuffer[1]] = true; nodeingame[node] = true; data->playersdetected[0] |= 1 << netbuffer[1]; I_NetMessage ("Found %s (node %d, player %d)", GetPlayerName(netbuffer[1]).GetChars(), node, netbuffer[1]+1); } } else if (netbuffer[0] == NCMD_SETUP+2) // got game info { data->gotsetup[0] = 0x80; ticdup = doomcom.ticdup = netbuffer[1]; NetMode = netbuffer[2]; stream = &netbuffer[3]; s = ReadString (&stream); startmap = s; delete[] s; rngseed = ReadLong (&stream); C_ReadCVars (&stream); } else if (netbuffer[0] == NCMD_SETUP+3) { return true; } } // If everybody already knows everything, it's time to go if (myconnectindex == Net_Arbitrator) { for (i = 0; i < doomcom.numnodes; ++i) if (data->playersdetected[i] != uint32_t(1 << doomcom.numnodes) - 1 || !data->gotsetup[i]) break; if (i == doomcom.numnodes) return true; } netbuffer[2] = 255; netbuffer[3] = (NETGAMEVERSION >> 8) & 255; netbuffer[4] = NETGAMEVERSION & 255; netbuffer[5] = data->playersdetected[0] >> 24; netbuffer[6] = data->playersdetected[0] >> 16; netbuffer[7] = data->playersdetected[0] >> 8; netbuffer[8] = data->playersdetected[0]; if (myconnectindex != Net_Arbitrator) { // Send user info for the local node netbuffer[0] = NCMD_SETUP; netbuffer[1] = myconnectindex; netbuffer[9] = data->gotsetup[0]; stream = &netbuffer[10]; D_WriteUserInfoStrings (myconnectindex, &stream, true); SendSetup (data->playersdetected, data->gotsetup, int(stream - netbuffer)); } else { // Send user info for all nodes netbuffer[0] = NCMD_SETUP+1; for (i = 1; i < doomcom.numnodes; ++i) { for (j = 0; j < doomcom.numnodes; ++j) { // Send info about player j to player i? if ((data->playersdetected[0] & (1<playersdetected[i] & (1<playersdetected, data->gotsetup, int(stream - netbuffer)); } return false; } bool D_ArbitrateNetStart (void) { ArbitrateData data; int i; // Return right away if we're just playing with ourselves. if (doomcom.numnodes == 1) return true; autostart = true; memset (data.playersdetected, 0, sizeof(data.playersdetected)); memset (data.gotsetup, 0, sizeof(data.gotsetup)); // The arbitrator knows about himself, but the other players must // be told about themselves, in case the host had to adjust their // userinfo (e.g. assign them to a different team). if (myconnectindex == Net_Arbitrator) { data.playersdetected[0] = 1 << myconnectindex; } // Assign nodes to players. The local player is always node 0. // If the local player is not the host, then the host is node 1. // Any remaining players are assigned node numbers in the order // they were detected. playerfornode[0] = myconnectindex; nodeforplayer[myconnectindex] = 0; if (myconnectindex == Net_Arbitrator) { for (i = 1; i < doomcom.numnodes; ++i) { playerfornode[i] = i; nodeforplayer[i] = i; } } else { playerfornode[1] = 0; nodeforplayer[0] = 1; for (i = 1; i < doomcom.numnodes; ++i) { if (i < myconnectindex) { playerfornode[i+1] = i; nodeforplayer[i] = i+1; } else if (i > myconnectindex) { playerfornode[i] = i; nodeforplayer[i] = i; } } } if (myconnectindex == Net_Arbitrator) { data.gotsetup[0] = 0x80; } I_NetInit ("Exchanging game information", 1); if (!I_NetLoop (DoArbitrate, &data)) { return false; } if (myconnectindex == Net_Arbitrator) { netbuffer[0] = NCMD_SETUP+3; SendSetup (data.playersdetected, data.gotsetup, 1); } if (debugfile) { for (i = 0; i < doomcom.numnodes; ++i) { fprintf (debugfile, "player %d is on node %d\n", i, nodeforplayer[i]); } } I_NetDone(); return true; } static void SendSetup (uint32_t playersdetected[MAXNETNODES], uint8_t gotsetup[MAXNETNODES], int len) { if (myconnectindex != Net_Arbitrator) { if (playersdetected[1] & (1 << myconnectindex)) { HSendPacket (1, 10); } else { HSendPacket (1, len); } } else { for (int i = 1; i < doomcom.numnodes; ++i) { if (!gotsetup[i] || netbuffer[0] == NCMD_SETUP+3) { HSendPacket (i, len); } } } } // // D_CheckNetGame // Works out player numbers among the net participants // bool D_CheckNetGame (void) { const char *v; int i; // First install the global net command handlers Net_SetCommandHandler(DEM_GENERICCHEAT, genericCheat); Net_SetCommandHandler(DEM_CHANGEMAP, changeMap); Net_SetCommandHandler(DEM_ENDSCREENJOB, endScreenJob); Net_SetCommandHandler(DEM_SAVEGAME, startSaveGame); for (i = 0; i < MAXNETNODES; i++) { nodeingame[i] = false; nettics[i] = 0; remoteresend[i] = false; // set when local needs tics resendto[i] = 0; // which tic to start sending } // Packet server has proven to be rather slow over the internet. Print a warning about it. v = Args->CheckValue("-netmode"); if (v != NULL && (atoi(v) != 0)) { Printf(TEXTCOLOR_YELLOW "Notice: Using PacketServer (netmode 1) over the internet is prone to running too slow on some internet configurations." "\nIf the game is running well below expected speeds, use netmode 0 (P2P) instead.\n"); } int result = I_InitNetwork (); // I_InitNetwork sets doomcom and netgame if (result == -1) { return false; } else if (result > 0) { // For now, stop auto selecting PacketServer, as it's more likely to cause confusion. //NetMode = NET_PacketServer; } if (doomcom.id != DOOMCOM_ID) { I_FatalError ("Doomcom buffer invalid!"); } #if 0 players[0].settings_controller = true; #endif myconnectindex = doomcom.consoleplayer; if (myconnectindex == Net_Arbitrator) { v = Args->CheckValue("-netmode"); if (v != NULL) { NetMode = atoi(v) != 0 ? NET_PacketServer : NET_PeerToPeer; } if (doomcom.numnodes > 1) { Printf("Selected " TEXTCOLOR_BLUE "%s" TEXTCOLOR_NORMAL " networking mode. (%s)\n", NetMode == NET_PeerToPeer ? "peer to peer" : "packet server", v != NULL ? "forced" : "auto"); } if (Args->CheckParm("-extratic")) { net_extratic = 1; } } #if 0 // [RH] Setup user info D_SetupUserInfo (); #endif if (Args->CheckParm ("-debugfile")) { char filename[20]; mysnprintf (filename, countof(filename), "debug%i.txt", myconnectindex); Printf ("debug output to: %s\n", filename); debugfile = fopen (filename, "w"); } if (netgame) { GameConfig->ReadNetVars (); // [RH] Read network ServerInfo cvars if (!D_ArbitrateNetStart ()) return false; } // read values out of doomcom ticdup = doomcom.ticdup; for (i = 0; i < doomcom.numplayers; i++) playeringame[i] = true; for (i = 0; i < doomcom.numnodes; i++) nodeingame[i] = true; if (myconnectindex != Net_Arbitrator && doomcom.numnodes > 1) { Printf(PRINT_NONOTIFY, "Arbitrator selected " TEXTCOLOR_BLUE "%s" TEXTCOLOR_NORMAL " networking mode.\n", NetMode == NET_PeerToPeer ? "peer to peer" : "packet server"); } if (!batchrun) Printf (PRINT_NONOTIFY, "player %i of %i (%i nodes)\n", myconnectindex+1, doomcom.numplayers, doomcom.numnodes); return true; } // // D_QuitNetGame // Called before quitting to leave a net game // without hanging the other players // void D_QuitNetGame (void) { int i, j, k; if (!netgame || !usergame || myconnectindex == -1 || demoplayback) return; // send a bunch of packets for security netbuffer[0] = NCMD_EXIT; netbuffer[1] = 0; k = 2; if (NetMode == NET_PacketServer && myconnectindex == Net_Arbitrator) { uint8_t *foo = &netbuffer[2]; // Let the new arbitrator know what resendto counts to use for (i = 0; i < MAXPLAYERS; ++i) { if (playeringame[i] && i != myconnectindex) WriteLong (resendto[nodeforplayer[i]], &foo); } k = int(foo - netbuffer); } for (i = 0; i < 4; i++) { if (NetMode == NET_PacketServer && myconnectindex != Net_Arbitrator) { HSendPacket (nodeforplayer[Net_Arbitrator], 2); } else { for (j = 1; j < doomcom.numnodes; j++) if (nodeingame[j]) HSendPacket (j, k); } I_WaitVBL (1); } if (debugfile) fclose (debugfile); } void Net_CheckLastReceived (int counts) { #if 0 // [Ed850] Check to see the last time a packet was received. // If it's longer then 3 seconds, a node has likely stalled. if (I_GetTime() - lastglobalrecvtime >= GameTicRate * 3) { lastglobalrecvtime = I_GetTime(); //Bump the count if (NetMode == NET_PeerToPeer || myconnectindex == Net_Arbitrator) { //Keep the local node in the for loop so we can still log any cases where the local node is /somehow/ late. //However, we don't send a resend request for sanity reasons. for (int i = 0; i < doomcom.numnodes; i++) { if (nodeingame[i] && nettics[i] <= gametic + counts) { # if (debugfile && !players[playerfornode[i]].waiting) fprintf(debugfile, "%i is slow (%i to %i)\n", i, nettics[i], gametic + counts); //Send resend request to the late node. Also mark the node as waiting to display it in the hud. if (i != 0) remoteresend[i] = players[playerfornode[i]].waiting = hadlate = true; } else players[playerfornode[i]].waiting = false; } } else { //Send a resend request to the Arbitrator, as it's obvious we are stuck here. if (debugfile && !players[Net_Arbitrator].waiting) fprintf(debugfile, "Arbitrator is slow (%i to %i)\n", nettics[nodeforplayer[Net_Arbitrator]], gametic + counts); //Send resend request to the Arbitrator. Also mark the Arbitrator as waiting to display it in the hud. remoteresend[nodeforplayer[Net_Arbitrator]] = players[Net_Arbitrator].waiting = hadlate = true; } } #endif } void Net_NewMakeTic (void) { specials.NewMakeTic (); } void Net_WriteByte (uint8_t it) { specials << it; } void Net_WriteWord (short it) { specials << it; } void Net_WriteLong (int it) { specials << it; } void Net_WriteFloat (float it) { specials << it; } void Net_WriteString (const char *it) { specials << it; } void Net_WriteBytes (const uint8_t *block, int len) { while (len--) specials << *block++; } //========================================================================== // // Dynamic buffer interface // //========================================================================== FDynamicBuffer::FDynamicBuffer () { m_Data = NULL; m_Len = m_BufferLen = 0; } FDynamicBuffer::~FDynamicBuffer () { if (m_Data) { M_Free (m_Data); m_Data = NULL; } m_Len = m_BufferLen = 0; } void FDynamicBuffer::SetData (const uint8_t *data, int len) { if (len > m_BufferLen) { m_BufferLen = (len + 255) & ~255; m_Data = (uint8_t *)M_Realloc (m_Data, m_BufferLen); } if (data != NULL) { m_Len = len; memcpy (m_Data, data, len); } else { m_Len = 0; } } uint8_t *FDynamicBuffer::GetData (int *len) { if (len) *len = m_Len; return m_Len ? m_Data : NULL; } NetCommandHandler nethandlers[DEM_MAX]; void Net_SetCommandHandler(EDemoCommand cmd, NetCommandHandler handler) noexcept { assert(cmd >= 0 && cmd < DEM_MAX); if (cmd >= 0 && cmd < DEM_MAX) nethandlers[cmd] = handler; } // [RH] Execute a special "ticcmd". The type byte should // have already been read, and the stream is positioned // at the beginning of the command's actual data. void Net_DoCommand (int cmd, uint8_t **stream, int player) { assert(cmd >= 0 && cmd < DEM_MAX); if (cmd >= 0 && cmd < DEM_MAX && nethandlers[cmd]) { nethandlers[cmd](player, stream, false); } else I_Error("Unknown net command: %d", cmd); } void Net_SkipCommand (int cmd, uint8_t **stream) { if (cmd >= 0 && cmd < DEM_MAX && nethandlers[cmd]) { nethandlers[cmd](0, stream, true); } } // Reset the network ticker after finishing a lengthy operation. // Q: How does this affect network sync? Only allowed in SP games? void Net_ClearFifo(void) { I_SetFrameTime(); gametime = I_GetTime(); } // This was taken out of shared_hud, because UI code shouldn't do low level calculations that may change if the backing implementation changes. int Net_GetLatency(int *ld, int *ad) { int i, localdelay = 0, arbitratordelay = 0; for (i = 0; i < BACKUPTICS; i++) localdelay += netdelay[0][i]; for (i = 0; i < BACKUPTICS; i++) arbitratordelay += netdelay[nodeforplayer[Net_Arbitrator]][i]; arbitratordelay = ((arbitratordelay / BACKUPTICS) * ticdup) * (1000 / GameTicRate); localdelay = ((localdelay / BACKUPTICS) * ticdup) * (1000 / GameTicRate); int severity = 0; if (max(localdelay, arbitratordelay) > 200) { severity = 1; } if (max(localdelay, arbitratordelay) > 400) { severity = 2; } if (max(localdelay, arbitratordelay) >= ((BACKUPTICS / 2 - 1) * ticdup) * (1000 / GameTicRate)) { severity = 3; } *ld = localdelay; *ad = arbitratordelay; return severity; } // [RH] List "ping" times CCMD (pings) { int i; for (i = 0; i < MAXPLAYERS; i++) if (playeringame[i]) Printf("% 4" PRId64 " %s\n", currrecvtime[i] - lastrecvtime[i], GetPlayerName(i).GetChars()); } //========================================================================== // // Network_Controller // // Implement players who have the ability to change settings in a network // game. // //========================================================================== static void Network_Controller (int playernum, bool add) { #if 0 if (myconnectindex != Net_Arbitrator) { Printf ("This command is only accessible to the net arbitrator.\n"); return; } if (players[playernum].settings_controller && add) { Printf ("%s is already on the setting controller list.\n", players[playernum].userinfo.GetName()); return; } if (!players[playernum].settings_controller && !add) { Printf ("%s is not on the setting controller list.\n", players[playernum].userinfo.GetName()); return; } if (!playeringame[playernum]) { Printf ("Player (%d) not found!\n", playernum); return; } if (players[playernum].Bot != NULL) { Printf ("Bots cannot be added to the controller list.\n"); return; } if (playernum == Net_Arbitrator) { Printf ("The net arbitrator cannot have their status changed on this list.\n"); return; } if (add) Net_WriteByte (DEM_ADDCONTROLLER); else Net_WriteByte (DEM_DELCONTROLLER); Net_WriteByte (playernum); #endif } //========================================================================== // // CCMD net_addcontroller // //========================================================================== CCMD (net_addcontroller) { if (!netgame) { Printf ("This command can only be used when playing a net game.\n"); return; } if (argv.argc () < 2) { Printf ("Usage: net_addcontroller \n"); return; } Network_Controller (atoi (argv[1]), true); } //========================================================================== // // CCMD net_removecontroller // //========================================================================== CCMD (net_removecontroller) { if (!netgame) { Printf ("This command can only be used when playing a net game.\n"); return; } if (argv.argc () < 2) { Printf ("Usage: net_removecontroller \n"); return; } Network_Controller (atoi (argv[1]), false); } //========================================================================== // // CCMD net_listcontrollers // //========================================================================== CCMD (net_listcontrollers) { #if 0 if (!netgame) { Printf ("This command can only be used when playing a net game.\n"); return; } Printf ("The following players can change the game settings:\n"); for (int i = 0; i < MAXPLAYERS; i++) { if (!playeringame[i]) continue; if (players[i].settings_controller) { Printf ("- %s\n", players[i].userinfo.GetName()); } } #endif }