mirror of
https://github.com/ZDoom/Raze.git
synced 2024-12-16 15:41:16 +00:00
84173ee09b
The main bulk of this is the new start screen code. To make this work in Raze some more work on the startup procedure is needed. What this does provide is support for the DOS end-of-game text screens in Duke and SW on non-Windows systems.
2158 lines
47 KiB
C++
2158 lines
47 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2020 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 2 of the License, or
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// (at your option) any later version.
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//
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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. See the
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// GNU General Public License for more details.
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//
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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, see http://www.gnu.org/licenses/
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//
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//
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//
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// Alternatively the following applies:
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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// $Log:$
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//
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// DESCRIPTION:
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// DOOM Network game communication and protocol,
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// all OS independent parts.
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//
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//-----------------------------------------------------------------------------
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#include <stddef.h>
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#define __STDC_FORMAT_MACROS
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#include <inttypes.h>
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#include "version.h"
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#include "razemenu.h"
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#include "i_video.h"
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#include "c_console.h"
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#include "d_net.h"
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#include "d_protocol.h"
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#include "cmdlib.h"
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#include "c_dispatch.h"
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#include "gameconfigfile.h"
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#include "st_start.h"
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#include "d_event.h"
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#include "m_argv.h"
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#include "hardware.h"
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#include "i_time.h"
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#include "i_system.h"
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#include "vm.h"
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#include "gstrings.h"
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#include "s_music.h"
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#include "printf.h"
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#include "i_time.h"
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#include "d_ticcmd.h"
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#include "m_random.h"
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#include "cheats.h"
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extern bool pauseext;
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extern int gametic;
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// Placeholders to make it compile.
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FILE* debugfile;
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bool demoplayback;
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int Net_Arbitrator;
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bool playeringame[MAXPLAYERS] = { true }; // as long as network isn't working - true for the first player, false for all others.
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bool singletics;
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char* startmap;
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bool autostart;
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bool usergame;
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void D_ReadUserInfoStrings(int, uint8_t**, bool) {}
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void D_WriteUserInfoStrings(int, uint8_t**, bool) {}
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FString GetPlayerName(int num);
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//#define SIMULATEERRORS (RAND_MAX/3)
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#define SIMULATEERRORS 0
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extern uint8_t *demo_p; // [RH] Special "ticcmds" get recorded in demos
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extern FString savedescription;
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extern FString savegamefile;
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short consistency[MAXPLAYERS][BACKUPTICS];
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#define netbuffer (doomcom.data)
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enum { NET_PeerToPeer, NET_PacketServer };
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uint8_t NetMode = NET_PeerToPeer;
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//
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// NETWORKING
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//
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// gametic is the tic about to (or currently being) run
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// maketic is the tick that hasn't had control made for it yet
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// nettics[] has the maketics for all players
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//
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// a gametic cannot be run until nettics[] > gametic for all players
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//
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#define RESENDCOUNT 10
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#define PL_DRONE 0x80 // bit flag in doomdata->player
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ticcmd_t localcmds[LOCALCMDTICS];
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FDynamicBuffer NetSpecs[MAXPLAYERS][BACKUPTICS];
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ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
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int nettics[MAXNETNODES];
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bool nodeingame[MAXNETNODES]; // set false as nodes leave game
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bool nodejustleft[MAXNETNODES]; // set when a node just left
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bool remoteresend[MAXNETNODES]; // set when local needs tics
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int resendto[MAXNETNODES]; // set when remote needs tics
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int resendcount[MAXNETNODES];
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uint64_t lastrecvtime[MAXPLAYERS]; // [RH] Used for pings
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uint64_t currrecvtime[MAXPLAYERS];
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uint64_t lastglobalrecvtime; // Identify the last time a packet was received.
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bool hadlate;
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int netdelay[MAXNETNODES][BACKUPTICS]; // Used for storing network delay times.
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int lastaverage;
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int nodeforplayer[MAXPLAYERS];
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int playerfornode[MAXNETNODES];
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int maketic;
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int skiptics;
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int ticdup;
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void D_ProcessEvents (void);
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void G_BuildTiccmd (ticcmd_t *cmd);
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void D_DoAdvanceDemo (void);
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static void SendSetup (uint32_t playersdetected[MAXNETNODES], uint8_t gotsetup[MAXNETNODES], int len);
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int reboundpacket;
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uint8_t reboundstore[MAX_MSGLEN];
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int frameon;
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int frameskip[4];
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int oldnettics;
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int mastertics;
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static int entertic;
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static int oldentertics;
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extern bool advancedemo;
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CVAR(Bool, net_ticbalance, false, CVAR_SERVERINFO | CVAR_NOSAVE)
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CUSTOM_CVAR(Int, net_extratic, 0, CVAR_SERVERINFO | CVAR_NOSAVE)
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{
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if (self < 0)
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{
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self = 0;
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}
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else if (self > 2)
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{
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self = 2;
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}
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}
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#ifdef _DEBUG
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CVAR(Int, net_fakelatency, 0, 0);
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struct PacketStore
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{
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int timer;
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doomcom_t message;
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};
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static TArray<PacketStore> InBuffer;
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static TArray<PacketStore> OutBuffer;
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#endif
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// [RH] Special "ticcmds" get stored in here
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static struct TicSpecial
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{
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uint8_t *streams[BACKUPTICS];
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size_t used[BACKUPTICS];
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uint8_t *streamptr;
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size_t streamoffs;
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size_t specialsize;
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int lastmaketic;
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bool okay;
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TicSpecial ()
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{
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int i;
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lastmaketic = -1;
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specialsize = 256;
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for (i = 0; i < BACKUPTICS; i++)
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streams[i] = NULL;
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for (i = 0; i < BACKUPTICS; i++)
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{
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streams[i] = (uint8_t *)M_Malloc (256);
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used[i] = 0;
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}
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okay = true;
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}
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~TicSpecial ()
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{
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int i;
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for (i = 0; i < BACKUPTICS; i++)
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{
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if (streams[i])
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{
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M_Free (streams[i]);
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streams[i] = NULL;
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used[i] = 0;
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}
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}
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okay = false;
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}
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// Make more room for special commands.
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void GetMoreSpace (size_t needed)
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{
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int i;
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specialsize = max(specialsize * 2, needed + 30);
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DPrintf (DMSG_NOTIFY, "Expanding special size to %zu\n", specialsize);
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for (i = 0; i < BACKUPTICS; i++)
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streams[i] = (uint8_t *)M_Realloc (streams[i], specialsize);
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streamptr = streams[(maketic/ticdup)%BACKUPTICS] + streamoffs;
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}
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void CheckSpace (size_t needed)
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{
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if (streamoffs + needed >= specialsize)
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GetMoreSpace (streamoffs + needed);
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streamoffs += needed;
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}
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void NewMakeTic ()
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{
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int mt = maketic / ticdup;
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if (lastmaketic != -1)
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{
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if (lastmaketic == mt)
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return;
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used[lastmaketic%BACKUPTICS] = streamoffs;
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}
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lastmaketic = mt;
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streamptr = streams[mt%BACKUPTICS];
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streamoffs = 0;
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}
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TicSpecial &operator << (uint8_t it)
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{
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if (streamptr)
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{
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CheckSpace (1);
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WriteByte (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (short it)
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{
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if (streamptr)
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{
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CheckSpace (2);
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WriteWord (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (int it)
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{
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if (streamptr)
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{
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CheckSpace (4);
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WriteLong (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (float it)
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{
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if (streamptr)
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{
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CheckSpace (4);
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WriteFloat (it, &streamptr);
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}
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return *this;
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}
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TicSpecial &operator << (const char *it)
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{
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if (streamptr)
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{
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CheckSpace (strlen (it) + 1);
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WriteString (it, &streamptr);
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}
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return *this;
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}
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} specials;
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void Net_ClearBuffers ()
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{
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int i, j;
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memset (localcmds, 0, sizeof(localcmds));
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memset (netcmds, 0, sizeof(netcmds));
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memset (nettics, 0, sizeof(nettics));
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memset (nodeingame, 0, sizeof(nodeingame));
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memset (nodeforplayer, 0, sizeof(nodeforplayer));
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memset (playerfornode, 0, sizeof(playerfornode));
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memset (remoteresend, 0, sizeof(remoteresend));
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memset (resendto, 0, sizeof(resendto));
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memset (resendcount, 0, sizeof(resendcount));
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memset (lastrecvtime, 0, sizeof(lastrecvtime));
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memset (currrecvtime, 0, sizeof(currrecvtime));
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memset (consistency, 0, sizeof(consistency));
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nodeingame[0] = true;
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for (i = 0; i < MAXPLAYERS; i++)
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{
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for (j = 0; j < BACKUPTICS; j++)
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{
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NetSpecs[i][j].SetData (NULL, 0);
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}
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}
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oldentertics = entertic;
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gametic = 0;
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maketic = 0;
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lastglobalrecvtime = 0;
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}
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//
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// [RH] Rewritten to properly calculate the packet size
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// with our variable length commands.
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//
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int NetbufferSize ()
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{
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if (netbuffer[0] & (NCMD_EXIT | NCMD_SETUP))
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{
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return doomcom.datalength;
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}
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int k = 2, count, numtics;
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if (netbuffer[0] & NCMD_RETRANSMIT)
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k++;
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if (NetMode == NET_PacketServer && doomcom.remotenode == nodeforplayer[Net_Arbitrator])
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k++;
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numtics = netbuffer[0] & NCMD_XTICS;
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if (numtics == 3)
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{
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numtics += netbuffer[k++];
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}
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if (netbuffer[0] & NCMD_QUITTERS)
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{
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k += netbuffer[k] + 1;
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}
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// Network delay byte
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k++;
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if (netbuffer[0] & NCMD_MULTI)
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{
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count = netbuffer[k];
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k += count;
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}
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else
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{
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count = 1;
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}
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// Need at least 3 bytes per tic per player
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if (doomcom.datalength < k + 3 * count * numtics)
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{
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return k + 3 * count * numtics;
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}
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uint8_t *skipper = &netbuffer[k];
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if ((netbuffer[0] & NCMD_EXIT) == 0)
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{
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while (count-- > 0)
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{
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SkipTicCmd (&skipper, numtics);
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}
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}
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return int(skipper - netbuffer);
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}
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//
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//
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//
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int ExpandTics (int low)
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{
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int delta;
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int mt = maketic / ticdup;
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delta = low - (mt&0xff);
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if (delta >= -64 && delta <= 64)
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return (mt&~0xff) + low;
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if (delta > 64)
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return (mt&~0xff) - 256 + low;
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if (delta < -64)
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return (mt&~0xff) + 256 + low;
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I_Error ("ExpandTics: strange value %i at maketic %i", low, maketic);
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return 0;
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}
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//
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// HSendPacket
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//
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void HSendPacket (int node, int len)
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{
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if (debugfile && node != 0)
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{
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int i, k, realretrans;
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if (netbuffer[0] & NCMD_SETUP)
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{
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fprintf (debugfile,"%i/%i send %i = SETUP [%3i]", gametic, maketic, node, len);
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for (i = 0; i < len; i++)
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fprintf (debugfile," %2x", ((uint8_t *)netbuffer)[i]);
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}
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else if (netbuffer[0] & NCMD_EXIT)
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{
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fprintf (debugfile,"%i/%i send %i = EXIT [%3i]", gametic, maketic, node, len);
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for (i = 0; i < len; i++)
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fprintf (debugfile," %2x", ((uint8_t *)netbuffer)[i]);
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}
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else
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{
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k = 2;
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if (NetMode == NET_PacketServer && myconnectindex == Net_Arbitrator &&
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node != 0)
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{
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k++;
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}
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if (netbuffer[0] & NCMD_RETRANSMIT)
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realretrans = ExpandTics (netbuffer[k++]);
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else
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realretrans = -1;
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int numtics = netbuffer[0] & 3;
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if (numtics == 3)
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numtics += netbuffer[k++];
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fprintf (debugfile,"%i/%i send %i = (%i + %i, R %i) [%3i]",
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gametic, maketic,
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node,
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ExpandTics(netbuffer[1]),
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numtics, realretrans, len);
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for (i = 0; i < len; i++)
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fprintf (debugfile, "%c%2x", i==k?'|':' ', ((uint8_t *)netbuffer)[i]);
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}
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fprintf (debugfile, " [[ ");
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for (i = 0; i < doomcom.numnodes; ++i)
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{
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if (nodeingame[i])
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{
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fprintf (debugfile, "%d ", nettics[i]);
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}
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else
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{
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fprintf (debugfile, "--- ");
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}
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}
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fprintf (debugfile, "]]\n");
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}
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if (node == 0)
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{
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memcpy (reboundstore, netbuffer, len);
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reboundpacket = len;
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return;
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}
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if (demoplayback)
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return;
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if (!netgame)
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I_Error ("Tried to transmit to another node");
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#if SIMULATEERRORS
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if (rand() < SIMULATEERRORS)
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{
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if (debugfile)
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fprintf (debugfile, "Drop!\n");
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return;
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}
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#endif
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doomcom.command = CMD_SEND;
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doomcom.remotenode = node;
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doomcom.datalength = len;
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#ifdef _DEBUG
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if (net_fakelatency / 2 > 0)
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{
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PacketStore store;
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store.message = doomcom;
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store.timer = I_GetTime() + ((net_fakelatency / 2) / (1000 / GameTicRate));
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OutBuffer.Push(store);
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}
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else
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I_NetCmd();
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for (unsigned int i = 0; i < OutBuffer.Size(); i++)
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{
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if (OutBuffer[i].timer <= I_GetTime())
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{
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doomcom = OutBuffer[i].message;
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I_NetCmd();
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OutBuffer.Delete(i);
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i = -1;
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}
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}
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#else
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I_NetCmd();
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#endif
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}
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|
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//
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// HGetPacket
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// Returns false if no packet is waiting
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//
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bool HGetPacket (void)
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{
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if (reboundpacket)
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{
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memcpy (netbuffer, reboundstore, reboundpacket);
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doomcom.remotenode = 0;
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reboundpacket = 0;
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return true;
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}
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|
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if (!netgame)
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return false;
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if (demoplayback)
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return false;
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|
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doomcom.command = CMD_GET;
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I_NetCmd ();
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#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;
|
|
|
|
int svel = 0;
|
|
int fvel = 0;
|
|
float avel = 0;
|
|
float horz = 0;
|
|
|
|
for (tic = 0; tic < ticdup; ++tic)
|
|
{
|
|
modp = (mod + tic) % LOCALCMDTICS;
|
|
svel += localcmds[modp].ucmd.svel;
|
|
fvel += localcmds[modp].ucmd.fvel;
|
|
avel += localcmds[modp].ucmd.avel;
|
|
horz += localcmds[modp].ucmd.horz;
|
|
}
|
|
|
|
svel /= ticdup;
|
|
fvel /= ticdup;
|
|
avel /= ticdup;
|
|
horz /= ticdup;
|
|
|
|
for (tic = 0; tic < ticdup; ++tic)
|
|
{
|
|
modp = (mod + tic) % LOCALCMDTICS;
|
|
localcmds[modp].ucmd.svel = svel;
|
|
localcmds[modp].ucmd.fvel = fvel;
|
|
localcmds[modp].ucmd.avel = avel;
|
|
localcmds[modp].ucmd.horz = horz;
|
|
}
|
|
|
|
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<<j)) && !(data->playersdetected[i] & (1<<j)))
|
|
{
|
|
netbuffer[1] = j;
|
|
stream = &netbuffer[9];
|
|
D_WriteUserInfoStrings (j, &stream, true);
|
|
HSendPacket (i, int(stream - netbuffer));
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// If we're the host, send the game info, too
|
|
if (myconnectindex == Net_Arbitrator)
|
|
{
|
|
netbuffer[0] = NCMD_SETUP+2;
|
|
netbuffer[1] = (uint8_t)doomcom.ticdup;
|
|
netbuffer[2] = NetMode;
|
|
stream = &netbuffer[3];
|
|
WriteString (startmap, &stream);
|
|
WriteLong (rngseed, &stream);
|
|
C_WriteCVars (&stream, CVAR_SERVERINFO, true);
|
|
|
|
SendSetup (data->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();
|
|
I_ResetInputTime();
|
|
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 <player>\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 <player>\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
|
|
}
|