raze/source/sw/src/sync.cpp

565 lines
13 KiB
C++

//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment
This file is part of Shadow Warrior version 1.2
Shadow Warrior 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, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------
#include "ns.h"
#include "build.h"
#include "keys.h"
#include "game.h"
#include "tags.h"
#include "names2.h"
#include "network.h"
#include "menus.h"
BEGIN_SW_NS
SWBOOL SyncPrintMode = TRUE;
short NumSyncBytes = 1;
char sync_first[MAXSYNCBYTES][60];
int sync_found = FALSE;
static int crctable[256];
#define updatecrc(dcrc,xz) (dcrc = (crctable[((dcrc)>>8)^((xz)&255)]^((dcrc)<<8)))
void initsynccrc(void)
{
int i, j, k, a;
for (j=0; j<256; j++) //Calculate CRC table
{
k = (j<<8); a = 0;
for (i=7; i>=0; i--)
{
if (((k^a)&0x8000) > 0)
a = ((a<<1)&65535) ^ 0x1021; //0x1021 = genpoly
else
a = ((a<<1)&65535);
k = ((k<<1)&65535);
}
crctable[j] = (a&65535);
}
}
#if SYNC_TEST
uint8_t
PlayerSync(void)
{
short i, j;
unsigned short crc = 0;
PLAYERp pp;
for (i = connecthead; i >= 0; i = connectpoint2[i])
{
pp = Player + i;
updatecrc(crc, pp->posx & 255);
updatecrc(crc, pp->posy & 255);
updatecrc(crc, pp->posz & 255);
updatecrc(crc, pp->pang & 255);
}
return (uint8_t) crc & 255;
}
uint8_t
PlayerSync2(void)
{
short i, j;
unsigned short crc = 0;
PLAYERp pp;
for (i = connecthead; i >= 0; i = connectpoint2[i])
{
pp = Player + i;
updatecrc(crc, pp->horiz & 255);
updatecrc(crc, User[pp->PlayerSprite]->Health & 255);
updatecrc(crc, pp->bcnt & 255);
}
return (uint8_t) crc & 255;
}
uint8_t
SOSync(void)
{
unsigned short crc = 0;
SECTOR_OBJECTp sop;
for (sop = SectorObject; sop < &SectorObject[MAX_SECTOR_OBJECTS]; sop++)
{
// if (sop->xmid == INT32_MAX)
// continue;
updatecrc(crc, (sop->xmid) & 255);
updatecrc(crc, (sop->ymid) & 255);
updatecrc(crc, (sop->zmid) & 255);
updatecrc(crc, (sop->vel) & 255);
updatecrc(crc, (sop->ang) & 255);
updatecrc(crc, (sop->ang_moving) & 255);
updatecrc(crc, (sop->spin_ang) & 255);
}
return (uint8_t) crc & 255;
}
uint8_t
EnemySync(void)
{
unsigned short crc = 0;
short j, nextj;
SPRITEp spr;
extern char DemoTmpName[];
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], j, nextj)
{
spr = &sprite[j];
updatecrc(crc, (spr->x) & 255);
updatecrc(crc, (spr->y) & 255);
updatecrc(crc, (spr->z) & 255);
updatecrc(crc, (spr->ang) & 255);
}
#if 0
//DSPRINTF(ds, "Demo Tmp Name %s", DemoTmpName);
MONO_PRINT(ds);
{
if (Once < 1 && DemoTmpName[0] != '\0')
{
FILE *fout;
Once++;
fout = fopen(DemoTmpName, "wb");
//DSPRINTF(ds, "Demo Tmp Name %s", DemoTmpName);
MONO_PRINT(ds);
TRAVERSE_SPRITE_STAT(headspritestat[STAT_ENEMY], j, nextj)
{
spr = &sprite[j];
fprintf(fout, "num %d, spr->x %d, spr->y %d, spr->z %d, spr->ang %d, spr->picnum %d\n", j, spr->x, spr->y, spr->z, spr->ang, spr->picnum);
}
fclose(fout);
}
}
#endif
return (uint8_t) crc & 255;
}
uint8_t
MissileSync(void)
{
unsigned short crc = 0;
short j, nextj;
SPRITEp spr;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISSILE], j, nextj)
{
spr = &sprite[j];
updatecrc(crc, (spr->x) & 255);
updatecrc(crc, (spr->y) & 255);
updatecrc(crc, (spr->z) & 255);
updatecrc(crc, (spr->ang) & 255);
}
return (uint8_t) crc & 255;
}
uint8_t
MissileSkip4Sync(void)
{
unsigned short crc = 0;
short j, nextj;
SPRITEp spr;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISSILE_SKIP4], j, nextj)
{
spr = &sprite[j];
updatecrc(crc, (spr->x) & 255);
updatecrc(crc, (spr->y) & 255);
updatecrc(crc, (spr->z) & 255);
updatecrc(crc, (spr->ang) & 255);
}
return (uint8_t) crc & 255;
}
uint8_t
ShrapSync(void)
{
unsigned short crc = 0;
short j, nextj;
SPRITEp spr;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_SHRAP], j, nextj)
{
spr = &sprite[j];
updatecrc(crc, (spr->x) & 255);
updatecrc(crc, (spr->y) & 255);
updatecrc(crc, (spr->z) & 255);
updatecrc(crc, (spr->ang) & 255);
}
return (uint8_t) crc & 255;
}
uint8_t
MiscSync(void)
{
unsigned short crc = 0;
short j, nextj;
SPRITEp spr;
TRAVERSE_SPRITE_STAT(headspritestat[STAT_MISC], j, nextj)
{
spr = &sprite[j];
updatecrc(crc, (spr->x) & 255);
updatecrc(crc, (spr->y) & 255);
updatecrc(crc, (spr->z) & 255);
updatecrc(crc, (spr->ang) & 255);
}
return (uint8_t) crc & 255;
}
uint8_t
RandomSync(void)
{
unsigned short crc = 0;
updatecrc(crc, randomseed & 255);
updatecrc(crc, (randomseed >> 8) & 255);
if (NumSyncBytes == 1)
{
updatecrc(crc,PlayerSync() & 255);
updatecrc(crc,PlayerSync2() & 255);
updatecrc(crc,MissileSync() & 255);
}
return (uint8_t) crc & 255;
}
/*
#define STAT_SKIP2_START 2
#define STAT_ENEMY 2
#define STAT_DEAD_ACTOR 3 //misc actor stuff - dead guys etc
#define STAT_MISSILE 4
#define STAT_SKIP2_END 4
#define STAT_SKIP4_START 5
#define STAT_ITEM 5
#define STAT_SKIP4 6
#define STAT_MISSILE_SKIP4 7
#define STAT_ENEMY_SKIP4 8
#define STAT_SKIP4_END 8
*/
const char *SyncNames[] =
{
"RandomSync",
"PlayerSync",
"PlayerSync2",
"SOSync",
"EnemySync",
"MissileSync",
"ShrapSync",
"MiscSync",
"MissileSkip4Sync",
NULL
};
static uint8_t(*SyncFunc[MAXSYNCBYTES + 1]) (void) =
{
RandomSync,
PlayerSync,
PlayerSync2,
SOSync,
EnemySync,
MissileSync,
ShrapSync,
MiscSync,
MissileSkip4Sync,
NULL
};
void
getsyncstat(void)
{
int i;
PLAYERp pp = Player + myconnectindex;
unsigned int val;
static unsigned int count;
extern int syncvaltail, syncvaltottail;
if (!CommEnabled)
return;
if (numplayers < 2)
return;
for (i = 0; SyncFunc[i]; i++)
{
pp->syncval[pp->syncvalhead & (SYNCFIFOSIZ - 1)][i] = (*SyncFunc[i])();
}
val = pp->syncval[pp->syncvalhead & (SYNCFIFOSIZ - 1)][0];
count += val;
pp->syncvalhead++;
}
////////////////////////////////////////////////////////////////////////
//
// Sync Message print
//
////////////////////////////////////////////////////////////////////////
void
SyncStatMessage(void)
{
int i, j, count = 0;
static unsigned int MoveCount = 0;
extern unsigned int MoveThingsCount;
if (!CommEnabled)
return;
if (!SyncPrintMode)
return;
if (numplayers <= 1)
return;
for (i = 0; i < NumSyncBytes; i++)
{
// syncstat is NON 0 - out of sync
if (syncstat[i] != 0)
{
if (NumSyncBytes > 1)
{
Printf(PRINT_NOTIFY, "GAME OUT OF SYNC - %s", SyncNames[i]);
}
if (!sync_found && sync_first[i][0] == '\0')
{
// sync_found one so test all of them and then never test again
sync_found = TRUE;
// save off loop count
MoveCount = MoveThingsCount;
for (j = 0; j < NumSyncBytes; j++)
{
if (syncstat[j] != 0 && sync_first[j][0] == '\0')
{
sprintf(ds, "OUT OF SYNC - %s", SyncNames[j]);
strcpy(sync_first[j], ds);
}
}
}
}
}
// print out the sync_first message you got
for (i = 0; i < NumSyncBytes; i++)
{
if (sync_first[i][0] != '\0')
{
if (NumSyncBytes > 1)
{
Printf(PRINT_NOTIFY, "FIRST %s\n", sync_first[i]);
Printf(PRINT_NOTIFY, "MoveCount %u\n",MoveCount);
}
else
{
short w,h;
// production out of sync error
sprintf(ds,"GAME OUT OF SYNC!");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 20, ds, 0, 19);
sprintf(ds,"Restart the game.");
MNU_MeasureString(ds, &w, &h);
MNU_DrawString(TEXT_TEST_COL(w), 30, ds, 0, 19);
}
}
}
if (syncstate != 0)
Printf(PRINT_NOTIFY, "Missed Network packet!", 0);
}
void
GetSyncInfoFromPacket(uint8_t *packbuf, int packbufleng, int *j, int otherconnectindex)
{
int sb, i;
extern int syncvaltail, syncvaltottail;
PLAYERp ppo = &Player[otherconnectindex];
SWBOOL found = FALSE;
// have had problems with this routine crashing when players quit
// games.
// if ready2send is not set then don't try to get sync info
if (!ready2send)
return;
// Suspect that its trying to traverse the connect list
// for a player that does not exist. This tries to take care of that
TRAVERSE_CONNECT(i)
{
if (otherconnectindex == i)
found = TRUE;
}
if (!found)
return;
// sync testing
//while ((*j) != packbufleng) // changed this on Kens suggestion
while ((*j) < packbufleng)
{
for (sb = 0; sb < NumSyncBytes; sb++)
{
ppo->syncval[ppo->syncvalhead & (SYNCFIFOSIZ - 1)][sb] = packbuf[(*j)++];
}
ppo->syncvalhead++;
}
// update syncstat
// if any of the syncstat vars is non-0 then there is a problem
TRAVERSE_CONNECT(i)
{
if (Player[i].syncvalhead == syncvaltottail)
return;
}
//for (sb = 0; sb < NumSyncBytes; sb++)
// syncstat[sb] = 0;
while (TRUE)
{
for (i = connectpoint2[connecthead]; i >= 0; i = connectpoint2[i])
{
for (sb = 0; sb < NumSyncBytes; sb++)
{
if (Player[i].syncval[syncvaltottail & (SYNCFIFOSIZ - 1)][sb] != Player[connecthead].syncval[syncvaltottail & (SYNCFIFOSIZ - 1)][sb])
{
syncstat[sb] = 1;
}
}
}
syncvaltottail++;
TRAVERSE_CONNECT(i)
{
if (Player[i].syncvalhead == syncvaltottail)
return;
}
}
}
////////////////////////////////////////////////////////////////////////
//
// Demo Sync recording and testing
//
////////////////////////////////////////////////////////////////////////
extern FILE *DemoSyncFile;
void
demosync_record(void)
{
int i;
uint8_t sync_val;
for (i = 0; SyncFunc[i]; i++)
{
sync_val = (*SyncFunc[i])();
fwrite(&sync_val, sizeof(sync_val), 1, DemoSyncFile);
}
}
void
demosync_test(int cnt)
{
int i;
uint8_t sync_val;
for (i = 0; SyncFunc[i]; i++)
{
fread(&sync_val, sizeof(sync_val), 1, DemoSyncFile);
if (sync_val != (*SyncFunc[i])())
{
TerminateLevel();
I_Error("Demo out of sync - Sync Byte Number %d - Iteration %d.", i, cnt);
}
}
}
/*
getsyncbyte()
{
int i, j;
char ch;
SPRITEp spr;
PLAYERp pp;
USERp u;
ch = (char) (randomseed & 255);
for (i = connecthead; i >= 0; i = connectpoint2[i])
{
pp = Player + i;
u = User[pp->SpriteP - sprite];
ch ^= (pp->posx ^ pp->posy ^ pp->posz ^ pp->pang ^ pp->horiz ^ u->Health);
}
for (j = headspritestat[STAT_ENEMY]; j >= 0; j = nextspritestat[j])
{
spr = &sprite[j];
ch ^= spr->x ^ spr->y ^ spr->z ^ spr->ang;
}
return (ch);
}
*/
#endif
END_SW_NS