mirror of
https://github.com/ZDoom/Raze.git
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e8451d3ddb
* Change it to a DRotator as that's what the game is expecting. Too many narrowings against DAngle objects needed. * Utilise object methods where possible. * Do all math against the object where possible, not its members.
2149 lines
47 KiB
C++
2149 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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if (!netgame)
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return false;
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if (demoplayback)
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return false;
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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;
|
|
|
|
DVector3 vel{};
|
|
DRotator ang{};
|
|
|
|
for (tic = 0; tic < ticdup; ++tic)
|
|
{
|
|
modp = (mod + tic) % LOCALCMDTICS;
|
|
vel += localcmds[modp].ucmd.vel;
|
|
ang += localcmds[modp].ucmd.ang;
|
|
}
|
|
|
|
vel /= ticdup;
|
|
ang /= ticdup;
|
|
|
|
for (tic = 0; tic < ticdup; ++tic)
|
|
{
|
|
modp = (mod + tic) % LOCALCMDTICS;
|
|
localcmds[modp].ucmd.vel = vel;
|
|
localcmds[modp].ucmd.ang = ang;
|
|
}
|
|
|
|
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();
|
|
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
|
|
}
|