Added list to keep trace of received PDATA packets so receiver won't interpret them several times
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@ -1,5 +1,9 @@
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D2X-Rebirth Changelog
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20090215
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--------
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main/network.c, main/noloss.c, main/noloss.h: Added list to keep trace of received PDATA packets so receiver won't interpret them several times
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20090209
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--------
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main/kconfig.c: Removed PH_SCALE on Keyboard readings as caps movement not in sync to FrameTime; Removed scaled Joystick reading as it's not necessary anymore
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@ -548,6 +548,8 @@ network_disconnect_player(int playernum)
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if (VerifyPlayerJoined==playernum)
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VerifyPlayerJoined=-1;
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noloss_update_pdata_got(playernum);
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// create_player_appearance_effect(&Objects[Players[playernum].objnum]);
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multi_make_player_ghost(playernum);
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@ -4229,7 +4231,8 @@ void network_read_pdata_packet(ubyte *data )
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TheirObjnum = Players[pd->playernum].objnum;
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if (pd->type == PID_PDATA_NOLOSS)
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noloss_send_ack(pd->numpackets, pd->playernum);
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if (noloss_validate_pdata(pd->numpackets, pd->playernum) == 0)
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return; // got that one already!
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if (TheirPlayernum < 0) {
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Int3(); // This packet is bogus!!
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@ -4388,7 +4391,8 @@ void network_read_pdata_short_packet(short_frame_info *pd )
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TheirObjnum = Players[new_pd.playernum].objnum;
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if (new_pd.type == PID_PDATA_NOLOSS)
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noloss_send_ack(new_pd.numpackets, new_pd.playernum);
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if (noloss_validate_pdata(new_pd.numpackets, new_pd.playernum) == 0)
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return; // got that one already!
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if (TheirPlayernum < 0) {
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Int3(); // This packet is bogus!!
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@ -11,6 +11,7 @@
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#include "noloss.h"
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struct pdata_noloss_store noloss_queue[NOLOSS_QUEUE_SIZE];
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struct pdata_recv noloss_pdata_got[MAX_PLAYERS];
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extern frame_info MySyncPack;
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extern int MaxXDataSize;
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extern int N_players;
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@ -31,6 +32,8 @@ void noloss_add_packet_to_queue(int urgent, int pkt_num, char *data, ushort data
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for (i = 0; i < NOLOSS_QUEUE_SIZE; i++)
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{
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int j;
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if (noloss_queue[i].used)
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continue;
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@ -38,8 +41,13 @@ void noloss_add_packet_to_queue(int urgent, int pkt_num, char *data, ushort data
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noloss_queue[i].pkt_initial_timestamp = GameTime;
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noloss_queue[i].pkt_timestamp = GameTime;
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noloss_queue[i].pkt_num = pkt_num;
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memset( &noloss_queue[i].player_ack, 0, sizeof(ubyte)*MAX_PLAYERS );
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noloss_queue[i].N_players = N_players;
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for (j = 0; j < MAX_PLAYERS; j++)
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{
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if (Players[j].connected)
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noloss_queue[i].player_ack[j] = 0;
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else
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noloss_queue[i].player_ack[j] = 1; // Player is not connected so set to positive in case he joins
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}
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memcpy( &noloss_queue[i].data[0], data, data_size );
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noloss_queue[i].data_size = data_size;
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@ -139,9 +147,12 @@ void noloss_send_queued_packet(int queue_index)
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// We have received a PDATA packet. Send ACK response to sender!
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// ACK packet needs to contain: packet num, sender player num, receiver player num
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// Call in network_process_packet() at case PID_PDATA
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void noloss_send_ack(int pkt_num, ubyte receiver_pnum)
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// Also check in our noloss_pdata_got list, if we got this packet already.
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// If yes, return 0 (not valid)! If not, add this pkt_num to our list and return 1 so the pdata packet will be processed!
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int noloss_validate_pdata(int pkt_num, ubyte receiver_pnum)
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{
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noloss_ack ack;
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int i;
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memset(&ack,0,sizeof(noloss_ack));
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@ -151,6 +162,17 @@ void noloss_send_ack(int pkt_num, ubyte receiver_pnum)
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ack.pkt_num = pkt_num;
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netdrv_send_packet_data( (ubyte *)&ack, sizeof(noloss_ack), NetPlayers.players[receiver_pnum].network.ipx.server, NetPlayers.players[receiver_pnum].network.ipx.node,Players[receiver_pnum].net_address );
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for (i = 0; i < NOLOSS_QUEUE_SIZE; i++)
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{
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if (pkt_num == noloss_pdata_got[receiver_pnum].pkt_num[i])
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return 0;
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}
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noloss_pdata_got[receiver_pnum].cur_slot++;
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if (noloss_pdata_got[receiver_pnum].cur_slot >= NOLOSS_QUEUE_SIZE)
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noloss_pdata_got[receiver_pnum].cur_slot=0;
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noloss_pdata_got[receiver_pnum].pkt_num[noloss_pdata_got[receiver_pnum].cur_slot] = pkt_num;
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return 1;
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}
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// We got an ACK by a player. Set this player slot to positive!
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@ -176,6 +198,14 @@ void noloss_got_ack(ubyte *data)
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void noloss_init_queue(void)
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{
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memset(&noloss_queue,0,sizeof(pdata_noloss_store)*NOLOSS_QUEUE_SIZE);
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memset(&noloss_pdata_got,-1,sizeof(pdata_recv)*MAX_PLAYERS);
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}
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// Reset the trace list for given player when disconnect happens
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void noloss_update_pdata_got(int player_num)
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{
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memset(&noloss_pdata_got[player_num].pkt_num,-1,sizeof(int)*NOLOSS_QUEUE_SIZE);
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noloss_pdata_got[player_num].cur_slot = -1;
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}
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// The main queue-process function.
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@ -192,22 +222,12 @@ void noloss_process_queue(void)
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if (!noloss_queue[i].used)
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continue;
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// If N_players differs (because of disconnet), we resend to all to make sure we we get the right ACK packets for the right players
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if (N_players != noloss_queue[i].N_players)
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// Check if at least one connected player has not ACK'd the packet
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for (j = 0; j < N_players; j++)
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{
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memset( noloss_queue[i].player_ack, 0, sizeof(ubyte)*8 );
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noloss_queue[i].N_players = N_players;
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resend = 1;
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}
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else
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{
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// Check if at least one connected player has not ACK'd the packet
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for (j = 0; j < N_players; j++)
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if (!noloss_queue[i].player_ack[j] && Players[j].connected && j != Player_num)
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{
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if (!noloss_queue[i].player_ack[j] && Players[j].connected && j != Player_num)
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{
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resend = 1;
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}
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resend = 1;
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}
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}
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@ -22,7 +22,6 @@ typedef struct pdata_noloss_store {
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fix pkt_timestamp; // Packet timestamp
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int pkt_num; // Packet number
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ubyte player_ack[MAX_PLAYERS]; // 0 if player has not ACK'd this packet, 1 if ACK'd or not connected
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int N_players; // Save N_players, too - so if a player disconnects we will resend to make sure all acks are related to the right players
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char data[NET_XDATA_SIZE]; // extra data of a packet - contains all multibuf data we don't want to loose
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ushort data_size;
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} __pack__ pdata_noloss_store;
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@ -35,8 +34,15 @@ typedef struct noloss_ack {
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int pkt_num;
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} __pack__ noloss_ack;
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// keeps track of PDATA packets we've already got
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typedef struct pdata_recv {
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int pkt_num[NOLOSS_QUEUE_SIZE];
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int cur_slot; // index we can use for a new pkt_num
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} __pack__ pdata_recv;
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void noloss_add_packet_to_queue(int urgent, int pkt_num, char *data, ushort data_size);
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void noloss_send_ack(int pkt_num, ubyte receiver_pnum);
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int noloss_validate_pdata(int pkt_num, ubyte receiver_pnum);
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void noloss_got_ack(ubyte *data);
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void noloss_init_queue(void);
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void noloss_update_pdata_got(int player_num);
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void noloss_process_queue(void);
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