Added list to keep trace of received PDATA packets so receiver won't interpret them several times

This commit is contained in:
zicodxx 2009-02-15 19:03:57 +00:00
parent 1ec572c7d1
commit 80084bb032
4 changed files with 55 additions and 21 deletions

View file

@ -1,5 +1,9 @@
D2X-Rebirth Changelog
20090215
--------
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
20090209
--------
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)
if (VerifyPlayerJoined==playernum)
VerifyPlayerJoined=-1;
noloss_update_pdata_got(playernum);
// create_player_appearance_effect(&Objects[Players[playernum].objnum]);
multi_make_player_ghost(playernum);
@ -4229,7 +4231,8 @@ void network_read_pdata_packet(ubyte *data )
TheirObjnum = Players[pd->playernum].objnum;
if (pd->type == PID_PDATA_NOLOSS)
noloss_send_ack(pd->numpackets, pd->playernum);
if (noloss_validate_pdata(pd->numpackets, pd->playernum) == 0)
return; // got that one already!
if (TheirPlayernum < 0) {
Int3(); // This packet is bogus!!
@ -4388,7 +4391,8 @@ void network_read_pdata_short_packet(short_frame_info *pd )
TheirObjnum = Players[new_pd.playernum].objnum;
if (new_pd.type == PID_PDATA_NOLOSS)
noloss_send_ack(new_pd.numpackets, new_pd.playernum);
if (noloss_validate_pdata(new_pd.numpackets, new_pd.playernum) == 0)
return; // got that one already!
if (TheirPlayernum < 0) {
Int3(); // This packet is bogus!!

View file

@ -11,6 +11,7 @@
#include "noloss.h"
struct pdata_noloss_store noloss_queue[NOLOSS_QUEUE_SIZE];
struct pdata_recv noloss_pdata_got[MAX_PLAYERS];
extern frame_info MySyncPack;
extern int MaxXDataSize;
extern int N_players;
@ -31,6 +32,8 @@ void noloss_add_packet_to_queue(int urgent, int pkt_num, char *data, ushort data
for (i = 0; i < NOLOSS_QUEUE_SIZE; i++)
{
int j;
if (noloss_queue[i].used)
continue;
@ -38,8 +41,13 @@ void noloss_add_packet_to_queue(int urgent, int pkt_num, char *data, ushort data
noloss_queue[i].pkt_initial_timestamp = GameTime;
noloss_queue[i].pkt_timestamp = GameTime;
noloss_queue[i].pkt_num = pkt_num;
memset( &noloss_queue[i].player_ack, 0, sizeof(ubyte)*MAX_PLAYERS );
noloss_queue[i].N_players = N_players;
for (j = 0; j < MAX_PLAYERS; j++)
{
if (Players[j].connected)
noloss_queue[i].player_ack[j] = 0;
else
noloss_queue[i].player_ack[j] = 1; // Player is not connected so set to positive in case he joins
}
memcpy( &noloss_queue[i].data[0], data, data_size );
noloss_queue[i].data_size = data_size;
@ -139,9 +147,12 @@ void noloss_send_queued_packet(int queue_index)
// We have received a PDATA packet. Send ACK response to sender!
// ACK packet needs to contain: packet num, sender player num, receiver player num
// Call in network_process_packet() at case PID_PDATA
void noloss_send_ack(int pkt_num, ubyte receiver_pnum)
// Also check in our noloss_pdata_got list, if we got this packet already.
// 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!
int noloss_validate_pdata(int pkt_num, ubyte receiver_pnum)
{
noloss_ack ack;
int i;
memset(&ack,0,sizeof(noloss_ack));
@ -151,6 +162,17 @@ void noloss_send_ack(int pkt_num, ubyte receiver_pnum)
ack.pkt_num = pkt_num;
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 );
for (i = 0; i < NOLOSS_QUEUE_SIZE; i++)
{
if (pkt_num == noloss_pdata_got[receiver_pnum].pkt_num[i])
return 0;
}
noloss_pdata_got[receiver_pnum].cur_slot++;
if (noloss_pdata_got[receiver_pnum].cur_slot >= NOLOSS_QUEUE_SIZE)
noloss_pdata_got[receiver_pnum].cur_slot=0;
noloss_pdata_got[receiver_pnum].pkt_num[noloss_pdata_got[receiver_pnum].cur_slot] = pkt_num;
return 1;
}
// We got an ACK by a player. Set this player slot to positive!
@ -176,6 +198,14 @@ void noloss_got_ack(ubyte *data)
void noloss_init_queue(void)
{
memset(&noloss_queue,0,sizeof(pdata_noloss_store)*NOLOSS_QUEUE_SIZE);
memset(&noloss_pdata_got,-1,sizeof(pdata_recv)*MAX_PLAYERS);
}
// Reset the trace list for given player when disconnect happens
void noloss_update_pdata_got(int player_num)
{
memset(&noloss_pdata_got[player_num].pkt_num,-1,sizeof(int)*NOLOSS_QUEUE_SIZE);
noloss_pdata_got[player_num].cur_slot = -1;
}
// The main queue-process function.
@ -192,15 +222,6 @@ void noloss_process_queue(void)
if (!noloss_queue[i].used)
continue;
// 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
if (N_players != noloss_queue[i].N_players)
{
memset( noloss_queue[i].player_ack, 0, sizeof(ubyte)*8 );
noloss_queue[i].N_players = N_players;
resend = 1;
}
else
{
// Check if at least one connected player has not ACK'd the packet
for (j = 0; j < N_players; j++)
{
@ -209,7 +230,6 @@ void noloss_process_queue(void)
resend = 1;
}
}
}
// Check if we can remove a packet...
if (!resend ||

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@ -22,7 +22,6 @@ typedef struct pdata_noloss_store {
fix pkt_timestamp; // Packet timestamp
int pkt_num; // Packet number
ubyte player_ack[MAX_PLAYERS]; // 0 if player has not ACK'd this packet, 1 if ACK'd or not connected
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
char data[NET_XDATA_SIZE]; // extra data of a packet - contains all multibuf data we don't want to loose
ushort data_size;
} __pack__ pdata_noloss_store;
@ -35,8 +34,15 @@ typedef struct noloss_ack {
int pkt_num;
} __pack__ noloss_ack;
// keeps track of PDATA packets we've already got
typedef struct pdata_recv {
int pkt_num[NOLOSS_QUEUE_SIZE];
int cur_slot; // index we can use for a new pkt_num
} __pack__ pdata_recv;
void noloss_add_packet_to_queue(int urgent, int pkt_num, char *data, ushort data_size);
void noloss_send_ack(int pkt_num, ubyte receiver_pnum);
int noloss_validate_pdata(int pkt_num, ubyte receiver_pnum);
void noloss_got_ack(ubyte *data);
void noloss_init_queue(void);
void noloss_update_pdata_got(int player_num);
void noloss_process_queue(void);