/* * * Routines for managing UDP-protocol network play. * */ #ifdef HAVE_CONFIG_H #include #endif #define PATCH12 #include #include #include #include "pstypes.h" #include "window.h" #include "strutil.h" #include "args.h" #include "timer.h" #include "newmenu.h" #include "key.h" #include "gauges.h" #include "object.h" #include "error.h" #include "laser.h" #include "gamesave.h" #include "gamemine.h" #include "player.h" #include "gameseq.h" #include "fireball.h" #include "net_udp.h" #include "game.h" #include "multi.h" #include "endlevel.h" #include "palette.h" #include "cntrlcen.h" #include "powerup.h" #include "menu.h" #include "sounds.h" #include "text.h" #include "kmatrix.h" #include "newdemo.h" #include "multibot.h" #include "wall.h" #include "bm.h" #include "effects.h" #include "physics.h" #include "switch.h" #include "automap.h" #include "byteswap.h" #include "playsave.h" #include "cfile.h" #include "gamefont.h" #include "rbaudio.h" #include "config.h" // Prototypes void net_udp_init(); void net_udp_request_game_info(struct _sockaddr game_addr, int lite); void net_udp_listen(); int net_udp_show_game_info(); int net_udp_do_join_game(); int net_udp_can_join_netgame(netgame_info *game); void net_udp_flush(); void net_udp_update_netgame(void); void net_udp_send_objects(void); void net_udp_send_rejoin_sync(int player_num); void net_udp_send_game_info(struct _sockaddr sender_addr, ubyte info_upid); void net_udp_send_netgame_update(); void net_udp_do_refuse_stuff (UDP_sequence_packet *their); void net_udp_read_sync_packet( ubyte * data, int data_len, struct _sockaddr sender_addr ); void net_udp_read_object_packet( ubyte *data ); void net_udp_ping_frame(fix time); void net_udp_process_ping(ubyte *data, int data_len, struct _sockaddr sender_addr); void net_udp_process_pong(ubyte *data, int data_len, struct _sockaddr sender_addr); void net_udp_read_endlevel_packet( ubyte *data, int data_len, struct _sockaddr sender_addr ); void net_udp_send_mdata_direct(ubyte *data, int data_len, int pnum, int priority); void net_udp_send_mdata(int priority, fix time); void net_udp_process_mdata (ubyte *data, int data_len, struct _sockaddr sender_addr, int priority); void net_udp_send_pdata(); void net_udp_process_pdata ( ubyte *data, int data_len, struct _sockaddr sender_addr ); void net_udp_read_pdata_short_packet(UDP_frame_info *pd); void net_udp_timeout_check(fix time); void net_udp_timeout_player(int playernum); int net_udp_get_new_player_num (UDP_sequence_packet *their); void net_udp_noloss_add_queue_pkt(uint32_t pkt_num, fix time, ubyte *data, ushort data_size, ubyte pnum, ubyte player_ack[MAX_PLAYERS]); int net_udp_noloss_validate_mdata(uint32_t pkt_num, ubyte sender_pnum, struct _sockaddr sender_addr); void net_udp_noloss_got_ack(ubyte *data, int data_len); void net_udp_noloss_init_mdata_queue(void); void net_udp_noloss_clear_mdata_got(ubyte player_num); void net_udp_noloss_process_queue(fix time); void net_udp_check_for_old_version (char pnum); void net_udp_count_powerups_in_mine(void); void net_udp_send_extras (); extern void multi_reset_object_texture(object *objp); extern void multi_send_stolen_items (); extern void multi_send_kill_goal_counts(); extern void multi_send_powerup_update (); extern void multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag); extern void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state); extern void multi_send_light_specific (int pnum,int segnum,ubyte val); extern void multi_send_trigger_specific (char pnum,char trig); extern void game_disable_cheats(); // Variables UDP_mdata_info UDP_MData; UDP_sequence_packet UDP_Seq; UDP_mdata_store UDP_mdata_queue[UDP_MDATA_STOR_QUEUE_SIZE]; UDP_mdata_recv UDP_mdata_got[MAX_PLAYERS]; UDP_sequence_packet UDP_sync_player; // For rejoin object syncing UDP_netgame_info_lite Active_udp_games[UDP_MAX_NETGAMES]; int num_active_udp_games = 0; int num_active_udp_changed = 0; static int UDP_Socket[2] = { -1, -1 }; static char UDP_MyPort[6] = ""; struct _sockaddr GBcast; // global Broadcast address clients and hosts will use for lite_info exchange over LAN extern obj_position Player_init[MAX_PLAYERS]; extern ubyte Version_major,Version_minor; extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES]; extern char PowerupsInMine[MAX_POWERUP_TYPES]; extern int Final_boss_is_dead; extern vms_vector MarkerPoint[]; /* General UDP functions - START */ // Resolve address int udp_dns_filladdr(char *host, int port, struct _sockaddr *sAddr) { struct hostent *he; #ifdef IPv6 int socktype=AF_INET6; he = gethostbyname2 (host,socktype); if (!he) { socktype=AF_INET; he = gethostbyname2 (host,socktype); } if (!he) { con_printf(CON_URGENT,"udp_dns_filladdr (gethostbyname) failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not resolve address"); return -1; } ((struct _sockaddr *) sAddr)->sin6_family = socktype; // host byte order ((struct _sockaddr *) sAddr)->sin6_port = htons (port); // short, network byte order ((struct _sockaddr *) sAddr)->sin6_flowinfo = 0; ((struct _sockaddr *) sAddr)->sin6_addr = *((struct in6_addr *) he->h_addr); ((struct _sockaddr *) sAddr)->sin6_scope_id = 0; #else if ((he = gethostbyname (host)) == NULL) // get the host info { con_printf(CON_URGENT,"udp_dns_filladdr (gethostbyname) failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not resolve address"); return -1; } ((struct _sockaddr *) sAddr)->sin_family = _af; // host byte order ((struct _sockaddr *) sAddr)->sin_port = htons (port); // short, network byte order ((struct _sockaddr *) sAddr)->sin_addr = *((struct in_addr *) he->h_addr); memset (&(((struct _sockaddr *) sAddr)->sin_zero), '\0', 8); // zero the rest of the struct #endif return 0; } // Closes an existing udp socket void udp_close_socket(int socknum) { if (UDP_Socket[socknum] != -1) { #ifdef _WIN32 closesocket(UDP_Socket[socknum]); #else close (UDP_Socket[socknum]); #endif } UDP_Socket[socknum] = -1; } // Open socket int udp_open_socket(int socknum, int port) { int bcast = 1; // close stale socket if( UDP_Socket[socknum] != -1 ) udp_close_socket(socknum); { #ifdef _WIN32 struct _sockaddr sAddr; // my address information int reuse_on = -1; memset( &sAddr, '\0', sizeof( sAddr ) ); if ((UDP_Socket[socknum] = socket (_af, SOCK_DGRAM, 0)) == -1) { con_printf(CON_URGENT,"udp_open_socket: socket creation failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not create socket"); return -1; } // this is pretty annoying in win32. Not doing that will lead to // "Could not bind name to socket" errors. It may be suitable for other // socket implementations, too (void)setsockopt( UDP_Socket[socknum], SOL_SOCKET, SO_REUSEADDR, (const char *) &reuse_on, sizeof( reuse_on )); #ifdef IPv6 sAddr.sin6_family = _pf; // host byte order sAddr.sin6_port = htons (port); // short, network byte order sAddr.sin6_flowinfo = 0; sAddr.sin6_addr = in6addr_any; // automatically fill with my IP sAddr.sin6_scope_id = 0; #else sAddr.sin_family = _pf; // host byte order sAddr.sin_port = htons (port); // short, network byte order sAddr.sin_addr.s_addr = INADDR_ANY; // automatically fill with my IP #endif memset (&(sAddr.sin_zero), '\0', 8); // zero the rest of the struct if (bind (UDP_Socket[socknum], (struct sockaddr *) &sAddr, sizeof (struct sockaddr)) == -1) { con_printf(CON_URGENT,"udp_open_socket: bind name to socket failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not bind name to socket"); udp_close_socket(socknum); return -1; } #else struct addrinfo hints,*res,*sres; int err,ai_family_; char cport[6]; memset (&hints, '\0', sizeof (struct addrinfo)); memset(cport,'\0',sizeof(char)*6); hints.ai_flags = AI_PASSIVE; hints.ai_family = _pf; hints.ai_socktype = SOCK_DGRAM; ai_family_ = 0; sprintf(cport,"%i",port); if ((err = getaddrinfo (NULL, cport, &hints, &res)) == 0) { sres = res; while ((ai_family_ == 0) && (sres)) { if (sres->ai_family == _pf || _pf == PF_UNSPEC) ai_family_ = sres->ai_family; else sres = sres->ai_next; } if (sres == NULL) sres = res; ai_family_ = sres->ai_family; if (ai_family_ != _pf && _pf != PF_UNSPEC) { // ai_family is not identic freeaddrinfo (res); return -1; } if ((UDP_Socket[socknum] = socket (sres->ai_family, SOCK_DGRAM, 0)) < 0) { con_printf(CON_URGENT,"udp_open_socket: socket creation failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not create socket"); freeaddrinfo (res); return -1; } if ((err = bind (UDP_Socket[socknum], sres->ai_addr, sres->ai_addrlen)) < 0) { con_printf(CON_URGENT,"udp_open_socket: bind name to socket failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not bind name to socket"); udp_close_socket(socknum); freeaddrinfo (res); return -1; } freeaddrinfo (res); } else { UDP_Socket[socknum] = -1; con_printf(CON_URGENT,"udp_open_socket (getaddrinfo):%s\n", gai_strerror (err)); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not get address information:\n%s",gai_strerror (err)); } #endif setsockopt( UDP_Socket[socknum], SOL_SOCKET, SO_BROADCAST, &bcast, sizeof(bcast) ); return 0; } } int udp_general_packet_ready(int socknum) { fd_set set; struct timeval tv; FD_ZERO(&set); FD_SET(UDP_Socket[socknum], &set); tv.tv_sec = tv.tv_usec = 0; if (select(UDP_Socket[socknum] + 1, &set, NULL, NULL, &tv) > 0) return 1; else return 0; } // Gets some text. Returns 0 if nothing on there. int udp_receive_packet(int socknum, ubyte *text, int len, struct _sockaddr *sender_addr) { unsigned int clen = sizeof (struct _sockaddr), msglen = 0; if (UDP_Socket[socknum] == -1) return -1; if (udp_general_packet_ready(socknum)) { msglen = recvfrom (UDP_Socket[socknum], text, len, 0, (struct sockaddr *)sender_addr, &clen); if (msglen < 0) return 0; if ((msglen >= 0) && (msglen < len)) text[msglen] = 0; } return msglen; } /* General UDP functions - END */ typedef struct direct_join { struct _sockaddr host_addr; int connecting; fix start_time, last_time; char addrbuf[128]; char portbuf[6]; } direct_join; // Connect to a game host and get full info. Eventually we join! int net_udp_game_connect(direct_join *dj) { fix time = 0; // Get full game info so we can show it. time = timer_get_fixed_seconds(); // Timeout after 10 seconds if (timer_get_fixed_seconds() >= dj->start_time + (F1_0*10) || timer_get_fixed_seconds() < dj->start_time) { nm_messagebox(TXT_ERROR,1,TXT_OK,"No response by host.\n\nPossible reasons:\n* No game on this IP (anymore)\n* Port of Host not open\n or different\n* Host uses a game version\n I do not understand"); dj->connecting = 0; return 0; } if (Netgame.protocol.udp.valid == -1) { nm_messagebox(TXT_ERROR,1,TXT_OK,"Version mismatch! Cannot join Game.\nHost game version: %i.%i.%i\nYour game version: %s",Netgame.protocol.udp.program_iver[0],Netgame.protocol.udp.program_iver[1],Netgame.protocol.udp.program_iver[2],VERSION); dj->connecting = 0; return 0; } if (time >= dj->last_time + F1_0) { net_udp_request_game_info(dj->host_addr, 0); dj->last_time = time; } timer_delay2(5); net_udp_listen(); if (Netgame.protocol.udp.valid != 1) return 0; // still trying to connect if (dj->connecting == 1) { if (!net_udp_show_game_info()) // show info menu and check if we join { dj->connecting = 0; return 0; } else { // Get full game info again as it could have changed since we entered the info menu. dj->connecting = 2; Netgame.protocol.udp.valid = 0; dj->start_time = timer_get_fixed_seconds(); return 0; } } dj->connecting = 0; return net_udp_do_join_game(); } static char *connecting_txt = "Connecting..."; static char *blank = ""; static int manual_join_game_handler(newmenu *menu, d_event *event, direct_join *dj) { newmenu_item *items = newmenu_get_items(menu); switch (event->type) { case EVENT_KEY_COMMAND: if (dj->connecting && ((d_event_keycommand *)event)->keycode == KEY_ESC) { dj->connecting = 0; items[6].text = blank; return 1; } break; case EVENT_IDLE: if (dj->connecting) { if (net_udp_game_connect(dj)) return -2; // Success! else if (!dj->connecting) items[6].text = blank; } break; case EVENT_NEWMENU_SELECTED: { int sockres = -1; if ((atoi(UDP_MyPort)) < 0 ||(atoi(UDP_MyPort)) > 65535) { snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT); nm_messagebox(TXT_ERROR, 1, TXT_OK, "Illegal port"); return 1; } sockres = udp_open_socket(0, atoi(UDP_MyPort)); if (sockres != 0) { return 1; } // Resolve address if (udp_dns_filladdr(dj->addrbuf, atoi(dj->portbuf), &dj->host_addr) < 0) { return 1; } else { N_players = 0; change_playernum_to(1); dj->start_time = timer_get_fixed_seconds(); dj->last_time = 0; memcpy((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&dj->host_addr, sizeof(struct _sockaddr)); dj->connecting = 1; items[6].text = connecting_txt; return 1; } break; } case EVENT_WINDOW_CLOSE: d_free(dj); break; default: break; } return 0; } void net_udp_manual_join_game() { direct_join *dj; newmenu_item m[7]; int nitems = 0; MALLOC(dj, direct_join, 1); if (!dj) return; dj->connecting = 0; dj->addrbuf[0] = '\0'; dj->portbuf[0] = '\0'; net_udp_init(); memset(&dj->addrbuf,'\0', sizeof(char)*128); snprintf(dj->addrbuf, sizeof(char)*(strlen(GameArg.MplUdpHostAddr)+1), "%s", GameArg.MplUdpHostAddr); if (GameArg.MplUdpHostPort != 0) snprintf(dj->portbuf, sizeof(dj->portbuf), "%d", GameArg.MplUdpHostPort); else snprintf(dj->portbuf, sizeof(dj->portbuf), "%d", UDP_PORT_DEFAULT); if (GameArg.MplUdpMyPort != 0) snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", GameArg.MplUdpMyPort); else snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT); nitems = 0; m[nitems].type = NM_TYPE_TEXT; m[nitems].text="GAME ADDRESS OR HOSTNAME:"; nitems++; m[nitems].type = NM_TYPE_INPUT; m[nitems].text=dj->addrbuf; m[nitems].text_len=128; nitems++; m[nitems].type = NM_TYPE_TEXT; m[nitems].text="GAME PORT:"; nitems++; m[nitems].type = NM_TYPE_INPUT; m[nitems].text=dj->portbuf; m[nitems].text_len=5; nitems++; m[nitems].type = NM_TYPE_TEXT; m[nitems].text="MY PORT:"; nitems++; m[nitems].type = NM_TYPE_INPUT; m[nitems].text=UDP_MyPort; m[nitems].text_len=5; nitems++; m[nitems].type = NM_TYPE_TEXT; m[nitems].text=blank; nitems++; // for connecting_txt newmenu_do1( NULL, "ENTER GAME ADDRESS", nitems, m, (int (*)(newmenu *, d_event *, void *))manual_join_game_handler, dj, 0 ); } static int NLPage = 0; int net_udp_list_join_poll( newmenu *menu, d_event *event, void *menu_text ) { // Polling loop for Join Game menu int i, newpage = 0; newmenu_item *menus = newmenu_get_items(menu); int citem = newmenu_get_citem(menu); switch (event->type) { case EVENT_WINDOW_ACTIVATED: { memset(Active_udp_games, 0, sizeof(UDP_netgame_info_lite)*UDP_MAX_NETGAMES); num_active_udp_changed = 1; num_active_udp_games = 0; net_udp_request_game_info(GBcast, 1); break; } case EVENT_KEY_COMMAND: { int key = ((d_event_keycommand *)event)->keycode; if (key == KEY_PAGEUP) { NLPage--; newpage++; if (NLPage < 0) NLPage = UDP_NETGAMES_PAGES-1; } if (key == KEY_PAGEDOWN) { NLPage++; newpage++; if (NLPage >= UDP_NETGAMES_PAGES) NLPage = 0; } if (key == KEY_F5) { memset(Active_udp_games, 0, sizeof(UDP_netgame_info_lite)*UDP_MAX_NETGAMES); num_active_udp_changed = 1; num_active_udp_games = 0; net_udp_request_game_info(GBcast, 1); } break; } case EVENT_NEWMENU_SELECTED: { if (((citem+(NLPage*UDP_NETGAMES_PPAGE)) >= 2) && (((citem+(NLPage*UDP_NETGAMES_PPAGE))-2) <= num_active_udp_games)) { direct_join dj; memset(&dj,0,sizeof(direct_join)); memcpy(&dj.host_addr, (struct _sockaddr *)&Active_udp_games[(citem+(NLPage*UDP_NETGAMES_PPAGE))-2].game_addr, sizeof(struct _sockaddr)); dj.start_time = timer_get_fixed_seconds(); dj.last_time = 0; dj.connecting = 0; // Choice has been made and looks legit net_udp_game_connect(&dj); return 1; } break; } case EVENT_WINDOW_CLOSE: d_free(menu_text); d_free(menus); if (!Game_wind) Network_status = NETSTAT_MENU; // they cancelled break; default: break; } net_udp_listen(); if (!num_active_udp_changed && !newpage) return 0; num_active_udp_changed = 0; // Copy the active games data into the menu options for (i = 0; i < UDP_NETGAMES_PPAGE; i++) { int game_status = Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_status; int j,x, k,tx,ty,ta,nplayers = 0; char levelname[8],MissName[25],GameName[25],thold[2],status[8]; thold[1]=0; if ((i+(NLPage*UDP_NETGAMES_PPAGE)) >= num_active_udp_games) { snprintf(menus[i+2].text, sizeof(menu_text), "%d. ",(i+(NLPage*UDP_NETGAMES_PPAGE))+1); continue; } // These next two loops protect against menu skewing // if missiontitle or gamename contain a tab for (x=0,tx=0,k=0,j=0;j<15;j++) { if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].mission_title[j]=='\t') continue; thold[0]=Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].mission_title[j]; gr_get_string_size (thold,&tx,&ty,&ta); if ((x+=tx)>=FSPACX(55)) { MissName[k]=MissName[k+1]=MissName[k+2]='.'; k+=3; break; } MissName[k++]=Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].mission_title[j]; } MissName[k]=0; for (x=0,tx=0,k=0,j=0;j<15;j++) { if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_name[j]=='\t') continue; thold[0]=Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_name[j]; gr_get_string_size (thold,&tx,&ty,&ta); if ((x+=tx)>=FSPACX(55)) { GameName[k]=GameName[k+1]=GameName[k+2]='.'; k+=3; break; } GameName[k++]=Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_name[j]; } GameName[k]=0; nplayers = Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].numplayers; if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].levelnum < 0) snprintf(levelname, sizeof(levelname), "S%d", -Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].levelnum); else snprintf(levelname, sizeof(levelname), "%d", Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].levelnum); if (game_status == NETSTAT_STARTING) snprintf(status, sizeof(status), "FORMING "); else if (game_status == NETSTAT_PLAYING) { if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].RefusePlayers) snprintf(status, sizeof(status), "RESTRICT"); else if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_flags & NETGAME_FLAG_CLOSED) snprintf(status, sizeof(status), "CLOSED "); else snprintf(status, sizeof(status), "OPEN "); } else snprintf(status, sizeof(status), "BETWEEN "); snprintf (menus[i+2].text,sizeof(char)*74,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s",(i+(NLPage*UDP_NETGAMES_PPAGE))+1,GameName,MODE_NAMES(Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].gamemode),nplayers, Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].max_numplayers,MissName,levelname,status); Assert(strlen(menus[i+2].text) < 75); } return 0; } void net_udp_list_join_game() { int i = 0; char *menu_text; newmenu_item *m; net_udp_init(); if (udp_open_socket(0, GameArg.MplUdpMyPort != 0?GameArg.MplUdpMyPort:UDP_PORT_DEFAULT) < 0) return; if (GameArg.MplUdpMyPort != 0) if (udp_open_socket(1, UDP_PORT_DEFAULT) < 0) nm_messagebox(TXT_WARNING, 1, TXT_OK, "Cannot open default port!\nYou can only scan for games\nmanually."); MALLOC(m, newmenu_item, ((UDP_NETGAMES_PPAGE+2)*2)+1); if (!m) return; MALLOC(menu_text, char, (((UDP_NETGAMES_PPAGE+2)*2)+1)*74); if (!menu_text) { d_free(m); return; } // prepare broadcast address to discover games memset(&GBcast, '\0', sizeof(struct _sockaddr)); udp_dns_filladdr(UDP_BCAST_ADDR, UDP_PORT_DEFAULT, &GBcast); change_playernum_to(1); N_players = 0; Network_send_objects = 0; Network_rejoined=0; Network_status = NETSTAT_BROWSING; // We are looking at a game menu net_udp_flush(); net_udp_listen(); // Throw out old info num_active_udp_games = 0; memset(m, 0, sizeof(newmenu_item)*(UDP_NETGAMES_PPAGE+2)); memset(Active_udp_games, 0, sizeof(UDP_netgame_info_lite)*UDP_MAX_NETGAMES); gr_set_fontcolor(BM_XRGB(15,15,23),-1); m[0].text = menu_text; m[0].type = NM_TYPE_TEXT; snprintf( m[0].text, sizeof(char)*74, "\tF5: (Re)Scan for Games. PgUp/PgDn: Flip Pages." ); m[1].text=menu_text + 74*1; m[1].type=NM_TYPE_TEXT; snprintf (m[1].text, sizeof(char)*74, "\tGAME \tMODE \t#PLYRS \tMISSION \tLEV \tSTATUS"); for (i = 0; i < UDP_NETGAMES_PPAGE; i++) { m[(i+(NLPage*UDP_NETGAMES_PPAGE))+2].text = menu_text + 74 * (i+2); m[(i+(NLPage*UDP_NETGAMES_PPAGE))+2].type = NM_TYPE_MENU; snprintf(m[(i+(NLPage*UDP_NETGAMES_PPAGE))+2].text,sizeof(char)*74,"%d. ", (i+(NLPage*UDP_NETGAMES_PPAGE))+1); } num_active_udp_changed = 1; newmenu_dotiny("NETGAMES", NULL,(UDP_NETGAMES_PPAGE+2), m, 1, net_udp_list_join_poll, menu_text); } void net_udp_send_sequence_packet(UDP_sequence_packet seq, struct _sockaddr recv_addr) { int len = 0; ubyte buf[UPKT_SEQUENCE_SIZE]; len = 0; memset(buf, 0, sizeof(buf)); buf[0] = seq.type; len++; memcpy(&buf[len], seq.player.callsign, CALLSIGN_LEN+1); len += CALLSIGN_LEN+1; buf[len] = seq.player.version_major; len++; buf[len] = seq.player.version_minor; len++; buf[len] = seq.player.connected; len++; buf[len] = seq.player.rank; len++; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&recv_addr, sizeof(struct _sockaddr)); } void net_udp_receive_sequence_packet(ubyte *data, UDP_sequence_packet *seq, struct _sockaddr sender_addr) { int len = 0; seq->type = data[0]; len++; memcpy(seq->player.callsign, &(data[len]), CALLSIGN_LEN+1); len += CALLSIGN_LEN+1; seq->player.version_major = data[len]; len++; seq->player.version_minor = data[len]; len++; seq->player.connected = data[len]; len++; memcpy (&(seq->player.rank),&(data[len]),1); len++; if (multi_i_am_master()) memcpy(&seq->player.protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr)); } void net_udp_init() { // So you want to play a netgame, eh? Let's a get a few things straight int t; int save_pnum = Player_num; if( UDP_Socket[0] != -1 ) udp_close_socket(0); if( UDP_Socket[1] != -1 ) udp_close_socket(1); game_disable_cheats(); Final_boss_is_dead=0; for (t=0;ttype != EVENT_IDLE) return 0; menu = menu; userdata = userdata; net_udp_do_frame(0, 1); return 0; } // Same as above but used when player pressed ESC during kmatrix (host also does the packets for playing clients) extern fix StartAbortMenuTime; int net_udp_kmatrix_poll2( newmenu *menu, d_event *event, void *userdata ) { int rval = 0; // Polling loop for End-of-level menu if (event->type != EVENT_IDLE) return 0; menu = menu; userdata = userdata; if (timer_get_fixed_seconds() > (StartAbortMenuTime+(F1_0*3))) rval = -2; net_udp_do_frame(0, 1); return rval; } int net_udp_endlevel(int *secret) { // Do whatever needs to be done between levels int i; if (EMULATING_D1) { // We do not really check if a player has actually found a secret level... yeah, I am too lazy! So just go there and pretend we did! for (i = 0; i < N_secret_levels; i++) { if (Current_level_num == Secret_level_table[i]) { *secret = 1; break; } } } else *secret = 0; Network_status = NETSTAT_ENDLEVEL; // We are between levels net_udp_listen(); net_udp_send_endlevel_packet(); for (i=0; igame_status == NETSTAT_STARTING) return 1; if (game->game_status != NETSTAT_PLAYING) { return 0; } if (game->version_major==0 && Version_major>0) { return (0); } if (game->version_major>0 && Version_major==0) { return (0); } // Game is in progress, figure out if this guy can re-join it num_players = game->numplayers; if (!(game->game_flags & NETGAME_FLAG_CLOSED)) { // Look for player that is not connected if (game->numconnected==game->max_numplayers) return (2); if (game->RefusePlayers) return (3); if (game->numplayers < game->max_numplayers) return 1; if (game->numconnectedplayers[i].callsign)) && game->players[i].protocol.udp.isyou ) break; } if (i != num_players) return 1; return 0; } void net_udp_disconnect_player(int playernum) { // A player has disconnected from the net game, take whatever steps are // necessary if (playernum == Player_num) { Int3(); // Weird, see Rob return; } Players[playernum].connected = CONNECT_DISCONNECTED; Netgame.players[playernum].connected = CONNECT_DISCONNECTED; if (Network_status == NETSTAT_PLAYING) { multi_make_player_ghost(playernum); multi_strip_robots(playernum); } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_disconnect(playernum); net_udp_noloss_clear_mdata_got(playernum); if (playernum == 0) // Host has left - Quit game! { window_set_visible(Game_wind, 0); nm_messagebox(NULL, 1, TXT_OK, "Game was closed by host!"); window_set_visible(Game_wind, 1); multi_quit_game = 1; game_leave_menus(); multi_reset_stuff(); } } void net_udp_new_player(UDP_sequence_packet *their) { int objnum; int pnum; pnum = their->player.connected; Assert(pnum >= 0); Assert(pnum < MaxNumNetPlayers); objnum = Players[pnum].objnum; if (Newdemo_state == ND_STATE_RECORDING) { int new_player; if (pnum == N_players) new_player = 1; else new_player = 0; newdemo_record_multi_connect(pnum, new_player, their->player.callsign); } memcpy(Players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1); memcpy(Netgame.players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1); memcpy(&Netgame.players[pnum].protocol.udp.addr, &their->player.protocol.udp.addr, sizeof(struct _sockaddr)); ClipRank (&their->player.rank); Netgame.players[pnum].rank=their->player.rank; Netgame.players[pnum].version_major=their->player.version_major; Netgame.players[pnum].version_minor=their->player.version_minor; net_udp_check_for_old_version(pnum); Players[pnum].connected = CONNECT_PLAYING; Players[pnum].net_kills_total = 0; Players[pnum].net_killed_total = 0; memset(kill_matrix[pnum], 0, MAX_PLAYERS*sizeof(short)); Players[pnum].score = 0; Players[pnum].flags = 0; Players[pnum].KillGoalCount=0; if (pnum == N_players) { N_players++; Netgame.numplayers = N_players; } digi_play_sample(SOUND_HUD_MESSAGE, F1_0); ClipRank (&their->player.rank); if (GameArg.MplNoRankings) HUD_init_message("'%s' %s\n",their->player.callsign, TXT_JOINING); else HUD_init_message("%s'%s' %s\n",RankStrings[their->player.rank],their->player.callsign, TXT_JOINING); multi_make_ghost_player(pnum); multi_send_score(); multi_sort_kill_list(); net_udp_noloss_clear_mdata_got(pnum); } void net_udp_welcome_player(UDP_sequence_packet *their) { // Add a player to a game already in progress int player_num; int i; WaitForRefuseAnswer=0; if (HoardEquipped()) { // If hoard game, and this guy isn't D2 Christmas (v1.2), dump him if ((Game_mode & GM_HOARD) && ((their->player.version_minor & 0x0F)<2)) { net_udp_dump_player(their->player.protocol.udp.addr, DUMP_DORK); return; } } // Don't accept new players if we're ending this level. Its safe to // ignore since they'll request again later if ((Endlevel_sequence) || (Control_center_destroyed)) { net_udp_dump_player(their->player.protocol.udp.addr, DUMP_ENDLEVEL); return; } if (Network_send_objects || Network_sending_extras) { // Ignore silently, we're already responding to someone and we can't // do more than one person at a time. If we don't dump them they will // re-request in a few seconds. return; } if (their->player.connected != Current_level_num) { net_udp_dump_player(their->player.protocol.udp.addr, DUMP_LEVEL); return; } player_num = -1; memset(&UDP_sync_player, 0, sizeof(UDP_sequence_packet)); Network_player_added = 0; for (i = 0; i < N_players; i++) { if ((!strcasecmp(Players[i].callsign, their->player.callsign )) && !memcmp((struct _sockaddr *)&their->player.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr))) { player_num = i; break; } } if (player_num == -1) { // Player is new to this game if ( !(Netgame.game_flags & NETGAME_FLAG_CLOSED) && (N_players < MaxNumNetPlayers)) { // Add player in an open slot, game not full yet player_num = N_players; Network_player_added = 1; } else if (Netgame.game_flags & NETGAME_FLAG_CLOSED) { // Slots are open but game is closed net_udp_dump_player(their->player.protocol.udp.addr, DUMP_CLOSED); return; } else { // Slots are full but game is open, see if anyone is // disconnected and replace the oldest player with this new one int oldest_player = -1; fix oldest_time = timer_get_fixed_seconds(); int activeplayers = 0; Assert(N_players == MaxNumNetPlayers); for (i = 0; i < Netgame.numplayers; i++) if (Netgame.players[i].connected) activeplayers++; if (activeplayers == Netgame.max_numplayers) { // Game is full. net_udp_dump_player(their->player.protocol.udp.addr, DUMP_FULL); return; } for (i = 0; i < N_players; i++) { if ( (!Players[i].connected) && (Netgame.players[i].LastPacketTime < oldest_time)) { oldest_time = Netgame.players[i].LastPacketTime; oldest_player = i; } } if (oldest_player == -1) { // Everyone is still connected net_udp_dump_player(their->player.protocol.udp.addr, DUMP_FULL); return; } else { // Found a slot! player_num = oldest_player; Network_player_added = 1; } } } else { // Player is reconnecting if (Players[player_num].connected) { return; } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_reconnect(player_num); Network_player_added = 0; digi_play_sample(SOUND_HUD_MESSAGE, F1_0); if (GameArg.MplNoRankings) HUD_init_message("'%s' %s", Players[player_num].callsign, TXT_REJOIN); else HUD_init_message("%s'%s' %s", RankStrings[Netgame.players[player_num].rank],Players[player_num].callsign, TXT_REJOIN); } Players[player_num].KillGoalCount=0; // Send updated Objects data to the new/returning player UDP_sync_player = *their; UDP_sync_player.player.connected = player_num; Network_send_objects = 1; Network_send_objnum = -1; Netgame.players[player_num].LastPacketTime = timer_get_fixed_seconds(); net_udp_send_objects(); } int net_udp_objnum_is_past(int objnum) { // determine whether or not a given object number has already been sent // to a re-joining player. int player_num = UDP_sync_player.player.connected; int obj_mode = !((object_owner[objnum] == -1) || (object_owner[objnum] == player_num)); if (!Network_send_objects) return 0; // We're not sending objects to a new player if (obj_mode > Network_send_object_mode) return 0; else if (obj_mode < Network_send_object_mode) return 1; else if (objnum < Network_send_objnum) return 1; else return 0; } void net_udp_send_door_updates(int pnum) { // Send door status when new player joins int i; pnum=pnum; // Assert (pnum>-1 && pnumsides[j].tmap_num2) != 0) && ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) && ((bm = Effects[ec].dest_bm_num) != -1) ) { if (vector & (1 << count)) { seg->sides[j].tmap_num2 = bm | (tm&0xc000); } count++; Assert(count < 32); } } } } int net_udp_create_monitor_vector(void) { int i, j, k; int num_blown_bitmaps = 0; int monitor_num = 0; #define NUM_BLOWN_BITMAPS 20 int blown_bitmaps[NUM_BLOWN_BITMAPS]; int vector = 0; segment *seg; for (i=0; i < Num_effects; i++) { if (Effects[i].dest_bm_num > 0) { for (j = 0; j < num_blown_bitmaps; j++) if (blown_bitmaps[j] == Effects[i].dest_bm_num) break; if (j == num_blown_bitmaps) { blown_bitmaps[num_blown_bitmaps++] = Effects[i].dest_bm_num; Assert(num_blown_bitmaps < NUM_BLOWN_BITMAPS); } } } for (i=0; i <= Highest_segment_index; i++) { int tm, ec; seg = &Segments[i]; for (j = 0; j < 6; j++) { if ((tm = seg->sides[j].tmap_num2) != 0) { if ( ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) && (Effects[ec].dest_bm_num != -1) ) { monitor_num++; Assert(monitor_num < 32); } else { for (k = 0; k < num_blown_bitmaps; k++) { if ((tm&0x3fff) == blown_bitmaps[k]) { vector |= (1 << monitor_num); monitor_num++; Assert(monitor_num < 32); break; } } } } } } return(vector); } void net_udp_stop_resync(UDP_sequence_packet *their) { if ( (!memcmp((struct _sockaddr *)&UDP_sync_player.player.protocol.udp.addr, (struct _sockaddr *)&their->player.protocol.udp.addr, sizeof(struct _sockaddr))) && (!stricmp(UDP_sync_player.player.callsign, their->player.callsign)) ) { Network_send_objects = 0; Network_sending_extras=0; Network_rejoined=0; Player_joining_extras=-1; Network_send_objnum = -1; } } void net_udp_swap_object(object *obj) { // swap the short and int entries for this object obj->signature = INTEL_INT(obj->signature); obj->next = INTEL_SHORT(obj->next); obj->prev = INTEL_SHORT(obj->prev); obj->segnum = INTEL_SHORT(obj->segnum); obj->pos.x = INTEL_INT(obj->pos.x); obj->pos.y = INTEL_INT(obj->pos.y); obj->pos.z = INTEL_INT(obj->pos.z); obj->orient.rvec.x = INTEL_INT(obj->orient.rvec.x); obj->orient.rvec.y = INTEL_INT(obj->orient.rvec.y); obj->orient.rvec.z = INTEL_INT(obj->orient.rvec.z); obj->orient.fvec.x = INTEL_INT(obj->orient.fvec.x); obj->orient.fvec.y = INTEL_INT(obj->orient.fvec.y); obj->orient.fvec.z = INTEL_INT(obj->orient.fvec.z); obj->orient.uvec.x = INTEL_INT(obj->orient.uvec.x); obj->orient.uvec.y = INTEL_INT(obj->orient.uvec.y); obj->orient.uvec.z = INTEL_INT(obj->orient.uvec.z); obj->size = INTEL_INT(obj->size); obj->shields = INTEL_INT(obj->shields); obj->last_pos.x = INTEL_INT(obj->last_pos.x); obj->last_pos.y = INTEL_INT(obj->last_pos.y); obj->last_pos.z = INTEL_INT(obj->last_pos.z); obj->lifeleft = INTEL_INT(obj->lifeleft); switch (obj->movement_type) { case MT_PHYSICS: obj->mtype.phys_info.velocity.x = INTEL_INT(obj->mtype.phys_info.velocity.x); obj->mtype.phys_info.velocity.y = INTEL_INT(obj->mtype.phys_info.velocity.y); obj->mtype.phys_info.velocity.z = INTEL_INT(obj->mtype.phys_info.velocity.z); obj->mtype.phys_info.thrust.x = INTEL_INT(obj->mtype.phys_info.thrust.x); obj->mtype.phys_info.thrust.y = INTEL_INT(obj->mtype.phys_info.thrust.y); obj->mtype.phys_info.thrust.z = INTEL_INT(obj->mtype.phys_info.thrust.z); obj->mtype.phys_info.mass = INTEL_INT(obj->mtype.phys_info.mass); obj->mtype.phys_info.drag = INTEL_INT(obj->mtype.phys_info.drag); obj->mtype.phys_info.brakes = INTEL_INT(obj->mtype.phys_info.brakes); obj->mtype.phys_info.rotvel.x = INTEL_INT(obj->mtype.phys_info.rotvel.x); obj->mtype.phys_info.rotvel.y = INTEL_INT(obj->mtype.phys_info.rotvel.y); obj->mtype.phys_info.rotvel.z = INTEL_INT(obj->mtype.phys_info.rotvel.z); obj->mtype.phys_info.rotthrust.x = INTEL_INT(obj->mtype.phys_info.rotthrust.x); obj->mtype.phys_info.rotthrust.y = INTEL_INT(obj->mtype.phys_info.rotthrust.y); obj->mtype.phys_info.rotthrust.z = INTEL_INT(obj->mtype.phys_info.rotthrust.z); obj->mtype.phys_info.turnroll = INTEL_INT(obj->mtype.phys_info.turnroll); obj->mtype.phys_info.flags = INTEL_SHORT(obj->mtype.phys_info.flags); break; case MT_SPINNING: obj->mtype.spin_rate.x = INTEL_INT(obj->mtype.spin_rate.x); obj->mtype.spin_rate.y = INTEL_INT(obj->mtype.spin_rate.y); obj->mtype.spin_rate.z = INTEL_INT(obj->mtype.spin_rate.z); break; } switch (obj->control_type) { case CT_WEAPON: obj->ctype.laser_info.parent_type = INTEL_SHORT(obj->ctype.laser_info.parent_type); obj->ctype.laser_info.parent_num = INTEL_SHORT(obj->ctype.laser_info.parent_num); obj->ctype.laser_info.parent_signature = INTEL_INT(obj->ctype.laser_info.parent_signature); obj->ctype.laser_info.creation_time = INTEL_INT(obj->ctype.laser_info.creation_time); obj->ctype.laser_info.last_hitobj = INTEL_SHORT(obj->ctype.laser_info.last_hitobj); obj->ctype.laser_info.track_goal = INTEL_SHORT(obj->ctype.laser_info.track_goal); obj->ctype.laser_info.multiplier = INTEL_INT(obj->ctype.laser_info.multiplier); break; case CT_EXPLOSION: obj->ctype.expl_info.spawn_time = INTEL_INT(obj->ctype.expl_info.spawn_time); obj->ctype.expl_info.delete_time = INTEL_INT(obj->ctype.expl_info.delete_time); obj->ctype.expl_info.delete_objnum = INTEL_SHORT(obj->ctype.expl_info.delete_objnum); obj->ctype.expl_info.attach_parent = INTEL_SHORT(obj->ctype.expl_info.attach_parent); obj->ctype.expl_info.prev_attach = INTEL_SHORT(obj->ctype.expl_info.prev_attach); obj->ctype.expl_info.next_attach = INTEL_SHORT(obj->ctype.expl_info.next_attach); break; case CT_AI: obj->ctype.ai_info.hide_segment = INTEL_SHORT(obj->ctype.ai_info.hide_segment); obj->ctype.ai_info.hide_index = INTEL_SHORT(obj->ctype.ai_info.hide_index); obj->ctype.ai_info.path_length = INTEL_SHORT(obj->ctype.ai_info.path_length); obj->ctype.ai_info.danger_laser_num = INTEL_SHORT(obj->ctype.ai_info.danger_laser_num); obj->ctype.ai_info.danger_laser_signature = INTEL_INT(obj->ctype.ai_info.danger_laser_signature); obj->ctype.ai_info.dying_start_time = INTEL_INT(obj->ctype.ai_info.dying_start_time); break; case CT_LIGHT: obj->ctype.light_info.intensity = INTEL_INT(obj->ctype.light_info.intensity); break; case CT_POWERUP: obj->ctype.powerup_info.count = INTEL_INT(obj->ctype.powerup_info.count); obj->ctype.powerup_info.creation_time = INTEL_INT(obj->ctype.powerup_info.creation_time); // Below commented out 5/2/96 by Matt. I asked Allender why it was // here, and he didn't know, and it looks like it doesn't belong. // if (obj->id == POW_VULCAN_WEAPON) // obj->ctype.powerup_info.count = VULCAN_WEAPON_AMMO_AMOUNT; break; } switch (obj->render_type) { case RT_MORPH: case RT_POLYOBJ: { int i; obj->rtype.pobj_info.model_num = INTEL_INT(obj->rtype.pobj_info.model_num); for (i=0;irtype.pobj_info.anim_angles[i].p = INTEL_INT(obj->rtype.pobj_info.anim_angles[i].p); obj->rtype.pobj_info.anim_angles[i].b = INTEL_INT(obj->rtype.pobj_info.anim_angles[i].b); obj->rtype.pobj_info.anim_angles[i].h = INTEL_INT(obj->rtype.pobj_info.anim_angles[i].h); } obj->rtype.pobj_info.subobj_flags = INTEL_INT(obj->rtype.pobj_info.subobj_flags); obj->rtype.pobj_info.tmap_override = INTEL_INT(obj->rtype.pobj_info.tmap_override); obj->rtype.pobj_info.alt_textures = INTEL_INT(obj->rtype.pobj_info.alt_textures); break; } case RT_WEAPON_VCLIP: case RT_HOSTAGE: case RT_POWERUP: case RT_FIREBALL: obj->rtype.vclip_info.vclip_num = INTEL_INT(obj->rtype.vclip_info.vclip_num); obj->rtype.vclip_info.frametime = INTEL_INT(obj->rtype.vclip_info.frametime); break; case RT_LASER: break; } // END OF SWAPPING OBJECT STRUCTURE } ubyte object_buffer[UPKT_MAX_SIZE]; void net_udp_send_objects(void) { short remote_objnum; sbyte owner; int loc, i, h; static int obj_count = 0; static int frame_num = 0; int obj_count_frame = 0; int player_num = UDP_sync_player.player.connected; // Send clear objects array trigger and send player num Assert(Network_send_objects != 0); Assert(player_num >= 0); Assert(player_num < MaxNumNetPlayers); if (Endlevel_sequence || Control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. net_udp_dump_player(UDP_sync_player.player.protocol.udp.addr, DUMP_ENDLEVEL); Network_send_objects = 0; return; } for (h = 0; h < UDP_OBJ_PACKETS_PER_FRAME; h++) // Do more than 1 per frame, try to speed it up without over-stressing the receiver. { obj_count_frame = 0; memset(object_buffer, 0, UPKT_MAX_SIZE); object_buffer[0] = UPID_OBJECT_DATA; loc = 3; if (Network_send_objnum == -1) { obj_count = 0; Network_send_object_mode = 0; *(short *)(object_buffer+loc) = INTEL_SHORT(-1); loc += 2; object_buffer[loc] = player_num; loc += 1; /* Placeholder for remote_objnum, not used here */ loc += 2; Network_send_objnum = 0; obj_count_frame = 1; frame_num = 0; } for (i = Network_send_objnum; i <= Highest_object_index; i++) { if ((Objects[i].type != OBJ_POWERUP) && (Objects[i].type != OBJ_PLAYER) && (Objects[i].type != OBJ_CNTRLCEN) && (Objects[i].type != OBJ_GHOST) && (Objects[i].type != OBJ_ROBOT) && (Objects[i].type != OBJ_HOSTAGE) && !(Objects[i].type==OBJ_WEAPON && Objects[i].id==PMINE_ID)) continue; if ((Network_send_object_mode == 0) && ((object_owner[i] != -1) && (object_owner[i] != player_num))) continue; if ((Network_send_object_mode == 1) && ((object_owner[i] == -1) || (object_owner[i] == player_num))) continue; if ( ((UPKT_MAX_SIZE-1) - loc) < (sizeof(object)+5) ) break; // Not enough room for another object obj_count_frame++; obj_count++; remote_objnum = objnum_local_to_remote((short)i, &owner); Assert(owner == object_owner[i]); *(short *)(object_buffer+loc) = INTEL_SHORT((short)i); loc += 2; object_buffer[loc] = owner; loc += 1; *(short *)(object_buffer+loc) = INTEL_SHORT(remote_objnum); loc += 2; memcpy(&object_buffer[loc], &Objects[i], sizeof(object)); net_udp_swap_object((object *)&object_buffer[loc]); loc += sizeof(object); } if (obj_count_frame) // Send any objects we've buffered { frame_num++; Network_send_objnum = i; object_buffer[1] = obj_count_frame; object_buffer[2] = frame_num; Assert(loc <= UPKT_MAX_SIZE); sendto (UDP_Socket[0], object_buffer, loc, 0, (struct sockaddr *)&UDP_sync_player.player.protocol.udp.addr, sizeof(struct _sockaddr)); } if (i > Highest_object_index) { if (Network_send_object_mode == 0) { Network_send_objnum = 0; Network_send_object_mode = 1; // go to next mode } else { Assert(Network_send_object_mode == 1); frame_num++; // Send count so other side can make sure he got them all object_buffer[0] = UPID_OBJECT_DATA; object_buffer[1] = 1; object_buffer[2] = frame_num; *(short *)(object_buffer+3) = INTEL_SHORT(-2); *(short *)(object_buffer+6) = INTEL_SHORT(obj_count); sendto (UDP_Socket[0], object_buffer, 8, 0, (struct sockaddr *)&UDP_sync_player.player.protocol.udp.addr, sizeof(struct _sockaddr)); // Send sync packet which tells the player who he is and to start! net_udp_send_rejoin_sync(player_num); // Turn off send object mode Network_send_objnum = -1; Network_send_objects = 0; obj_count = 0; //if (!multi_i_am_master ()) // Int3(); // Bad!! Get Jason. Someone goofy is trying to get ahold of the game! Network_sending_extras=40; // start to send extras Player_joining_extras=player_num; return; } // mode == 1; } // i > Highest_object_index } // For PACKETS_PER_FRAME } void net_udp_send_rejoin_sync(int player_num) { int i, j; Players[player_num].connected = CONNECT_PLAYING; // connect the new guy Netgame.players[player_num].LastPacketTime = timer_get_fixed_seconds(); if (Endlevel_sequence || Control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. net_udp_dump_player(UDP_sync_player.player.protocol.udp.addr, DUMP_ENDLEVEL); Network_send_objects = 0; Network_sending_extras=0; return; } if (Network_player_added) { UDP_sync_player.type = UPID_ADDPLAYER; UDP_sync_player.player.connected = player_num; net_udp_new_player(&UDP_sync_player); for (i = 0; i < N_players; i++) { if ((i != player_num) && (i != Player_num) && (Players[i].connected)) net_udp_send_sequence_packet( UDP_sync_player, Netgame.players[i].protocol.udp.addr); } } // Send sync packet to the new guy net_udp_update_netgame(); // Fill in the kill list for (j=0; j= MAX_PLAYERS ) return NULL; if ( Objects[objnum].id >= N_players ) return NULL; return Players[Objects[objnum].id].callsign; } void net_udp_add_player(UDP_sequence_packet *p) { int i; fix time = timer_get_fixed_seconds(); for (i=0; iplayer.protocol.udp.addr, sizeof(struct _sockaddr))) { Netgame.players[i].LastPacketTime = time; return; // already got them } } if ( N_players >= MAX_PLAYERS ) { return; // too many of em } ClipRank (&p->player.rank); memcpy( Netgame.players[N_players].callsign, p->player.callsign, CALLSIGN_LEN+1 ); memcpy( (struct _sockaddr *)&Netgame.players[N_players].protocol.udp.addr, (struct _sockaddr *)&p->player.protocol.udp.addr, sizeof(struct _sockaddr) ); Netgame.players[N_players].version_major=p->player.version_major; Netgame.players[N_players].version_minor=p->player.version_minor; Netgame.players[N_players].rank=p->player.rank; Netgame.players[N_players].connected = CONNECT_PLAYING; net_udp_check_for_old_version (N_players); Players[N_players].KillGoalCount=0; Players[N_players].connected = CONNECT_PLAYING; Netgame.players[N_players].LastPacketTime = time; N_players++; Netgame.numplayers = N_players; net_udp_send_netgame_update(); } // One of the players decided not to join the game void net_udp_remove_player(UDP_sequence_packet *p) { int i,pn; pn = -1; for (i=0; iplayer.protocol.udp.addr, sizeof(struct _sockaddr))) { pn = i; break; } } if (pn < 0 ) return; for (i=pn; i UPKT_MAX_SIZE) return; memcpy(&recv_game, &game_addr, sizeof(struct _sockaddr)); len++; // skip UPID byte recv_game.program_iver[0] = GET_INTEL_SHORT(&(data[len])); len += 2; recv_game.program_iver[1] = GET_INTEL_SHORT(&(data[len])); len += 2; recv_game.program_iver[2] = GET_INTEL_SHORT(&(data[len])); len += 2; if ((recv_game.program_iver[0] != D2XMAJORi) || (recv_game.program_iver[1] != D2XMINORi) || (recv_game.program_iver[2] != D2XMICROi)) return; memcpy(&recv_game.game_name, &(data[len]), NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1); memcpy(&recv_game.mission_title, &(data[len]), MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1); memcpy(&recv_game.mission_name, &(data[len]), 9); len += 9; recv_game.levelnum = GET_INTEL_INT(&(data[len])); len += 4; recv_game.gamemode = data[len]; len++; recv_game.RefusePlayers = data[len]; len++; recv_game.difficulty = data[len]; len++; recv_game.game_status = data[len]; len++; recv_game.numplayers = data[len]; len++; recv_game.max_numplayers = data[len]; len++; recv_game.game_flags = data[len]; len++; recv_game.team_vector = data[len]; len++; num_active_udp_changed = 1; for (i = 0; i < num_active_udp_games; i++) if (!strcasecmp(Active_udp_games[i].game_name, recv_game.game_name) && !memcmp((struct _sockaddr *)&Active_udp_games[i].game_addr, (struct _sockaddr *)&recv_game.game_addr, sizeof(struct _sockaddr))) break; if (i == UDP_MAX_NETGAMES) { return; } memcpy(&Active_udp_games[i], &recv_game, sizeof(UDP_netgame_info_lite)); // See if this is really a Hoard game // If so, adjust all the data accordingly if (HoardEquipped()) { if (Active_udp_games[i].game_flags & NETGAME_FLAG_HOARD) { Active_udp_games[i].gamemode=NETGAME_HOARD; Active_udp_games[i].game_status=NETSTAT_PLAYING; if (Active_udp_games[i].game_flags & NETGAME_FLAG_TEAM_HOARD) Active_udp_games[i].gamemode=NETGAME_TEAM_HOARD; if (Active_udp_games[i].game_flags & NETGAME_FLAG_REALLY_ENDLEVEL) Active_udp_games[i].game_status=NETSTAT_ENDLEVEL; if (Active_udp_games[i].game_flags & NETGAME_FLAG_REALLY_FORMING) Active_udp_games[i].game_status=NETSTAT_STARTING; } } if (i == num_active_udp_games) num_active_udp_games++; if (Active_udp_games[i].numplayers == 0) { // Delete this game for (j = i; j < num_active_udp_games-1; j++) memcpy(&Active_udp_games[j], &Active_udp_games[j+1], sizeof(UDP_netgame_info_lite)); num_active_udp_games--; } } else { if (data_len > UPKT_MAX_SIZE) return; memcpy((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&game_addr, sizeof(struct _sockaddr)); len++; // skip UPID byte Netgame.protocol.udp.program_iver[0] = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.protocol.udp.program_iver[1] = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.protocol.udp.program_iver[2] = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.version_major = data[len]; len++; Netgame.version_minor = data[len]; len++; for (i = 0; i < MAX_PLAYERS+4; i++) { memcpy(&Netgame.players[i].callsign, &(data[len]), CALLSIGN_LEN+1); len += CALLSIGN_LEN+1; Netgame.players[i].version_major = data[len]; len++; Netgame.players[i].version_minor = data[len]; len++; Netgame.players[i].connected = data[len]; len++; Netgame.players[i].rank = data[len]; len++; Netgame.players[i].protocol.udp.isyou = data[len]; len++; } memcpy(&Netgame.game_name, &(data[len]), NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1); memcpy(&Netgame.mission_title, &(data[len]), MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1); memcpy(&Netgame.mission_name, &(data[len]), 9); len += 9; Netgame.levelnum = GET_INTEL_INT(&(data[len])); len += 4; Netgame.gamemode = data[len]; len++; Netgame.RefusePlayers = data[len]; len++; Netgame.difficulty = data[len]; len++; Netgame.game_status = data[len]; len++; Netgame.numplayers = data[len]; len++; Netgame.max_numplayers = data[len]; len++; Netgame.numconnected = data[len]; len++; Netgame.game_flags = data[len]; len++; Netgame.team_vector = data[len]; len++; Netgame.AllowedItems = GET_INTEL_INT(&(data[len])); len += 4; Netgame.Allow_marker_view = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.AlwaysLighting = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.ShowAllNames = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.BrightPlayers = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.InvulAppear = GET_INTEL_SHORT(&(data[len])); len += 2; memcpy(Netgame.team_name, &(data[len]), 2*(CALLSIGN_LEN+1)); len += 2*(CALLSIGN_LEN+1); for (i = 0; i < MAX_PLAYERS; i++) { Netgame.locations[i] = GET_INTEL_INT(&(data[len])); len += 4; } for (i = 0; i < MAX_PLAYERS; i++) { for (j = 0; j < MAX_PLAYERS; j++) { Netgame.kills[i][j] = GET_INTEL_SHORT(&(data[len])); len += 2; } } Netgame.segments_checksum = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.team_kills[0] = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.team_kills[1] = GET_INTEL_SHORT(&(data[len])); len += 2; for (i = 0; i < MAX_PLAYERS; i++) { Netgame.killed[i] = GET_INTEL_SHORT(&(data[len])); len += 2; } for (i = 0; i < MAX_PLAYERS; i++) { Netgame.player_kills[i] = GET_INTEL_SHORT(&(data[len])); len += 2; } Netgame.KillGoal = GET_INTEL_INT(&(data[len])); len += 4; Netgame.PlayTimeAllowed = GET_INTEL_INT(&(data[len])); len += 4; Netgame.level_time = GET_INTEL_INT(&(data[len])); len += 4; Netgame.control_invul_time = GET_INTEL_INT(&(data[len])); len += 4; Netgame.monitor_vector = GET_INTEL_INT(&(data[len])); len += 4; for (i = 0; i < MAX_PLAYERS; i++) { Netgame.player_score[i] = GET_INTEL_INT(&(data[len])); len += 4; } for (i = 0; i < MAX_PLAYERS; i++) { Netgame.player_flags[i] = data[len]; len++; } Netgame.PacketsPerSec = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.PacketLossPrevention = data[len]; len++; Netgame.protocol.udp.valid = 1; // This game is valid! YAY! } } void net_udp_process_dump(ubyte *data, int len, struct _sockaddr sender_addr) { // Our request for join was denied. Tell the user why. if (memcmp((struct _sockaddr *)&sender_addr,(struct _sockaddr *)&Netgame.players[0].protocol.udp.addr,sizeof(struct _sockaddr))) return; if (data[1]==DUMP_KICKED) { if (Network_status==NETSTAT_PLAYING) multi_leave_game(); window_set_visible(Game_wind, 0); nm_messagebox(NULL, 1, TXT_OK, "%s has kicked you out!",Players[0].callsign); window_set_visible(Game_wind, 1); multi_quit_game = 1; game_leave_menus(); multi_reset_stuff(); } else { nm_messagebox(NULL, 1, TXT_OK, NET_DUMP_STRINGS(data[1])); Network_status = NETSTAT_MENU; } } void net_udp_process_request(UDP_sequence_packet *their) { // Player is ready to receieve a sync packet int i; for (i = 0; i < N_players; i++) if (!memcmp((struct _sockaddr *)&their->player.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)) && (!strcasecmp(their->player.callsign, Netgame.players[i].callsign))) { Players[i].connected = CONNECT_PLAYING; Netgame.players[i].LastPacketTime = timer_get_fixed_seconds(); break; } } void net_udp_process_packet(ubyte *data, struct _sockaddr sender_addr, int length ) { UDP_sequence_packet their; memset(&their, 0, sizeof(UDP_sequence_packet)); switch (data[0]) { case UPID_VERSION_DENY: net_udp_process_version_deny(data, sender_addr); break; case UPID_GAME_INFO_REQ: { int result = 0; result = net_udp_check_game_info_request(data, length); if (result == -1) net_udp_send_version_deny(sender_addr); else if (result == 1) net_udp_send_game_info(sender_addr, UPID_GAME_INFO); break; } case UPID_GAME_INFO: if (multi_i_am_master()) break; net_udp_process_game_info(data, length, sender_addr, 0); // FIXME: Check if this cannot be solved different. if (Game_mode & GM_TEAM) { int i; for (i=0;i 10) return(-1); if (Game_mode & GM_MULTI_ROBOTS) got_controlcen = 1; nplayers = 0; for (i = 0; i <= Highest_object_index; i++) { if ((Objects[i].type == OBJ_PLAYER) || (Objects[i].type == OBJ_GHOST)) nplayers++; if (Objects[i].type == OBJ_CNTRLCEN) got_controlcen=1; } if (got_controlcen && (MaxNumNetPlayers<=nplayers)) return(0); return(1); } void net_udp_read_object_packet( ubyte *data ) { // Object from another net player we need to sync with short objnum, remote_objnum; sbyte obj_owner; int segnum, i; object *obj; static int my_pnum = 0; static int mode = 0; static int object_count = 0; static int frame_num = 0; int nobj = data[1]; int loc = 3; int remote_frame_num = data[2]; frame_num++; for (i = 0; i < nobj; i++) { objnum = INTEL_SHORT( *(short *)(data+loc) ); loc += 2; obj_owner = data[loc]; loc += 1; remote_objnum = INTEL_SHORT( *(short *)(data+loc) ); loc += 2; if (objnum == -1) { // Clear object array init_objects(); Network_rejoined = 1; my_pnum = obj_owner; change_playernum_to(my_pnum); mode = 1; object_count = 0; frame_num = 1; } else if (objnum == -2) { // Special debug checksum marker for entire send if (mode == 1) { net_udp_pack_objects(); mode = 0; } if (remote_objnum != object_count) { Int3(); } if (net_udp_verify_objects(remote_objnum, object_count)) { // Failed to sync up nm_messagebox(NULL, 1, TXT_OK, TXT_NET_SYNC_FAILED); Network_status = NETSTAT_MENU; return; } frame_num = 0; } else { if (frame_num != remote_frame_num) Int3(); object_count++; if ((obj_owner == my_pnum) || (obj_owner == -1)) { if (mode != 1) Int3(); // SEE ROB objnum = remote_objnum; //if (objnum > Highest_object_index) //{ // Highest_object_index = objnum; // num_objects = Highest_object_index+1; //} } else { if (mode == 1) { net_udp_pack_objects(); mode = 0; } objnum = obj_allocate(); } if (objnum != -1) { obj = &Objects[objnum]; if (obj->segnum != -1) obj_unlink(objnum); Assert(obj->segnum == -1); Assert(objnum < MAX_OBJECTS); memcpy(obj, &data[loc], sizeof(object)); net_udp_swap_object(obj); loc += sizeof(object); segnum = obj->segnum; obj->next = obj->prev = obj->segnum = -1; obj->attached_obj = -1; if (segnum > -1) obj_link(obj-Objects,segnum); if (obj_owner == my_pnum) map_objnum_local_to_local(objnum); else if (obj_owner != -1) map_objnum_local_to_remote(objnum, remote_objnum, obj_owner); else object_owner[objnum] = -1; } } // For a standard onbject } // For each object in packet } /* * Polling loop waiting for sync packet to start game after having sent request */ int net_udp_sync_poll( newmenu *menu, d_event *event, void *userdata ) { static fix t1 = 0; int rval = 0; if (event->type != EVENT_IDLE) return 0; menu = menu; userdata = userdata; net_udp_listen(); // Leave if Host disconnects if (Netgame.players[0].connected == CONNECT_DISCONNECTED) rval = -2; if (Network_status != NETSTAT_WAITING) // Status changed to playing, exit the menu rval = -2; if (Network_status != NETSTAT_MENU && !Network_rejoined && (timer_get_fixed_seconds() > t1+F1_0*2)) { int i; // Poll time expired, re-send request t1 = timer_get_fixed_seconds(); i = net_udp_send_request(); if (i < 0) rval = -2; } return rval; } int net_udp_start_poll( newmenu *menu, d_event *event, void *userdata ) { newmenu_item *menus = newmenu_get_items(menu); int nitems = newmenu_get_nitems(menu); int i,n,nm; if (event->type != EVENT_IDLE) return 0; userdata = userdata; Assert(Network_status == NETSTAT_STARTING); if (!menus[0].value) { menus[0].value = 1; } for (i=1; i= N_players) && (menus[i].value) ) { menus[i].value = 0; } } nm = 0; for (i=0; i N_players ) { menus[i].value = 0; } } } if ( nm > MaxNumNetPlayers ) { nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN ); // Turn off the last player highlighted for (i = N_players; i > 0; i--) if (menus[i].value == 1) { menus[i].value = 0; break; } } // if (nitems > MAX_PLAYERS ) return; n = Netgame.numplayers; net_udp_listen(); if (n < Netgame.numplayers ) { digi_play_sample (SOUND_HUD_MESSAGE,F1_0); if (GameArg.MplNoRankings) sprintf( menus[N_players-1].text, "%d. %-20s", N_players,Netgame.players[N_players-1].callsign ); else sprintf( menus[N_players-1].text, "%d. %s%-20s", N_players, RankStrings[Netgame.players[N_players-1].rank],Netgame.players[N_players-1].callsign ); if (N_players <= MaxNumNetPlayers) { menus[N_players-1].value = 1; } } else if ( n > Netgame.numplayers ) { // One got removed... digi_play_sample (SOUND_HUD_KILL,F1_0); for (i=0; i> i) & 1; } i = newmenu_do1( NULL, "Objects to allow", MULTI_ALLOW_POWERUP_MAX, m, NULL, NULL, 0 ); if (i > -1) { Netgame.AllowedItems &= ~NETFLAG_DOPOWERUP; for (i = 0; i < MULTI_ALLOW_POWERUP_MAX; i++) if (m[i].value) Netgame.AllowedItems |= (1 << i); } } int net_udp_more_options_handler( newmenu *menu, d_event *event, void *userdata ); void net_udp_more_game_options () { int opt=0,i; char PlayText[80],KillText[80],srinvul[50],packstring[5]; newmenu_item m[16]; snprintf(packstring,sizeof(char)*4,"%d",Netgame.PacketsPerSec); opt_difficulty = opt; m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.difficulty; m[opt].text=TXT_DIFFICULTY; m[opt].min_value=0; m[opt].max_value=(NDL-1); opt++; opt_cinvul = opt; sprintf( srinvul, "%s: %d %s", TXT_REACTOR_LIFE, Netgame.control_invul_time/F1_0/60, TXT_MINUTES_ABBREV ); m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.control_invul_time/5/F1_0/60; m[opt].text= srinvul; m[opt].min_value=0; m[opt].max_value=10; opt++; opt_playtime=opt; sprintf( PlayText, "Max time: %d %s", Netgame.PlayTimeAllowed*5, TXT_MINUTES_ABBREV ); m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.PlayTimeAllowed; m[opt].text= PlayText; m[opt].min_value=0; m[opt].max_value=10; opt++; opt_killgoal=opt; sprintf( KillText, "Kill Goal: %d kills", Netgame.KillGoal*5); m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.KillGoal; m[opt].text= KillText; m[opt].min_value=0; m[opt].max_value=10; opt++; opt_start_invul=opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Invulnerable when reappearing"; m[opt].value=Netgame.InvulAppear; opt++; opt_marker_view = opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Allow Marker camera views"; m[opt].value=Netgame.Allow_marker_view; opt++; opt_light = opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Indestructible lights"; m[opt].value=Netgame.AlwaysLighting; opt++; opt_bright = opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Bright player ships"; m[opt].value=Netgame.BrightPlayers; opt++; opt_show_names=opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Show player names on HUD"; m[opt].value=Netgame.ShowAllNames; opt++; opt_show_on_map=opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = TXT_SHOW_ON_MAP; m[opt].value=(Netgame.game_flags & NETGAME_FLAG_SHOW_MAP); opt_show_on_map=opt; opt++; opt_setpower = opt; m[opt].type = NM_TYPE_MENU; m[opt].text = "Set Objects allowed..."; opt++; m[opt].type = NM_TYPE_TEXT; m[opt].text = "Packets per second (2 - 20)"; opt++; opt_packets=opt; m[opt].type = NM_TYPE_INPUT; m[opt].text=packstring; m[opt].text_len=2; opt++; m[opt].type = NM_TYPE_TEXT; m[opt].text = "Network port"; opt++; opt_port = opt; m[opt].type = NM_TYPE_INPUT; m[opt].text = UDP_MyPort; m[opt].text_len=5; opt++; opt_plp = opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Packet Loss Prevention"; m[opt].value = Netgame.PacketLossPrevention; opt++; menu: i = newmenu_do1( NULL, "Advanced netgame options", opt, m, net_udp_more_options_handler, NULL, 0 ); Netgame.control_invul_time = m[opt_cinvul].value*5*F1_0*60; if (i==opt_setpower) { net_udp_set_power (); goto menu; } Netgame.PacketsPerSec=atoi(packstring); if (Netgame.PacketsPerSec>20) { Netgame.PacketsPerSec=20; nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to 20"); } if (Netgame.PacketsPerSec<2) { nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to 2"); Netgame.PacketsPerSec=2; } if ((atoi(UDP_MyPort)) < 0 ||(atoi(UDP_MyPort)) > 65535) { snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT); nm_messagebox(TXT_ERROR, 1, TXT_OK, "Illegal port"); } Netgame.InvulAppear=m[opt_start_invul].value; Netgame.BrightPlayers=m[opt_bright].value; Netgame.ShowAllNames=m[opt_show_names].value; Netgame.Allow_marker_view=m[opt_marker_view].value; Netgame.AlwaysLighting=m[opt_light].value; Netgame.difficulty=Difficulty_level = m[opt_difficulty].value; if (m[opt_show_on_map].value) Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP; else Netgame.game_flags &= ~NETGAME_FLAG_SHOW_MAP; Netgame.PacketLossPrevention = m[opt_plp].value; } int net_udp_more_options_handler( newmenu *menu, d_event *event, void *userdata ) { newmenu_item *menus = newmenu_get_items(menu); int citem = newmenu_get_citem(menu); switch (event->type) { case EVENT_NEWMENU_CHANGED: if (citem == opt_cinvul) sprintf( menus[opt_cinvul].text, "%s: %d %s", TXT_REACTOR_LIFE, menus[opt_cinvul].value*5, TXT_MINUTES_ABBREV ); else if (citem == opt_playtime) { if (Game_mode & GM_MULTI_COOP) { nm_messagebox ("Sorry",1,TXT_OK,"You can't change those for coop!"); menus[opt_playtime].value=0; return 0; } Netgame.PlayTimeAllowed=menus[opt_playtime].value; sprintf( menus[opt_playtime].text, "Max Time: %d %s", Netgame.PlayTimeAllowed*5, TXT_MINUTES_ABBREV ); } else if (citem == opt_killgoal) { if (Game_mode & GM_MULTI_COOP) { nm_messagebox ("Sorry",1,TXT_OK,"You can't change those for coop!"); menus[opt_killgoal].value=0; return 0; } Netgame.KillGoal=menus[opt_killgoal].value; sprintf( menus[opt_killgoal].text, "Kill Goal: %d kills", Netgame.KillGoal*5); } break; default: break; } userdata = userdata; return 0; } typedef struct param_opt { int name, level, mode, moreopts; int closed, refuse, maxnet, coop, team_anarchy, team_hoard, capture; } param_opt; int net_udp_start_game(void); int net_udp_game_param_handler( newmenu *menu, d_event *event, param_opt *opt ) { newmenu_item *menus = newmenu_get_items(menu); int citem = newmenu_get_citem(menu); static int oldmaxnet=0; switch (event->type) { case EVENT_NEWMENU_CHANGED: if (((HoardEquipped() && (citem == opt->team_hoard)) || ((citem == opt->team_anarchy) || (citem == opt->capture))) && !menus[opt->closed].value && !menus[opt->refuse].value) { menus[opt->refuse].value = 1; menus[opt->refuse-1].value = 0; menus[opt->refuse-2].value = 0; } if (menus[opt->coop].value) { oldmaxnet=1; if (menus[opt->maxnet].value>2) { menus[opt->maxnet].value=2; } if (menus[opt->maxnet].max_value>2) { menus[opt->maxnet].max_value=2; } if (!(Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP; if (Netgame.PlayTimeAllowed || Netgame.KillGoal) { Netgame.PlayTimeAllowed=0; Netgame.KillGoal=0; } } else // if !Coop game { if (oldmaxnet) { oldmaxnet=0; menus[opt->maxnet].value=6; menus[opt->maxnet].max_value=6; } } if (citem == opt->level) { char *slevel = menus[opt->level].text; Netgame.levelnum = atoi(slevel); if ((Netgame.levelnum < 1) || (Netgame.levelnum > Last_level)) { nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_LEVEL_OUT_RANGE ); sprintf(slevel, "1"); return 0; } } if (citem == opt->refuse) Netgame.RefusePlayers=menus[opt->refuse].value; if (citem == opt->maxnet) { sprintf( menus[opt->maxnet].text, "Maximum players: %d", menus[opt->maxnet].value+2 ); MaxNumNetPlayers = menus[opt->maxnet].value+2; Netgame.max_numplayers=MaxNumNetPlayers; } if ((citem >= opt->mode) && (citem <= opt->team_hoard)) { if ( menus[opt->mode].value ) Netgame.gamemode = NETGAME_ANARCHY; else if (menus[opt->mode+1].value) { Netgame.gamemode = NETGAME_TEAM_ANARCHY; } else if (ANARCHY_ONLY_MISSION) { nm_messagebox(NULL, 1, TXT_OK, TXT_ANARCHY_ONLY_MISSION); menus[opt->mode+2].value = 0; menus[opt->mode+3].value = 0; menus[opt->mode].value = 1; return 0; } else if ( menus[opt->mode+2].value ) Netgame.gamemode = NETGAME_ROBOT_ANARCHY; else if ( menus[opt->mode+3].value ) Netgame.gamemode = NETGAME_COOPERATIVE; else if (menus[opt->capture].value) Netgame.gamemode = NETGAME_CAPTURE_FLAG; else if (HoardEquipped() && menus[opt->capture+1].value) Netgame.gamemode = NETGAME_HOARD; else if (HoardEquipped() && menus[opt->capture+2].value) Netgame.gamemode = NETGAME_TEAM_HOARD; else Int3(); // Invalid mode -- see Rob } if (citem == opt->closed) { if (menus[opt->closed].value) Netgame.game_flags |= NETGAME_FLAG_CLOSED; else Netgame.game_flags &= ~NETGAME_FLAG_CLOSED; } break; case EVENT_NEWMENU_SELECTED: if (citem==opt->moreopts) { if ( menus[opt->mode+3].value ) Game_mode=GM_MULTI_COOP; net_udp_more_game_options(); Game_mode=0; return 1; } return !net_udp_start_game(); default: break; } return 0; } int net_udp_setup_game() { int i; int optnum; param_opt opt; newmenu_item m[20]; char slevel[5]; char level_text[32]; char srmaxnet[50]; net_udp_init(); change_playernum_to(0); for (i=0;i= 0; } void net_udp_set_game_mode(int gamemode) { Show_kill_list = 1; if ( gamemode == NETGAME_ANARCHY ) Game_mode = GM_NETWORK; else if ( gamemode == NETGAME_ROBOT_ANARCHY ) Game_mode = GM_NETWORK | GM_MULTI_ROBOTS; else if ( gamemode == NETGAME_COOPERATIVE ) Game_mode = GM_NETWORK | GM_MULTI_COOP | GM_MULTI_ROBOTS; else if (gamemode == NETGAME_CAPTURE_FLAG) { Game_mode = GM_NETWORK | GM_TEAM | GM_CAPTURE; Show_kill_list=3; } else if (HoardEquipped() && gamemode == NETGAME_HOARD) Game_mode = GM_NETWORK | GM_HOARD; else if (HoardEquipped() && gamemode == NETGAME_TEAM_HOARD) { Game_mode = GM_NETWORK | GM_HOARD | GM_TEAM; Show_kill_list=3; } else if ( gamemode == NETGAME_TEAM_ANARCHY ) { Game_mode = GM_NETWORK | GM_TEAM; Show_kill_list = 3; } else Int3(); } void net_udp_read_sync_packet( ubyte * data, int data_len, struct _sockaddr sender_addr ) { int i, j; char temp_callsign[CALLSIGN_LEN+1]; if (data) { net_udp_process_game_info(data, data_len, sender_addr, 0); } N_players = Netgame.numplayers; Difficulty_level = Netgame.difficulty; Network_status = Netgame.game_status; if (Netgame.segments_checksum != my_segments_checksum) { Network_status = NETSTAT_MENU; nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_NETLEVEL_NMATCH); #ifdef RELEASE return; #endif } // Discover my player number memcpy(temp_callsign, Players[Player_num].callsign, CALLSIGN_LEN+1); Player_num = -1; for (i=0; i 0) && (choice < opt_team_b)) { team_vector |= (1 << pnums[choice]); } else if ((choice > opt_team_b) && (choice < opt-2)) { team_vector &= ~(1 << pnums[choice]); } else if (choice == -1) return 0; goto menu; } int net_udp_select_players(void) { int i, j; newmenu_item m[MAX_PLAYERS+4]; char text[MAX_PLAYERS+4][45]; char title[50]; int save_nplayers; //how may people would like to join net_udp_add_player( &UDP_Seq ); for (i=0; i< MAX_PLAYERS+4; i++ ) { sprintf( text[i], "%d. %-20s", i+1, "" ); m[i].type = NM_TYPE_CHECK; m[i].text = text[i]; m[i].value = 0; } m[0].value = 1; // Assume server will play... if (GameArg.MplNoRankings) sprintf( text[0], "%d. %-20s", 1, Players[Player_num].callsign ); else sprintf( text[0], "%d. %s%-20s", 1, RankStrings[Netgame.players[Player_num].rank],Players[Player_num].callsign ); sprintf( title, "%s %d %s", TXT_TEAM_SELECT, MaxNumNetPlayers, TXT_TEAM_PRESS_ENTER ); GetPlayersAgain: j=newmenu_do1( NULL, title, MAX_PLAYERS+4, m, net_udp_start_poll, NULL, 1 ); save_nplayers = N_players; if (j<0) { // Aborted! // Dump all players and go back to menu mode abort: // Tell everyone we're bailing Netgame.numplayers = 0; for (i=1; i Netgame.max_numplayers) { nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN ); N_players = save_nplayers; goto GetPlayersAgain; } // Let host join without Client available. Let's see if our players like that #if 0 //def RELEASE if ( N_players < 2 ) { nm_messagebox( TXT_ERROR, 1, TXT_OK, TXT_TEAM_ATLEAST_TWO ); N_players = save_nplayers; goto GetPlayersAgain; } #endif #ifdef RELEASE if ( (Netgame.gamemode == NETGAME_TEAM_ANARCHY || Netgame.gamemode == NETGAME_CAPTURE_FLAG || Netgame.gamemode == NETGAME_TEAM_HOARD) && (N_players < 2) ) { nm_messagebox(TXT_ERROR, 1, TXT_OK, "You must select at least two\nplayers to start a team game" ); N_players = save_nplayers; goto GetPlayersAgain; } #endif // Remove players that aren't marked. N_players = 0; for (i=0; i N_players) { memcpy(Netgame.players[N_players].callsign, Netgame.players[i].callsign, CALLSIGN_LEN+1); Netgame.players[N_players].version_major=Netgame.players[i].version_major; Netgame.players[N_players].version_minor=Netgame.players[i].version_minor; Netgame.players[N_players].rank=Netgame.players[i].rank; ClipRank (&Netgame.players[N_players].rank); net_udp_check_for_old_version(i); } Players[N_players].connected = CONNECT_PLAYING; N_players++; } else { net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_DORK); } } for (i = N_players; i < MAX_NUM_NET_PLAYERS; i++) { memset(Netgame.players[i].callsign, 0, CALLSIGN_LEN+1); Netgame.players[i].version_major=0; Netgame.players[i].version_minor=0; Netgame.players[i].rank=0; } if (Netgame.gamemode == NETGAME_TEAM_ANARCHY || Netgame.gamemode == NETGAME_CAPTURE_FLAG || Netgame.gamemode == NETGAME_TEAM_HOARD) if (!net_udp_select_teams()) goto abort; return(1); } int net_udp_start_game(void) { int i; i = udp_open_socket(0, atoi(UDP_MyPort)); if (i != 0) return 0; if (atoi(UDP_MyPort) != UDP_PORT_DEFAULT) i = udp_open_socket(1, UDP_PORT_DEFAULT); // Default port open for Broadcasts if (i != 0) return 0; // prepare broadcast address to announce our game memset(&GBcast, '\0', sizeof(struct _sockaddr)); udp_dns_filladdr(UDP_BCAST_ADDR, UDP_PORT_DEFAULT, &GBcast); if (is_D2_OEM) UDP_Seq.player.version_minor|=0x10; N_players = 0; Netgame.game_status = NETSTAT_STARTING; Netgame.numplayers = 0; Network_status = NETSTAT_STARTING; net_udp_set_game_mode(Netgame.gamemode); d_srand( timer_get_fixed_seconds() ); Netgame.players[0].protocol.udp.isyou = 1; // I am Host. I need to know that y'know? For syncing later. if(net_udp_select_players()) { StartNewLevel(Netgame.levelnum, 0); } else { Game_mode = GM_GAME_OVER; return 0; // see if we want to tweak the game we setup } net_udp_send_game_info(GBcast, UPID_GAME_INFO_LITE); // game started. broadcast our current status to everyone who wants to know return 1; // don't keep params menu or mission listbox (may want to join a game next time) } int net_udp_wait_for_sync(void) { char text[60]; newmenu_item m[2]; int i, choice=0; Network_status = NETSTAT_WAITING; m[0].type=NM_TYPE_TEXT; m[0].text = text; m[1].type=NM_TYPE_TEXT; m[1].text = TXT_NET_LEAVE; i = net_udp_send_request(); if (i < 0) return(-1); sprintf( m[0].text, "%s\n'%s' %s", TXT_NET_WAITING, Netgame.players[i].callsign, TXT_NET_TO_ENTER ); while (choice > -1) choice=newmenu_do( NULL, TXT_WAIT, 2, m, net_udp_sync_poll, NULL ); if (Network_status != NETSTAT_PLAYING) { UDP_sequence_packet me; memset(&me, 0, sizeof(UDP_sequence_packet)); me.type = UPID_QUIT_JOINING; memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 ); net_udp_send_sequence_packet(me, Netgame.players[0].protocol.udp.addr); N_players = 0; Game_mode = GM_GAME_OVER; return(-1); // they cancelled } return(0); } int net_udp_request_poll( newmenu *menu, d_event *event, void *userdata ) { // Polling loop for waiting-for-requests menu int i = 0; int num_ready = 0; if (event->type != EVENT_IDLE) return 0; menu = menu; userdata = userdata; // Send our endlevel packet at regular intervals // if (timer_get_fixed_seconds() > t1+ENDLEVEL_SEND_INTERVAL) // { // net_udp_send_endlevel_packet(); // t1 = timer_get_fixed_seconds(); // } net_udp_listen(); net_udp_timeout_check(timer_get_fixed_seconds()); for (i = 0; i < N_players; i++) { if ((Players[i].connected == CONNECT_PLAYING) || (Players[i].connected == CONNECT_DISCONNECTED)) num_ready++; } if (num_ready == N_players) // All players have checked in or are disconnected { return -2; } return 0; } int net_udp_wait_for_requests(void) { // Wait for other players to load the level before we send the sync int choice, i; newmenu_item m[1]; Network_status = NETSTAT_WAITING; m[0].type=NM_TYPE_TEXT; m[0].text = TXT_NET_LEAVE; Network_status = NETSTAT_WAITING; net_udp_flush(); Players[Player_num].connected = CONNECT_PLAYING; menu: choice = newmenu_do(NULL, TXT_WAIT, 1, m, net_udp_request_poll, NULL); if (choice == -1) { // User aborted choice = nm_messagebox(NULL, 3, TXT_YES, TXT_NO, TXT_START_NOWAIT, TXT_QUITTING_NOW); if (choice == 2) { N_players = 1; return 0; } if (choice != 0) goto menu; // User confirmed abort for (i=0; i < N_players; i++) { if ((Players[i].connected != CONNECT_DISCONNECTED) && (i != Player_num)) { net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED); } } return -1; } else if (choice != -2) goto menu; return 0; } /* Do required syncing after each level, before starting new one */ int net_udp_level_sync(void) { int result = 0; memset(&UDP_MData, 0, sizeof(UDP_mdata_info)); net_udp_noloss_init_mdata_queue(); net_udp_flush(); // Flush any old packets if (N_players == 0) result = net_udp_wait_for_sync(); else if (multi_i_am_master()) { result = net_udp_wait_for_requests(); if (!result) result = net_udp_send_sync(); } else result = net_udp_wait_for_sync(); net_udp_count_powerups_in_mine(); if (result) { Players[Player_num].connected = CONNECT_DISCONNECTED; net_udp_send_endlevel_packet(); if (Game_wind) window_close(Game_wind); show_menus(); return -1; } return(0); } void net_udp_count_powerups_in_mine(void) { int i; for (i=0;i8) { nm_messagebox(NULL, 1, TXT_OK, "This OEM version only supports\nthe first 8 levels!"); return 0; } } if (is_MAC_SHARE) { if (Netgame.levelnum > 4) { nm_messagebox(NULL, 1, TXT_OK, "This SHAREWARE version only supports\nthe first 4 levels!"); return 0; } } Network_status = NETSTAT_BROWSING; // We are looking at a game menu if (!net_udp_can_join_netgame(&Netgame)) { if (Netgame.numplayers == Netgame.max_numplayers) nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_GAME_FULL); else nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_IN_PROGRESS); return 0; } // Choice is valid, prepare to join in Difficulty_level = Netgame.difficulty; MaxNumNetPlayers = Netgame.max_numplayers; change_playernum_to(1); net_udp_set_game_mode(Netgame.gamemode); StartNewLevel(Netgame.levelnum, 0); return 1; // look ma, we're in a game!!! } void net_udp_leave_game() { int nsave, i; net_udp_do_frame(1, 1); if ((multi_i_am_master())) { while (Network_sending_extras>1 && Player_joining_extras!=-1) net_udp_send_extras(); Netgame.numplayers = 0; nsave=N_players; N_players=0; for (i=1; i 0); if (UDP_Socket[1] != -1) while (udp_receive_packet( 1, packet, UPKT_MAX_SIZE, &sender_addr) > 0); } void net_udp_listen() { int size; ubyte packet[UPKT_MAX_SIZE]; struct _sockaddr sender_addr; if (UDP_Socket[0] != -1) { size = udp_receive_packet( 0, packet, UPKT_MAX_SIZE, &sender_addr ); while ( size > 0 ) { net_udp_process_packet( packet, sender_addr, size ); size = udp_receive_packet( 0, packet, UPKT_MAX_SIZE, &sender_addr ); } } if (UDP_Socket[1] != -1) { size = udp_receive_packet( 1, packet, UPKT_MAX_SIZE, &sender_addr ); while ( size > 0 ) { net_udp_process_packet( packet, sender_addr, size ); size = udp_receive_packet( 1, packet, UPKT_MAX_SIZE, &sender_addr ); } } } void net_udp_send_data( ubyte * ptr, int len, int priority ) { char check; if (Endlevel_sequence) return; if (priority) PacketUrgent = 1; if ((UDP_MData.mbuf_size+len) > UPKT_MBUF_SIZE ) { check = ptr[0]; net_udp_do_frame(1, 0); if (UDP_MData.mbuf_size != 0) Int3(); Assert(check == ptr[0]); } Assert(UDP_MData.mbuf_size+len <= UPKT_MBUF_SIZE); memcpy( &UDP_MData.mbuf[UDP_MData.mbuf_size], ptr, len ); UDP_MData.mbuf_size += len; } void net_udp_timeout_check(fix time) { int i = 0; static fix last_timeout_time = 0; if ((time>=last_timeout_time+F1_0) || (time < last_timeout_time)) { // Check for player timeouts for (i = 0; i < N_players; i++) { if ((i != Player_num) && (Players[i].connected != CONNECT_DISCONNECTED)) { if ((Netgame.players[i].LastPacketTime == 0) || (Netgame.players[i].LastPacketTime > time)) { Netgame.players[i].LastPacketTime = time; } else if ((time - Netgame.players[i].LastPacketTime) > UDP_TIMEOUT) { net_udp_timeout_player(i); } } if (Players[i].connected == CONNECT_DISCONNECTED && Objects[Players[i].objnum].type != OBJ_GHOST) { HUD_init_message( "'%s' has left.", Players[i].callsign ); multi_make_player_ghost(i); } } last_timeout_time = time; } } void net_udp_timeout_player(int playernum) { // Remove a player from the game if we haven't heard from them in // a long time. int i, n = 0; Assert(playernum < N_players); Assert(playernum > -1); net_udp_disconnect_player(playernum); if (Network_status == NETSTAT_PLAYING) { create_player_appearance_effect(&Objects[Players[playernum].objnum]); digi_play_sample(SOUND_HUD_MESSAGE, F1_0); HUD_init_message("%s %s", Players[playernum].callsign, TXT_DISCONNECTING); } for (i = 0; i < N_players; i++) if (Players[i].connected) n++; if (n == 1 && Network_status == NETSTAT_PLAYING) { HUD_init_message("You are the only person remaining in this netgame"); } } void net_udp_do_frame(int force, int listen) { int send_mdata = (Network_laser_fired || force || PacketUrgent); fix time = 0; static fix last_send_time = 0, last_endlevel_time = 0, last_bcast_time = 0; if (!(Game_mode&GM_NETWORK)) return; time = timer_get_fixed_seconds(); net_udp_ping_frame(time); if (WaitForRefuseAnswer && time>(RefuseTimeLimit+(F1_0*12))) WaitForRefuseAnswer=0; // Send player position packet (and endlevel if needed) if ((time >= (last_send_time+(F1_0/Netgame.PacketsPerSec))) || (time < last_send_time)) { multi_send_robot_frame(0); multi_send_fire(); // Do firing if needed.. last_send_time = time; net_udp_send_pdata(); send_mdata = 1; } if (send_mdata) net_udp_send_mdata(PacketUrgent, time); net_udp_noloss_process_queue(time); if (((time>=last_endlevel_time+F1_0) || (time < last_endlevel_time)) && Control_center_destroyed) { last_endlevel_time = time; net_udp_send_endlevel_packet(); } // broadcast lite_info every 10 seconds if (time>=last_bcast_time+(F1_0*10) || (time < last_bcast_time)) { last_bcast_time = time; net_udp_send_game_info(GBcast, UPID_GAME_INFO_LITE); } if (listen) { net_udp_timeout_check(time); net_udp_listen(); if (Network_send_objects) net_udp_send_objects(); if (Network_sending_extras) net_udp_send_extras(); } PacketUrgent = 0; } /* CODE FOR PACKET LOSS PREVENTION - START */ /* * Adds a packet to our queue. Should be called when an IMPORTANT mdata packet is created. * player_ack is an array which should contain 0 for each player that needs to send an ACK signal. */ void net_udp_noloss_add_queue_pkt(uint32_t pkt_num, fix time, ubyte *data, ushort data_size, ubyte pnum, ubyte player_ack[MAX_PLAYERS]) { int i; if (!Netgame.PacketLossPrevention) return; for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++) { int j; if (UDP_mdata_queue[i].used) continue; con_printf(CON_VERBOSE, "P#%i: Adding MData pkt_num %i from %i to MData store list\n", Player_num, pkt_num, pnum); UDP_mdata_queue[i].used = 1; UDP_mdata_queue[i].pkt_initial_timestamp = time; for (j = 0; j < MAX_PLAYERS; j++) UDP_mdata_queue[i].pkt_timestamp[j] = time; UDP_mdata_queue[i].pkt_num = pkt_num; UDP_mdata_queue[i].Player_num = pnum; memcpy( &UDP_mdata_queue[i].player_ack, player_ack, sizeof(ubyte)*MAX_PLAYERS); memcpy( &UDP_mdata_queue[i].data, data, sizeof(char)*data_size ); UDP_mdata_queue[i].data_size = data_size; return; } con_printf(CON_VERBOSE, "P#%i: MData store list is full!\n", Player_num); } /* * We have received a MDATA packet. Send ACK response to sender! * Also check in our UDP_mdata_got list, if we got this packet already. If yes, return 0 so do not process it! */ int net_udp_noloss_validate_mdata(uint32_t pkt_num, ubyte sender_pnum, struct _sockaddr sender_addr) { ubyte buf[7]; int i = 0, len = 0; // Check if this comes from a valid IP if (multi_i_am_master()) { if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[sender_pnum].protocol.udp.addr, sizeof(struct _sockaddr))) return 0; } else { if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr))) return 0; } con_printf(CON_VERBOSE, "P#%i: Sending MData ACK for pkt %i - pnum %i\n",Player_num, pkt_num, sender_pnum); memset(&buf,0,sizeof(buf)); buf[len] = UPID_MDATA_ACK; len++; buf[len] = Player_num; len++; buf[len] = sender_pnum; len++; PUT_INTEL_INT(buf + len, pkt_num); len += 4; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&sender_addr, sizeof(struct _sockaddr)); for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++) { if (pkt_num == UDP_mdata_got[sender_pnum].pkt_num[i]) return 0; // we got this packet already } UDP_mdata_got[sender_pnum].cur_slot++; if (UDP_mdata_got[sender_pnum].cur_slot >= UDP_MDATA_STOR_QUEUE_SIZE) UDP_mdata_got[sender_pnum].cur_slot = 0; UDP_mdata_got[sender_pnum].pkt_num[UDP_mdata_got[sender_pnum].cur_slot] = pkt_num; return 1; } /* We got an ACK by a player. Set this player slot to positive! */ void net_udp_noloss_got_ack(ubyte *data, int data_len) { int i = 0, len = 0; uint32_t pkt_num = 0; ubyte sender_pnum = 0, dest_pnum = 0; if (data_len != 7) return; len++; sender_pnum = data[len]; len++; dest_pnum = data[len]; len++; pkt_num = GET_INTEL_INT(&data[len]); len += 4; for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++) { if ((pkt_num == UDP_mdata_queue[i].pkt_num) && (dest_pnum == UDP_mdata_queue[i].Player_num)) { con_printf(CON_VERBOSE, "P#%i: Got MData ACK for pkt_num %i from pnum %i for pnum %i\n",Player_num, pkt_num, sender_pnum, dest_pnum); UDP_mdata_queue[i].player_ack[sender_pnum] = 1; break; } } } /* Init/Free the queue. Call at start and end of a game or level. */ void net_udp_noloss_init_mdata_queue(void) { con_printf(CON_VERBOSE, "P#%i: Clearing MData store/GOT list\n",Player_num); memset(&UDP_mdata_queue,0,sizeof(UDP_mdata_store)*UDP_MDATA_STOR_QUEUE_SIZE); memset(&UDP_mdata_got,0,sizeof(UDP_mdata_recv)*MAX_PLAYERS); } /* Reset the trace list for given player when (dis)connect happens */ void net_udp_noloss_clear_mdata_got(ubyte player_num) { con_printf(CON_VERBOSE, "P#%i: Clearing GOT list for %i\n",Player_num, player_num); memset(&UDP_mdata_got[player_num].pkt_num,0,sizeof(uint32_t)*UDP_MDATA_STOR_QUEUE_SIZE); UDP_mdata_got[player_num].cur_slot = 0; } /* * The main queue-process function. * Check if we can remove a packet from queue, and check if there are packets in queue which we need to re-send */ void net_udp_noloss_process_queue(fix time) { int queuec = 0, plc = 0, count = 0; if (!Netgame.PacketLossPrevention) return; for (queuec = 0; queuec < UDP_MDATA_STOR_QUEUE_SIZE; queuec++) { fix resend_delay = (F1_0/2); int resend = 0; if (!UDP_mdata_queue[queuec].used) continue; // Check if at least one connected player has not ACK'd the packet for (plc = 0; plc < MAX_PLAYERS; plc++) { // If player is not playing anymore, we can remove him from list. Also remove *me* (even if that should have been done already). Also make sure Clients do not send to anyone else than Host if ((Players[plc].connected != CONNECT_PLAYING || plc == Player_num) || (!multi_i_am_master() && plc > 0)) UDP_mdata_queue[queuec].player_ack[plc] = 1; if (!UDP_mdata_queue[queuec].player_ack[plc]) { // Set resend interval if (Netgame.players[plc].ping < 20) resend_delay = (F1_0/20); else if (Netgame.players[plc].ping < 500) resend_delay = i2f(Netgame.players[plc].ping + (Netgame.players[plc].ping/10)); else resend_delay = (F1_0/2); // Resend if enough time has passed. if ((UDP_mdata_queue[queuec].pkt_timestamp[plc] + resend_delay <= time) || (time < UDP_mdata_queue[queuec].pkt_timestamp[plc])) { ubyte buf[sizeof(UDP_mdata_info)]; int len = 0; con_printf(CON_VERBOSE, "P#%i: Resending pkt_num %i from pnum %i to pnum %i\n",Player_num, UDP_mdata_queue[queuec].pkt_num, UDP_mdata_queue[queuec].Player_num, plc); UDP_mdata_queue[queuec].pkt_timestamp[plc] = time; memset(&buf, 0, sizeof(UDP_mdata_info)); // Prepare the packet and send it buf[len] = UPID_MDATA_P1; len++; buf[len] = UDP_mdata_queue[queuec].Player_num; len++; PUT_INTEL_INT(buf + len, UDP_mdata_queue[queuec].pkt_num); len += 4; memcpy(&buf[len], UDP_mdata_queue[queuec].data, sizeof(char)*UDP_mdata_queue[queuec].data_size); len += UDP_mdata_queue[queuec].data_size; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[plc].protocol.udp.addr, sizeof(struct _sockaddr)); } resend++; } } // Check if we can remove that packet due to to it had no resend's or Timeout if (!resend || ((UDP_mdata_queue[queuec].pkt_initial_timestamp + UDP_TIMEOUT <= time) || (time < UDP_mdata_queue[queuec].pkt_initial_timestamp))) { con_printf(CON_VERBOSE, "P#%i: Removing stored pkt_num %i - All ACK: %i\n",Player_num, UDP_mdata_queue[queuec].pkt_num, !resend); memset(&UDP_mdata_queue[queuec],0,sizeof(UDP_mdata_store)); } if (resend) count++; // Only send 5 packets from the queue by each time the queue process is called if (count >= 5) break; } } /* CODE FOR PACKET LOSS PREVENTION - END */ void net_udp_send_mdata_direct(ubyte *data, int data_len, int pnum, int priority) { ubyte buf[sizeof(UDP_mdata_info)]; ubyte pack[MAX_PLAYERS]; int len = 0; if (!(Game_mode&GM_NETWORK)) return; if (!(data_len > 0)) return; if (!multi_i_am_master()) Error("Client sent direct data in net_udp_send_mdata_direct()!\n"); if (!Netgame.PacketLossPrevention) priority = 0; memset(&buf, 0, sizeof(UDP_mdata_info)); memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS); pack[pnum] = 0; if (priority) buf[len] = UPID_MDATA_P1; else buf[len] = UPID_MDATA_P0; len++; buf[len] = Player_num; len++; if (priority) { UDP_MData.pkt_num++; PUT_INTEL_INT(buf + len, UDP_MData.pkt_num); len += 4; } memcpy(&buf[len], data, sizeof(char)*data_len); len += data_len; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[pnum].protocol.udp.addr, sizeof(struct _sockaddr)); if (priority) net_udp_noloss_add_queue_pkt(UDP_MData.pkt_num, timer_get_fixed_seconds(), data, len, Player_num, pack); } void net_udp_send_mdata(int priority, fix time) { ubyte buf[sizeof(UDP_mdata_info)]; ubyte pack[MAX_PLAYERS]; int len = 0, i = 0; if (!(Game_mode&GM_NETWORK)) return; if (!(UDP_MData.mbuf_size > 0)) return; if (!Netgame.PacketLossPrevention) priority = 0; memset(&buf, 0, sizeof(UDP_mdata_info)); memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS); if (priority) buf[len] = UPID_MDATA_P1; else buf[len] = UPID_MDATA_P0; len++; buf[len] = Player_num; len++; if (priority) { UDP_MData.pkt_num++; PUT_INTEL_INT(buf + len, UDP_MData.pkt_num); len += 4; } memcpy(&buf[len], UDP_MData.mbuf, sizeof(char)*UDP_MData.mbuf_size); len += UDP_MData.mbuf_size; if (multi_i_am_master()) { for (i = 1; i < MAX_PLAYERS; i++) { if (Players[i].connected == CONNECT_PLAYING) { sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)); pack[i] = 0; } } } else { sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr)); pack[0] = 0; } if (priority) net_udp_noloss_add_queue_pkt(UDP_MData.pkt_num, time, UDP_MData.mbuf, UDP_MData.mbuf_size, Player_num, pack); // Clear UDP_MData except pkt_num. That one must not be deleted so we can clearly keep track of important packets. UDP_MData.type = 0; UDP_MData.Player_num = 0; UDP_MData.mbuf_size = 0; memset(&UDP_MData.mbuf, 0, sizeof(ubyte)*UPKT_MBUF_SIZE); } void net_udp_process_mdata (ubyte *data, int data_len, struct _sockaddr sender_addr, int priority) { int pnum = data[1], dataoffset = (priority?6:2); // Check if packet might be bogus if ((pnum < 0) || (data_len > sizeof(UDP_mdata_info))) return; // Check if it came from valid IP if (multi_i_am_master()) { if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[pnum].protocol.udp.addr, sizeof(struct _sockaddr))) { return; } } else { if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr))) { return; } } // Add priority packet and check for possible redundancy if (priority) { if (!net_udp_noloss_validate_mdata(GET_INTEL_SHORT(&data[2]), pnum, sender_addr)) return; } // send this to everyone else (if master) if (multi_i_am_master()) { ubyte pack[MAX_PLAYERS]; int i = 0; memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS); for (i = 1; i < MAX_PLAYERS; i++) { if ((i != pnum) && Players[i].connected == CONNECT_PLAYING) { sendto (UDP_Socket[0], data, data_len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)); pack[i] = 0; } } if (priority && N_players > 2) { net_udp_noloss_add_queue_pkt(GET_INTEL_SHORT(&data[2]), timer_get_fixed_seconds(), data+dataoffset, data_len-dataoffset, pnum, pack); } } // Check if we are in correct state to process the packet if (!((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING)) return; // Process if (Endlevel_sequence || (Network_status == NETSTAT_ENDLEVEL)) { int old_Endlevel_sequence = Endlevel_sequence; Endlevel_sequence = 1; multi_process_bigdata( (char*)data+dataoffset, data_len-dataoffset); Endlevel_sequence = old_Endlevel_sequence; return; } multi_process_bigdata( (char*)data+dataoffset, data_len-dataoffset ); } void net_udp_send_pdata() { int i = 0, j = 0; if (multi_i_am_master()) { ubyte buf[sizeof(UDP_frame_info)*MAX_PLAYERS]; shortpos pos[MAX_PLAYERS]; int len = 0; memset(&buf, 0, sizeof(UDP_frame_info)*MAX_PLAYERS); memset(&pos, 0, sizeof(shortpos)*MAX_PLAYERS); for (i = 0; i < MAX_PLAYERS; i++) if (Players[i].connected == CONNECT_PLAYING) create_shortpos(&pos[i], Objects+Players[i].objnum, 1); for (i = 1; i < MAX_PLAYERS; i++) { if (Players[i].connected != CONNECT_PLAYING) continue; len = 0; buf[len] = UPID_PDATA_H; len++; for (j = 0; j < MAX_PLAYERS; j++) { if ((i == j) || (Players[j].connected != CONNECT_PLAYING)) { buf[len] = j; len++; buf[len] = Players[j].connected; len++; } else { buf[len] = j; len++; buf[len] = Players[j].connected; len++; buf[len] = Objects[Players[j].objnum].render_type; len++; memcpy(buf + len, &pos[j].bytemat, 9); len += 9; PUT_INTEL_SHORT(&buf[len], pos[j].xo); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].yo); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].zo); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].segment); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].velx); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].vely); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].velz); len += 2; } } sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)); } } else if (Players[Player_num].connected == CONNECT_PLAYING) { ubyte buf[sizeof(UDP_frame_info)]; shortpos pos; int len = 0; memset(&buf, 0, sizeof(UDP_frame_info)); buf[len] = UPID_PDATA_C; len++; buf[len] = Player_num; len++; buf[len] = Players[Player_num].connected; len++; buf[len] = Objects[Players[j].objnum].render_type; len++; memset(&pos, 0, sizeof(shortpos)); create_shortpos(&pos, Objects+Players[Player_num].objnum, 1); memcpy(buf + len, &pos.bytemat, 9); len += 9; PUT_INTEL_SHORT(&buf[len], pos.xo); len += 2; PUT_INTEL_SHORT(&buf[len], pos.yo); len += 2; PUT_INTEL_SHORT(&buf[len], pos.zo); len += 2; PUT_INTEL_SHORT(&buf[len], pos.segment); len += 2; PUT_INTEL_SHORT(&buf[len], pos.velx); len += 2; PUT_INTEL_SHORT(&buf[len], pos.vely); len += 2; PUT_INTEL_SHORT(&buf[len], pos.velz); len += 2; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr)); } } void net_udp_process_pdata ( ubyte *data, int data_len, struct _sockaddr sender_addr ) { int len = 0, i = 0; if (!(Game_mode & GM_NETWORK)) return; len++; if (multi_i_am_master()) { UDP_frame_info pd; memset(&pd, 0, sizeof(UDP_frame_info)); if (data_len > sizeof(UDP_frame_info)) return; if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[data[len]].protocol.udp.addr, sizeof(struct _sockaddr))) return; pd.Player_num = data[len]; len++; pd.connected = data[len]; len++; pd.obj_render_type = data[len]; len++; memcpy(&pd.pos.bytemat, &(data[len]), 9); len += 9; pd.pos.xo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.yo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.zo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.segment = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.velx = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.vely = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.velz = GET_INTEL_SHORT(&data[len]); len += 2; if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING)) net_udp_read_pdata_short_packet (&pd); } else { fix time = timer_get_fixed_seconds(); if (data_len > (sizeof(UDP_frame_info)*(MAX_PLAYERS-1))) return; if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr))) return; for (i = 0; i < MAX_PLAYERS; i++) { UDP_frame_info pd; memset(&pd, 0, sizeof(UDP_frame_info)); pd.Player_num = i; len++; pd.connected = data[len]; len++; if ((i == Player_num) || (pd.connected != CONNECT_PLAYING)) { if (pd.connected == CONNECT_DISCONNECTED) { Netgame.players[i].LastPacketTime = time - UDP_TIMEOUT; net_udp_timeout_check(time); } continue; } pd.obj_render_type = data[len]; len++; memcpy(&pd.pos.bytemat, &(data[len]), 9); len += 9; pd.pos.xo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.yo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.zo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.segment = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.velx = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.vely = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.velz = GET_INTEL_SHORT(&data[len]); len += 2; if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING)) net_udp_read_pdata_short_packet (&pd); } } } void net_udp_read_pdata_short_packet(UDP_frame_info *pd) { int TheirPlayernum; int TheirObjnum; object * TheirObj = NULL; TheirPlayernum = pd->Player_num; TheirObjnum = Players[pd->Player_num].objnum; if (!multi_quit_game && (TheirPlayernum >= N_players)) { if (Network_status!=NETSTAT_WAITING) { Int3(); // We missed an important packet! multi_consistency_error(0); return; } else return; } TheirObj = &Objects[TheirObjnum]; Netgame.players[TheirPlayernum].LastPacketTime = timer_get_fixed_seconds(); //------------ Read the player's ship's object info ---------------------- extract_shortpos(TheirObj, &pd->pos, 0); if (TheirObj->movement_type == MT_PHYSICS) set_thrust_from_velocity(TheirObj); //------------ Welcome them back if reconnecting -------------- if (!Players[TheirPlayernum].connected) { Players[TheirPlayernum].connected = CONNECT_PLAYING; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_reconnect(TheirPlayernum); digi_play_sample( SOUND_HUD_MESSAGE, F1_0); ClipRank (&Netgame.players[TheirPlayernum].rank); if (GameArg.MplNoRankings) HUD_init_message( "'%s' %s", Players[TheirPlayernum].callsign, TXT_REJOIN ); else HUD_init_message( "%s'%s' %s", RankStrings[Netgame.players[TheirPlayernum].rank],Players[TheirPlayernum].callsign, TXT_REJOIN ); multi_send_score(); net_udp_noloss_clear_mdata_got(TheirPlayernum); } } void net_udp_send_smash_lights (int pnum) { // send the lights that have been blown out int i; pnum=pnum; for (i=0;i<=Highest_segment_index;i++) if (Light_subtracted[i]) multi_send_light_specific(pnum,i,Light_subtracted[i]); } void net_udp_send_fly_thru_triggers (int pnum) { // send the fly thru triggers that have been disabled int i; for (i=0;i time)) { ubyte buf[UPKT_PING_SIZE]; int len = 0, i = 0; memset(&buf, 0, sizeof(ubyte)*UPKT_PING_SIZE); buf[len] = UPID_PING; len++; PUT_INTEL_INT(buf + len, time); len += 4; for (i = 1; i < MAX_PLAYERS; i++) { PUT_INTEL_INT(buf + len, Netgame.players[i].ping); len += 4; } for (i = 1; i < MAX_PLAYERS; i++) { if (Players[i].connected == CONNECT_DISCONNECTED) continue; sendto (UDP_Socket[0], buf, sizeof(buf), 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)); } PingTime = time; } } // Got a PING from host. Apply the pings to our players and respond to host. void net_udp_process_ping(ubyte *data, int data_len, struct _sockaddr sender_addr) { fix host_ping_time = 0; ubyte buf[UPKT_PONG_SIZE]; int i, len = 0; if (data_len != UPKT_PING_SIZE) return; if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr))) return; len++; // Skip UPID byte; host_ping_time = GET_INTEL_INT(&(data[len])); len += 4; for (i = 1; i < MAX_PLAYERS; i++) { Netgame.players[i].ping = GET_INTEL_INT(&(data[len])); len += 4; } buf[0] = UPID_PONG; buf[1] = Player_num; PUT_INTEL_INT(buf + 2, host_ping_time); sendto (UDP_Socket[0], buf, sizeof(buf), 0, (struct sockaddr *)&sender_addr, sizeof(struct _sockaddr)); } // Got a PONG from a client. Check the time and add it to our players. void net_udp_process_pong(ubyte *data, int data_len, struct _sockaddr sender_addr) { fix client_pong_time = 0; int i = 0; if (data_len != UPKT_PONG_SIZE) return; if (data[1] >= MAX_PLAYERS || data[1] < 1) return; if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[data[1]].protocol.udp.addr, sizeof(struct _sockaddr))) return; if (i == MAX_PLAYERS) return; memcpy(&client_pong_time, &(data[2]), 4); Netgame.players[data[1]].ping = f2i(fixmul(timer_get_fixed_seconds() - INTEL_INT(client_pong_time),i2f(1000))); if (Netgame.players[data[1]].ping < 0) Netgame.players[data[1]].ping = 0; if (Netgame.players[data[1]].ping > 9999) Netgame.players[data[1]].ping = 9999; } void net_udp_do_refuse_stuff (UDP_sequence_packet *their) { int i,new_player_num; ClipRank (&their->player.rank); for (i=0;iplayer.callsign,Players[i].callsign)) { net_udp_welcome_player(their); return; } } if (!WaitForRefuseAnswer) { for (i=0;iplayer.callsign,Players[i].callsign)) { net_udp_welcome_player(their); return; } } digi_play_sample (SOUND_HUD_JOIN_REQUEST,F1_0*2); if (Game_mode & GM_TEAM) { if (!GameArg.MplNoRankings) { HUD_init_message ("%s %s wants to join",RankStrings[their->player.rank],their->player.callsign); } else { HUD_init_message ("%s wants to join",their->player.callsign); } HUD_init_message ("Alt-1 assigns to team %s. Alt-2 to team %s",their->player.callsign,Netgame.team_name[0],Netgame.team_name[1]); } else { HUD_init_message ("%s wants to join (accept: F6)",their->player.callsign); } strcpy (RefusePlayerName,their->player.callsign); RefuseTimeLimit=timer_get_fixed_seconds(); RefuseThisPlayer=0; WaitForRefuseAnswer=1; } else { for (i=0;iplayer.callsign,Players[i].callsign)) { net_udp_welcome_player(their); return; } } if (strcmp(their->player.callsign,RefusePlayerName)) return; if (RefuseThisPlayer) { RefuseTimeLimit=0; RefuseThisPlayer=0; WaitForRefuseAnswer=0; if (Game_mode & GM_TEAM) { new_player_num=net_udp_get_new_player_num (their); Assert (RefuseTeam==1 || RefuseTeam==2); if (RefuseTeam==1) Netgame.team_vector &=(~(1< RefuseTimeLimit+REFUSE_INTERVAL) { RefuseTimeLimit=0; RefuseThisPlayer=0; WaitForRefuseAnswer=0; if (!strcmp (their->player.callsign,RefusePlayerName)) { net_udp_dump_player(their->player.protocol.udp.addr, DUMP_DORK); } return; } } } int net_udp_get_new_player_num (UDP_sequence_packet *their) { int i; their=their; if ( N_players < MaxNumNetPlayers) return (N_players); else { // Slots are full but game is open, see if anyone is // disconnected and replace the oldest player with this new one int oldest_player = -1; fix oldest_time = timer_get_fixed_seconds(); Assert(N_players == MaxNumNetPlayers); for (i = 0; i < N_players; i++) { if ( (!Players[i].connected) && (Netgame.players[i].LastPacketTime < oldest_time)) { oldest_time = Netgame.players[i].LastPacketTime; oldest_player = i; } } return (oldest_player); } } void net_udp_send_extras () { #if 0 // let's try somethign new Assert (Player_joining_extras>-1); if (Network_sending_extras==40) net_udp_send_fly_thru_triggers(Player_joining_extras); if (Network_sending_extras==38) net_udp_send_door_updates(Player_joining_extras); if (Network_sending_extras==35) net_udp_send_markers(); if (Network_sending_extras==30 && (Game_mode & GM_MULTI_ROBOTS)) multi_send_stolen_items(); if (Network_sending_extras==25 && (Netgame.PlayTimeAllowed || Netgame.KillGoal)) multi_send_kill_goal_counts(); if (Network_sending_extras==20) net_udp_send_smash_lights(Player_joining_extras); if (Network_sending_extras==15) net_udp_send_player_flags(); if (Network_sending_extras==10) multi_send_powerup_update(); Network_sending_extras--; if (!Network_sending_extras) Player_joining_extras=-1; #endif net_udp_send_fly_thru_triggers(Player_joining_extras); net_udp_send_door_updates(Player_joining_extras); net_udp_send_markers(); if (Game_mode & GM_MULTI_ROBOTS) multi_send_stolen_items(); if (Netgame.PlayTimeAllowed || Netgame.KillGoal) multi_send_kill_goal_counts(); net_udp_send_smash_lights(Player_joining_extras); net_udp_send_player_flags(); multi_send_powerup_update(); Network_sending_extras = 0; Player_joining_extras = -1; } void net_udp_check_for_old_version (char pnum) { if (Netgame.players[(int)pnum].version_major==1 && (Netgame.players[(int)pnum].version_minor & 0x0F)==0) Netgame.players[(int)pnum].rank=0; } static int show_game_rules_handler(window *wind, d_event *event, netgame_info *netgame) { int k; int w = FSPACX(280), h = FSPACY(170); switch (event->type) { case EVENT_WINDOW_ACTIVATED: game_flush_inputs(); break; case EVENT_KEY_COMMAND: k = ((d_event_keycommand *)event)->keycode; switch (k) { case KEY_ENTER: case KEY_SPACEBAR: case KEY_ESC: window_close(wind); return 1; } break; case EVENT_IDLE: timer_delay2(50); break; case EVENT_WINDOW_DRAW: gr_set_current_canvas(NULL); nm_draw_background(((SWIDTH-w)/2)-BORDERX,((SHEIGHT-h)/2)-BORDERY,((SWIDTH-w)/2)+w+BORDERX,((SHEIGHT-h)/2)+h+BORDERY); gr_set_current_canvas(window_get_canvas(wind)); grd_curcanv->cv_font = MEDIUM3_FONT; gr_set_fontcolor(gr_find_closest_color_current(29,29,47),-1); gr_string( 0x8000, FSPACY(15), "NETGAME INFO"); grd_curcanv->cv_font = GAME_FONT; gr_printf( FSPACX( 25),FSPACY( 35), "Reactor Life:"); gr_printf( FSPACX( 25),FSPACY( 41), "Max Time:"); gr_printf( FSPACX( 25),FSPACY( 47), "Kill Goal:"); gr_printf( FSPACX( 25),FSPACY( 53), "Pakets per second:"); gr_printf( FSPACX(155),FSPACY( 35), "Invul when reappearing:"); gr_printf( FSPACX(155),FSPACY( 41), "Marker camera views:"); gr_printf( FSPACX(155),FSPACY( 47), "Indestructible lights:"); gr_printf( FSPACX(155),FSPACY( 53), "Bright player ships:"); gr_printf( FSPACX(155),FSPACY( 59), "Show enemy names on hud:"); gr_printf( FSPACX(155),FSPACY( 65), "Show players on automap:"); gr_printf( FSPACX( 25),FSPACY( 80), "Allowed Objects"); gr_printf( FSPACX( 25),FSPACY( 90), "Laser Upgrade:"); gr_printf( FSPACX( 25),FSPACY( 96), "Super Laser:"); gr_printf( FSPACX( 25),FSPACY(102), "Quad Laser:"); gr_printf( FSPACX( 25),FSPACY(108), "Vulcan Cannon:"); gr_printf( FSPACX( 25),FSPACY(114), "Gauss Cannon:"); gr_printf( FSPACX( 25),FSPACY(120), "Spreadfire Cannon:"); gr_printf( FSPACX( 25),FSPACY(126), "Helix Cannon:"); gr_printf( FSPACX( 25),FSPACY(132), "Plasma Cannon:"); gr_printf( FSPACX( 25),FSPACY(138), "Phoenix Cannon:"); gr_printf( FSPACX( 25),FSPACY(144), "Fusion Cannon:"); gr_printf( FSPACX( 25),FSPACY(150), "Omega Cannon:"); gr_printf( FSPACX(170),FSPACY( 90), "Flash Missile:"); gr_printf( FSPACX(170),FSPACY( 96), "Homing Missile:"); gr_printf( FSPACX(170),FSPACY(102), "Guided Missile:"); gr_printf( FSPACX(170),FSPACY(108), "Proximity Bomb:"); gr_printf( FSPACX(170),FSPACY(114), "Smart Mine:"); gr_printf( FSPACX(170),FSPACY(120), "Smart Missile:"); gr_printf( FSPACX(170),FSPACY(126), "Mercury Missile:"); gr_printf( FSPACX(170),FSPACY(132), "Mega Missile:"); gr_printf( FSPACX(170),FSPACY(138), "Earthshaker Missile:"); gr_printf( FSPACX( 25),FSPACY(160), "Afterburner:"); gr_printf( FSPACX( 25),FSPACY(166), "Headlight:"); gr_printf( FSPACX( 25),FSPACY(172), "Energy->Shield Conv:"); gr_printf( FSPACX(170),FSPACY(160), "Invulnerability:"); gr_printf( FSPACX(170),FSPACY(166), "Cloaking Device:"); gr_printf( FSPACX(170),FSPACY(172), "Ammo Rack:"); gr_set_fontcolor(BM_XRGB(255,255,255),-1); gr_printf( FSPACX(115),FSPACY( 35), "%i Min", netgame->control_invul_time/F1_0/60); gr_printf( FSPACX(115),FSPACY( 41), "%i Min", netgame->PlayTimeAllowed*5); gr_printf( FSPACX(115),FSPACY( 47), "%i", netgame->KillGoal); gr_printf( FSPACX(115),FSPACY( 53), "%i", netgame->PacketsPerSec); gr_printf( FSPACX(275),FSPACY( 35), netgame->InvulAppear?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 41), netgame->Allow_marker_view?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 47), netgame->AlwaysLighting?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 53), netgame->BrightPlayers?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 59), netgame->ShowAllNames?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 65), netgame->game_flags & NETGAME_FLAG_SHOW_MAP?"ON":"OFF"); gr_printf( FSPACX(130),FSPACY( 90), netgame->AllowedItems & NETFLAG_DOLASER?"YES":"NO"); gr_printf( FSPACX(130),FSPACY( 96), netgame->AllowedItems & NETFLAG_DOSUPERLASER?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(102), netgame->AllowedItems & NETFLAG_DOQUAD?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(108), netgame->AllowedItems & NETFLAG_DOVULCAN?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(114), netgame->AllowedItems & NETFLAG_DOGAUSS?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(120), netgame->AllowedItems & NETFLAG_DOSPREAD?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(126), netgame->AllowedItems & NETFLAG_DOHELIX?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(132), netgame->AllowedItems & NETFLAG_DOPLASMA?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(138), netgame->AllowedItems & NETFLAG_DOPHOENIX?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(144), netgame->AllowedItems & NETFLAG_DOFUSION?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(150), netgame->AllowedItems & NETFLAG_DOOMEGA?"YES":"NO"); gr_printf( FSPACX(275),FSPACY( 90), netgame->AllowedItems & NETFLAG_DOFLASH?"YES":"NO"); gr_printf( FSPACX(275),FSPACY( 96), netgame->AllowedItems & NETFLAG_DOHOMING?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(102), netgame->AllowedItems & NETFLAG_DOGUIDED?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(108), netgame->AllowedItems & NETFLAG_DOPROXIM?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(114), netgame->AllowedItems & NETFLAG_DOSMARTMINE?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(120), netgame->AllowedItems & NETFLAG_DOSMART?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(126), netgame->AllowedItems & NETFLAG_DOMERCURY?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(132), netgame->AllowedItems & NETFLAG_DOMEGA?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(138), netgame->AllowedItems & NETFLAG_DOSHAKER?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(160), netgame->AllowedItems & NETFLAG_DOAFTERBURNER?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(166), netgame->AllowedItems & NETFLAG_DOHEADLIGHT?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(172), netgame->AllowedItems & NETFLAG_DOCONVERTER?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(160), netgame->AllowedItems & NETFLAG_DOINVUL?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(166), netgame->AllowedItems & NETFLAG_DOCLOAK?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(172), netgame->AllowedItems & NETFLAG_DOAMMORACK?"YES":"NO"); gr_set_current_canvas(NULL); break; default: break; } return 0; } void net_udp_show_game_rules(netgame_info *netgame) { gr_set_current_canvas(NULL); window_create(&grd_curscreen->sc_canvas, (SWIDTH - FSPACX(320))/2, (SHEIGHT - FSPACY(200))/2, FSPACX(320), FSPACY(200), (int (*)(window *, d_event *, void *))show_game_rules_handler, netgame); } static int show_game_info_handler(newmenu *menu, d_event *event, netgame_info *netgame) { if (event->type != EVENT_NEWMENU_SELECTED) return 0; if (newmenu_get_citem(menu) != 1) return 0; net_udp_show_game_rules(netgame); return 1; } int net_udp_show_game_info() { char rinfo[512],*info=rinfo; char *NetworkModeNames[]={"Anarchy","Team Anarchy","Robo Anarchy","Cooperative","Capture the Flag","Hoard","Team Hoard","Unknown"}; int c; netgame_info *netgame = &Netgame; memset(info,0,sizeof(char)*256); info+=sprintf(info,"\nConnected to\n\"%s\"\n",netgame->game_name); if(!netgame->mission_title) info+=sprintf(info,"Descent2: CounterStrike"); else info+=sprintf(info,netgame->mission_title); info+=sprintf (info," - Lvl %i",netgame->levelnum); info+=sprintf (info,"\n\nDifficulty: %s",MENU_DIFFICULTY_TEXT(netgame->difficulty)); info+=sprintf (info,"\nGame Mode: %s",NetworkModeNames[netgame->gamemode]); info+=sprintf (info,"\nPlayers: %i/%i",netgame->numconnected,netgame->max_numplayers); c=nm_messagebox1("WELCOME", (int (*)(newmenu *, d_event *, void *))show_game_info_handler, netgame, 2, "JOIN GAME", "GAME INFO", rinfo); if (c==0) return 1; //else if (c==1) // handled in above callback else return 0; }