/* * This file is part of the DXX-Rebirth project . * It is copyright by its individual contributors, as recorded in the * project's Git history. See COPYING.txt at the top level for license * terms and a link to the Git history. */ /* * * Routines for managing UDP-protocol network play. * */ #include #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 "object.h" #include "dxxerror.h" #include "laser.h" #include "player.h" #include "gameseq.h" #include "net_udp.h" #include "game.h" #include "gauges.h" #include "multi.h" #include "palette.h" #include "powerup.h" #include "menu.h" #include "gameseg.h" #include "sounds.h" #include "text.h" #include "newdemo.h" #include "multibot.h" #include "state.h" #include "wall.h" #include "bm.h" #include "effects.h" #include "physics.h" #include "hudmsg.h" #include "switch.h" #include "textures.h" #include "event.h" #include "playsave.h" #include "gamefont.h" #include "vers_id.h" #include "u_mem.h" #include "weapon.h" #include "compiler-cf_assert.h" #include "compiler-range_for.h" #include "d_enumerate.h" #include "d_levelstate.h" #include "d_range.h" #include "d_zip.h" #include "partial_range.h" #include #include #if defined(DXX_BUILD_DESCENT_I) #define UDP_REQ_ID "D1XR" // ID string for a request packet #elif defined(DXX_BUILD_DESCENT_II) #define UDP_REQ_ID "D2XR" // ID string for a request packet #endif namespace { // player position packet structure struct UDP_frame_info : prohibit_void_ptr { ubyte type; ubyte Player_num; ubyte connected; quaternionpos qpp; }; enum class join_netgame_status_code : unsigned { game_in_disallowed_state, game_has_capacity, game_is_full, game_refuses_players, }; struct net_udp_select_teams_menu_items { static constexpr std::integral_constant idx_label_blue_team{}; unsigned team_vector; unsigned idx_label_red_team; unsigned idx_item_accept; const color_palette_index blue_team_color; const color_palette_index red_team_color; std::array team_names; /* Labels plus slots for every player */ std::array m; net_udp_select_teams_menu_items(unsigned num_players); unsigned setup_team_sensitive_entries(unsigned num_players); }; struct net_udp_select_teams_menu : net_udp_select_teams_menu_items, newmenu { net_udp_select_teams_menu(const unsigned num_players, grs_canvas &src) : net_udp_select_teams_menu_items(num_players), newmenu(menu_title{nullptr}, menu_subtitle{TXT_TEAM_SELECTION}, menu_filename{nullptr}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(partial_range(m, idx_item_accept + 1), 0), src) { } virtual window_event_result event_handler(const d_event &event) override; }; net_udp_select_teams_menu_items::net_udp_select_teams_menu_items(const unsigned num_players) : blue_team_color(BM_XRGB(player_rgb[0].r, player_rgb[0].g, player_rgb[0].b)), red_team_color(BM_XRGB(player_rgb[1].r, player_rgb[1].g, player_rgb[1].b)) { team_names[0].copy(TXT_BLUE, ~0ul); team_names[1].copy(TXT_RED, ~0ul); /* Round blue team up. Round red team down. */ const unsigned num_blue_players = (num_players + 1) >> 1; // Put first half of players on team A team_vector = ((1 << num_players) - 1) & ~((1 << num_blue_players) - 1); /* Blue team label is always in the same position. Red team label * varies based on how many players are on the blue team, so the red * team label is set by setup_team_sensitive_entries. */ nm_set_item_input(m[idx_label_blue_team], team_names[0].a); const unsigned idx_label_blank0 = setup_team_sensitive_entries(num_players); idx_item_accept = idx_label_blank0 + 1; nm_set_item_text(m[idx_label_blank0], ""); nm_set_item_menu(m[idx_item_accept], TXT_ACCEPT); } unsigned net_udp_select_teams_menu_items::setup_team_sensitive_entries(const unsigned num_players) { const unsigned blue_team_first_player = idx_label_blue_team + 1; const auto tv = team_vector; auto mi = std::next(m.begin(), blue_team_first_player); unsigned ir = blue_team_first_player; for (auto &&[i, ngp] : enumerate(partial_range(Netgame.players, num_players))) { if (tv & (1 << i)) continue; nm_set_item_menu(*mi, ngp.callsign); mi->value = i; ++ mi; ++ ir; } idx_label_red_team = ir; nm_set_item_input(*mi, team_names[1].a); ++ mi; ++ ir; for (auto &&[i, ngp] : enumerate(partial_range(Netgame.players, num_players))) { if (!(tv & (1 << i))) continue; nm_set_item_menu(*mi, ngp.callsign); mi->value = i; ++ mi; ++ ir; } return ir; } window_event_result net_udp_select_teams_menu::event_handler(const d_event &event) { switch (event.type) { case EVENT_NEWMENU_SELECTED: { const auto citem = static_cast(event).citem; if (citem == idx_item_accept) { Netgame.team_vector = team_vector; Netgame.team_name = team_names; return window_event_result::close; } else if (citem == idx_label_blue_team || citem == idx_label_red_team) /* No handling required, but use this return code to * reuse the `handled` exit path. */ return window_event_result::handled; const auto player_team_mask = 1 << m[citem].value; enum class prior_team_color : unsigned { blue, } prior_team = static_cast(team_vector & player_team_mask); team_vector ^= player_team_mask; /* Rebuild the menu entries to reflect that a player has * changed teams. */ setup_team_sensitive_entries(N_players); /* idx_label_red_team is changed by the call to * setup_team_sensitive_entries, so this test is not * redundant relative to the label handling above. */ if (citem != idx_label_red_team) /* If the selection after the change is not pointing * at the label for "Red", then no special handling * is needed. The selection will now point at a * player who was a teammate of the player who was * moved by this handler. */ return window_event_result::handled; /* If the selection is now on the label "Red" ... */ if (citem < idx_item_accept - 1 && (citem == idx_label_blue_team + 1 || prior_team != prior_team_color::blue)) /* If the red team is not empty, and either the blue * team is now empty or the previous team was not * blue, increment the position to point to * red-player-1. * * Otherwise (red is empty) or (blue is not empty * and previous team was blue), decrement the * position, so that the selection points to the * now-last blue player. * * This logic allows the host to quickly transfer * multiple adjacent players to the other team. */ ++ this->citem; else -- this->citem; } return window_event_result::handled; case EVENT_NEWMENU_DRAW: { const auto draw_team_color_box = [&canv = this->w_canv](const newmenu_item &mi, const color_palette_index cpi) { const unsigned height = mi.h - 8; /* Yes, height is used in an X term. The box should * be square. */ gr_urect(canv, mi.x - 12 - height, mi.y, mi.x - 12, mi.y + height, cpi); }; draw_team_color_box(m[idx_label_blue_team], blue_team_color); draw_team_color_box(m[idx_label_red_team], red_team_color); #ifndef NDEBUG /* Non-developers probably do not care about the player * index, so hide this from them. */ const auto draw_player_number = [&canv = this->w_canv, &game_font = *GAME_FONT, team_vector = this->team_vector, blue_team_color = this->blue_team_color, red_team_color = this->red_team_color](const newmenu_item &mi) { const unsigned height = mi.h - 8; gr_set_fontcolor(canv, (1 << mi.value) & team_vector ? red_team_color : blue_team_color, -1); gr_uprintf(canv, game_font, mi.x - 12 - height, mi.y, "%d", 1 + mi.value); }; for (auto &mi : partial_range(m, idx_label_blue_team + 1, idx_label_red_team)) draw_player_number(mi); for (auto &mi : partial_range(m, idx_label_red_team + 1, idx_item_accept - 1)) draw_player_number(mi); #endif } break; default: break; } return newmenu::event_handler(event); } } // Prototypes static void net_udp_init(); static void net_udp_close(); static void net_udp_listen(); namespace dsx { namespace multi { namespace udp { const dispatch_table dispatch{}; } } static int net_udp_do_join_game(); } static void net_udp_flush(); namespace dsx { static void net_udp_update_netgame(void); static void net_udp_send_objects(void); static void net_udp_send_rejoin_sync(unsigned player_num); static void net_udp_do_refuse_stuff (UDP_sequence_packet *their); static void net_udp_read_sync_packet(const uint8_t *data, uint_fast32_t data_len, const _sockaddr &sender_addr); } static void net_udp_ping_frame(fix64 time); static void net_udp_process_ping(const uint8_t *data, const _sockaddr &sender_addr); static void net_udp_process_pong(const uint8_t *data, const _sockaddr &sender_addr); static void net_udp_read_endlevel_packet(const uint8_t *data, const _sockaddr &sender_addr); static void net_udp_send_mdata(int needack, fix64 time); static void net_udp_process_mdata (uint8_t *data, uint_fast32_t data_len, const _sockaddr &sender_addr, int needack); static void net_udp_send_pdata(); static void net_udp_process_pdata (const uint8_t *data, uint_fast32_t data_len, const _sockaddr &sender_addr); static void net_udp_read_pdata_packet(UDP_frame_info *pd); static void net_udp_timeout_check(fix64 time); static int net_udp_get_new_player_num (); static void net_udp_noloss_got_ack(const uint8_t *data, uint_fast32_t data_len); static void net_udp_noloss_init_mdata_queue(void); static void net_udp_noloss_clear_mdata_trace(ubyte player_num); static void net_udp_noloss_process_queue(fix64 time); namespace dsx { static void net_udp_send_extras (); } static void net_udp_broadcast_game_info(ubyte info_upid); namespace dsx { static void net_udp_process_game_info(const uint8_t *data, uint_fast32_t data_len, const _sockaddr &game_addr, int lite_info, uint16_t TrackerGameID = 0); } static int net_udp_start_game(void); // Variables static int UDP_num_sendto, UDP_len_sendto, UDP_num_recvfrom, UDP_len_recvfrom; static UDP_mdata_info UDP_MData; static UDP_sequence_packet UDP_Seq; static unsigned UDP_mdata_queue_highest; static std::array UDP_mdata_queue; static std::array UDP_mdata_trace; static UDP_sequence_packet UDP_sync_player; // For rejoin object syncing static std::array Active_udp_games; static unsigned num_active_udp_games; static int num_active_udp_changed; static uint16_t UDP_MyPort; static sockaddr_in GBcast; // global Broadcast address clients and hosts will use for lite_info exchange over LAN #define UDP_BCAST_ADDR "255.255.255.255" #if DXX_USE_IPv6 #define UDP_MCASTv6_ADDR "ff02::1" static sockaddr_in6 GMcast_v6; // same for IPv6-only #define dispatch_sockaddr_from from.sin6 #else #define dispatch_sockaddr_from from.sin #endif #if DXX_USE_TRACKER static _sockaddr TrackerSocket; enum class TrackerAckState : uint8_t { TACK_NOCONNECTION, // No connection with tracker (yet); TACK_INTERNAL = 1, // Got ACK on TrackerSocket TACK_EXTERNAL = 2, // Got ACK on our game sopcket TACK_SEQCOMPL = 3, // We had enough time to get all acks. If we missed something now, tell the user }; static TrackerAckState TrackerAckStatus; static fix64 TrackerAckTime; static int udp_tracker_init(); static int udp_tracker_unregister(); namespace dsx { static int udp_tracker_register(); static int udp_tracker_reqgames(); } static int udp_tracker_process_game( ubyte *data, int data_len, const _sockaddr &sender_addr ); static void udp_tracker_process_ack( ubyte *data, int data_len, const _sockaddr &sender_addr ); static void udp_tracker_verify_ack_timeout(); static void udp_tracker_request_holepunch( uint16_t TrackerGameID ); static void udp_tracker_process_holepunch(uint8_t *data, unsigned data_len, const _sockaddr &sender_addr ); #endif #ifndef _WIN32 constexpr std::integral_constant INVALID_SOCKET{}; #endif namespace dcx { namespace { constexpr std::integral_constant network_checksum_marker_object{}; class RAIIsocket { #ifndef _WIN32 typedef int SOCKET; int closesocket(SOCKET fd) { return close(fd); } #endif SOCKET s = INVALID_SOCKET; public: constexpr RAIIsocket() = default; RAIIsocket(int domain, int type, int protocol) : s(socket(domain, type, protocol)) { } RAIIsocket(const RAIIsocket &) = delete; RAIIsocket &operator=(const RAIIsocket &) = delete; RAIIsocket(RAIIsocket &&r) : s(std::exchange(r.s, INVALID_SOCKET)) { } ~RAIIsocket() { reset(); } RAIIsocket &operator=(RAIIsocket &&r) { std::swap(s, r.s); return *this; } void reset() { if (s != INVALID_SOCKET) closesocket(std::exchange(s, INVALID_SOCKET)); } explicit operator bool() const { return s != INVALID_SOCKET; } explicit operator bool() { return static_cast(*const_cast(this)); } operator SOCKET() { return s; } template bool operator<(T) const = delete; template bool operator<=(T) const = delete; template bool operator>(T) const = delete; template bool operator>=(T) const = delete; template bool operator==(T) const = delete; template bool operator!=(T) const = delete; }; #ifdef DXX_HAVE_GETADDRINFO class RAIIaddrinfo { struct deleter { void operator()(addrinfo *p) const { freeaddrinfo(p); } }; std::unique_ptr result; public: int getaddrinfo(const char *node, const char *service, const addrinfo *hints) { addrinfo *p = nullptr; int r = ::getaddrinfo(node, service, hints, &p); result.reset(p); return r; } addrinfo *get() { return result.get(); } addrinfo *operator->() { return result.operator->(); } }; #endif class start_poll_menu_items { /* The host must play */ unsigned playercount = 1; public: std::array m; unsigned get_player_count() const { return playercount; } void set_player_count(const unsigned c) { playercount = c; } }; static const char *dxx_ntop(const _sockaddr &sa, std::array &dbuf) { #ifdef WIN32 #ifdef DXX_HAVE_INET_NTOP /* * Windows and inet_ntop: copy the in_addr/in6_addr to local * variables because the Microsoft prototype lacks a const * qualifier. */ union { in_addr ia; #if DXX_USE_IPv6 in6_addr ia6; #endif }; const auto addr = #if DXX_USE_IPv6 (sa.sa.sa_family == AF_INET6) ? &(ia6 = sa.sin6.sin6_addr) : #endif static_cast(&(ia = sa.sin.sin_addr)); #else /* * Windows and not inet_ntop: only inet_ntoa available. * * SConf check_inet_ntop_present enforces that Windows without * inet_ntop cannot enable IPv6, so the IPv4 branch must be correct * here. * * The reverse is not true. Windows with inet_ntop might not enable * IPv6. */ #if DXX_USE_IPv6 #error "IPv6 requires inet_ntop; SConf should prevent this path" #endif dbuf.back() = 0; /* * Copy the formatted string to the local buffer `dbuf` to guard * against concurrent uses of `dxx_ntop`. */ return reinterpret_cast(memcpy(dbuf.data(), inet_ntoa(sa.sin.sin_addr), dbuf.size() - 1)); #endif #else /* * Not Windows; assume inet_ntop present. Non-Windows platforms * declare inet_ntop with a const qualifier, so take a pointer to * the underlying data. */ const auto addr = #if DXX_USE_IPv6 (sa.sa.sa_family == AF_INET6) ? &sa.sin6.sin6_addr : #endif static_cast(&sa.sin.sin_addr); #endif #if !defined(WIN32) || defined(DXX_HAVE_INET_NTOP) if (const auto r = inet_ntop(sa.sa.sa_family, addr, dbuf.data(), dbuf.size())) return r; return "address"; #endif } uint8_t get_effective_netgame_status(const d_level_unique_control_center_state &LevelUniqueControlCenterState) { if (Network_status == NETSTAT_ENDLEVEL) return NETSTAT_ENDLEVEL; if (LevelUniqueControlCenterState.Control_center_destroyed) return NETSTAT_ENDLEVEL; if (Netgame.PlayTimeAllowed.count()) { const auto TicksPlayTimeRemaining = Netgame.PlayTimeAllowed - ThisLevelTime; if (TicksPlayTimeRemaining.count() < i2f(30)) return NETSTAT_ENDLEVEL; } return Netgame.game_status; } } } static std::array UDP_Socket; static bool operator==(const _sockaddr &l, const _sockaddr &r) { return !memcmp(&l, &r, sizeof(l)); } static bool operator!=(const _sockaddr &l, const _sockaddr &r) { return !(l == r); } template static void copy_from_ntstring(uint8_t *const buf, uint_fast32_t &len, const ntstring &in) { len += in.copy_out(0, reinterpret_cast(&buf[len]), N); } template static void copy_to_ntstring(const uint8_t *const buf, uint_fast32_t &len, ntstring &out) { uint_fast32_t c = out.copy_if(reinterpret_cast(&buf[len]), N); if (c < N) ++ c; len += c; } static void net_udp_prepare_request_game_info(std::array &buf, int lite) { buf[0] = lite ? UPID_GAME_INFO_LITE_REQ : UPID_GAME_INFO_REQ; memcpy(&buf[1], UDP_REQ_ID, 4); PUT_INTEL_SHORT(&buf[5], DXX_VERSION_MAJORi); PUT_INTEL_SHORT(&buf[7], DXX_VERSION_MINORi); PUT_INTEL_SHORT(&buf[9], DXX_VERSION_MICROi); PUT_INTEL_SHORT(&buf[11], MULTI_PROTO_VERSION); } static void reset_UDP_MyPort() { UDP_MyPort = CGameArg.MplUdpMyPort >= 1024 ? CGameArg.MplUdpMyPort : UDP_PORT_DEFAULT; } static bool convert_text_portstring(const std::array &portstring, uint16_t &outport, bool allow_privileged, bool silent) { char *porterror; unsigned long myport = strtoul(&portstring[0], &porterror, 10); if (*porterror || static_cast(myport) != myport || (!allow_privileged && myport < 1024)) { if (!silent) nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Illegal port \"%s\"", portstring.data()); return false; } else outport = myport; return true; } namespace { #if DXX_USE_IPv6 /* Returns true if kernel allows specifying sizeof(sockaddr_in6) for * size of a sockaddr_in. Saves a compare+jump in application code to * pass sizeof(sockaddr_in6) and let kernel sort it out. */ static constexpr bool kernel_accepts_extra_sockaddr_bytes() { #if defined(__linux__) /* Known to work */ return true; #else /* Default case: not known */ return false; #endif } #endif /* Forward to static function to eliminate this pointer */ template class passthrough_static_apply : F { public: #define apply_passthrough() this->F::apply(std::forward(args)...) template __attribute_always_inline() auto operator()(Args &&... args) const { return apply_passthrough(); } #undef apply_passthrough }; template class sockaddr_dispatch_t : F { public: #define apply_sockaddr() this->F::operator()(reinterpret_cast(from), fromlen, std::forward(args)...) template auto operator()(sockaddr_in &from, socklen_t &fromlen, Args &&... args) const { fromlen = sizeof(from); return apply_sockaddr(); } #if DXX_USE_IPv6 template auto operator()(sockaddr_in6 &from, socklen_t &fromlen, Args &&... args) const { fromlen = sizeof(from); return apply_sockaddr(); } #endif template __attribute_always_inline() auto operator()(_sockaddr &from, socklen_t &fromlen, Args &&... args) const { return this->sockaddr_dispatch_t::operator()(dispatch_sockaddr_from, fromlen, std::forward(args)...); } #undef apply_sockaddr }; template class csockaddr_dispatch_t : F { public: #define apply_sockaddr() this->F::operator()(to, tolen, std::forward(args)...) template auto operator()(const sockaddr &to, socklen_t tolen, Args &&... args) const { return apply_sockaddr(); } #undef apply_sockaddr #define apply_sockaddr(to) this->F::operator()(reinterpret_cast(to), sizeof(to), std::forward(args)...) template auto operator()(const sockaddr_in &to, Args &&... args) const { return apply_sockaddr(to); } #if DXX_USE_IPv6 template auto operator()(const sockaddr_in6 &to, Args &&... args) const { return apply_sockaddr(to); } #endif template auto operator()(const _sockaddr &to, Args &&... args) const { #if DXX_USE_IPv6 if (kernel_accepts_extra_sockaddr_bytes() || to.sin6.sin6_family == AF_INET6) return apply_sockaddr(to.sin6); #endif return apply_sockaddr(to.sin); } #undef apply_sockaddr }; template class socket_array_dispatch_t : F { public: #define apply_array(B,L) this->F::operator()(to, tolen, sock, B, L, std::forward(args)...) template auto operator()(const sockaddr &to, socklen_t tolen, int sock, T *buf, uint_fast32_t buflen, Args &&... args) const { return apply_array(buf, buflen); } template auto operator()(const sockaddr &to, socklen_t tolen, int sock, std::array &buf, Args &&... args) const { return apply_array(buf.data(), buf.size()); } #undef apply_array }; /* General UDP functions - START */ class dxx_sendto_t { public: __attribute_always_inline() ssize_t operator()(const sockaddr &to, socklen_t tolen, int sockfd, const void *msg, size_t len, int flags) const { /* Fix argument order */ return apply(sockfd, msg, len, flags, to, tolen); } static ssize_t apply(int sockfd, const void *msg, size_t len, int flags, const sockaddr &to, socklen_t tolen); }; class dxx_recvfrom_t { public: __attribute_always_inline() ssize_t operator()(sockaddr &from, socklen_t &fromlen, int sockfd, void *msg, size_t len, int flags) const { /* Fix argument order */ return apply(sockfd, msg, len, flags, from, fromlen); } static ssize_t apply(int sockfd, void *msg, size_t len, int flags, sockaddr &from, socklen_t &fromlen); }; ssize_t dxx_sendto_t::apply(int sockfd, const void *msg, size_t len, int flags, const sockaddr &to, socklen_t tolen) { ssize_t rv = sendto(sockfd, reinterpret_cast(msg), len, flags, &to, tolen); UDP_num_sendto++; if (rv > 0) UDP_len_sendto += rv; return rv; } ssize_t dxx_recvfrom_t::apply(int sockfd, void *buf, size_t len, int flags, sockaddr &from, socklen_t &fromlen) { ssize_t rv = recvfrom(sockfd, reinterpret_cast(buf), len, flags, &from, &fromlen); UDP_num_recvfrom++; UDP_len_recvfrom += rv; return rv; } constexpr csockaddr_dispatch_t> dxx_sendto{}; constexpr sockaddr_dispatch_t dxx_recvfrom{}; } static void udp_traffic_stat() { static fix64 last_traf_time = 0; if (timer_query() >= last_traf_time + F1_0) { last_traf_time = timer_query(); con_printf(CON_DEBUG, "P#%u TRAFFIC - OUT: %fKB/s %iPPS IN: %fKB/s %iPPS",Player_num, static_cast(UDP_len_sendto)/1024, UDP_num_sendto, static_cast(UDP_len_recvfrom)/1024, UDP_num_recvfrom); UDP_num_sendto = UDP_len_sendto = UDP_num_recvfrom = UDP_len_recvfrom = 0; } } namespace { class udp_dns_filladdr_t { public: static int apply(sockaddr &addr, socklen_t addrlen, int ai_family, const char *host, uint16_t port, bool numeric_only, bool silent); }; // Resolve address int udp_dns_filladdr_t::apply(sockaddr &addr, socklen_t addrlen, int ai_family, const char *host, uint16_t port, bool numeric_only, bool silent) { #ifdef DXX_HAVE_GETADDRINFO // Variables addrinfo hints{}; char sPort[6]; // Build the port snprintf(sPort, 6, "%hu", port); // Uncomment the following if we want ONLY what we compile for hints.ai_family = ai_family; // We are always UDP hints.ai_socktype = SOCK_DGRAM; #ifdef AI_NUMERICSERV hints.ai_flags |= AI_NUMERICSERV; #endif #if DXX_USE_IPv6 hints.ai_flags |= AI_V4MAPPED | AI_ALL; #endif // Numeric address only? if (numeric_only) hints.ai_flags |= AI_NUMERICHOST; // Resolve the domain name RAIIaddrinfo result; if (result.getaddrinfo(host, sPort, &hints) != 0) { con_printf( CON_URGENT, "udp_dns_filladdr (getaddrinfo) failed for host %s", host ); if (!silent) nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Could not resolve address\n%s", host); addr.sa_family = AF_UNSPEC; return -1; } if (result->ai_addrlen > addrlen) { con_printf(CON_URGENT, "Address too big for host %s", host); if (!silent) nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Address too big for host\n%s", host); addr.sa_family = AF_UNSPEC; return -1; } // Now copy it over memcpy(&addr, result->ai_addr, addrlen = result->ai_addrlen); /* WARNING: NERDY CONTENT * * The above works, since result->ai_addr contains the socket family, * which is copied into our struct. Our struct will be read for sendto * and recvfrom, using the sockaddr.sa_family member. If we are IPv6, * this already has enough space to read into. If we are IPv4, we will * not be able to get any IPv6 connections anyway, so we will be safe * from an overflow. The more you know, 'cause knowledge is power! * * -- Matt */ // Free memory #else (void)numeric_only; sockaddr_in &sai = reinterpret_cast(addr); if (addrlen < sizeof(sai)) return -1; const auto he = gethostbyname(host); if (!he) { con_printf(CON_URGENT, "udp_dns_filladdr (gethostbyname) failed for host %s", host); if (!silent) nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Could not resolve IPv4 address\n%s", host); addr.sa_family = AF_UNSPEC; return -1; } sai = {}; sai.sin_family = ai_family; sai.sin_port = htons(port); sai.sin_addr = *reinterpret_cast(he->h_addr); #endif return 0; } template class sockaddr_resolve_family_dispatch_t : sockaddr_dispatch_t { public: #define apply_sockaddr(fromlen,family) this->sockaddr_dispatch_t::operator()(from, fromlen, family, std::forward(args)...) template auto operator()(sockaddr_in &from, Args &&... args) const { socklen_t fromlen; return apply_sockaddr(fromlen, AF_INET); } #if DXX_USE_IPv6 template auto operator()(sockaddr_in6 &from, Args &&... args) const { socklen_t fromlen; return apply_sockaddr(fromlen, AF_INET6); } #endif template auto operator()(_sockaddr &from, Args &&... args) const { return this->operator()(dispatch_sockaddr_from, std::forward(args)...); } #undef apply_sockaddr }; constexpr sockaddr_resolve_family_dispatch_t> udp_dns_filladdr{}; } static void udp_init_broadcast_addresses() { udp_dns_filladdr(GBcast, UDP_BCAST_ADDR, UDP_PORT_DEFAULT, true, true); #if DXX_USE_IPv6 udp_dns_filladdr(GMcast_v6, UDP_MCASTv6_ADDR, UDP_PORT_DEFAULT, true, true); #endif } // Open socket static int udp_open_socket(RAIIsocket &sock, int port) { int bcast = 1; // close stale socket struct _sockaddr sAddr; // my address information sock = RAIIsocket(sAddr.address_family(), SOCK_DGRAM, 0); if (!sock) { con_printf(CON_URGENT,"udp_open_socket: socket creation failed (port %i)", port); nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Port: %i\nCould not create socket.", port); return -1; } sAddr = {}; sAddr.sa.sa_family = sAddr.address_family(); #if DXX_USE_IPv6 sAddr.sin6.sin6_port = htons (port); // short, network byte order sAddr.sin6.sin6_addr = IN6ADDR_ANY_INIT; // automatically fill with my IP #else sAddr.sin.sin_port = htons (port); // short, network byte order sAddr.sin.sin_addr.s_addr = INADDR_ANY; // automatically fill with my IP #endif if (bind(sock, &sAddr.sa, sizeof(sAddr)) < 0) { con_printf(CON_URGENT,"udp_open_socket: bind name to socket failed (port %i)", port); nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Port: %i\nCould not bind name to socket.", port); sock.reset(); return -1; } #ifdef _WIN32 setsockopt(sock, SOL_SOCKET, SO_BROADCAST, reinterpret_cast(&bcast), sizeof(bcast)); #else setsockopt(sock, SOL_SOCKET, SO_BROADCAST, &bcast, sizeof(bcast)); #endif return 0; } #ifndef MSG_DONTWAIT static int udp_general_packet_ready(RAIIsocket &sock) { fd_set set; struct timeval tv; FD_ZERO(&set); FD_SET(sock, &set); tv.tv_sec = tv.tv_usec = 0; if (select(sock + 1, &set, NULL, NULL, &tv) > 0) return 1; else return 0; } #endif // Gets some text. Returns 0 if nothing on there. static int udp_receive_packet(RAIIsocket &sock, ubyte *text, int len, struct _sockaddr *sender_addr) { if (!sock) return -1; #ifndef MSG_DONTWAIT if (!udp_general_packet_ready(sock)) return 0; #endif ssize_t msglen; socklen_t clen; int flags = 0; #ifdef MSG_DONTWAIT flags |= MSG_DONTWAIT; #endif msglen = dxx_recvfrom(*sender_addr, clen, sock, text, len, flags); if (msglen < 0) return 0; if ((msglen >= 0) && (msglen < len)) text[msglen] = 0; return msglen; } /* General UDP functions - END */ namespace { class net_udp_request_game_info_t { public: static void apply(const sockaddr &to, socklen_t tolen, int lite); }; class net_udp_send_game_info_t { public: static void apply(const sockaddr &target_addr, socklen_t targetlen, const _sockaddr *sender_addr, ubyte info_upid); }; void net_udp_request_game_info_t::apply(const sockaddr &game_addr, socklen_t addrlen, int lite) { std::array buf; net_udp_prepare_request_game_info(buf, lite); dxx_sendto(game_addr, addrlen, UDP_Socket[0], buf, 0); } constexpr csockaddr_dispatch_t> net_udp_request_game_info{}; constexpr csockaddr_dispatch_t> net_udp_send_game_info{}; struct direct_join { enum class connect_type : uint8_t { idle, connecting, request_join, }; struct _sockaddr host_addr; fix64 start_time, last_time; connect_type connecting = connect_type::idle; #if DXX_USE_TRACKER uint16_t gameid; #endif }; struct manual_join_user_inputs { std::array hostportbuf, guestportbuf; std::array hostaddrbuf; }; struct manual_join_menu_items : direct_join, manual_join_user_inputs { enum { label_host_address, input_host_address, label_host_port, input_host_port, label_guest_port, input_guest_port, label_status_text, }; static manual_join_user_inputs s_last_inputs; std::array m; manual_join_menu_items() { if (s_last_inputs.hostaddrbuf[0]) hostaddrbuf = s_last_inputs.hostaddrbuf; else snprintf(&hostaddrbuf[0], hostaddrbuf.size(), "%s", CGameArg.MplUdpHostAddr.c_str()); if (s_last_inputs.hostportbuf[0]) hostportbuf = s_last_inputs.hostportbuf; else snprintf(&hostportbuf[0], hostportbuf.size(), "%hu", CGameArg.MplUdpHostPort ? CGameArg.MplUdpHostPort : UDP_PORT_DEFAULT); if (s_last_inputs.guestportbuf[0]) guestportbuf = s_last_inputs.guestportbuf; else snprintf(&guestportbuf[0], guestportbuf.size(), "%hu", UDP_MyPort); nm_set_item_text(m[label_host_address], "GAME ADDRESS OR HOSTNAME:"); nm_set_item_text(m[label_host_port], "GAME PORT:"); nm_set_item_text(m[label_guest_port], "MY PORT:"); nm_set_item_text(m[label_status_text], ""); nm_set_item_input(m[input_host_address], hostaddrbuf); nm_set_item_input(m[input_host_port], hostportbuf); nm_set_item_input(m[input_guest_port], guestportbuf); } }; struct manual_join_menu : manual_join_menu_items, newmenu { manual_join_menu(grs_canvas &src) : newmenu(menu_title{nullptr}, menu_subtitle{"ENTER GAME ADDRESS"}, menu_filename{nullptr}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(m, input_host_address), src) { } virtual window_event_result event_handler(const d_event &event) override; }; struct netgame_list_game_menu_items { enum { header_rows = 4, non_game_rows = header_rows + 1, menuitem_count = UDP_NETGAMES_PPAGE + non_game_rows, }; std::array menus; std::array, menuitem_count - non_game_rows> ljtext; netgame_list_game_menu_items() { #if DXX_USE_TRACKER #define DXX_NETGAME_LIST_SCAN_STRING "\tF4/F5/F6: (Re)Scan for all/LAN/Tracker Games." #else #define DXX_NETGAME_LIST_SCAN_STRING "\tF4: (Re)Scan for LAN Games." #endif nm_set_item_text(menus[0], DXX_NETGAME_LIST_SCAN_STRING); #undef DXX_NETGAME_LIST_SCAN_STRING nm_set_item_text(menus[1], "\tPgUp/PgDn: Flip Pages."); nm_set_item_text(menus[2], ""); nm_set_item_text(menus[3], "\tGAME \tMODE \t#PLYRS \tMISSION \tLEV \tSTATUS"); for (auto &&[i, lj, mi] : enumerate(zip(ljtext, unchecked_partial_range(menus, header_rows + 0u, menus.size() - 1)), 1u)) { snprintf(&lj[0], lj.size(), "%u. ", i); nm_set_item_menu(mi, &lj[0]); } nm_set_item_text(menus.back(), "\t"); } }; struct netgame_list_game_menu : netgame_list_game_menu_items, direct_join, newmenu { netgame_list_game_menu(grs_canvas &src) : newmenu(menu_title{"NETGAMES"}, menu_subtitle{nullptr}, menu_filename{nullptr}, tiny_mode_flag::tiny, tab_processing_flag::process, adjusted_citem::create(menus, 0), src) { } virtual window_event_result event_handler(const d_event &event) override; }; manual_join_user_inputs manual_join_menu_items::s_last_inputs; } namespace dsx { namespace { direct_join::connect_type net_udp_show_game_info(const netgame_info &Netgame); // Connect to a game host and get full info. Eventually we join! static int net_udp_game_connect(direct_join *const dj) { // Get full game info so we can show it. // Timeout after 10 seconds if (timer_query() >= dj->start_time + (F1_0*10)) { dj->connecting = direct_join::connect_type::idle; std::array dbuf; const auto port = #if DXX_USE_IPv6 dj->host_addr.sa.sa_family == AF_INET6 ? dj->host_addr.sin6.sin6_port : #endif dj->host_addr.sin.sin_port; nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "No response by host.\n\n\ Possible reasons:\n\ * No game on %s (anymore)\n\ * Host port %hu is not open\n\ * Game is hosted on a different port\n\ * Host uses a game version\n\ I do not understand", dxx_ntop(dj->host_addr, dbuf), ntohs(port)); return 0; } if (Netgame.protocol.udp.valid == -1) { nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Version mismatch! Cannot join Game.\n\nHost game version: %i.%i.%i\nHost game protocol: %i\n(%s)\n\nYour game version: " DXX_VERSION_STR "\nYour game protocol: %i\n(%s)", Netgame.protocol.udp.program_iver[0], Netgame.protocol.udp.program_iver[1], Netgame.protocol.udp.program_iver[2], Netgame.protocol.udp.program_iver[3], (Netgame.protocol.udp.program_iver[3]==0?"RELEASE VERSION":"DEVELOPMENT BUILD, BETA, etc."), MULTI_PROTO_VERSION, (MULTI_PROTO_VERSION==0?"RELEASE VERSION":"DEVELOPMENT BUILD, BETA, etc.")); dj->connecting = direct_join::connect_type::idle; return 0; } if (timer_query() >= dj->last_time + F1_0) { net_udp_request_game_info(dj->host_addr, 0); #if DXX_USE_TRACKER if (dj->gameid) if (timer_query() >= dj->start_time + (F1_0*4)) udp_tracker_request_holepunch(dj->gameid); #endif dj->last_time = timer_query(); } timer_delay2(5); net_udp_listen(); if (Netgame.protocol.udp.valid != 1) return 0; // still trying to connect if (dj->connecting == direct_join::connect_type::connecting) { // show info menu and check if we join const auto connecting = net_udp_show_game_info(Netgame); dj->connecting = connecting; if (connecting == direct_join::connect_type::request_join) { // Get full game info again as it could have changed since we entered the info menu. Netgame.protocol.udp.valid = 0; dj->start_time = timer_query(); } return 0; } dj->connecting = direct_join::connect_type::idle; return net_udp_do_join_game(); } } } window_event_result manual_join_menu::event_handler(const d_event &event) { switch (event.type) { case EVENT_KEY_COMMAND: if (connecting != direct_join::connect_type::idle && event_key_get(event) == KEY_ESC) { connecting = direct_join::connect_type::idle; nm_set_item_text(m[label_status_text], ""); return window_event_result::handled; } break; case EVENT_IDLE: if (connecting != direct_join::connect_type::idle) { if (net_udp_game_connect(this)) return window_event_result::close; // Success! else if (connecting == direct_join::connect_type::idle) nm_set_item_text(m[label_status_text], ""); } break; case EVENT_NEWMENU_SELECTED: { int sockres = -1; net_udp_init(); // yes, redundant call but since the menu does not know any better it would allow any IP entry as long as Netgame-entry looks okay... my head hurts... if (!convert_text_portstring(guestportbuf, UDP_MyPort, false, false)) return window_event_result::handled; sockres = udp_open_socket(UDP_Socket[0], UDP_MyPort); if (sockres != 0) return window_event_result::handled; uint16_t hostport; if (!convert_text_portstring(hostportbuf, hostport, true, false)) return window_event_result::handled; // Resolve address if (udp_dns_filladdr(host_addr, &hostaddrbuf[0], hostport, false, false) < 0) return window_event_result::handled; else { s_last_inputs = *this; multi_new_game(); N_players = 0; change_playernum_to(1); start_time = timer_query(); last_time = 0; Netgame.players[0].protocol.udp.addr = host_addr; connecting = direct_join::connect_type::connecting; nm_set_item_text(m[label_status_text], "Connecting..."); return window_event_result::handled; } } case EVENT_WINDOW_CLOSE: if (!Game_wind) // they cancelled net_udp_close(); break; default: break; } return newmenu::event_handler(event); } void net_udp_manual_join_game() { net_udp_init(); reset_UDP_MyPort(); auto menu = window_create(grd_curscreen->sc_canvas); (void)menu; } static void copy_truncate_string(const grs_font &cv_font, const font_x_scaled_float strbound, std::array &out, const ntstring<25> &in) { size_t k = 0, x = 0; char thold[2]; thold[1] = 0; const std::size_t outsize = out.size(); range_for (const char c, in) { if (unlikely(c == '\t')) continue; if (unlikely(!c)) break; thold[0] = c; const auto tx = gr_get_string_size(cv_font, thold).width; if ((x += tx) >= strbound) { const std::size_t outbound = outsize - 4; if (k > outbound) k = outbound; out[k] = out[k + 1] = out[k + 2] = '.'; k += 3; break; } out[k++] = c; if (k >= outsize - 1) break; } out[k] = 0; } window_event_result netgame_list_game_menu::event_handler(const d_event &event) { // Polling loop for Join Game menu int newpage = 0; static int NLPage = 0; switch (event.type) { case EVENT_WINDOW_ACTIVATED: { Netgame.protocol.udp.valid = 0; Active_udp_games = {}; num_active_udp_changed = 1; num_active_udp_games = 0; net_udp_request_game_info(GBcast, 1); #if DXX_USE_IPv6 net_udp_request_game_info(GMcast_v6, 1); #endif #if DXX_USE_TRACKER udp_tracker_reqgames(); #endif if (connecting == direct_join::connect_type::idle) // fallback/failsafe! nm_set_item_text(menus[UDP_NETGAMES_PPAGE+4], "\t"); break; } case EVENT_IDLE: if (connecting != direct_join::connect_type::idle) { if (net_udp_game_connect(this)) return window_event_result::close; // Success! if (connecting == direct_join::connect_type::idle) // connect wasn't successful - get rid of the message. nm_set_item_text(menus[UDP_NETGAMES_PPAGE+4], "\t"); } break; case EVENT_KEY_COMMAND: { int key = event_key_get(event); if (key == KEY_PAGEUP) { NLPage--; newpage++; if (NLPage < 0) NLPage = UDP_NETGAMES_PAGES-1; key = 0; break; } if (key == KEY_PAGEDOWN) { NLPage++; newpage++; if (NLPage >= UDP_NETGAMES_PAGES) NLPage = 0; key = 0; break; } if( key == KEY_F4 ) { // Empty the list Active_udp_games = {}; num_active_udp_changed = 1; num_active_udp_games = 0; // Request LAN games net_udp_request_game_info(GBcast, 1); #if DXX_USE_IPv6 net_udp_request_game_info(GMcast_v6, 1); #endif #if DXX_USE_TRACKER udp_tracker_reqgames(); #endif // All done break; } #if DXX_USE_TRACKER if (key == KEY_F5) { Active_udp_games = {}; num_active_udp_changed = 1; num_active_udp_games = 0; net_udp_request_game_info(GBcast, 1); #if DXX_USE_IPv6 net_udp_request_game_info(GMcast_v6, 1); #endif break; } if( key == KEY_F6 ) { // Zero the list Active_udp_games = {}; num_active_udp_changed = 1; num_active_udp_games = 0; // Request from the tracker udp_tracker_reqgames(); // Break off break; } #endif if (key == KEY_ESC) { if (connecting != direct_join::connect_type::idle) { connecting = direct_join::connect_type::idle; nm_set_item_text(menus[UDP_NETGAMES_PPAGE+4], "\t"); return window_event_result::handled; } break; } break; } case EVENT_NEWMENU_SELECTED: { auto &citem = static_cast(event).citem; if (((citem+(NLPage*UDP_NETGAMES_PPAGE)) >= 4) && (((citem+(NLPage*UDP_NETGAMES_PPAGE))-3) <= num_active_udp_games)) { multi_new_game(); N_players = 0; change_playernum_to(1); start_time = timer_query(); last_time = 0; host_addr = Active_udp_games[(citem+(NLPage*UDP_NETGAMES_PPAGE))-4].game_addr; Netgame.players[0].protocol.udp.addr = host_addr; connecting = direct_join::connect_type::connecting; #if DXX_USE_TRACKER gameid = Active_udp_games[(citem+(NLPage*UDP_NETGAMES_PPAGE))-4].TrackerGameID; #endif nm_set_item_text(menus[UDP_NETGAMES_PPAGE+4], "\tConnecting. Please wait..."); } else { window_create(menu_title{TXT_SORRY}, menu_subtitle{TXT_INVALID_CHOICE}, TXT_OK, grd_curscreen->sc_canvas); // invalid game selected - stay in the menu } return window_event_result::handled; } case EVENT_WINDOW_CLOSE: { if (!Game_wind) { net_udp_close(); Network_status = NETSTAT_MENU; // they cancelled } return window_event_result::ignored; } default: break; } net_udp_listen(); if (!num_active_udp_changed && !newpage) return newmenu::event_handler(event); num_active_udp_changed = 0; // Copy the active games data into the menu options for (int i = 0; i < UDP_NETGAMES_PPAGE; i++) { const auto &augi = Active_udp_games[(i + (NLPage * UDP_NETGAMES_PPAGE))]; int game_status = augi.game_status; int nplayers = 0; char levelname[8]; if ((i+(NLPage*UDP_NETGAMES_PPAGE)) >= num_active_udp_games) { auto &p = ljtext[i]; snprintf(&p[0], p.size(), "%d. ", (i + (NLPage * UDP_NETGAMES_PPAGE)) + 1); continue; } // These next two loops protect against menu skewing // if missiontitle or gamename contain a tab const auto &&fspacx = FSPACX(); const auto &cv_font = *grd_curcanv->cv_font; std::array MissName, GameName; const auto &&fspacx55 = fspacx(55); copy_truncate_string(cv_font, fspacx55, MissName, augi.mission_title); copy_truncate_string(cv_font, fspacx55, GameName, augi.game_name); nplayers = augi.numconnected; const int levelnum = augi.levelnum; if (levelnum < 0) { cf_assert(-levelnum < MAX_SECRET_LEVELS_PER_MISSION); snprintf(levelname, sizeof(levelname), "S%d", -levelnum); } else { cf_assert(levelnum < MAX_LEVELS_PER_MISSION); snprintf(levelname, sizeof(levelname), "%d", levelnum); } const char *status; if (game_status == NETSTAT_STARTING) status = "FORMING "; else if (game_status == NETSTAT_PLAYING) { if (augi.RefusePlayers) status = "RESTRICT"; else if (augi.game_flag.closed) status = "CLOSED "; else status = "OPEN "; } else status = "BETWEEN "; const auto gamemode = underlying_value(augi.gamemode); auto &p = ljtext[i]; snprintf(&p[0], p.size(), "%d.\t%.24s \t%.7s \t%3u/%u \t%.24s \t %s \t%s", (i + (NLPage * UDP_NETGAMES_PPAGE)) + 1, GameName.data(), (gamemode < std::size(GMNamesShrt)) ? GMNamesShrt[gamemode] : "INVALID", nplayers, augi.max_numplayers, MissName.data(), levelname, status); } return newmenu::event_handler(event); } void net_udp_list_join_game(grs_canvas &canvas) { net_udp_init(); const auto gamemyport = CGameArg.MplUdpMyPort; if (udp_open_socket(UDP_Socket[0], gamemyport >= 1024 ? gamemyport : UDP_PORT_DEFAULT) < 0) return; if (gamemyport >= 1024 && gamemyport != UDP_PORT_DEFAULT) if (udp_open_socket(UDP_Socket[1], UDP_PORT_DEFAULT) < 0) nm_messagebox_str(menu_title{TXT_WARNING}, nm_messagebox_tie(TXT_OK), menu_subtitle{"Cannot open default port!\nYou can only scan for games\nmanually."}); // prepare broadcast address to discover games udp_init_broadcast_addresses(); change_playernum_to(1); N_players = 0; Network_send_objects = 0; Network_sending_extras=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; Active_udp_games = {}; gr_set_fontcolor(canvas, BM_XRGB(15, 15, 23),-1); num_active_udp_changed = 1; auto menu = window_create(canvas); (void)menu; } static void net_udp_send_sequence_packet(UDP_sequence_packet seq, const _sockaddr &recv_addr) { std::array buf; int len = 0; buf[0] = seq.type; len++; memcpy(&buf[len], seq.player.callsign.buffer(), CALLSIGN_LEN+1); len += CALLSIGN_LEN+1; buf[len] = seq.player.connected; len++; buf[len] = underlying_value(seq.player.rank); len++; dxx_sendto(recv_addr, UDP_Socket[0], buf, 0); } static void net_udp_receive_sequence_packet(ubyte *data, UDP_sequence_packet *seq, const _sockaddr &sender_addr) { int len = 0; seq->type = data[0]; len++; memcpy(seq->player.callsign.buffer(), &(data[len]), CALLSIGN_LEN+1); len += CALLSIGN_LEN+1; seq->player.connected = data[len]; len++; memcpy (&(seq->player.rank),&(data[len]),1); len++; if (multi_i_am_master()) seq->player.protocol.udp.addr = sender_addr; } void net_udp_init() { // So you want to play a netgame, eh? Let's a get a few things straight #ifdef _WIN32 { WORD wVersionRequested; WSADATA wsaData; wVersionRequested = MAKEWORD(2, 2); WSACleanup(); if (WSAStartup( wVersionRequested, &wsaData)) nm_messagebox_str(menu_title{TXT_ERROR}, nm_messagebox_tie(TXT_OK), menu_subtitle{"Cannot init Winsock!"}); // no break here... game will fail at socket creation anyways... } #endif Netgame = {}; UDP_Seq = {}; UDP_MData = {}; net_udp_noloss_init_mdata_queue(); UDP_Seq.type = UPID_REQUEST; UDP_Seq.player.callsign = InterfaceUniqueState.PilotName; UDP_Seq.player.rank=GetMyNetRanking(); multi_new_game(); net_udp_flush(); #if DXX_USE_TRACKER // Initialize the tracker info udp_tracker_init(); #endif } void net_udp_close() { UDP_Socket = {}; #ifdef _WIN32 WSACleanup(); #endif } namespace dsx { namespace multi { namespace udp { int dispatch_table::end_current_level(int *secret) const { // Do whatever needs to be done between levels #if defined(DXX_BUILD_DESCENT_II) if (EMULATING_D1) #endif { // 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! range_for (const auto i, unchecked_partial_range(Current_mission->secret_level_table.get(), Current_mission->n_secret_levels)) { if (Current_level_num == i) { *secret = 1; break; } } } #if defined(DXX_BUILD_DESCENT_II) else *secret = 0; #endif Network_status = NETSTAT_ENDLEVEL; // We are between levels net_udp_listen(); dispatch->send_endlevel_packet(); range_for (auto &i, partial_range(Netgame.players, N_players)) { i.LastPacketTime = timer_query(); } dispatch->send_endlevel_packet(); dispatch->send_endlevel_packet(); net_udp_update_netgame(); return(0); } } } } namespace { static join_netgame_status_code net_udp_can_join_netgame(const netgame_info *const game) { // Can this player rejoin a netgame in progress? if (game->game_status == NETSTAT_STARTING) return join_netgame_status_code::game_has_capacity; if (game->game_status != NETSTAT_PLAYING) return join_netgame_status_code::game_in_disallowed_state; // Game is in progress, figure out if this guy can re-join it const unsigned num_players = game->numplayers; if (!(game->game_flag.closed)) { // Look for player that is not connected if (game->numconnected==game->max_numplayers) return join_netgame_status_code::game_is_full; if (game->RefusePlayers) return join_netgame_status_code::game_refuses_players; if (num_players < game->max_numplayers) return join_netgame_status_code::game_has_capacity; if (game->numconnectedplayers[i].callsign && i == game->protocol.udp.your_index) return join_netgame_status_code::game_has_capacity; } return join_netgame_status_code::game_in_disallowed_state; } } namespace dsx { namespace multi { namespace udp { // do UDP stuff to disconnect a player. Should ONLY be called from multi_disconnect_player() void dispatch_table::disconnect_player(int playernum) const { // A player has disconnected from the net game, take whatever steps are // necessary if (playernum == Player_num) { Int3(); // Weird, see Rob return; } if (VerifyPlayerJoined==playernum) VerifyPlayerJoined=-1; net_udp_noloss_clear_mdata_trace(playernum); } } } static void net_udp_new_player(UDP_sequence_packet *const their) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; unsigned pnum = their->player.connected; Assert(pnum < Netgame.max_numplayers); 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); } auto &plr = *vmplayerptr(pnum); plr.callsign = their->player.callsign; Netgame.players[pnum].callsign = their->player.callsign; Netgame.players[pnum].protocol.udp.addr = their->player.protocol.udp.addr; Netgame.players[pnum].rank=their->player.rank; plr.connected = CONNECT_PLAYING; kill_matrix[pnum] = {}; auto &objp = *vmobjptr(plr.objnum); auto &player_info = objp.ctype.player_info; player_info.net_killed_total = 0; player_info.net_kills_total = 0; player_info.mission.score = 0; player_info.powerup_flags = {}; player_info.KillGoalCount = 0; if (pnum == N_players) { N_players++; Netgame.numplayers = N_players; } digi_play_sample(SOUND_HUD_MESSAGE, F1_0); const auto &&rankstr = GetRankStringWithSpace(their->player.rank); HUD_init_message(HM_MULTI, "%s%s'%s' %s", rankstr.first, rankstr.second, static_cast(their->player.callsign), TXT_JOINING); multi_make_ghost_player(pnum); multi_send_score(); #if defined(DXX_BUILD_DESCENT_II) multi_sort_kill_list(); #endif net_udp_noloss_clear_mdata_trace(pnum); } } static void net_udp_welcome_player(UDP_sequence_packet *their) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; // Add a player to a game already in progress WaitForRefuseAnswer=0; // Don't accept new players if we're ending this level. Its safe to // ignore since they'll request again later if (Network_status == NETSTAT_ENDLEVEL || LevelUniqueControlCenterState.Control_center_destroyed) { multi::udp::dispatch->kick_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; } // Joining a running game will need quite a few packets on the mdata-queue, so let players only join if we have enough space. if (Netgame.PacketLossPrevention) if ((UDP_MDATA_STOR_QUEUE_SIZE - UDP_mdata_queue_highest) < UDP_MDATA_STOR_MIN_FREE_2JOIN) return; if (their->player.connected != Current_level_num) { multi::udp::dispatch->kick_player(their->player.protocol.udp.addr, DUMP_LEVEL); return; } unsigned player_num = UINT_MAX; UDP_sync_player = {}; Network_player_added = 0; for (unsigned i = 0; i < N_players; i++) { if (vcplayerptr(i)->callsign == their->player.callsign && their->player.protocol.udp.addr == Netgame.players[i].protocol.udp.addr) { player_num = i; break; } } if (player_num == UINT_MAX) { // Player is new to this game if ( !(Netgame.game_flag.closed) && (N_players < Netgame.max_numplayers)) { // Add player in an open slot, game not full yet player_num = N_players; Network_player_added = 1; } else if (Netgame.game_flag.closed) { // Slots are open but game is closed multi::udp::dispatch->kick_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; fix64 oldest_time = timer_query(); int activeplayers = 0; Assert(N_players == Netgame.max_numplayers); range_for (auto &i, partial_const_range(Netgame.players, Netgame.numplayers)) if (i.connected) activeplayers++; if (activeplayers == Netgame.max_numplayers) { // Game is full. multi::udp::dispatch->kick_player(their->player.protocol.udp.addr, DUMP_FULL); return; } for (unsigned i = 0; i < N_players; i++) { if (!vcplayerptr(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 multi::udp::dispatch->kick_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 auto &plr = *vcplayerptr(player_num); if (plr.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); const auto &&rankstr = GetRankStringWithSpace(Netgame.players[player_num].rank); HUD_init_message(HM_MULTI, "%s%s'%s' %s", rankstr.first, rankstr.second, static_cast(plr.callsign), TXT_REJOIN); multi_send_score(); net_udp_noloss_clear_mdata_trace(player_num); } auto &obj = *vmobjptr(vcplayerptr(player_num)->objnum); auto &player_info = obj.ctype.player_info; player_info.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_query(); net_udp_send_objects(); } namespace dsx { namespace multi { namespace udp { int dispatch_table::objnum_is_past(const objnum_t objnum) const { // 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; } } } #if defined(DXX_BUILD_DESCENT_I) static void net_udp_send_door_updates(void) { auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptridx = Walls.vcptridx; // Send door status when new player joins range_for (const auto &&p, vcwallptridx) { auto &w = *p; if ((w.type == WALL_DOOR && (w.state == wall_state::opening || w.state == wall_state::waiting)) || (w.type == WALL_BLASTABLE && (w.flags & wall_flag::blasted))) multi_send_door_open(w.segnum, w.sidenum, {}); else if (w.type == WALL_BLASTABLE && w.hps != WALL_HPS) multi_send_hostage_door_status(p); } } #elif defined(DXX_BUILD_DESCENT_II) static void net_udp_send_door_updates(const playernum_t pnum) { // Send door status when new player joins auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptridx = Walls.vcptridx; range_for (const auto &&p, vcwallptridx) { auto &w = *p; if ((w.type == WALL_DOOR && (w.state == wall_state::opening || w.state == wall_state::waiting || w.state == wall_state::open)) || (w.type == WALL_BLASTABLE && (w.flags & wall_flag::blasted))) multi_send_door_open_specific(pnum,w.segnum, w.sidenum,w.flags); else if (w.type == WALL_BLASTABLE && w.hps != WALL_HPS) multi_send_hostage_door_status(p); else multi_send_wall_status_specific(pnum,p,w.type,w.flags,w.state); } } #endif } static void net_udp_process_monitor_vector(uint32_t vector) { auto &Effects = LevelUniqueEffectsClipState.Effects; auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo; if (!vector) return; range_for (unique_segment &seg, vmsegptr) { range_for (auto &j, seg.sides) { const auto tm = j.tmap_num2; if (tm == texture2_value::None) continue; const auto ec = TmapInfo[get_texture_index(tm)].eclip_num; if (ec == eclip_none) continue; const int bm = Effects[ec].dest_bm_num; if (bm == ~0u) continue; { if (vector & 1) { j.tmap_num2 = build_texture2_value(bm, get_texture_rotation_high(tm)); } if (!(vector >>= 1)) return; } } } } namespace { class blown_bitmap_array { typedef int T; using array_t = std::array; typedef array_t::const_iterator const_iterator; array_t a; array_t::iterator e = a.begin(); public: bool exists(T t) const { const_iterator ce = e; return std::find(a.begin(), ce, t) != ce; } void insert_unique(T t) { if (exists(t)) return; if (e == a.end()) { LevelError("too many blown bitmaps; ignoring bitmap %i.", t); return; } *e = t; ++e; } }; } static unsigned net_udp_create_monitor_vector(void) { auto &Effects = LevelUniqueEffectsClipState.Effects; auto &TmapInfo = LevelUniqueTmapInfoState.TmapInfo; blown_bitmap_array blown_bitmaps; constexpr size_t max_textures = Textures.size(); range_for (auto &i, partial_const_range(Effects, Num_effects)) { if (i.dest_bm_num < max_textures) { blown_bitmaps.insert_unique(i.dest_bm_num); } } unsigned monitor_num = 0; unsigned vector = 0; range_for (const auto &&seg, vcsegptridx) { range_for (auto &j, seg->unique_segment::sides) { const auto tm2 = j.tmap_num2; if (tm2 == texture2_value::None) continue; const auto masked_tm2 = get_texture_index(tm2); const unsigned ec = TmapInfo[masked_tm2].eclip_num; { if (ec != eclip_none && Effects[ec].dest_bm_num != ~0u) { } else if (blown_bitmaps.exists(masked_tm2)) { if (monitor_num >= 8 * sizeof(vector)) { LevelError("too many blown monitors; ignoring segment %hu.", seg.get_unchecked_index()); return vector; } vector |= (1 << monitor_num); } else continue; monitor_num++; } } } return(vector); } static void net_udp_stop_resync(UDP_sequence_packet *their) { if (UDP_sync_player.player.protocol.udp.addr == their->player.protocol.udp.addr && (!d_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; } } namespace dsx { void net_udp_send_objects(void) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; sbyte player_num = UDP_sync_player.player.connected; static int obj_count = 0; int loc = 0, obj_count_frame = 0; static fix64 last_send_time = 0; if (last_send_time + (F1_0/50) > timer_query()) return; last_send_time = timer_query(); // Send clear objects array trigger and send player num Assert(Network_send_objects != 0); Assert(player_num >= 0); Assert(player_num < Netgame.max_numplayers); if (Network_status == NETSTAT_ENDLEVEL || LevelUniqueControlCenterState.Control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. multi::udp::dispatch->kick_player(UDP_sync_player.player.protocol.udp.addr, DUMP_ENDLEVEL); Network_send_objects = 0; return; } std::array object_buffer; object_buffer = {}; object_buffer[0] = UPID_OBJECT_DATA; loc = 5; if (Network_send_objnum == -1) { obj_count = 0; Network_send_object_mode = 0; PUT_INTEL_INT(&object_buffer[loc], -1); loc += 4; object_buffer[loc] = player_num; loc += 1; /* Placeholder for remote_objnum, not used here */ loc += 4; Network_send_objnum = 0; obj_count_frame = 1; } objnum_t i; for (i = Network_send_objnum; i <= Highest_object_index; i++) { const auto &&objp = vmobjptr(i); if ((objp->type != OBJ_POWERUP) && (objp->type != OBJ_PLAYER) && (objp->type != OBJ_CNTRLCEN) && (objp->type != OBJ_GHOST) && (objp->type != OBJ_ROBOT) && (objp->type != OBJ_HOSTAGE) #if defined(DXX_BUILD_DESCENT_II) && !(objp->type == OBJ_WEAPON && get_weapon_id(objp) == weapon_id_type::PMINE_ID) #endif ) 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 ( loc + sizeof(object_rw) + 9 > UPID_MAX_SIZE-1 ) break; // Not enough room for another object obj_count_frame++; obj_count++; const auto &&[owner, remote_objnum] = objnum_local_to_remote(i); Assert(owner == object_owner[i]); PUT_INTEL_INT(&object_buffer[loc], i); loc += 4; object_buffer[loc] = owner; loc += 1; PUT_INTEL_INT(&object_buffer[loc], remote_objnum); loc += 4; // use object_rw to send objects for now. if object sometime contains some day contains something useful the client should know about, we should use it. but by now it's also easier to use object_rw because then we also do not need fix64 timer values. multi_object_to_object_rw(vmobjptr(i), reinterpret_cast(&object_buffer[loc])); if constexpr (words_bigendian) object_rw_swap(reinterpret_cast(&object_buffer[loc]), 1); loc += sizeof(object_rw); } if (obj_count_frame) // Send any objects we've buffered { Network_send_objnum = i; PUT_INTEL_INT(&object_buffer[1], obj_count_frame); Assert(loc <= UPID_MAX_SIZE); dxx_sendto(UDP_sync_player.player.protocol.udp.addr, UDP_Socket[0], &object_buffer[0], loc, 0); } 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); // Send count so other side can make sure he got them all object_buffer[0] = UPID_OBJECT_DATA; PUT_INTEL_INT(&object_buffer[1], 1); PUT_INTEL_INT(&object_buffer[5], network_checksum_marker_object); object_buffer[9] = player_num; PUT_INTEL_INT(&object_buffer[10], obj_count); dxx_sendto(UDP_sync_player.player.protocol.udp.addr, UDP_Socket[0], &object_buffer[0], 14, 0); // 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 defined(DXX_BUILD_DESCENT_I) Network_sending_extras=3; // start to send extras #elif defined(DXX_BUILD_DESCENT_II) Network_sending_extras=9; // start to send extras #endif VerifyPlayerJoined = Player_joining_extras = player_num; return; } // mode == 1; } // i > Highest_object_index } } static int net_udp_verify_objects(int remote, int local) { auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptr = Objects.vcptr; int nplayers = 0; if ((remote-local) > 10) return(2); range_for (const auto &&objp, vcobjptr) { if (objp->type == OBJ_PLAYER || objp->type == OBJ_GHOST) nplayers++; } if (Netgame.max_numplayers<=nplayers) return(0); return(1); } static void net_udp_read_object_packet( ubyte *data ) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; // Object from another net player we need to sync with sbyte obj_owner; static int mode = 0, object_count = 0, my_pnum = 0; int remote_objnum = 0, nobj = 0, loc = 5; nobj = GET_INTEL_INT(data + 1); for (int i = 0; i < nobj; i++) { const unsigned uobjnum = GET_INTEL_INT(data + loc); objnum_t objnum = uobjnum; loc += 4; obj_owner = data[loc]; loc += 1; remote_objnum = GET_INTEL_INT(data + loc); loc += 4; if (objnum == object_none) { // Clear object array init_objects(); Network_rejoined = 1; my_pnum = obj_owner; change_playernum_to(my_pnum); mode = 1; object_count = 0; } else if (uobjnum == network_checksum_marker_object) { // Special debug checksum marker for entire send if (mode == 1) { special_reset_objects(LevelUniqueObjectState); mode = 0; } if (remote_objnum != object_count) { Int3(); } if (net_udp_verify_objects(remote_objnum, object_count)) { // Failed to sync up nm_messagebox_str(menu_title{nullptr}, nm_messagebox_tie(TXT_OK), menu_subtitle{TXT_NET_SYNC_FAILED}); Network_status = NETSTAT_MENU; return; } } else { object_count++; if ((obj_owner == my_pnum) || (obj_owner == -1)) { if (mode != 1) Int3(); // SEE ROB objnum = remote_objnum; } else { if (mode == 1) { special_reset_objects(LevelUniqueObjectState); mode = 0; } objnum = obj_allocate(LevelUniqueObjectState); } if (objnum != object_none) { auto obj = vmobjptridx(objnum); if (obj->type != OBJ_NONE) { obj_unlink(Objects.vmptr, Segments.vmptr, obj); Assert(obj->segnum == segment_none); } Assert(objnum < MAX_OBJECTS); if constexpr (words_bigendian) object_rw_swap(reinterpret_cast(&data[loc]), 1); multi_object_rw_to_object(reinterpret_cast(&data[loc]), obj); loc += sizeof(object_rw); auto segnum = obj->segnum; obj->attached_obj = object_none; if (segnum != segment_none) { obj_link_unchecked(Objects.vmptr, obj, Segments.vmptridx(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 } namespace dsx { void net_udp_send_rejoin_sync(const unsigned player_num) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptr = Objects.vcptr; vmplayerptr(player_num)->connected = CONNECT_PLAYING; // connect the new guy Netgame.players[player_num].LastPacketTime = timer_query(); if (Network_status == NETSTAT_ENDLEVEL || LevelUniqueControlCenterState.Control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. multi::udp::dispatch->kick_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 (unsigned i = 0; i < N_players; ++i) { if (i != player_num && i != Player_num && vcplayerptr(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 Netgame.kills = kill_matrix; for (unsigned j = 0; j < MAX_PLAYERS; ++j) { auto &objp = *vcobjptr(vcplayerptr(j)->objnum); auto &player_info = objp.ctype.player_info; Netgame.killed[j] = player_info.net_killed_total; Netgame.player_kills[j] = player_info.net_kills_total; Netgame.player_score[j] = player_info.mission.score; } Netgame.level_time = get_local_player().time_level; Netgame.monitor_vector = net_udp_create_monitor_vector(); net_udp_send_game_info(UDP_sync_player.player.protocol.udp.addr, &UDP_sync_player.player.protocol.udp.addr, UPID_SYNC); #if defined(DXX_BUILD_DESCENT_I) net_udp_send_door_updates(); #endif return; } } static void net_udp_resend_sync_due_to_packet_loss() { auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptr = Objects.vcptr; if (!multi_i_am_master()) return; net_udp_update_netgame(); // Fill in the kill list Netgame.kills = kill_matrix; for (unsigned j = 0; j < MAX_PLAYERS; ++j) { auto &objp = *vcobjptr(vcplayerptr(j)->objnum); auto &player_info = objp.ctype.player_info; Netgame.killed[j] = player_info.net_killed_total; Netgame.player_kills[j] = player_info.net_kills_total; Netgame.player_score[j] = player_info.mission.score; } Netgame.level_time = get_local_player().time_level; Netgame.monitor_vector = net_udp_create_monitor_vector(); net_udp_send_game_info(UDP_sync_player.player.protocol.udp.addr, &UDP_sync_player.player.protocol.udp.addr, UPID_SYNC); } static void net_udp_add_player(UDP_sequence_packet *p) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; range_for (auto &i, partial_range(Netgame.players, N_players)) { if (i.protocol.udp.addr == p->player.protocol.udp.addr) { i.LastPacketTime = timer_query(); return; // already got them } } if ( N_players >= MAX_PLAYERS ) { return; // too many of em } Netgame.players[N_players].callsign = p->player.callsign; Netgame.players[N_players].protocol.udp.addr = p->player.protocol.udp.addr; Netgame.players[N_players].rank=p->player.rank; Netgame.players[N_players].connected = CONNECT_PLAYING; auto &obj = *vmobjptr(vcplayerptr(N_players)->objnum); auto &player_info = obj.ctype.player_info; player_info.KillGoalCount = 0; vmplayerptr(N_players)->connected = CONNECT_PLAYING; Netgame.players[N_players].LastPacketTime = timer_query(); N_players++; Netgame.numplayers = N_players; net_udp_send_netgame_update(); } // One of the players decided not to join the game static void net_udp_remove_player(UDP_sequence_packet *p) { int pn; pn = -1; for (int i=0; iplayer.protocol.udp.addr) { pn = i; break; } } if (pn < 0 ) return; for (int i=pn; i buf; buf[0] = UPID_DUMP; buf[1] = why; dxx_sendto(dump_addr, UDP_Socket[0], buf, 0); if (multi_i_am_master()) for (playernum_t i = 1; i < N_players; i++) if (dump_addr == Netgame.players[i].protocol.udp.addr) multi_disconnect_player(i); } } } void net_udp_update_netgame(void) { auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptr = Objects.vcptr; // Update the netgame struct with current game variables Netgame.numconnected=0; range_for (auto &i, partial_const_range(Players, N_players)) if (i.connected) Netgame.numconnected++; #if defined(DXX_BUILD_DESCENT_II) // This is great: D2 1.0 and 1.1 ignore upper part of the game_flags field of // the lite_info struct when you're sitting on the join netgame screen. We can // "sneak" Hoard information into this field. This is better than sending // another packet that could be lost in transit. if (HoardEquipped()) { if (game_mode_hoard()) { Netgame.game_flag.hoard = 1; Netgame.game_flag.team_hoard = !!(Game_mode & GM_TEAM); } else { Netgame.game_flag.hoard = 0; Netgame.game_flag.team_hoard = 0; } } #endif if (Network_status == NETSTAT_STARTING) return; Netgame.numplayers = N_players; Netgame.game_status = Network_status; Netgame.kills = kill_matrix; for (unsigned i = 0; i < MAX_PLAYERS; ++i) { auto &plr = *vcplayerptr(i); Netgame.players[i].connected = plr.connected; auto &objp = *vcobjptr(plr.objnum); auto &player_info = objp.ctype.player_info; Netgame.killed[i] = player_info.net_killed_total; Netgame.player_kills[i] = player_info.net_kills_total; #if defined(DXX_BUILD_DESCENT_II) Netgame.player_score[i] = player_info.mission.score; #endif Netgame.net_player_flags[i] = player_info.powerup_flags; } Netgame.team_kills = team_kills; Netgame.levelnum = Current_level_num; } namespace multi { namespace udp { /* Send an updated endlevel status to everyone (if we are host) or host (if we are client) */ void dispatch_table::send_endlevel_packet() const { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptr = Objects.vcptr; auto &vmobjptr = Objects.vmptr; int len = 0; if (multi_i_am_master()) { std::array buf; buf[len] = UPID_ENDLEVEL_H; len++; buf[len] = LevelUniqueControlCenterState.Countdown_seconds_left; len++; range_for (auto &i, Players) { buf[len] = i.connected; len++; auto &objp = *vcobjptr(i.objnum); auto &player_info = objp.ctype.player_info; PUT_INTEL_SHORT(&buf[len], player_info.net_kills_total); len += 2; PUT_INTEL_SHORT(&buf[len], player_info.net_killed_total); len += 2; } range_for (auto &i, kill_matrix) { range_for (auto &j, i) { PUT_INTEL_SHORT(&buf[len], j); len += 2; } } for (unsigned i = 1; i < MAX_PLAYERS; ++i) if (vcplayerptr(i)->connected != CONNECT_DISCONNECTED) dxx_sendto(Netgame.players[i].protocol.udp.addr, UDP_Socket[0], buf, 0); } else { std::array buf; buf[len] = UPID_ENDLEVEL_C; len++; buf[len] = Player_num; len++; buf[len] = get_local_player().connected; len++; buf[len] = LevelUniqueControlCenterState.Countdown_seconds_left; len++; auto &player_info = get_local_plrobj().ctype.player_info; PUT_INTEL_SHORT(&buf[len], player_info.net_kills_total); len += 2; PUT_INTEL_SHORT(&buf[len], player_info.net_killed_total); len += 2; range_for (auto &i, kill_matrix[Player_num]) { PUT_INTEL_SHORT(&buf[len], i); len += 2; } dxx_sendto(Netgame.players[0].protocol.udp.addr, UDP_Socket[0], buf, 0); } } } } } namespace { static void net_udp_send_version_deny(const _sockaddr &sender_addr) { std::array buf; buf[0] = UPID_VERSION_DENY; PUT_INTEL_SHORT(&buf[1], DXX_VERSION_MAJORi); PUT_INTEL_SHORT(&buf[3], DXX_VERSION_MINORi); PUT_INTEL_SHORT(&buf[5], DXX_VERSION_MICROi); PUT_INTEL_SHORT(&buf[7], MULTI_PROTO_VERSION); dxx_sendto(sender_addr, UDP_Socket[0], buf, 0); } static void net_udp_process_version_deny(ubyte *data, const _sockaddr &) { Netgame.protocol.udp.program_iver[0] = GET_INTEL_SHORT(&data[1]); Netgame.protocol.udp.program_iver[1] = GET_INTEL_SHORT(&data[3]); Netgame.protocol.udp.program_iver[2] = GET_INTEL_SHORT(&data[5]); Netgame.protocol.udp.program_iver[3] = GET_INTEL_SHORT(&data[7]); Netgame.protocol.udp.valid = -1; } // Check request for game info. Return 1 if sucessful; -1 if version mismatch; 0 if wrong game or some other error - do not process static int net_udp_check_game_info_request(ubyte *data, int lite) { short sender_iver[4] = { 0, 0, 0, 0 }; char sender_id[4] = ""; memcpy(&sender_id, &(data[1]), 4); sender_iver[0] = GET_INTEL_SHORT(&(data[5])); sender_iver[1] = GET_INTEL_SHORT(&(data[7])); sender_iver[2] = GET_INTEL_SHORT(&(data[9])); if (!lite) sender_iver[3] = GET_INTEL_SHORT(&(data[11])); if (memcmp(&sender_id, UDP_REQ_ID, 4)) return 0; if ((sender_iver[0] != DXX_VERSION_MAJORi) || (sender_iver[1] != DXX_VERSION_MINORi) || (sender_iver[2] != DXX_VERSION_MICROi) || (!lite && sender_iver[3] != MULTI_PROTO_VERSION)) return -1; return 1; } struct game_info_light { std::array buf; }; struct game_info_heavy { std::array buf; }; static uint_fast32_t net_udp_prepare_light_game_info(game_info_light &info) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; uint_fast32_t len = 0; uint8_t *const buf = info.buf.data(); buf[0] = UPID_GAME_INFO_LITE; len++; // 1 PUT_INTEL_SHORT(buf + len, DXX_VERSION_MAJORi); len += 2; // 3 PUT_INTEL_SHORT(buf + len, DXX_VERSION_MINORi); len += 2; // 5 PUT_INTEL_SHORT(buf + len, DXX_VERSION_MICROi); len += 2; // 7 PUT_INTEL_INT(buf + len, Netgame.protocol.udp.GameID); len += 4; // 11 PUT_INTEL_INT(buf + len, Netgame.levelnum); len += 4; buf[len] = underlying_value(Netgame.gamemode); len++; buf[len] = Netgame.RefusePlayers; len++; buf[len] = Netgame.difficulty; len++; const auto tmpvar = get_effective_netgame_status(LevelUniqueControlCenterState); buf[len] = tmpvar; len++; buf[len] = Netgame.numconnected; len++; buf[len] = Netgame.max_numplayers; len++; buf[len] = pack_game_flags(&Netgame.game_flag).value; len++; copy_from_ntstring(buf, len, Netgame.game_name); copy_from_ntstring(buf, len, Netgame.mission_title); copy_from_ntstring(buf, len, Netgame.mission_name); return len; } static uint_fast32_t net_udp_prepare_heavy_game_info(const _sockaddr *addr, ubyte info_upid, game_info_heavy &info) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; uint8_t *const buf = info.buf.data(); uint_fast32_t len = 0; buf[0] = info_upid; len++; PUT_INTEL_SHORT(buf + len, DXX_VERSION_MAJORi); len += 2; PUT_INTEL_SHORT(buf + len, DXX_VERSION_MINORi); len += 2; PUT_INTEL_SHORT(buf + len, DXX_VERSION_MICROi); len += 2; ubyte &your_index = buf[len++]; your_index = MULTI_PNUM_UNDEF; for (int i = 0; i < Netgame.players.size(); i++) { memcpy(&buf[len], Netgame.players[i].callsign.buffer(), CALLSIGN_LEN+1); len += CALLSIGN_LEN+1; buf[len] = Netgame.players[i].connected; len++; buf[len] = underlying_value(Netgame.players[i].rank); len++; if (addr && *addr == Netgame.players[i].protocol.udp.addr) your_index = i; } PUT_INTEL_INT(buf + len, Netgame.levelnum); len += 4; buf[len] = underlying_value(Netgame.gamemode); len++; buf[len] = Netgame.RefusePlayers; len++; buf[len] = Netgame.difficulty; len++; const auto tmpvar = get_effective_netgame_status(LevelUniqueControlCenterState); buf[len] = tmpvar; len++; buf[len] = Netgame.numplayers; len++; buf[len] = Netgame.max_numplayers; len++; buf[len] = Netgame.numconnected; len++; buf[len] = pack_game_flags(&Netgame.game_flag).value; len++; buf[len] = Netgame.team_vector; len++; PUT_INTEL_INT(buf + len, Netgame.AllowedItems); len += 4; /* In cooperative games, never shuffle. */ PUT_INTEL_INT(&buf[len], (Game_mode & GM_MULTI_COOP) ? 0 : Netgame.ShufflePowerupSeed); len += 4; buf[len] = Netgame.SecludedSpawns; len += 1; #if defined(DXX_BUILD_DESCENT_I) buf[len] = Netgame.SpawnGrantedItems.mask; len += 1; buf[len] = Netgame.DuplicatePowerups.get_packed_field(); len += 1; #elif defined(DXX_BUILD_DESCENT_II) PUT_INTEL_SHORT(buf + len, Netgame.SpawnGrantedItems.mask); len += 2; PUT_INTEL_SHORT(buf + len, Netgame.DuplicatePowerups.get_packed_field()); len += 2; buf[len++] = Netgame.Allow_marker_view; buf[len++] = Netgame.AlwaysLighting; buf[len++] = Netgame.ThiefModifierFlags; buf[len++] = Netgame.AllowGuidebot; #endif buf[len++] = Netgame.ShowEnemyNames; buf[len++] = Netgame.BrightPlayers; buf[len++] = Netgame.InvulAppear; range_for (const auto &i, Netgame.team_name) { memcpy(&buf[len], static_cast(i), (CALLSIGN_LEN+1)); len += CALLSIGN_LEN + 1; } range_for (auto &i, Netgame.locations) { PUT_INTEL_INT(buf + len, i); len += 4; } range_for (auto &i, Netgame.kills) { range_for (auto &j, i) { PUT_INTEL_SHORT(buf + len, j); len += 2; } } PUT_INTEL_SHORT(buf + len, Netgame.segments_checksum); len += 2; PUT_INTEL_SHORT(buf + len, Netgame.team_kills[0]); len += 2; PUT_INTEL_SHORT(buf + len, Netgame.team_kills[1]); len += 2; range_for (auto &i, Netgame.killed) { PUT_INTEL_SHORT(buf + len, i); len += 2; } range_for (auto &i, Netgame.player_kills) { PUT_INTEL_SHORT(buf + len, i); len += 2; } PUT_INTEL_INT(buf + len, Netgame.KillGoal); len += 4; PUT_INTEL_INT(buf + len, Netgame.PlayTimeAllowed.count()); len += 4; PUT_INTEL_INT(buf + len, Netgame.level_time); len += 4; PUT_INTEL_INT(buf + len, Netgame.control_invul_time); len += 4; PUT_INTEL_INT(buf + len, Netgame.monitor_vector); len += 4; range_for (auto &i, Netgame.player_score) { PUT_INTEL_INT(buf + len, i); len += 4; } range_for (auto &i, Netgame.net_player_flags) { buf[len] = static_cast(i.get_player_flags()); len++; } PUT_INTEL_SHORT(buf + len, Netgame.PacketsPerSec); len += 2; buf[len] = Netgame.PacketLossPrevention; len++; buf[len] = Netgame.NoFriendlyFire; len++; buf[len] = Netgame.MouselookFlags; len++; copy_from_ntstring(buf, len, Netgame.game_name); copy_from_ntstring(buf, len, Netgame.mission_title); copy_from_ntstring(buf, len, Netgame.mission_name); return len; } void net_udp_send_game_info_t::apply(const sockaddr &sender_addr, socklen_t senderlen, const _sockaddr *player_address, ubyte info_upid) { // Send game info to someone who requested it net_udp_update_netgame(); // Update the values in the netgame struct union { game_info_light light; game_info_heavy heavy; }; std::size_t len; const uint8_t *info; if (info_upid == UPID_GAME_INFO_LITE) { len = net_udp_prepare_light_game_info(light); info = light.buf.data(); } else { len = net_udp_prepare_heavy_game_info(player_address, info_upid, heavy); info = heavy.buf.data(); } dxx_sendto(sender_addr, senderlen, UDP_Socket[0], info, len, 0); } } static unsigned MouselookMPFlag(const unsigned game_is_cooperative) { return game_is_cooperative ? MouselookMode::MPCoop : MouselookMode::MPAnarchy; } static void net_udp_broadcast_game_info(ubyte info_upid) { net_udp_send_game_info(GBcast, nullptr, info_upid); #if DXX_USE_IPv6 net_udp_send_game_info(GMcast_v6, nullptr, info_upid); #endif } /* Send game info to all players in this game. Also send lite_info for people watching the netlist */ void net_udp_send_netgame_update() { for (unsigned i = 1; i < N_players; ++i) { if (vcplayerptr(i)->connected == CONNECT_DISCONNECTED) continue; const auto &addr = Netgame.players[i].protocol.udp.addr; net_udp_send_game_info(addr, &addr, UPID_GAME_INFO); } net_udp_broadcast_game_info(UPID_GAME_INFO_LITE); } static unsigned net_udp_send_request(void) { // Send a request to join a game 'Netgame'. Returns 0 if we can join this // game, non-zero if there is some problem. auto b = Netgame.players.begin(); auto e = Netgame.players.end(); auto i = std::find_if(b, e, [](const netplayer_info &ni) { return ni.connected != 0; }); if (i == e) { Assert(false); return std::distance(b, i); } UDP_Seq.type = UPID_REQUEST; UDP_Seq.player.connected = Current_level_num; net_udp_send_sequence_packet(UDP_Seq, Netgame.players[0].protocol.udp.addr); return std::distance(b, i); } namespace dsx { static void net_udp_process_game_info(const uint8_t *data, uint_fast32_t, const _sockaddr &game_addr, int lite_info, uint16_t TrackerGameID) { uint_fast32_t len = 0; if (lite_info) { UDP_netgame_info_lite recv_game; recv_game.game_addr = game_addr; 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] != DXX_VERSION_MAJORi) || (recv_game.program_iver[1] != DXX_VERSION_MINORi) || (recv_game.program_iver[2] != DXX_VERSION_MICROi)) return; recv_game.GameID = GET_INTEL_INT(&(data[len])); len += 4; recv_game.levelnum = GET_INTEL_INT(&(data[len])); len += 4; recv_game.gamemode = network_game_type{data[len]}; len++; recv_game.RefusePlayers = data[len]; len++; recv_game.difficulty = data[len]; len++; recv_game.game_status = data[len]; len++; recv_game.numconnected = data[len]; len++; recv_game.max_numplayers = data[len]; len++; packed_game_flags p; p.value = data[len]; recv_game.game_flag = unpack_game_flags(&p); len++; copy_to_ntstring(data, len, recv_game.game_name); copy_to_ntstring(data, len, recv_game.mission_title); copy_to_ntstring(data, len, recv_game.mission_name); recv_game.TrackerGameID = TrackerGameID; num_active_udp_changed = 1; auto r = partial_range(Active_udp_games, num_active_udp_games); auto i = std::find_if(r.begin(), r.end(), [&recv_game](const UDP_netgame_info_lite &g) { return !d_stricmp(g.game_name.data(), recv_game.game_name.data()) && g.GameID == recv_game.GameID; }); if (i == Active_udp_games.end()) { return; } *i = std::move(recv_game); #if defined(DXX_BUILD_DESCENT_II) // See if this is really a Hoard game // If so, adjust all the data accordingly if (HoardEquipped()) { if (i->game_flag.hoard) { i->gamemode = network_game_type::hoard; i->game_status=NETSTAT_PLAYING; if (i->game_flag.team_hoard) i->gamemode = network_game_type::team_hoard; if (i->game_flag.endlevel) i->game_status=NETSTAT_ENDLEVEL; if (i->game_flag.forming) i->game_status=NETSTAT_STARTING; } } #endif if (i == r.end()) { if (i->numconnected) num_active_udp_games++; } else if (!i->numconnected) { // Delete this game std::move(std::next(i), r.end(), i); num_active_udp_games--; } } else { Netgame.players[0].protocol.udp.addr = game_addr; 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.protocol.udp.your_index = data[len]; ++len; range_for (auto &i, Netgame.players) { i.callsign.copy_lower(reinterpret_cast(&data[len]), CALLSIGN_LEN); len += CALLSIGN_LEN+1; i.connected = data[len]; len++; i.rank = build_rank_from_untrusted(data[len]); len++; } Netgame.levelnum = GET_INTEL_INT(&(data[len])); len += 4; Netgame.gamemode = network_game_type{data[len]}; len++; Netgame.RefusePlayers = data[len]; len++; Netgame.difficulty = cast_clamp_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++; packed_game_flags p; p.value = data[len]; Netgame.game_flag = unpack_game_flags(&p); len++; Netgame.team_vector = data[len]; len++; Netgame.AllowedItems = GET_INTEL_INT(&(data[len])); len += 4; Netgame.ShufflePowerupSeed = GET_INTEL_INT(&(data[len])); len += 4; Netgame.SecludedSpawns = data[len]; len += 1; #if defined(DXX_BUILD_DESCENT_I) Netgame.SpawnGrantedItems = data[len]; len += 1; Netgame.DuplicatePowerups.set_packed_field(data[len]); len += 1; #elif defined(DXX_BUILD_DESCENT_II) Netgame.SpawnGrantedItems = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.DuplicatePowerups.set_packed_field(GET_INTEL_SHORT(&data[len])); len += 2; if (unlikely(map_granted_flags_to_laser_level(Netgame.SpawnGrantedItems) > MAX_SUPER_LASER_LEVEL)) /* Bogus input - reject whole entry */ Netgame.SpawnGrantedItems = 0; Netgame.Allow_marker_view = data[len++]; Netgame.AlwaysLighting = data[len++]; Netgame.ThiefModifierFlags = data[len++]; Netgame.AllowGuidebot = data[len++]; #endif Netgame.ShowEnemyNames = data[len]; len += 1; Netgame.BrightPlayers = data[len]; len += 1; Netgame.InvulAppear = data[len]; len += 1; range_for (auto &i, Netgame.team_name) { i.copy(reinterpret_cast(&data[len]), (CALLSIGN_LEN+1)); len += CALLSIGN_LEN + 1; } range_for (auto &i, Netgame.locations) { i = GET_INTEL_INT(&(data[len])); len += 4; } range_for (auto &i, Netgame.kills) { range_for (auto &j, 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; range_for (auto &i, Netgame.killed) { i = GET_INTEL_SHORT(&(data[len])); len += 2; } range_for (auto &i, Netgame.player_kills) { i = GET_INTEL_SHORT(&(data[len])); len += 2; } Netgame.KillGoal = GET_INTEL_INT(&(data[len])); len += 4; Netgame.PlayTimeAllowed = d_time_fix(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; range_for (auto &i, Netgame.player_score) { i = GET_INTEL_INT(&(data[len])); len += 4; } range_for (auto &i, Netgame.net_player_flags) { i = player_flags(data[len]); len++; } Netgame.PacketsPerSec = GET_INTEL_SHORT(&(data[len])); len += 2; Netgame.PacketLossPrevention = data[len]; len++; Netgame.NoFriendlyFire = data[len]; len++; Netgame.MouselookFlags = data[len]; len++; copy_to_ntstring(data, len, Netgame.game_name); copy_to_ntstring(data, len, Netgame.mission_title); copy_to_ntstring(data, len, Netgame.mission_name); Netgame.protocol.udp.valid = 1; // This game is valid! YAY! } } } static void net_udp_process_dump(ubyte *data, int, const _sockaddr &sender_addr) { // Our request for join was denied. Tell the user why. if (sender_addr != Netgame.players[0].protocol.udp.addr) return; switch (data[1]) { case DUMP_PKTTIMEOUT: case DUMP_KICKED: { const auto g = Game_wind; if (g) g->set_visible(0); if (data[1] == DUMP_PKTTIMEOUT) nm_messagebox_str(menu_title{nullptr}, nm_messagebox_tie(TXT_OK), menu_subtitle{"You were removed from the game.\nYou failed receiving important\npackets. Sorry."}); else if (data[1] == DUMP_KICKED) nm_messagebox_str(menu_title{nullptr}, nm_messagebox_tie(TXT_OK), menu_subtitle{"You were kicked by Host!"}); if (g) g->set_visible(1); multi_quit_game = 1; game_leave_menus(); break; } default: if (data[1] > DUMP_LEVEL) // invalid dump... heh break; Network_status = NETSTAT_MENU; // stop us from sending before message nm_messagebox_str(menu_title{nullptr}, TXT_OK, menu_subtitle{NET_DUMP_STRINGS(data[1])}); Network_status = NETSTAT_MENU; multi_reset_stuff(); break; } } static void net_udp_process_request(UDP_sequence_packet *their) { // Player is ready to receieve a sync packet for (unsigned i = 0; i < N_players; ++i) if (their->player.protocol.udp.addr == Netgame.players[i].protocol.udp.addr && !d_stricmp(their->player.callsign, Netgame.players[i].callsign)) { vmplayerptr(i)->connected = CONNECT_PLAYING; Netgame.players[i].LastPacketTime = timer_query(); break; } } static void net_udp_process_packet(ubyte *data, const _sockaddr &sender_addr, int length ) { UDP_sequence_packet their{}; switch (data[0]) { case UPID_VERSION_DENY: if (multi_i_am_master() || length != UPID_VERSION_DENY_SIZE) break; net_udp_process_version_deny(data, sender_addr); break; case UPID_GAME_INFO_REQ: { int result = 0; static fix64 last_full_req_time = 0; if (!multi_i_am_master() || length != UPID_GAME_INFO_REQ_SIZE) break; if (timer_query() < last_full_req_time+(F1_0/2)) // answer 2 times per second max break; last_full_req_time = timer_query(); result = net_udp_check_game_info_request(data, 0); if (result == -1) net_udp_send_version_deny(sender_addr); else if (result == 1) net_udp_send_game_info(sender_addr, &sender_addr, UPID_GAME_INFO); break; } case UPID_GAME_INFO: if (multi_i_am_master() || length > UPID_GAME_INFO_SIZE_MAX) break; net_udp_process_game_info(data, length, sender_addr, 0); break; case UPID_GAME_INFO_LITE_REQ: { static fix64 last_lite_req_time = 0; if (!multi_i_am_master() || length != UPID_GAME_INFO_LITE_REQ_SIZE) break; if (timer_query() < last_lite_req_time+(F1_0/8))// answer 8 times per second max break; last_lite_req_time = timer_query(); if (net_udp_check_game_info_request(data, 1) == 1) net_udp_send_game_info(sender_addr, &sender_addr, UPID_GAME_INFO_LITE); break; } case UPID_GAME_INFO_LITE: if (multi_i_am_master() || length > UPID_GAME_INFO_LITE_SIZE_MAX) break; net_udp_process_game_info(data, length, sender_addr, 1); break; case UPID_DUMP: if (multi_i_am_master() || Netgame.players[0].protocol.udp.addr != sender_addr || length != UPID_DUMP_SIZE) break; if ((Network_status == NETSTAT_WAITING) || (Network_status == NETSTAT_PLAYING)) net_udp_process_dump(data, length, sender_addr); break; case UPID_ADDPLAYER: if (multi_i_am_master() || Netgame.players[0].protocol.udp.addr != sender_addr || length != UPID_SEQUENCE_SIZE) break; net_udp_receive_sequence_packet(data, &their, sender_addr); net_udp_new_player(&their); break; case UPID_REQUEST: if (!multi_i_am_master() || length != UPID_SEQUENCE_SIZE) break; net_udp_receive_sequence_packet(data, &their, sender_addr); if (Network_status == NETSTAT_STARTING) { // Someone wants to join our game! net_udp_add_player(&their); } else if (Network_status == NETSTAT_WAITING) { // Someone is ready to recieve a sync packet net_udp_process_request(&their); } else if (Network_status == NETSTAT_PLAYING) { // Someone wants to join a game in progress! if (Netgame.RefusePlayers) net_udp_do_refuse_stuff (&their); else net_udp_welcome_player(&their); } break; case UPID_QUIT_JOINING: if (!multi_i_am_master() || length != UPID_SEQUENCE_SIZE) break; net_udp_receive_sequence_packet(data, &their, sender_addr); if (Network_status == NETSTAT_STARTING) net_udp_remove_player( &their ); else if ((Network_status == NETSTAT_PLAYING) && (Network_send_objects)) net_udp_stop_resync( &their ); break; case UPID_SYNC: if (multi_i_am_master() || length > UPID_GAME_INFO_SIZE_MAX || Network_status != NETSTAT_WAITING) break; net_udp_read_sync_packet(data, length, sender_addr); break; case UPID_OBJECT_DATA: if (multi_i_am_master() || length > UPID_MAX_SIZE || Network_status != NETSTAT_WAITING) break; net_udp_read_object_packet(data); break; case UPID_PING: if (multi_i_am_master() || length != UPID_PING_SIZE) break; net_udp_process_ping(data, sender_addr); break; case UPID_PONG: if (!multi_i_am_master() || length != UPID_PONG_SIZE) break; net_udp_process_pong(data, sender_addr); break; case UPID_ENDLEVEL_H: if ((!multi_i_am_master()) && ((Network_status == NETSTAT_ENDLEVEL) || (Network_status == NETSTAT_PLAYING))) net_udp_read_endlevel_packet(data, sender_addr); break; case UPID_ENDLEVEL_C: if ((multi_i_am_master()) && ((Network_status == NETSTAT_ENDLEVEL) || (Network_status == NETSTAT_PLAYING))) net_udp_read_endlevel_packet(data, sender_addr); break; case UPID_PDATA: net_udp_process_pdata( data, length, sender_addr ); break; case UPID_MDATA_PNORM: net_udp_process_mdata( data, length, sender_addr, 0 ); break; case UPID_MDATA_PNEEDACK: net_udp_process_mdata( data, length, sender_addr, 1 ); break; case UPID_MDATA_ACK: net_udp_noloss_got_ack(data, length); break; #if DXX_USE_TRACKER case UPID_TRACKER_GAMEINFO: udp_tracker_process_game( data, length, sender_addr ); break; case UPID_TRACKER_ACK: if (!multi_i_am_master()) break; udp_tracker_process_ack( data, length, sender_addr ); break; case UPID_TRACKER_HOLEPUNCH: udp_tracker_process_holepunch( data, length, sender_addr ); break; #endif default: con_printf(CON_DEBUG, "unknown packet type received - type %i", data[0]); break; } } // Packet for end of level syncing void net_udp_read_endlevel_packet(const uint8_t *data, const _sockaddr &sender_addr) { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; int len = 0; ubyte tmpvar = 0; if (multi_i_am_master()) { playernum_t pnum = data[1]; if (Netgame.players[pnum].protocol.udp.addr != sender_addr) return; len += 2; if (static_cast(data[len]) == CONNECT_DISCONNECTED) multi_disconnect_player(pnum); vmplayerptr(pnum)->connected = data[len]; len++; tmpvar = data[len]; len++; if (Network_status != NETSTAT_PLAYING && vcplayerptr(pnum)->connected == CONNECT_PLAYING && tmpvar < LevelUniqueControlCenterState.Countdown_seconds_left) LevelUniqueControlCenterState.Countdown_seconds_left = tmpvar; auto &objp = *vmobjptr(vcplayerptr(pnum)->objnum); auto &player_info = objp.ctype.player_info; player_info.net_kills_total = GET_INTEL_SHORT(&data[len]); len += 2; player_info.net_killed_total = GET_INTEL_SHORT(&data[len]); len += 2; range_for (auto &i, kill_matrix[pnum]) { i = GET_INTEL_SHORT(&(data[len])); len += 2; } if (vcplayerptr(pnum)->connected) Netgame.players[pnum].LastPacketTime = timer_query(); } else { if (Netgame.players[0].protocol.udp.addr != sender_addr) return; len++; tmpvar = data[len]; len++; if (Network_status != NETSTAT_PLAYING && tmpvar < LevelUniqueControlCenterState.Countdown_seconds_left) LevelUniqueControlCenterState.Countdown_seconds_left = tmpvar; for (playernum_t i = 0; i < MAX_PLAYERS; i++) { if (i == Player_num) { len += 5; continue; } if (static_cast(data[len]) == CONNECT_DISCONNECTED) multi_disconnect_player(i); auto &objp = *vmobjptr(vcplayerptr(i)->objnum); auto &player_info = objp.ctype.player_info; vmplayerptr(i)->connected = data[len]; len++; player_info.net_kills_total = GET_INTEL_SHORT(&data[len]); len += 2; player_info.net_killed_total = GET_INTEL_SHORT(&data[len]); len += 2; if (vcplayerptr(i)->connected) Netgame.players[i].LastPacketTime = timer_query(); } for (playernum_t i = 0; i < MAX_PLAYERS; i++) { for (playernum_t j = 0; j < MAX_PLAYERS; j++) { if (i != Player_num) { kill_matrix[i][j] = GET_INTEL_SHORT(&(data[len])); } len += 2; } } } } namespace { /* * Polling loop waiting for sync packet to start game after having sent request */ static int net_udp_sync_poll( newmenu *,const d_event &event, const unused_newmenu_userdata_t *) { static fix64 t1 = 0; int rval = 0; if (event.type != EVENT_WINDOW_DRAW) return 0; 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_query() > t1+F1_0*2)) { // Poll time expired, re-send request t1 = timer_query(); auto i = net_udp_send_request(); if (i >= MAX_PLAYERS) rval = -2; } return rval; } static int net_udp_start_poll(newmenu *, const d_event &event, start_poll_menu_items *const items) { if (event.type != EVENT_WINDOW_DRAW) return 0; Assert(Network_status == NETSTAT_STARTING); auto &menus = items->m; const unsigned nitems = menus.size(); menus[0].value = 1; range_for (auto &i, partial_range(menus, N_players, nitems)) i.value = 0; const auto predicate = [](const newmenu_item &i) { return i.value; }; const auto nm = std::count_if(menus.begin(), std::next(menus.begin(), nitems), predicate); if ( nm > Netgame.max_numplayers ) { nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, Netgame.max_numplayers, TXT_NETPLAYERS_IN); // Turn off the last player highlighted for (int i = N_players; i > 0; i--) if (menus[i].value == 1) { menus[i].value = 0; break; } } net_udp_listen(); for (int i=0; i(Netgame.players[i].callsign)); } const unsigned players_last_poll = items->get_player_count(); if (players_last_poll == Netgame.numplayers) return 0; items->set_player_count(Netgame.numplayers); // A new player if (players_last_poll < Netgame.numplayers) { digi_play_sample (SOUND_HUD_MESSAGE,F1_0); if (N_players <= Netgame.max_numplayers) menus[N_players-1].value = 1; } else // One got removed... { digi_play_sample (SOUND_HUD_KILL,F1_0); const auto j = std::min(N_players, static_cast(Netgame.max_numplayers)); /* Reset all the user's choices, since there is insufficient * integration to move the checks based on the position of the * departed player(s). Without this reset, names would move up * one line, but checkboxes would not. */ range_for (auto &i, partial_range(menus, j)) i.value = 1; range_for (auto &i, partial_range(menus, j, N_players)) i.value = 0; range_for (auto &i, partial_range(menus, N_players, players_last_poll)) { /* The default format string is "%d. " * For single digit numbers, [3] is the first character * after the space. For double digit numbers, [3] is the * space. Users cannot see the trailing space or its * absence, so always overwrite [3]. This would break if * the menu allowed more than 99 players. */ i.text[3] = 0; i.value = 0; } } return 0; } #if DXX_USE_TRACKER #define DXX_UDP_MENU_TRACKER_OPTION(VERB) \ DXX_MENUITEM(VERB, CHECK, "Track this game on", opt_tracker, Netgame.Tracker) \ DXX_MENUITEM(VERB, TEXT, tracker_addr_txt, opt_tracker_addr) \ DXX_MENUITEM(VERB, CHECK, "Enable tracker NAT hole punch", opt_tracker_nathp, TrackerNATWarned) \ #else #define DXX_UDP_MENU_TRACKER_OPTION(VERB) #endif #if defined(DXX_BUILD_DESCENT_I) #define D2X_UDP_MENU_OPTIONS(VERB) \ #elif defined(DXX_BUILD_DESCENT_II) #define D2X_UDP_MENU_OPTIONS(VERB) \ DXX_MENUITEM(VERB, CHECK, "Allow Marker camera views", opt_marker_view, Netgame.Allow_marker_view) \ DXX_MENUITEM(VERB, CHECK, "Indestructible lights", opt_light, Netgame.AlwaysLighting) \ DXX_MENUITEM(VERB, CHECK, "Remove Thief at level start", opt_thief_presence, thief_absent) \ DXX_MENUITEM(VERB, CHECK, "Prevent Thief Stealing Energy Weapons", opt_thief_steal_energy, thief_cannot_steal_energy_weapons) \ DXX_MENUITEM(VERB, CHECK, "Allow Guidebot (coop only; experimental)", opt_guidebot_enabled, Netgame.AllowGuidebot) \ #endif constexpr std::integral_constant reactor_invul_time_mini_scale{}; constexpr std::integral_constant reactor_invul_time_scale{}; #if defined(DXX_BUILD_DESCENT_I) #define D2X_DUPLICATE_POWERUP_OPTIONS(VERB) \ #elif defined(DXX_BUILD_DESCENT_II) #define D2X_DUPLICATE_POWERUP_OPTIONS(VERB) \ DXX_MENUITEM(VERB, SLIDER, extraAccessory, opt_extra_accessory, accessory, 0, (1 << packed_netduplicate_items::accessory_width) - 1) \ #endif #define DXX_DUPLICATE_POWERUP_OPTIONS(VERB) \ DXX_MENUITEM(VERB, SLIDER, extraPrimary, opt_extra_primary, primary, 0, (1 << packed_netduplicate_items::primary_width) - 1) \ DXX_MENUITEM(VERB, SLIDER, extraSecondary, opt_extra_secondary, secondary, 0, (1 << packed_netduplicate_items::secondary_width) - 1) \ D2X_DUPLICATE_POWERUP_OPTIONS(VERB) #define DXX_UDP_MENU_OPTIONS(VERB) \ DXX_MENUITEM(VERB, TEXT, "Game Options", game_label) \ DXX_MENUITEM(VERB, SLIDER, get_annotated_difficulty_string(Netgame.difficulty), opt_difficulty, difficulty, Difficulty_0, Difficulty_4) \ DXX_MENUITEM(VERB, SCALE_SLIDER, srinvul, opt_cinvul, Netgame.control_invul_time, 0, 10, reactor_invul_time_scale) \ DXX_MENUITEM(VERB, SLIDER, PlayText, opt_playtime, PlayTimeAllowed, 0, 12) \ DXX_MENUITEM(VERB, SLIDER, KillText, opt_killgoal, Netgame.KillGoal, 0, 20) \ DXX_MENUITEM(VERB, TEXT, "", blank_1) \ DXX_MENUITEM(VERB, TEXT, "Duplicate Powerups", duplicate_label) \ DXX_DUPLICATE_POWERUP_OPTIONS(VERB) \ DXX_MENUITEM(VERB, TEXT, "", blank_5) \ DXX_MENUITEM(VERB, TEXT, "Spawn Options", spawn_label) \ DXX_MENUITEM(VERB, SLIDER, SecludedSpawnText, opt_secluded_spawns, Netgame.SecludedSpawns, 0, MAX_PLAYERS - 1) \ DXX_MENUITEM(VERB, SLIDER, SpawnInvulnerableText, opt_start_invul, Netgame.InvulAppear, 0, 8) \ DXX_MENUITEM(VERB, TEXT, "", blank_2) \ DXX_MENUITEM(VERB, TEXT, "Object Options", powerup_label) \ DXX_MENUITEM(VERB, CHECK, "Shuffle powerups in anarchy games", opt_shuffle_powerups, Netgame.ShufflePowerupSeed) \ DXX_MENUITEM(VERB, MENU, "Set Objects allowed...", opt_setpower) \ DXX_MENUITEM(VERB, MENU, "Set Objects granted at spawn...", opt_setgrant) \ DXX_MENUITEM(VERB, TEXT, "", blank_3) \ DXX_MENUITEM(VERB, TEXT, "Misc. Options", misc_label) \ DXX_MENUITEM(VERB, CHECK, TXT_SHOW_ON_MAP, opt_show_on_map, Netgame.game_flag.show_on_map) \ D2X_UDP_MENU_OPTIONS(VERB) \ DXX_MENUITEM(VERB, CHECK, "Bright player ships", opt_bright, Netgame.BrightPlayers) \ DXX_MENUITEM(VERB, CHECK, "Show enemy names on HUD", opt_show_names, Netgame.ShowEnemyNames) \ DXX_MENUITEM(VERB, CHECK, "No friendly fire (Team, Coop)", opt_ffire, Netgame.NoFriendlyFire) \ DXX_MENUITEM(VERB, FCHECK, game_is_cooperative ? "Allow coop mouselook" : "Allow anarchy mouselook", opt_mouselook, Netgame.MouselookFlags, MouselookMPFlag(game_is_cooperative)) \ DXX_MENUITEM(VERB, TEXT, "", blank_4) \ DXX_MENUITEM_AUTOSAVE_LABEL_INPUT(VERB) \ DXX_MENUITEM(VERB, TEXT, "", blank_6) \ DXX_MENUITEM(VERB, TEXT, "Network Options", network_label) \ DXX_MENUITEM(VERB, TEXT, "Packets per second (" DXX_STRINGIZE_PPS(MIN_PPS) " - " DXX_STRINGIZE_PPS(MAX_PPS) ")", opt_label_pps) \ DXX_MENUITEM(VERB, INPUT, packstring, opt_packets) \ DXX_MENUITEM(VERB, TEXT, "Network port", opt_label_port) \ DXX_MENUITEM(VERB, INPUT, portstring, opt_port) \ DXX_UDP_MENU_TRACKER_OPTION(VERB) #define DXX_STRINGIZE_PPS2(X) #X #define DXX_STRINGIZE_PPS(X) DXX_STRINGIZE_PPS2(X) struct netgame_powerups_allowed_menu_items { std::array m; netgame_powerups_allowed_menu_items() { for (auto &&[i, t, mi] : enumerate(zip(multi_allow_powerup_text, m))) nm_set_item_checkbox(mi, t, (Netgame.AllowedItems >> i) & 1); } }; struct netgame_powerups_allowed_menu : netgame_powerups_allowed_menu_items, newmenu { netgame_powerups_allowed_menu(grs_canvas &src) : newmenu(menu_title{nullptr}, menu_subtitle{"Objects to allow"}, menu_filename{nullptr}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(m, 0), src) { } virtual window_event_result event_handler(const d_event &event) override; }; window_event_result netgame_powerups_allowed_menu::event_handler(const d_event &event) { switch (event.type) { case EVENT_WINDOW_CLOSE: { unsigned AllowedItems = 0; for (auto &&[i, mi] : enumerate(m)) if (mi.value) AllowedItems |= (1 << i); Netgame.AllowedItems = AllowedItems; break; } default: break; } return newmenu::event_handler(event); } static void net_udp_set_power (void) { auto menu = window_create(grd_curscreen->sc_canvas); (void)menu; } #if defined(DXX_BUILD_DESCENT_I) #define D2X_GRANT_POWERUP_MENU(VERB) #elif defined(DXX_BUILD_DESCENT_II) #define D2X_GRANT_POWERUP_MENU(VERB) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_GAUSS, opt_gauss, menu_bit_wrapper(flags, NETGRANT_GAUSS)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_HELIX, opt_helix, menu_bit_wrapper(flags, NETGRANT_HELIX)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_PHOENIX, opt_phoenix, menu_bit_wrapper(flags, NETGRANT_PHOENIX)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_OMEGA, opt_omega, menu_bit_wrapper(flags, NETGRANT_OMEGA)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_AFTERBURNER, opt_afterburner, menu_bit_wrapper(flags, NETGRANT_AFTERBURNER)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_AMMORACK, opt_ammo_rack, menu_bit_wrapper(flags, NETGRANT_AMMORACK)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_CONVERTER, opt_converter, menu_bit_wrapper(flags, NETGRANT_CONVERTER)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_HEADLIGHT, opt_headlight, menu_bit_wrapper(flags, NETGRANT_HEADLIGHT)) \ #endif #define DXX_GRANT_POWERUP_MENU(VERB) \ DXX_MENUITEM(VERB, NUMBER, "Laser level", opt_laser_level, menu_number_bias_wrapper<1>(laser_level), static_cast(laser_level::_1) + 1, static_cast(DXX_MAXIMUM_LASER_LEVEL) + 1) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_QUAD, opt_quad_lasers, menu_bit_wrapper(flags, NETGRANT_QUAD)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_VULCAN, opt_vulcan, menu_bit_wrapper(flags, NETGRANT_VULCAN)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_SPREAD, opt_spreadfire, menu_bit_wrapper(flags, NETGRANT_SPREAD)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_PLASMA, opt_plasma, menu_bit_wrapper(flags, NETGRANT_PLASMA)) \ DXX_MENUITEM(VERB, CHECK, NETFLAG_LABEL_FUSION, opt_fusion, menu_bit_wrapper(flags, NETGRANT_FUSION)) \ D2X_GRANT_POWERUP_MENU(VERB) class more_game_options_menu_items { protected: const unsigned game_is_cooperative; std::array packstring; std::array portstring; /* Reactor life and Maximum time are stored in a uint32_t, and have * a theoretical maximum of 1092 after converting from internal game * time (seconds in fixed point) to minutes. User input limitations * prevent setting a value higher than 50 minutes. Even if the code * is modified to verify a maximum value of 50 immediately before * formatting it, the gcc value range propagation pass fails to * detect the reduced range and issues a warning as if the value * could be 1092. Eliminate the bogus warning by using a buffer * large enough for the theoretical maximum. */ char srinvul[sizeof("Reactor life: 1092 min")]; char PlayText[sizeof("Max time: 1092 min")]; char SpawnInvulnerableText[sizeof("Invul. Time: 0.0 sec")]; char SecludedSpawnText[sizeof("Use 0 Furthest Sites")]; char KillText[sizeof("Kill goal: 000 kills")]; char extraPrimary[sizeof("Primaries: 0")]; char extraSecondary[sizeof("Secondaries: 0")]; #if defined(DXX_BUILD_DESCENT_II) char extraAccessory[sizeof("Accessories: 0")]; #endif #if DXX_USE_TRACKER char tracker_addr_txt[sizeof("65535") + 28]; #endif human_readable_mmss_time AutosaveInterval; using menu_array = std::array; DXX_UDP_MENU_OPTIONS(DECL); menu_array m; static const char *get_annotated_difficulty_string(const Difficulty_level_type d) { static const std::array text{{ "Difficulty: Trainee", "Difficulty: Rookie", "Difficulty: Hotshot", "Difficulty: Ace", "Difficulty: Insane" }}; switch (d) { case Difficulty_0: case Difficulty_1: case Difficulty_2: case Difficulty_3: case Difficulty_4: return text[d]; default: return &text[3][16]; } } static int handler(newmenu *, const d_event &event, more_game_options_menu_items *items); public: menu_array &get_menu_items() { return m; } void update_difficulty_string(const Difficulty_level_type difficulty) { /* Cast away const because newmenu_item uses `char *text` even * for fields where text is treated as `const char *`. */ m[opt_difficulty].text = const_cast(get_annotated_difficulty_string(difficulty)); } void update_extra_primary_string(unsigned primary) { snprintf(extraPrimary, sizeof(extraPrimary), "Primaries: %u", primary); } void update_extra_secondary_string(unsigned secondary) { snprintf(extraSecondary, sizeof(extraSecondary), "Secondaries: %u", secondary); } #if defined(DXX_BUILD_DESCENT_II) void update_extra_accessory_string(unsigned accessory) { snprintf(extraAccessory, sizeof(extraAccessory), "Accessories: %u", accessory); } #endif void update_packstring() { snprintf(packstring.data(), packstring.size(), "%u", Netgame.PacketsPerSec); } void update_portstring() { snprintf(&portstring[0], portstring.size(), "%hu", UDP_MyPort); } void update_reactor_life_string(unsigned t) { snprintf(srinvul, sizeof(srinvul), "%s: %u %s", TXT_REACTOR_LIFE, t, TXT_MINUTES_ABBREV); } void update_max_play_time_string() { snprintf(PlayText, sizeof(PlayText), "Max time: %d %s", Netgame.PlayTimeAllowed.count() / (F1_0 * 60), TXT_MINUTES_ABBREV); } void update_spawn_invuln_string() { snprintf(SpawnInvulnerableText, sizeof(SpawnInvulnerableText), "Invul. Time: %1.1f sec", static_cast(Netgame.InvulAppear) / 2); } void update_secluded_spawn_string() { const unsigned SecludedSpawns = Netgame.SecludedSpawns; cf_assert(SecludedSpawns < MAX_PLAYERS); snprintf(SecludedSpawnText, sizeof(SecludedSpawnText), "Use %u Furthest Sites", SecludedSpawns + 1); } void update_kill_goal_string() { snprintf(KillText, sizeof(KillText), "Kill Goal: %3d", Netgame.KillGoal * 5); } enum { DXX_UDP_MENU_OPTIONS(ENUM) }; more_game_options_menu_items(const unsigned game_is_cooperative) : game_is_cooperative(game_is_cooperative) { const auto difficulty = Netgame.difficulty; update_difficulty_string(difficulty); update_packstring(); update_portstring(); update_reactor_life_string(Netgame.control_invul_time / reactor_invul_time_mini_scale); update_max_play_time_string(); update_spawn_invuln_string(); update_secluded_spawn_string(); update_kill_goal_string(); auto primary = Netgame.DuplicatePowerups.get_primary_count(); auto secondary = Netgame.DuplicatePowerups.get_secondary_count(); #if defined(DXX_BUILD_DESCENT_II) auto accessory = Netgame.DuplicatePowerups.get_accessory_count(); const auto thief_absent = Netgame.ThiefModifierFlags & ThiefModifier::Absent; const auto thief_cannot_steal_energy_weapons = Netgame.ThiefModifierFlags & ThiefModifier::NoEnergyWeapons; update_extra_accessory_string(accessory); #endif update_extra_primary_string(primary); update_extra_secondary_string(secondary); #if DXX_USE_TRACKER const unsigned TrackerNATWarned = Netgame.TrackerNATWarned == TrackerNATHolePunchWarn::UserEnabledHP; #endif const unsigned PlayTimeAllowed = std::chrono::duration_cast>(Netgame.PlayTimeAllowed).count(); format_human_readable_time(AutosaveInterval, Netgame.MPGameplayOptions.AutosaveInterval); DXX_UDP_MENU_OPTIONS(ADD); #if DXX_USE_TRACKER const auto &tracker_addr = CGameArg.MplTrackerAddr; if (tracker_addr.empty()) { nm_set_item_text(m[opt_tracker], "Tracker use disabled"); nm_set_item_text(m[opt_tracker_addr], ""); } else { snprintf(tracker_addr_txt, sizeof(tracker_addr_txt), "%s:%u", tracker_addr.c_str(), CGameArg.MplTrackerPort); } #endif } void read() const { unsigned primary, secondary; #if defined(DXX_BUILD_DESCENT_II) unsigned accessory; uint8_t thief_absent; uint8_t thief_cannot_steal_energy_weapons; #endif uint8_t difficulty; #if DXX_USE_TRACKER unsigned TrackerNATWarned; #endif unsigned PlayTimeAllowed; DXX_UDP_MENU_OPTIONS(READ); Netgame.difficulty = cast_clamp_difficulty(difficulty); Netgame.PlayTimeAllowed = std::chrono::duration(PlayTimeAllowed); auto &items = Netgame.DuplicatePowerups; items.set_primary_count(primary); items.set_secondary_count(secondary); #if defined(DXX_BUILD_DESCENT_II) items.set_accessory_count(accessory); Netgame.ThiefModifierFlags = (thief_absent ? ThiefModifier::Absent : 0) | (thief_cannot_steal_energy_weapons ? ThiefModifier::NoEnergyWeapons : 0); #endif char *p; auto pps = strtol(packstring.data(), &p, 10); if (!*p) Netgame.PacketsPerSec = pps; #if DXX_USE_TRACKER Netgame.TrackerNATWarned = TrackerNATWarned ? TrackerNATHolePunchWarn::UserEnabledHP : TrackerNATHolePunchWarn::UserRejectedHP; #endif convert_text_portstring(portstring, UDP_MyPort, false, false); parse_human_readable_time(Netgame.MPGameplayOptions.AutosaveInterval, AutosaveInterval); } }; struct more_game_options_menu : more_game_options_menu_items, newmenu { more_game_options_menu(unsigned game_is_cooperative, grs_canvas &); static void net_udp_more_game_options(unsigned game_is_cooperative); virtual window_event_result event_handler(const d_event &event) override; }; more_game_options_menu::more_game_options_menu(const unsigned game_is_cooperative, grs_canvas &canvas) : more_game_options_menu_items(game_is_cooperative), newmenu(menu_title{nullptr}, menu_subtitle{"Advanced netgame options"}, menu_filename{nullptr}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(m, 0), canvas) { } class grant_powerup_menu_items { public: enum { DXX_GRANT_POWERUP_MENU(ENUM) }; std::array m; grant_powerup_menu_items(const laser_level level, const packed_spawn_granted_items p) { auto &flags = p.mask; unsigned laser_level = static_cast(level); DXX_GRANT_POWERUP_MENU(ADD); } void read(packed_spawn_granted_items &p) const { unsigned laser_level, flags = 0; DXX_GRANT_POWERUP_MENU(READ); p.mask = laser_level | flags; } }; struct grant_powerup_menu : grant_powerup_menu_items, newmenu { grant_powerup_menu(const laser_level level, const packed_spawn_granted_items p, grs_canvas &src) : grant_powerup_menu_items(level, p), newmenu(menu_title{nullptr}, menu_subtitle{"Powerups granted at player spawn"}, menu_filename{nullptr}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(m, 0), src) { } virtual window_event_result event_handler(const d_event &event) override; }; window_event_result grant_powerup_menu::event_handler(const d_event &event) { switch (event.type) { case EVENT_WINDOW_CLOSE: read(Netgame.SpawnGrantedItems); break; default: break; } return newmenu::event_handler(event); } static void net_udp_set_grant_power() { const auto SpawnGrantedItems = Netgame.SpawnGrantedItems; auto menu = window_create(map_granted_flags_to_laser_level(SpawnGrantedItems), SpawnGrantedItems, grd_curscreen->sc_canvas); (void)menu; } void more_game_options_menu::net_udp_more_game_options(const unsigned game_is_cooperative) { auto menu = window_create(game_is_cooperative, grd_curscreen->sc_canvas); (void)menu; } window_event_result more_game_options_menu::event_handler(const d_event &event) { switch (event.type) { case EVENT_NEWMENU_CHANGED: { auto &citem = static_cast(event).citem; auto &menus = m; if (citem == opt_difficulty) { Netgame.difficulty = cast_clamp_difficulty(menus[opt_difficulty].value); update_difficulty_string(Netgame.difficulty); } else if (citem == opt_cinvul) update_reactor_life_string(menus[opt_cinvul].value * (reactor_invul_time_scale / reactor_invul_time_mini_scale)); else if (citem == opt_playtime) { if (game_is_cooperative) { nm_messagebox_str(menu_title{TXT_SORRY}, nm_messagebox_tie(TXT_OK), menu_subtitle{"You can't change those for coop!"}); menus[opt_playtime].value=0; return window_event_result::ignored; } Netgame.PlayTimeAllowed = std::chrono::duration(menus[opt_playtime].value); update_max_play_time_string(); } else if (citem == opt_killgoal) { if (game_is_cooperative) { nm_messagebox_str(menu_title{TXT_SORRY}, nm_messagebox_tie(TXT_OK), menu_subtitle{"You can't change those for coop!"}); menus[opt_killgoal].value=0; return window_event_result::ignored; } Netgame.KillGoal=menus[opt_killgoal].value; update_kill_goal_string(); } else if(citem == opt_extra_primary) { auto primary = menus[opt_extra_primary].value; update_extra_primary_string(primary); } else if(citem == opt_extra_secondary) { auto secondary = menus[opt_extra_secondary].value; update_extra_secondary_string(secondary); } #if defined(DXX_BUILD_DESCENT_II) else if(citem == opt_extra_accessory) { auto accessory = menus[opt_extra_accessory].value; update_extra_accessory_string(accessory); } #endif else if (citem == opt_start_invul) { Netgame.InvulAppear = menus[opt_start_invul].value; update_spawn_invuln_string(); } else if (citem == opt_secluded_spawns) { Netgame.SecludedSpawns = menus[opt_secluded_spawns].value; update_secluded_spawn_string(); } break; } case EVENT_NEWMENU_SELECTED: { auto &citem = static_cast(event).citem; if (citem == opt_setpower) net_udp_set_power(); else if (citem == opt_setgrant) net_udp_set_grant_power(); else break; return window_event_result::handled; } case EVENT_WINDOW_CLOSE: read(); if (Netgame.PacketsPerSec > MAX_PPS) { Netgame.PacketsPerSec = MAX_PPS; nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Packet value out of range\nSetting value to %i", MAX_PPS); } else if (Netgame.PacketsPerSec < MIN_PPS) { Netgame.PacketsPerSec = MIN_PPS; nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Packet value out of range\nSetting value to %i", MIN_PPS); } GameUniqueState.Difficulty_level = Netgame.difficulty; break; default: break; } return newmenu::event_handler(event); } struct param_opt { enum { name = 2, label_level, level, }; int start_game, mode, mode_end, moreopts; int closed, refuse, maxnet, anarchy, team_anarchy, robot_anarchy, coop, bounty; #if defined(DXX_BUILD_DESCENT_II) int capture, hoard, team_hoard; #endif std::array slevel{{"1"}}; char srmaxnet[sizeof("Maximum players: 99")]; ntstring max_numplayers_saved_text; std::array m; void update_netgame_max_players() { Netgame.max_numplayers = m[maxnet].value + 2; update_max_players_string(); } void update_max_players_string() { const unsigned max_numplayers = Netgame.max_numplayers; cf_assert(max_numplayers < MAX_PLAYERS); snprintf(srmaxnet, sizeof(srmaxnet), "Maximum players: %u", max_numplayers); } }; } namespace dsx { static int net_udp_game_param_handler( newmenu *menu,const d_event &event, param_opt *opt ) { newmenu_item *menus = newmenu_get_items(menu); switch (event.type) { case EVENT_NEWMENU_CHANGED: { auto &citem = static_cast(event).citem; #if defined(DXX_BUILD_DESCENT_I) if (citem == opt->team_anarchy) { menus[opt->closed].value = 1; menus[opt->closed-1].value = 0; menus[opt->closed+1].value = 0; } #elif defined(DXX_BUILD_DESCENT_II) 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; } #endif if (menus[opt->coop].value) { Netgame.game_flag.show_on_map = 1; Netgame.PlayTimeAllowed = {}; Netgame.KillGoal = 0; } if (citem == opt->level) { auto &slevel = opt->slevel; #if defined(DXX_BUILD_DESCENT_I) if (tolower(static_cast(slevel[0])) == 's') Netgame.levelnum = -strtol(&slevel[1], 0, 0); else #endif Netgame.levelnum = strtol(slevel.data(), 0, 0); } if (citem == opt->maxnet) { opt->update_netgame_max_players(); } if ((citem >= opt->mode) && (citem <= opt->mode_end)) { if ( menus[opt->anarchy].value ) Netgame.gamemode = network_game_type::anarchy; else if (menus[opt->team_anarchy].value) { Netgame.gamemode = network_game_type::team_anarchy; } #if defined(DXX_BUILD_DESCENT_II) else if (menus[opt->capture].value) Netgame.gamemode = network_game_type::capture_flag; else if (HoardEquipped() && menus[opt->hoard].value) Netgame.gamemode = network_game_type::hoard; else if (HoardEquipped() && menus[opt->team_hoard].value) Netgame.gamemode = network_game_type::team_hoard; #endif else if( menus[opt->bounty].value ) Netgame.gamemode = network_game_type::bounty; else if (ANARCHY_ONLY_MISSION) { int i = 0; nm_messagebox_str(menu_title{nullptr}, nm_messagebox_tie(TXT_OK), menu_subtitle{TXT_ANARCHY_ONLY_MISSION}); for (i = opt->mode; i <= opt->mode_end; i++) menus[i].value = 0; menus[opt->anarchy].value = 1; return 0; } else if ( menus[opt->robot_anarchy].value ) Netgame.gamemode = network_game_type::robot_anarchy; else if ( menus[opt->coop].value ) Netgame.gamemode = network_game_type::cooperative; else Int3(); // Invalid mode -- see Rob } Netgame.game_flag.closed = menus[opt->closed].value; Netgame.RefusePlayers=menus[opt->refuse].value; break; } case EVENT_NEWMENU_SELECTED: { auto &citem = static_cast(event).citem; #if defined(DXX_BUILD_DESCENT_I) if (Netgame.levelnum < Current_mission->last_secret_level || Netgame.levelnum > Current_mission->last_level || Netgame.levelnum == 0) #elif defined(DXX_BUILD_DESCENT_II) if (Netgame.levelnum < 1 || Netgame.levelnum > Current_mission->last_level) #endif { auto &slevel = opt->slevel; strcpy(slevel.data(), "1"); window_create(menu_title{TXT_ERROR}, menu_subtitle{TXT_LEVEL_OUT_RANGE}, TXT_OK, grd_curscreen->sc_canvas); return 1; } if (citem==opt->moreopts) { more_game_options_menu::net_udp_more_game_options(menus[opt->coop].value); return 1; } if (citem==opt->start_game) return !net_udp_start_game(); return 1; } default: break; } return 0; } window_event_result net_udp_setup_game() { param_opt opt; auto &m = opt.m; char level_text[32]; net_udp_init(); multi_new_game(); change_playernum_to(0); const auto &self = get_local_player(); { range_for (auto &i, Players) if (&i != &self) i.callsign = {}; } Netgame.max_numplayers = MAX_PLAYERS; Netgame.KillGoal=0; Netgame.PlayTimeAllowed = {}; #if defined(DXX_BUILD_DESCENT_I) Netgame.RefusePlayers=0; #elif defined(DXX_BUILD_DESCENT_II) Netgame.Allow_marker_view=1; Netgame.ThiefModifierFlags = 0; #endif Netgame.difficulty=PlayerCfg.DefaultDifficulty; Netgame.PacketsPerSec=DEFAULT_PPS; snprintf(Netgame.game_name.data(), Netgame.game_name.size(), "%s%s", static_cast(InterfaceUniqueState.PilotName), TXT_S_GAME); reset_UDP_MyPort(); Netgame.ShufflePowerupSeed = 0; Netgame.BrightPlayers = 1; Netgame.InvulAppear = 4; Netgame.SecludedSpawns = MAX_PLAYERS - 1; Netgame.AllowedItems = Netgame.MaskAllKnownAllowedItems; Netgame.PacketLossPrevention = 1; Netgame.NoFriendlyFire = 0; Netgame.MouselookFlags = 0; #if DXX_USE_TRACKER Netgame.Tracker = 1; #endif read_netgame_profile(&Netgame); #if defined(DXX_BUILD_DESCENT_II) if (!HoardEquipped() && (Netgame.gamemode == network_game_type::hoard || Netgame.gamemode == network_game_type::team_hoard)) // did we restore a hoard mode but don't have hoard installed right now? then fall back to anarchy! Netgame.gamemode = network_game_type::anarchy; #endif Netgame.mission_name.copy_if(&*Current_mission->filename, Netgame.mission_name.size()); Netgame.mission_title = Current_mission->mission_name; Netgame.levelnum = 1; unsigned optnum = 0; opt.start_game=optnum; nm_set_item_menu( m[optnum], "Start Game"); optnum++; nm_set_item_text(m[optnum], TXT_DESCRIPTION); optnum++; nm_set_item_input(m[optnum], Netgame.game_name); optnum++; #define DXX_LEVEL_FORMAT_LEADER "%s (1-%d" #define DXX_LEVEL_FORMAT_TRAILER ")" #if defined(DXX_BUILD_DESCENT_I) if (Current_mission->last_secret_level == -1) /* Exactly one secret level */ snprintf(level_text, sizeof(level_text), DXX_LEVEL_FORMAT_LEADER ", S1" DXX_LEVEL_FORMAT_TRAILER, TXT_LEVEL_, Current_mission->last_level); else if (Current_mission->last_secret_level) /* More than one secret level */ snprintf(level_text, sizeof(level_text), DXX_LEVEL_FORMAT_LEADER ", S1-S%d" DXX_LEVEL_FORMAT_TRAILER, TXT_LEVEL_, Current_mission->last_level, -Current_mission->last_secret_level); else /* No secret levels */ #endif snprintf(level_text, sizeof(level_text), DXX_LEVEL_FORMAT_LEADER DXX_LEVEL_FORMAT_TRAILER, TXT_LEVEL_, Current_mission->last_level); #undef DXX_LEVEL_FORMAT_TRAILER #undef DXX_LEVEL_FORMAT_LEADER nm_set_item_text(m[optnum], level_text); optnum++; nm_set_item_input(m[optnum], opt.slevel); optnum++; nm_set_item_text(m[optnum], TXT_OPTIONS); optnum++; opt.mode = optnum; nm_set_item_radio(m[optnum], TXT_ANARCHY, Netgame.gamemode == network_game_type::anarchy, 0); opt.anarchy=optnum; optnum++; nm_set_item_radio(m[optnum], TXT_TEAM_ANARCHY, Netgame.gamemode == network_game_type::team_anarchy, 0); opt.team_anarchy=optnum; optnum++; nm_set_item_radio(m[optnum], TXT_ANARCHY_W_ROBOTS, Netgame.gamemode == network_game_type::robot_anarchy, 0); opt.robot_anarchy=optnum; optnum++; nm_set_item_radio(m[optnum], TXT_COOPERATIVE, Netgame.gamemode == network_game_type::cooperative, 0); opt.coop=optnum; optnum++; #if defined(DXX_BUILD_DESCENT_II) nm_set_item_radio(m[optnum], "Capture the flag", Netgame.gamemode == network_game_type::capture_flag, 0); opt.capture=optnum; optnum++; if (HoardEquipped()) { nm_set_item_radio(m[optnum], "Hoard", Netgame.gamemode == network_game_type::hoard, 0); opt.hoard=optnum; optnum++; nm_set_item_radio(m[optnum], "Team Hoard", Netgame.gamemode == network_game_type::team_hoard, 0); opt.team_hoard=optnum; optnum++; } else { opt.hoard = opt.team_hoard = 0; // NOTE: Make sure if you use these, use them in connection with HoardEquipped() only! } #endif nm_set_item_radio(m[optnum], "Bounty", Netgame.gamemode == network_game_type::bounty, 0); opt.mode_end=opt.bounty=optnum; optnum++; nm_set_item_text(m[optnum], ""); optnum++; nm_set_item_radio(m[optnum], "Open game",(!Netgame.RefusePlayers && !Netgame.game_flag.closed),1); optnum++; opt.closed = optnum; nm_set_item_radio(m[optnum], TXT_CLOSED_GAME,Netgame.game_flag.closed,1); optnum++; opt.refuse = optnum; nm_set_item_radio(m[optnum], "Restricted Game ",Netgame.RefusePlayers,1); optnum++; opt.maxnet = optnum; opt.update_max_players_string(); nm_set_item_slider(m[optnum], opt.srmaxnet, Netgame.max_numplayers - 2, 0, Netgame.max_numplayers - 2, opt.max_numplayers_saved_text); optnum++; opt.moreopts=optnum; nm_set_item_menu( m[optnum], "Advanced Options"); optnum++; Assert(optnum <= 20); #if DXX_USE_TRACKER if (Netgame.TrackerNATWarned == TrackerNATHolePunchWarn::Unset) { const unsigned choice = nm_messagebox_str(menu_title{"NAT Hole Punch"}, nm_messagebox_tie("Yes, let Internet users join", "No, I will configure my router"), menu_subtitle{"Rebirth now supports automatic\n" "NAT hole punch through the\n" "tracker.\n\n" "This allows Internet users to\n" "join your game, even if you do\n" "not configure your router for\n" "hosting.\n\n" "Do you want to use this feature?"}); if (choice <= 1) Netgame.TrackerNATWarned = static_cast(choice + 1); } #endif const int i = newmenu_do2(menu_title{nullptr}, menu_subtitle{TXT_NETGAME_SETUP}, unchecked_partial_range(m, optnum), net_udp_game_param_handler, &opt, opt.start_game); if (i < 0) net_udp_close(); write_netgame_profile(&Netgame); #if DXX_USE_TRACKER /* Force off _after_ writing profile, so that command line does not * change ngp file. */ if (CGameArg.MplTrackerAddr.empty()) Netgame.Tracker = 0; #endif return (i >= 0) ? window_event_result::close : window_event_result::handled; } static void net_udp_set_game_mode(const network_game_type gamemode) { Show_kill_list = show_kill_list_mode::_1; if (gamemode == network_game_type::anarchy) Game_mode = game_mode_flags::anarchy_no_robots; else if (gamemode == network_game_type::robot_anarchy) Game_mode = game_mode_flags::anarchy_with_robots; else if (gamemode == network_game_type::cooperative) Game_mode = game_mode_flags::cooperative; #if defined(DXX_BUILD_DESCENT_II) else if (gamemode == network_game_type::capture_flag) { Game_mode = game_mode_flags::capture_flag; Show_kill_list = show_kill_list_mode::team_kills; } else if (HoardEquipped() && gamemode == network_game_type::hoard) Game_mode = game_mode_flags::hoard; else if (HoardEquipped() && gamemode == network_game_type::team_hoard) { Game_mode = game_mode_flags::team_hoard; Show_kill_list = show_kill_list_mode::team_kills; } #endif else if (gamemode == network_game_type::bounty) Game_mode = game_mode_flags::bounty; else if (gamemode == network_game_type::team_anarchy) { Game_mode = game_mode_flags::team_anarchy_no_robots; Show_kill_list = show_kill_list_mode::team_kills; } else Int3(); } } namespace dsx { void net_udp_read_sync_packet(const uint8_t * data, uint_fast32_t data_len, const _sockaddr &sender_addr) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; auto &vmobjptridx = Objects.vmptridx; if (data) { net_udp_process_game_info(data, data_len, sender_addr, 0); } N_players = Netgame.numplayers; GameUniqueState.Difficulty_level = Netgame.difficulty; Network_status = Netgame.game_status; if (Netgame.segments_checksum != my_segments_checksum) { Network_status = NETSTAT_MENU; net_udp_close(); nm_messagebox_str(menu_title{TXT_ERROR}, nm_messagebox_tie(TXT_OK), menu_subtitle{TXT_NETLEVEL_NMATCH}); throw multi::level_checksum_mismatch(); } // Discover my player number auto &temp_callsign = InterfaceUniqueState.PilotName; Player_num = MULTI_PNUM_UNDEF; for (unsigned i = 0; i < N_players; ++i) { if (i == Netgame.protocol.udp.your_index && Netgame.players[i].callsign == temp_callsign) { if (Player_num!=MULTI_PNUM_UNDEF) { Int3(); // Hey, we've found ourselves twice Network_status = NETSTAT_MENU; return; } change_playernum_to(i); } auto &plr = *vmplayerptr(i); plr.callsign = Netgame.players[i].callsign; plr.connected = Netgame.players[i].connected; auto &objp = *vmobjptr(plr.objnum); auto &player_info = objp.ctype.player_info; player_info.net_kills_total = Netgame.player_kills[i]; player_info.net_killed_total = Netgame.killed[i]; if ((Network_rejoined) || (i != Player_num)) player_info.mission.score = Netgame.player_score[i]; } kill_matrix = Netgame.kills; if (Player_num >= MAX_PLAYERS) { Network_status = NETSTAT_MENU; throw multi::local_player_not_playing(); } #if defined(DXX_BUILD_DESCENT_I) { auto &player_info = get_local_plrobj().ctype.player_info; PlayerCfg.NetlifeKills -= player_info.net_kills_total; PlayerCfg.NetlifeKilled -= player_info.net_killed_total; } #endif auto &plr = get_local_player(); if (Network_rejoined) { net_udp_process_monitor_vector(Netgame.monitor_vector); plr.time_level = Netgame.level_time; } team_kills = Netgame.team_kills; plr.connected = CONNECT_PLAYING; Netgame.players[Player_num].connected = CONNECT_PLAYING; Netgame.players[Player_num].rank=GetMyNetRanking(); if (!Network_rejoined) { for (unsigned i = 0; i < NumNetPlayerPositions; ++i) { const auto &&o = vmobjptridx(vcplayerptr(i)->objnum); const auto &p = Player_init[Netgame.locations[i]]; o->pos = p.pos; o->orient = p.orient; obj_relink(vmobjptr, vmsegptr, o, vmsegptridx(p.segnum)); } } get_local_plrobj().type = OBJ_PLAYER; Network_status = NETSTAT_PLAYING; multi_sort_kill_list(); } } static int net_udp_send_sync(void) { const auto supported_start_positions_on_level = NumNetPlayerPositions; // Check if there are enough starting positions if (supported_start_positions_on_level < Netgame.max_numplayers) { nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "Not enough start positions\n(set %d got %d)\nNetgame aborted", Netgame.max_numplayers, supported_start_positions_on_level); // Tell everyone we're bailing Netgame.numplayers = 0; for (unsigned i = 1; i < N_players; ++i) { if (vcplayerptr(i)->connected == CONNECT_DISCONNECTED) continue; const auto &addr = Netgame.players[i].protocol.udp.addr; multi::udp::dispatch->kick_player(addr, DUMP_ABORTED); net_udp_send_game_info(addr, &addr, UPID_GAME_INFO); } net_udp_broadcast_game_info(UPID_GAME_INFO_LITE); return -1; } // Randomize their starting locations... d_srand(static_cast(timer_query())); for (auto &plr : partial_range(Players, supported_start_positions_on_level)) if (auto &connected = plr.connected) connected = CONNECT_PLAYING; // Get rid of endlevel connect statuses auto &&locations = partial_range(Netgame.locations, supported_start_positions_on_level); std::iota(locations.begin(), locations.end(), 0); if (!(Game_mode & GM_MULTI_COOP)) { /* In cooperative games, use the locations in sequential order. * In non-cooperative games, shuffle. * * High quality randomness is not required here. Anything that * seems random to users replaying a level should suffice. */ std::minstd_rand mrd(timer_query()); std::shuffle(locations.begin(), locations.end(), mrd); } // Push current data into the sync packet net_udp_update_netgame(); Netgame.game_status = NETSTAT_PLAYING; Netgame.segments_checksum = my_segments_checksum; for (unsigned i = 0; i < N_players; ++i) { if (!vcplayerptr(i)->connected || i == Player_num) continue; const auto &addr = Netgame.players[i].protocol.udp.addr; net_udp_send_game_info(addr, &addr, UPID_SYNC); } net_udp_read_sync_packet(NULL, 0, Netgame.players[0].protocol.udp.addr); // Read it myself, as if I had sent it return 0; } namespace dsx { static int net_udp_select_players() { int j; char text[MAX_PLAYERS+4][45]; char subtitle[50]; unsigned save_nplayers; //how may people would like to join if (Netgame.ShufflePowerupSeed) { unsigned seed = 0; try { seed = std::random_device()(); if (!seed) /* random_device can return any number, including zero. * Rebirth treats zero specially, interpreting it as a * request not to shuffle. Prevent a zero from * random_device being interpreted as a request not to * shuffle. */ seed = 1; } catch (const std::exception &e) { con_printf(CON_URGENT, "Failed to generate random number: %s", e.what()); /* Fall out without setting `seed`, so that the option is * disabled until the user notices the message and * resolves the problem. */ } Netgame.ShufflePowerupSeed = seed; } net_udp_add_player( &UDP_Seq ); start_poll_menu_items spd; for (int i=0; i< MAX_PLAYERS+4; i++ ) { snprintf(text[i], sizeof(text[i]), "%d. ", i + 1); nm_set_item_checkbox(spd.m[i], text[i], 0); } spd.m[0].value = 1; // Assume server will play... const auto &&rankstr = GetRankStringWithSpace(Netgame.players[Player_num].rank); snprintf( text[0], sizeof(text[0]), "%d. %s%s%-20s", 1, rankstr.first, rankstr.second, static_cast(get_local_player().callsign)); snprintf(subtitle, sizeof(subtitle), "%s %d %s", TXT_TEAM_SELECT, Netgame.max_numplayers, TXT_TEAM_PRESS_ENTER); #if DXX_USE_TRACKER if( Netgame.Tracker ) { TrackerAckStatus = TrackerAckState::TACK_NOCONNECTION; TrackerAckTime = timer_query(); udp_tracker_register(); } #endif GetPlayersAgain: j = newmenu_do2(menu_title{nullptr}, menu_subtitle{subtitle}, spd.m, net_udp_start_poll, &spd, 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 (unsigned i = 1; i < save_nplayers; ++i) { if (vcplayerptr(i)->connected == CONNECT_DISCONNECTED) continue; const auto &addr = Netgame.players[i].protocol.udp.addr; multi::udp::dispatch->kick_player(addr, DUMP_ABORTED); net_udp_send_game_info(addr, &addr, UPID_GAME_INFO); } net_udp_broadcast_game_info(UPID_GAME_INFO_LITE); Netgame.numplayers = save_nplayers; Network_status = NETSTAT_MENU; #if DXX_USE_TRACKER if( Netgame.Tracker ) udp_tracker_unregister(); #endif return(0); } // Count number of players chosen N_players = 0; range_for (auto &i, partial_const_range(spd.m, save_nplayers)) { if (i.value) N_players++; } if ( N_players > Netgame.max_numplayers) { nm_messagebox(menu_title{TXT_ERROR}, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, Netgame.max_numplayers, TXT_NETPLAYERS_IN); N_players = save_nplayers; goto GetPlayersAgain; } // Let host join without Client available. Let's see if our players like that // Remove players that aren't marked. N_players = 0; for (int i=0; i N_players) { Netgame.players[N_players].callsign = Netgame.players[i].callsign; Netgame.players[N_players].rank=Netgame.players[i].rank; } vmplayerptr(N_players)->connected = CONNECT_PLAYING; N_players++; } else { multi::udp::dispatch->kick_player(Netgame.players[i].protocol.udp.addr, DUMP_DORK); } } range_for (auto &i, partial_range(Netgame.players, N_players, Netgame.players.size())) { i.callsign = {}; i.rank = netplayer_info::player_rank::None; } #if defined(DXX_BUILD_DESCENT_I) if (Netgame.gamemode == network_game_type::team_anarchy) #elif defined(DXX_BUILD_DESCENT_II) if (Netgame.gamemode == network_game_type::team_anarchy || Netgame.gamemode == network_game_type::capture_flag || Netgame.gamemode == network_game_type::team_hoard) #endif if (run_blocking_newmenu(N_players, *grd_curcanv) == -1) goto abort; return(1); } } static int net_udp_start_game(void) { int i; i = udp_open_socket(UDP_Socket[0], UDP_MyPort); if (i != 0) return 0; if (UDP_MyPort != UDP_PORT_DEFAULT) i = udp_open_socket(UDP_Socket[1], UDP_PORT_DEFAULT); // Default port open for Broadcasts if (i != 0) return 0; // prepare broadcast address to announce our game udp_init_broadcast_addresses(); d_srand(static_cast(timer_query())); Netgame.protocol.udp.GameID=d_rand(); N_players = 0; Netgame.game_status = NETSTAT_STARTING; Netgame.numplayers = 0; Network_status = NETSTAT_STARTING; net_udp_set_game_mode(Netgame.gamemode); Netgame.protocol.udp.your_index = 0; // I am Host. I need to know that y'know? For syncing later. if (!net_udp_select_players() || StartNewLevel(Netgame.levelnum) == window_event_result::close) { Game_mode = {}; return 0; // see if we want to tweak the game we setup } state_set_next_autosave(GameUniqueState, Netgame.MPGameplayOptions.AutosaveInterval); net_udp_broadcast_game_info(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) } static int net_udp_wait_for_sync(void) { char text[60]; int choice=0; Network_status = NETSTAT_WAITING; std::array m{{ newmenu_item::nm_item_text{text}, newmenu_item::nm_item_text{TXT_NET_LEAVE}, }}; auto i = net_udp_send_request(); if (i >= MAX_PLAYERS) return(-1); snprintf(text, sizeof(text), "%s\n'%s' %s", TXT_NET_WAITING, static_cast(Netgame.players[i].callsign), TXT_NET_TO_ENTER ); while (choice > -1) { timer_update(); choice = newmenu_do2(menu_title{nullptr}, menu_subtitle{TXT_WAIT}, m, net_udp_sync_poll, unused_newmenu_userdata); } if (Network_status != NETSTAT_PLAYING) { UDP_sequence_packet me{}; me.type = UPID_QUIT_JOINING; me.player.callsign = get_local_player().callsign; net_udp_send_sequence_packet(me, Netgame.players[0].protocol.udp.addr); N_players = 0; Game_mode = {}; return(-1); // they cancelled } return(0); } static int net_udp_request_poll( newmenu *,const d_event &event, const unused_newmenu_userdata_t *) { // Polling loop for waiting-for-requests menu int num_ready = 0; if (event.type != EVENT_WINDOW_DRAW) return 0; net_udp_listen(); net_udp_timeout_check(timer_query()); range_for (auto &i, partial_const_range(Players, N_players)) { if ((i.connected == CONNECT_PLAYING) || (i.connected == CONNECT_DISCONNECTED)) num_ready++; } if (num_ready == N_players) // All players have checked in or are disconnected { return -2; } return 0; } static int net_udp_wait_for_requests(void) { // Wait for other players to load the level before we send the sync int choice; std::array m{{ newmenu_item::nm_item_text{TXT_NET_LEAVE}, }}; Network_status = NETSTAT_WAITING; net_udp_flush(); get_local_player().connected = CONNECT_PLAYING; menu: choice = newmenu_do2(menu_title{nullptr}, menu_subtitle{TXT_WAIT}, m, net_udp_request_poll, unused_newmenu_userdata); if (choice == -1) { // User aborted choice = nm_messagebox_str(menu_title{nullptr}, nm_messagebox_tie(TXT_YES, TXT_NO, TXT_START_NOWAIT), menu_subtitle{TXT_QUITTING_NOW}); if (choice == 2) { N_players = 1; return 0; } if (choice != 0) goto menu; // User confirmed abort for (unsigned i = 0; i < N_players; ++i) { if (vcplayerptr(i)->connected != CONNECT_DISCONNECTED && i != Player_num) { multi::udp::dispatch->kick_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED); } } return -1; } else if (choice != -2) goto menu; return 0; } namespace dsx { namespace multi { namespace udp { /* Do required syncing after each level, before starting new one */ window_event_result dispatch_table::level_sync() const { int result = 0; UDP_MData = {}; 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(); if (result) { get_local_player().connected = CONNECT_DISCONNECTED; dispatch->send_endlevel_packet(); show_menus(); net_udp_close(); return window_event_result::close; } return window_event_result::handled; } } } int net_udp_do_join_game() { if (Netgame.game_status == NETSTAT_ENDLEVEL) { struct error_game_between_levels : passive_messagebox { error_game_between_levels() : passive_messagebox(menu_title{TXT_SORRY}, menu_subtitle{TXT_NET_GAME_BETWEEN2}, TXT_OK, grd_curscreen->sc_canvas) { } }; run_blocking_newmenu(); return 0; } // Check for valid mission name { mission_entry_predicate mission_predicate; mission_predicate.filesystem_name = Netgame.mission_name; #if defined(DXX_BUILD_DESCENT_II) /* FIXME: This should be set to true and the version set * accordingly. However, currently the host does not provide * the mission version to the guests. */ mission_predicate.check_version = false; #endif if (const auto errstr = load_mission_by_name(mission_predicate, mission_name_type::guess)) { struct error_mission_not_found : std::array, passive_messagebox { error_mission_not_found(const char *errstr) : passive_messagebox(menu_title{nullptr}, menu_subtitle{prepare_subtitle(*this, errstr)}, TXT_OK, grd_curscreen->sc_canvas) { } static const char *prepare_subtitle(std::array &b, const char *errstr) { auto r = b.data(); std::snprintf(r, b.size(), "%s\n\n%s", TXT_MISSION_NOT_FOUND, errstr); return r; } }; run_blocking_newmenu(errstr); return 0; } } #if defined(DXX_BUILD_DESCENT_II) if (is_D2_OEM) { if (Netgame.levelnum>8) { struct error_using_oem_data : passive_messagebox { error_using_oem_data() : passive_messagebox(menu_title{nullptr}, menu_subtitle{"You are using OEM game data. You can only play the first 8 levels."}, TXT_OK, grd_curscreen->sc_canvas) { } }; run_blocking_newmenu(); return 0; } } if (is_MAC_SHARE) { if (Netgame.levelnum > 4) { struct error_using_mac_shareware : passive_messagebox { error_using_mac_shareware() : passive_messagebox(menu_title{nullptr}, menu_subtitle{"You are using Mac shareware data. You can only play the first 4 levels."}, TXT_OK, grd_curscreen->sc_canvas) { } }; run_blocking_newmenu(); return 0; } } if (!HoardEquipped() && (Netgame.gamemode == network_game_type::hoard || Netgame.gamemode == network_game_type::team_hoard)) { struct error_hoard_not_available : passive_messagebox { error_hoard_not_available() : passive_messagebox(menu_title{TXT_SORRY}, menu_subtitle{"That is a hoard game.\nYou do not have HOARD.HAM installed.\nYou cannot join."}, TXT_OK, grd_curscreen->sc_canvas) { } }; run_blocking_newmenu(); return 0; } Network_status = NETSTAT_BROWSING; // We are looking at a game menu #endif if (net_udp_can_join_netgame(&Netgame) == join_netgame_status_code::game_in_disallowed_state) { struct error_cannot_join_game : passive_messagebox { error_cannot_join_game() : passive_messagebox(menu_title{TXT_SORRY}, menu_subtitle{Netgame.numplayers == Netgame.max_numplayers ? TXT_GAME_FULL : TXT_IN_PROGRESS}, TXT_OK, grd_curscreen->sc_canvas) { } }; run_blocking_newmenu(); return 0; } // Choice is valid, prepare to join in GameUniqueState.Difficulty_level = Netgame.difficulty; change_playernum_to(1); net_udp_set_game_mode(Netgame.gamemode); return StartNewLevel(Netgame.levelnum) == window_event_result::handled; // look ma, we're in a game!!! (If level syncing didn't fail -kreatordxx) } namespace multi { namespace udp { void dispatch_table::leave_game() const { int nsave; dispatch->do_protocol_frame(1, 1); if (multi_i_am_master()) { while (Network_sending_extras>1 && Player_joining_extras!=-1) { timer_update(); net_udp_send_extras(); } Netgame.numplayers = 0; nsave=N_players; N_players=0; for (unsigned i = 1; i < nsave; ++i) { if (vcplayerptr(i)->connected == CONNECT_DISCONNECTED) continue; const auto &addr = Netgame.players[i].protocol.udp.addr; net_udp_send_game_info(addr, &addr, UPID_GAME_INFO); } net_udp_broadcast_game_info(UPID_GAME_INFO_LITE); N_players=nsave; #if DXX_USE_TRACKER if( Netgame.Tracker ) udp_tracker_unregister(); #endif } get_local_player().connected = CONNECT_DISCONNECTED; change_playernum_to(0); #if defined(DXX_BUILD_DESCENT_II) write_player_file(); #endif net_udp_flush(); net_udp_close(); } } } } static void net_udp_flush(RAIIsocket &s) { if (!s) return; unsigned i = 0; struct _sockaddr sender_addr; std::array packet; while (udp_receive_packet(s, packet.data(), packet.size(), &sender_addr) > 0) ++i; if (i) con_printf(CON_VERBOSE, "Flushed %u UDP packets from socket %i", i, static_cast(s)); } void net_udp_flush() { range_for (auto &s, UDP_Socket) net_udp_flush(s); } static void net_udp_listen(RAIIsocket &sock) { if (!sock) return; struct _sockaddr sender_addr; std::array packet; for (;;) { const int size = udp_receive_packet(sock, packet.data(), packet.size(), &sender_addr); if (!(size > 0)) break; net_udp_process_packet(packet.data(), sender_addr, size); } } void net_udp_listen() { range_for (auto &s, UDP_Socket) net_udp_listen(s); } void net_udp_send_data(const uint8_t *const ptr, const unsigned len, const int priority) { #if DXX_HAVE_POISON_VALGRIND VALGRIND_CHECK_MEM_IS_DEFINED(ptr, len); #endif char check; if ((UDP_MData.mbuf_size+len) > UPID_MDATA_BUF_SIZE ) { check = ptr[0]; net_udp_send_mdata(0, timer_query()); if (UDP_MData.mbuf_size != 0) Int3(); Assert(check == ptr[0]); (void)check; } Assert(UDP_MData.mbuf_size+len <= UPID_MDATA_BUF_SIZE); memcpy( &UDP_MData.mbuf[UDP_MData.mbuf_size], ptr, len ); UDP_MData.mbuf_size += len; if (priority) net_udp_send_mdata((priority==2)?1:0, timer_query()); } void net_udp_timeout_check(fix64 time) { static fix64 last_timeout_time = 0; if (time>=last_timeout_time+F1_0) { // Check for player timeouts for (playernum_t i = 0; i < N_players; i++) { if ((i != Player_num) && (vcplayerptr(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) { multi_disconnect_player(i); } } } last_timeout_time = time; } } namespace dsx { namespace multi { namespace udp { void dispatch_table::do_protocol_frame(int force, int listen) const { auto &LevelUniqueControlCenterState = LevelUniqueObjectState.ControlCenterState; static fix64 last_pdata_time = 0, last_mdata_time = 16, last_endlevel_time = 32, last_bcast_time = 48, last_resync_time = 64; if (!(Game_mode&GM_NETWORK) || !UDP_Socket[0]) return; const fix64 time = timer_update(); if (WaitForRefuseAnswer && time>(RefuseTimeLimit+(F1_0*12))) WaitForRefuseAnswer=0; // Send positional update either in the regular PPS interval OR if forced if (force || (time >= (last_pdata_time+(F1_0/Netgame.PacketsPerSec)))) { last_pdata_time = time; net_udp_send_pdata(); #if defined(DXX_BUILD_DESCENT_II) multi_send_thief_frame(); #endif } if (force || (time >= (last_mdata_time+(F1_0/10)))) { last_mdata_time = time; multi_send_robot_frame(0); net_udp_send_mdata(0, time); } net_udp_noloss_process_queue(time); if (VerifyPlayerJoined!=-1 && time >= last_resync_time+F1_0) { last_resync_time = time; net_udp_resend_sync_due_to_packet_loss(); // This will resend to UDP_sync_player } if (time >= last_endlevel_time + F1_0 && LevelUniqueControlCenterState.Control_center_destroyed) { last_endlevel_time = time; dispatch->send_endlevel_packet(); } // broadcast lite_info every 10 seconds if (multi_i_am_master() && time>=last_bcast_time+(F1_0*10)) { last_bcast_time = time; net_udp_broadcast_game_info(UPID_GAME_INFO_LITE); #if DXX_USE_TRACKER if ( Netgame.Tracker ) udp_tracker_register(); #endif } net_udp_ping_frame(time); #if DXX_USE_TRACKER udp_tracker_verify_ack_timeout(); #endif if (listen) { net_udp_timeout_check(time); net_udp_listen(); if (Network_send_objects) net_udp_send_objects(); if (Network_sending_extras && VerifyPlayerJoined==-1) net_udp_send_extras(); } udp_traffic_stat(); } } } } /* CODE FOR PACKET LOSS PREVENTION - START */ /* This code tries to make sure that packets with opcode UPID_MDATA_PNEEDACK aren't lost and sent and received in order. */ /* * 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. */ static void net_udp_noloss_add_queue_pkt(fix64 time, const ubyte *data, ushort data_size, ubyte pnum, ubyte player_ack[MAX_PLAYERS]) { if (!(Game_mode&GM_NETWORK) || !UDP_Socket[0]) return; if (!Netgame.PacketLossPrevention) return; if (UDP_mdata_queue_highest == UDP_MDATA_STOR_QUEUE_SIZE) // The list is full. That should not happen. But if it does, we must do something. { con_printf(CON_VERBOSE, "P#%u: MData store list is full!", Player_num); if (multi_i_am_master()) // I am host. I will kick everyone who did not ACK the first packet and then remove it. { for ( int i=1; ikick_player(Netgame.players[i].protocol.udp.addr, DUMP_PKTTIMEOUT); std::move(std::next(UDP_mdata_queue.begin()), UDP_mdata_queue.end(), UDP_mdata_queue.begin()); UDP_mdata_queue[UDP_MDATA_STOR_QUEUE_SIZE - 1] = {}; UDP_mdata_queue_highest--; } else // I am just a client. I gotta go. { Netgame.PacketLossPrevention = 0; // Disable PLP - otherwise we get stuck in an infinite loop here. NOTE: We could as well clean the whole queue to continue protect our disconnect signal bit it's not that important - we just wanna leave. const auto g = Game_wind; if (g) g->set_visible(0); nm_messagebox_str(menu_title{nullptr}, nm_messagebox_tie(TXT_OK), menu_subtitle{"You left the game. You failed\nsending important packets.\nSorry."}); if (g) g->set_visible(1); multi_quit_game = 1; game_leave_menus(); } Assert(UDP_mdata_queue_highest == (UDP_MDATA_STOR_QUEUE_SIZE - 1)); } con_printf(CON_VERBOSE, "P#%u: Adding MData pkt_num [%i,%i,%i,%i,%i,%i,%i,%i], type %i from P#%i to MData store list", Player_num, UDP_mdata_trace[0].pkt_num_tosend,UDP_mdata_trace[1].pkt_num_tosend,UDP_mdata_trace[2].pkt_num_tosend,UDP_mdata_trace[3].pkt_num_tosend,UDP_mdata_trace[4].pkt_num_tosend,UDP_mdata_trace[5].pkt_num_tosend,UDP_mdata_trace[6].pkt_num_tosend,UDP_mdata_trace[7].pkt_num_tosend, data[0], pnum); UDP_mdata_queue[UDP_mdata_queue_highest].used = 1; UDP_mdata_queue[UDP_mdata_queue_highest].pkt_initial_timestamp = time; for (unsigned i = 0; i < MAX_PLAYERS; ++i) { if (i == Player_num || player_ack[i] || vcplayerptr(i)->connected == CONNECT_DISCONNECTED) // if player me, is not playing or does not require an ACK, do not add timestamp or increment pkt_num continue; UDP_mdata_queue[UDP_mdata_queue_highest].pkt_timestamp[i] = time; UDP_mdata_queue[UDP_mdata_queue_highest].pkt_num[i] = UDP_mdata_trace[i].pkt_num_tosend; UDP_mdata_trace[i].pkt_num_tosend++; if (UDP_mdata_trace[i].pkt_num_tosend > UDP_MDATA_PKT_NUM_MAX) UDP_mdata_trace[i].pkt_num_tosend = UDP_MDATA_PKT_NUM_MIN; } UDP_mdata_queue[UDP_mdata_queue_highest].Player_num = pnum; memcpy( &UDP_mdata_queue[UDP_mdata_queue_highest].player_ack, player_ack, sizeof(ubyte)*MAX_PLAYERS); memcpy( &UDP_mdata_queue[UDP_mdata_queue_highest].data, data, sizeof(char)*data_size ); UDP_mdata_queue[UDP_mdata_queue_highest].data_size = data_size; UDP_mdata_queue_highest++; } /* * We have received a MDATA packet. Send ACK response to sender! * Make sure this packet has the expected packet number so we get them all in order. If not, reject it and await further packets. * Also check in our UDP_mdata_trace list, if we got this packet already. If yes, return 0 so do not process it! */ static int net_udp_noloss_validate_mdata(uint32_t pkt_num, ubyte sender_pnum, const _sockaddr &sender_addr) { ubyte pkt_sender_pnum = sender_pnum; int len = 0; // If we are a client, we get all our packets from the host. if (!multi_i_am_master()) sender_pnum = 0; // Check if this comes from a valid IP if (sender_addr != Netgame.players[sender_pnum].protocol.udp.addr) return 0; // Prepare the ACK (but do not send, yet) std::array buf; buf[len] = UPID_MDATA_ACK; len++; buf[len] = Player_num; len++; buf[len] = pkt_sender_pnum; len++; PUT_INTEL_INT(&buf[len], pkt_num); len += 4; // Make sure this is the packet we are expecting! if (UDP_mdata_trace[sender_pnum].pkt_num_torecv != pkt_num) { range_for (auto &i, partial_const_range(UDP_mdata_trace[sender_pnum].pkt_num, static_cast(UDP_MDATA_STOR_QUEUE_SIZE))) { if (pkt_num == i) // We got this packet already - need to REsend ACK { con_printf(CON_VERBOSE, "P#%u: Resending MData ACK for pkt %i we already got by pnum %i",Player_num, pkt_num, sender_pnum); dxx_sendto(sender_addr, UDP_Socket[0], buf, 0); return 0; } } con_printf(CON_VERBOSE, "P#%u: Rejecting MData pkt %i - expected %i by pnum %i",Player_num, pkt_num, UDP_mdata_trace[sender_pnum].pkt_num_torecv, sender_pnum); return 0; // Not the right packet and we haven't gotten it, yet either. So bail out and wait for the right one. } con_printf(CON_VERBOSE, "P#%u: Sending MData ACK for pkt %i by pnum %i",Player_num, pkt_num, sender_pnum); dxx_sendto(sender_addr, UDP_Socket[0], buf, 0); UDP_mdata_trace[sender_pnum].cur_slot++; if (UDP_mdata_trace[sender_pnum].cur_slot >= UDP_MDATA_STOR_QUEUE_SIZE) UDP_mdata_trace[sender_pnum].cur_slot = 0; UDP_mdata_trace[sender_pnum].pkt_num[UDP_mdata_trace[sender_pnum].cur_slot] = pkt_num; UDP_mdata_trace[sender_pnum].pkt_num_torecv++; if (UDP_mdata_trace[sender_pnum].pkt_num_torecv > UDP_MDATA_PKT_NUM_MAX) UDP_mdata_trace[sender_pnum].pkt_num_torecv = UDP_MDATA_PKT_NUM_MIN; return 1; } /* We got an ACK by a player. Set this player slot to positive! */ void net_udp_noloss_got_ack(const uint8_t *data, uint_fast32_t data_len) { int 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 (int i = 0; i < UDP_mdata_queue_highest; i++) { if ((pkt_num == UDP_mdata_queue[i].pkt_num[sender_pnum]) && (dest_pnum == UDP_mdata_queue[i].Player_num)) { con_printf(CON_VERBOSE, "P#%u: Got MData ACK for pkt_num %i from pnum %i for pnum %i",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) { UDP_mdata_queue_highest=0; con_printf(CON_VERBOSE, "P#%u: Clearing MData store/trace list",Player_num); UDP_mdata_queue = {}; for (int i = 0; i < MAX_PLAYERS; i++) net_udp_noloss_clear_mdata_trace(i); } /* Reset the trace list for given player when (dis)connect happens */ void net_udp_noloss_clear_mdata_trace(ubyte player_num) { con_printf(CON_VERBOSE, "P#%u: Clearing trace list for %i",Player_num, player_num); UDP_mdata_trace[player_num].pkt_num = {}; UDP_mdata_trace[player_num].cur_slot = 0; UDP_mdata_trace[player_num].pkt_num_torecv = UDP_MDATA_PKT_NUM_MIN; UDP_mdata_trace[player_num].pkt_num_tosend = UDP_MDATA_PKT_NUM_MIN; } /* * 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(fix64 time) { int total_len = 0; if (!(Game_mode&GM_NETWORK) || !UDP_Socket[0]) return; if (!Netgame.PacketLossPrevention) return; for (int queuec = 0; queuec < UDP_mdata_queue_highest; queuec++) { int needack = 0; // This might happen if we get out ACK's in the wrong order. So ignore that packet for now. It'll resolve itself. if (!UDP_mdata_queue[queuec].used) continue; // Check if at least one connected player has not ACK'd the packet for (unsigned 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 ((vcplayerptr(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]) { // Resend if enough time has passed. if (UDP_mdata_queue[queuec].pkt_timestamp[plc] + (F1_0/4) <= time) { ubyte buf[sizeof(UDP_mdata_info)]; int len = 0; con_printf(CON_VERBOSE, "P#%u: Resending pkt_num %i from pnum %i to pnum %i",Player_num, UDP_mdata_queue[queuec].pkt_num[plc], 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_PNEEDACK; len++; buf[len] = UDP_mdata_queue[queuec].Player_num; len++; PUT_INTEL_INT(buf + len, UDP_mdata_queue[queuec].pkt_num[plc]); len += 4; memcpy(&buf[len], UDP_mdata_queue[queuec].data.data(), sizeof(char)*UDP_mdata_queue[queuec].data_size); len += UDP_mdata_queue[queuec].data_size; dxx_sendto(Netgame.players[plc].protocol.udp.addr, UDP_Socket[0], buf, len, 0); total_len += len; } needack++; } } // Check if we can remove that packet due to to it had no resend's or Timeout if (needack==0 || (UDP_mdata_queue[queuec].pkt_initial_timestamp + UDP_TIMEOUT <= time)) { if (needack) // packet timed out but still not all have ack'd. { if (multi_i_am_master()) // We are host, so we kick the remaining players. { for ( int plc=1; plckick_player(Netgame.players[plc].protocol.udp.addr, DUMP_PKTTIMEOUT); } else // We are client, so we gotta go. { Netgame.PacketLossPrevention = 0; // Disable PLP - otherwise we get stuck in an infinite loop here. NOTE: We could as well clean the whole queue to continue protect our disconnect signal bit it's not that important - we just wanna leave. const auto g = Game_wind; if (g) g->set_visible(0); nm_messagebox_str(menu_title{nullptr}, nm_messagebox_tie(TXT_OK), menu_subtitle{"You left the game. You failed\nsending important packets.\nSorry."}); if (g) g->set_visible(1); multi_quit_game = 1; game_leave_menus(); } } con_printf(CON_VERBOSE, "P#%u: Removing stored pkt_num [%i,%i,%i,%i,%i,%i,%i,%i] - missing ACKs: %i",Player_num, UDP_mdata_queue[queuec].pkt_num[0],UDP_mdata_queue[queuec].pkt_num[1],UDP_mdata_queue[queuec].pkt_num[2],UDP_mdata_queue[queuec].pkt_num[3],UDP_mdata_queue[queuec].pkt_num[4],UDP_mdata_queue[queuec].pkt_num[5],UDP_mdata_queue[queuec].pkt_num[6],UDP_mdata_queue[queuec].pkt_num[7], needack); // Just *marked* for removal. The actual process happens further below. UDP_mdata_queue[queuec].used = 0; } // Send up to half our max packet size if (total_len >= (UPID_MAX_SIZE/2)) break; } // Now that we are done processing the queue, actually remove all unused packets from the top of the list. while (!UDP_mdata_queue[0].used && UDP_mdata_queue_highest > 0) { std::move(std::next(UDP_mdata_queue.begin()), UDP_mdata_queue.end(), UDP_mdata_queue.begin()); UDP_mdata_queue[UDP_MDATA_STOR_QUEUE_SIZE - 1] = {}; UDP_mdata_queue_highest--; } } /* CODE FOR PACKET LOSS PREVENTION - END */ void net_udp_send_mdata_direct(const ubyte *data, int data_len, int pnum, int needack) { ubyte buf[sizeof(UDP_mdata_info)]; ubyte pack[MAX_PLAYERS]; int len = 0; if (!(Game_mode&GM_NETWORK) || !UDP_Socket[0]) return; if (!(data_len > 0)) return; if (!multi_i_am_master() && pnum != 0) Error("Client sent direct data to non-Host in net_udp_send_mdata_direct()!\n"); if (!Netgame.PacketLossPrevention) needack = 0; memset(&buf, 0, sizeof(UDP_mdata_info)); memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS); pack[pnum] = 0; if (needack) buf[len] = UPID_MDATA_PNEEDACK; else buf[len] = UPID_MDATA_PNORM; len++; buf[len] = Player_num; len++; if (needack) { PUT_INTEL_INT(buf + len, UDP_mdata_trace[pnum].pkt_num_tosend); len += 4; } memcpy(&buf[len], data, sizeof(char)*data_len); len += data_len; dxx_sendto(Netgame.players[pnum].protocol.udp.addr, UDP_Socket[0], buf, len, 0); if (needack) net_udp_noloss_add_queue_pkt(timer_query(), data, data_len, Player_num, pack); } void net_udp_send_mdata(int needack, fix64 time) { ubyte buf[sizeof(UDP_mdata_info)]; ubyte pack[MAX_PLAYERS]; int len = 0; if (!(Game_mode&GM_NETWORK) || !UDP_Socket[0]) return; if (!(UDP_MData.mbuf_size > 0)) return; if (!Netgame.PacketLossPrevention) needack = 0; memset(&buf, 0, sizeof(UDP_mdata_info)); memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS); if (needack) buf[len] = UPID_MDATA_PNEEDACK; else buf[len] = UPID_MDATA_PNORM; len++; buf[len] = Player_num; len++; if (needack) len += 4; // we place the pkt_num later since it changes per player memcpy(&buf[len], UDP_MData.mbuf.data(), sizeof(char)*UDP_MData.mbuf_size); len += UDP_MData.mbuf_size; if (multi_i_am_master()) { for (unsigned i = 1; i < MAX_PLAYERS; ++i) { if (vcplayerptr(i)->connected == CONNECT_PLAYING) { if (needack) // assign pkt_num PUT_INTEL_INT(buf + 2, UDP_mdata_trace[i].pkt_num_tosend); dxx_sendto(Netgame.players[i].protocol.udp.addr, UDP_Socket[0], buf, len, 0); pack[i] = 0; } } } else { if (needack) // assign pkt_num PUT_INTEL_INT(buf + 2, UDP_mdata_trace[0].pkt_num_tosend); dxx_sendto(Netgame.players[0].protocol.udp.addr, UDP_Socket[0], buf, len, 0); pack[0] = 0; } if (needack) net_udp_noloss_add_queue_pkt(time, UDP_MData.mbuf.data(), 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; UDP_MData.mbuf = {}; } void net_udp_process_mdata(uint8_t *data, uint_fast32_t data_len, const _sockaddr &sender_addr, int needack) { int pnum = data[1], dataoffset = (needack?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 (sender_addr != Netgame.players[pnum].protocol.udp.addr) { return; } } else { if (sender_addr != Netgame.players[0].protocol.udp.addr) { return; } } // Add needack packet and check for possible redundancy if (needack) { if (!net_udp_noloss_validate_mdata(GET_INTEL_INT(&data[2]), pnum, sender_addr)) return; } // send this to everyone else (if master) if (multi_i_am_master()) { ubyte pack[MAX_PLAYERS]; memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS); for (unsigned i = 1; i < MAX_PLAYERS; ++i) { if (i != pnum && vcplayerptr(i)->connected == CONNECT_PLAYING) { if (needack) { pack[i] = 0; PUT_INTEL_INT(data + 2, UDP_mdata_trace[i].pkt_num_tosend); } dxx_sendto(Netgame.players[i].protocol.udp.addr, UDP_Socket[0], data, data_len, 0); } } if (needack) { net_udp_noloss_add_queue_pkt(timer_query(), 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 multi_process_bigdata(pnum, data+dataoffset, data_len-dataoffset ); } void net_udp_send_pdata() { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; std::array buf; int len = 0; if (!(Game_mode&GM_NETWORK) || !UDP_Socket[0]) return; auto &plr = get_local_player(); if (plr.connected != CONNECT_PLAYING) return; if ( !( Network_status == NETSTAT_PLAYING || Network_status == NETSTAT_ENDLEVEL ) ) return; buf[len] = UPID_PDATA; len++; buf[len] = Player_num; len++; buf[len] = plr.connected; len++; quaternionpos qpp{}; create_quaternionpos(qpp, vmobjptr(plr.objnum)); PUT_INTEL_SHORT(&buf[len], qpp.orient.w); len += 2; PUT_INTEL_SHORT(&buf[len], qpp.orient.x); len += 2; PUT_INTEL_SHORT(&buf[len], qpp.orient.y); len += 2; PUT_INTEL_SHORT(&buf[len], qpp.orient.z); len += 2; PUT_INTEL_INT(&buf[len], qpp.pos.x); len += 4; PUT_INTEL_INT(&buf[len], qpp.pos.y); len += 4; PUT_INTEL_INT(&buf[len], qpp.pos.z); len += 4; PUT_INTEL_SHORT(&buf[len], qpp.segment); len += 2; PUT_INTEL_INT(&buf[len], qpp.vel.x); len += 4; PUT_INTEL_INT(&buf[len], qpp.vel.y); len += 4; PUT_INTEL_INT(&buf[len], qpp.vel.z); len += 4; PUT_INTEL_INT(&buf[len], qpp.rotvel.x); len += 4; PUT_INTEL_INT(&buf[len], qpp.rotvel.y); len += 4; PUT_INTEL_INT(&buf[len], qpp.rotvel.z); len += 4; // 46 + 3 = 49 if (multi_i_am_master()) { for (unsigned i = 1; i < MAX_PLAYERS; ++i) if (vcplayerptr(i)->connected != CONNECT_DISCONNECTED) dxx_sendto(Netgame.players[i].protocol.udp.addr, UDP_Socket[0], buf, 0); } else { dxx_sendto(Netgame.players[0].protocol.udp.addr, UDP_Socket[0], buf, 0); } } void net_udp_process_pdata(const uint8_t *data, uint_fast32_t data_len, const _sockaddr &sender_addr) { UDP_frame_info pd; int len = 0; if ( !( Game_mode & GM_NETWORK && ( Network_status == NETSTAT_PLAYING || Network_status == NETSTAT_ENDLEVEL ) ) ) return; len++; pd = {}; if (data_len > sizeof(UDP_frame_info)) return; if (data_len != UPID_PDATA_SIZE) return; if (sender_addr != Netgame.players[((multi_i_am_master())?(data[len]):(0))].protocol.udp.addr) return; pd.Player_num = data[len]; len++; pd.connected = data[len]; len++; pd.qpp.orient.w = GET_INTEL_SHORT(&data[len]); len += 2; pd.qpp.orient.x = GET_INTEL_SHORT(&data[len]); len += 2; pd.qpp.orient.y = GET_INTEL_SHORT(&data[len]); len += 2; pd.qpp.orient.z = GET_INTEL_SHORT(&data[len]); len += 2; pd.qpp.pos.x = GET_INTEL_INT(&data[len]); len += 4; pd.qpp.pos.y = GET_INTEL_INT(&data[len]); len += 4; pd.qpp.pos.z = GET_INTEL_INT(&data[len]); len += 4; pd.qpp.segment = GET_INTEL_SHORT(&data[len]); len += 2; pd.qpp.vel.x = GET_INTEL_INT(&data[len]); len += 4; pd.qpp.vel.y = GET_INTEL_INT(&data[len]); len += 4; pd.qpp.vel.z = GET_INTEL_INT(&data[len]); len += 4; pd.qpp.rotvel.x = GET_INTEL_INT(&data[len]); len += 4; pd.qpp.rotvel.y = GET_INTEL_INT(&data[len]); len += 4; pd.qpp.rotvel.z = GET_INTEL_INT(&data[len]); len += 4; if (multi_i_am_master()) // I am host - must relay this packet to others! { const unsigned ppn = pd.Player_num; if (ppn > 0 && ppn <= N_players && vcplayerptr(ppn)->connected == CONNECT_PLAYING) // some checking whether this packet is legal { for (unsigned i = 1; i < MAX_PLAYERS; ++i) { // not to sender or disconnected/waiting players - right. if (i == ppn) continue; auto &iplr = *vcplayerptr(i); if (iplr.connected != CONNECT_DISCONNECTED && iplr.connected != CONNECT_WAITING) dxx_sendto(Netgame.players[i].protocol.udp.addr, UDP_Socket[0], data, data_len, 0); } } } net_udp_read_pdata_packet (&pd); } void net_udp_read_pdata_packet(UDP_frame_info *pd) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; const unsigned TheirPlayernum = pd->Player_num; auto &tplr = *vmplayerptr(TheirPlayernum); const auto TheirObjnum = tplr.objnum; if (multi_i_am_master()) { // latecoming player seems to successfully have synced if ( VerifyPlayerJoined != -1 && TheirPlayernum == VerifyPlayerJoined ) VerifyPlayerJoined=-1; // we say that guy is disconnected so we do not want him/her in game if (tplr.connected == CONNECT_DISCONNECTED ) return; } else { // only by reading pdata a client can know if a player reconnected. So do that here. // NOTE: we might do this somewhere else - maybe with a sync packet like when adding a fresh player. if (tplr.connected == CONNECT_DISCONNECTED && pd->connected == CONNECT_PLAYING ) { tplr.connected = CONNECT_PLAYING; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_reconnect(TheirPlayernum); digi_play_sample( SOUND_HUD_MESSAGE, F1_0); const auto &&rankstr = GetRankStringWithSpace(Netgame.players[TheirPlayernum].rank); HUD_init_message(HM_MULTI, "%s%s'%s' %s", rankstr.first, rankstr.second, static_cast(vcplayerptr(TheirPlayernum)->callsign), TXT_REJOIN); multi_send_score(); net_udp_noloss_clear_mdata_trace(TheirPlayernum); } } if (vcplayerptr(TheirPlayernum)->connected != CONNECT_PLAYING || TheirPlayernum == Player_num) return; 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; } const auto TheirObj = vmobjptridx(TheirObjnum); Netgame.players[TheirPlayernum].LastPacketTime = timer_query(); // do not read the packet unless the level is loaded. if (vcplayerptr(Player_num)->connected == CONNECT_DISCONNECTED || vcplayerptr(Player_num)->connected == CONNECT_WAITING) return; //------------ Read the player's ship's object info ---------------------- extract_quaternionpos(TheirObj, pd->qpp); if (TheirObj->movement_source == object::movement_type::physics) set_thrust_from_velocity(TheirObj); } #if defined(DXX_BUILD_DESCENT_II) static void net_udp_send_smash_lights (const playernum_t pnum) { // send the lights that have been blown out range_for (const auto &&segp, vmsegptridx) { unique_segment &useg = segp; if (const auto light_subtracted = useg.light_subtracted) multi_send_light_specific(pnum, segp, light_subtracted); } } static void net_udp_send_fly_thru_triggers (const playernum_t pnum) { // send the fly thru triggers that have been disabled auto &Triggers = LevelUniqueWallSubsystemState.Triggers; auto &vctrgptridx = Triggers.vcptridx; range_for (const auto &&t, vctrgptridx) { if (t->flags & trigger_behavior_flags::disabled) multi_send_trigger_specific(pnum, t); } } static void net_udp_send_player_flags() { for (playernum_t i=0;i buf; int len = 0; memset(&buf, 0, sizeof(ubyte)*UPID_PING_SIZE); buf[len] = UPID_PING; len++; memcpy(&buf[len], &time, 8); len += 8; range_for (auto &i, partial_const_range(Netgame.players, 1u, MAX_PLAYERS)) { PUT_INTEL_INT(&buf[len], i.ping); len += 4; } for (unsigned i = 1; i < MAX_PLAYERS; ++i) { if (vcplayerptr(i)->connected == CONNECT_DISCONNECTED) continue; dxx_sendto(Netgame.players[i].protocol.udp.addr, UDP_Socket[0], buf, 0); } PingTime = time; } } // Got a PING from host. Apply the pings to our players and respond to host. void net_udp_process_ping(const uint8_t *data, const _sockaddr &sender_addr) { fix64 host_ping_time = 0; std::array buf; int len = 0; if (Netgame.players[0].protocol.udp.addr != sender_addr) return; len++; // Skip UPID byte; memcpy(&host_ping_time, &data[len], 8); len += 8; range_for (auto &i, partial_range(Netgame.players, 1u, MAX_PLAYERS)) { i.ping = GET_INTEL_INT(&(data[len])); len += 4; } buf[0] = UPID_PONG; buf[1] = Player_num; memcpy(&buf[2], &host_ping_time, 8); dxx_sendto(sender_addr, UDP_Socket[0], buf, 0); } // Got a PONG from a client. Check the time and add it to our players. void net_udp_process_pong(const uint8_t *data, const _sockaddr &sender_addr) { const uint_fast32_t playernum = data[1]; if (playernum >= MAX_PLAYERS || playernum < 1) return; if (sender_addr != Netgame.players[playernum].protocol.udp.addr) return; fix64 client_pong_time; memcpy(&client_pong_time, &data[2], 8); const fix64 delta64 = timer_update() - client_pong_time; const fix delta = static_cast(delta64); fix result; if (likely(delta64 == static_cast(delta))) { result = f2i(fixmul64(delta, i2f(1000))); const fix lower_bound = 0; const fix upper_bound = 9999; if (unlikely(result < lower_bound)) result = lower_bound; else if (unlikely(result > upper_bound)) result = upper_bound; } else result = 0; Netgame.players[playernum].ping = result; } namespace dsx { void net_udp_do_refuse_stuff (UDP_sequence_packet *their) { int new_player_num; for (unsigned i = 0; i < MAX_PLAYERS; ++i) { if (!d_stricmp(vcplayerptr(i)->callsign, their->player.callsign) && their->player.protocol.udp.addr == Netgame.players[i].protocol.udp.addr) { net_udp_welcome_player(their); return; } } if (!WaitForRefuseAnswer) { for (unsigned i = 0; i < MAX_PLAYERS; ++i) { if (!d_stricmp(vcplayerptr(i)->callsign, their->player.callsign) && their->player.protocol.udp.addr == Netgame.players[i].protocol.udp.addr) { net_udp_welcome_player(their); return; } } #if defined(DXX_BUILD_DESCENT_I) digi_play_sample (SOUND_CONTROL_CENTER_WARNING_SIREN,F1_0*2); #elif defined(DXX_BUILD_DESCENT_II) digi_play_sample (SOUND_HUD_JOIN_REQUEST,F1_0*2); #endif const auto &&rankstr = GetRankStringWithSpace(their->player.rank); if (Game_mode & GM_TEAM) { HUD_init_message(HM_MULTI, "%s%s'%s' wants to join", rankstr.first, rankstr.second, static_cast(their->player.callsign)); HUD_init_message(HM_MULTI, "Alt-1 assigns to team %s. Alt-2 to team %s", static_cast(Netgame.team_name[0]), static_cast(Netgame.team_name[1])); } else { HUD_init_message(HM_MULTI, "%s%s'%s' wants to join (accept: F6)", rankstr.first, rankstr.second, static_cast(their->player.callsign)); } strcpy (RefusePlayerName,their->player.callsign); RefuseTimeLimit=timer_query(); RefuseThisPlayer=0; WaitForRefuseAnswer=1; } else { for (unsigned i = 0; i < MAX_PLAYERS; ++i) { if (!d_stricmp(vcplayerptr(i)->callsign, their->player.callsign) && their->player.protocol.udp.addr == Netgame.players[i].protocol.udp.addr) { 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 (); 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)) { multi::udp::dispatch->kick_player(their->player.protocol.udp.addr, DUMP_DORK); } return; } } } } static int net_udp_get_new_player_num () { if ( N_players < Netgame.max_numplayers) 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; fix64 oldest_time = timer_query(); Assert(N_players == Netgame.max_numplayers); for (unsigned i = 0; i < N_players; ++i) { if (!vcplayerptr(i)->connected && Netgame.players[i].LastPacketTime < oldest_time) { oldest_time = Netgame.players[i].LastPacketTime; oldest_player = i; } } return (oldest_player); } } namespace dsx { void net_udp_send_extras () { static fix64 last_send_time = 0; if (last_send_time + (F1_0/50) > timer_query()) return; last_send_time = timer_query(); Assert (Player_joining_extras>-1); #if defined(DXX_BUILD_DESCENT_I) if (Network_sending_extras==3 && (Netgame.PlayTimeAllowed.count() || Netgame.KillGoal)) #elif defined(DXX_BUILD_DESCENT_II) if (Network_sending_extras==9) net_udp_send_fly_thru_triggers(Player_joining_extras); if (Network_sending_extras==8) net_udp_send_door_updates(Player_joining_extras); if (Network_sending_extras==7) multi_send_markers(); if (Network_sending_extras==6 && (Game_mode & GM_MULTI_ROBOTS)) multi_send_stolen_items(); if (Network_sending_extras==5 && (Netgame.PlayTimeAllowed.count() || Netgame.KillGoal)) #endif multi_send_kill_goal_counts(); #if defined(DXX_BUILD_DESCENT_II) if (Network_sending_extras==4) net_udp_send_smash_lights(Player_joining_extras); if (Network_sending_extras==3) net_udp_send_player_flags(); #endif if (Network_sending_extras==2) multi_send_player_inventory(1); if (Network_sending_extras==1 && Game_mode & GM_BOUNTY) multi_send_bounty(); Network_sending_extras--; if (!Network_sending_extras) Player_joining_extras=-1; } namespace { struct show_game_info_menu : std::array, std::array, passive_newmenu { const netgame_info &netgame; show_game_info_menu(grs_canvas &canvas, const netgame_info &netgame) : std::array{{ newmenu_item::nm_item_menu{"JOIN GAME"}, newmenu_item::nm_item_menu{"GAME INFO"}, }}, passive_newmenu(menu_title{"WELCOME"}, menu_subtitle{(setup_subtitle_text(*this, netgame).data())}, menu_filename{nullptr}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(static_cast &>(*this), 0), canvas), netgame(netgame) { } virtual window_event_result event_handler(const d_event &event) override; static const std::array &setup_subtitle_text(std::array &, const netgame_info &); }; window_event_result show_game_info_menu::event_handler(const d_event &event) { switch (event.type) { case EVENT_NEWMENU_SELECTED: { auto &citem = static_cast(event).citem; switch (citem) { case 0: default: return window_event_result::close; case 1: show_netgame_info(netgame); return window_event_result::handled; } } default: return newmenu::event_handler(event); } } const std::array &show_game_info_menu::setup_subtitle_text(std::array &rinfo, const netgame_info &netgame) { #if defined(DXX_BUILD_DESCENT_I) #define DXX_SECRET_LEVEL_FORMAT "%s" #define DXX_SECRET_LEVEL_PARAMETER (netgame.levelnum >= 0 ? "" : "S"), \ netgame.levelnum < 0 ? -netgame.levelnum : /* else portion provided by invoker */ #elif defined(DXX_BUILD_DESCENT_II) #define DXX_SECRET_LEVEL_FORMAT #define DXX_SECRET_LEVEL_PARAMETER #endif const auto gamemode = underlying_value(netgame.gamemode); const unsigned #if defined(DXX_BUILD_DESCENT_I) players = netgame.numplayers; #elif defined(DXX_BUILD_DESCENT_II) players = netgame.numconnected; #endif #define GAME_INFO_FORMAT_TEXT(F) \ F("\nConnected to\n\"%." DXX_STRINGIZE(NETGAME_NAME_LEN) "s\"\n", netgame.game_name.data()) \ F("%." DXX_STRINGIZE(MISSION_NAME_LEN) "s", netgame.mission_title.data()) \ F(" - Lvl " DXX_SECRET_LEVEL_FORMAT "%i", DXX_SECRET_LEVEL_PARAMETER netgame.levelnum) \ F("\n\nDifficulty: %s", MENU_DIFFICULTY_TEXT(netgame.difficulty)) \ F("\nGame Mode: %s", gamemode < GMNames.size() ? GMNames[gamemode] : "INVALID") \ F("\nPlayers: %u/%i", players, netgame.max_numplayers) #define EXPAND_FORMAT(A,B,...) A #define EXPAND_ARGUMENT(A,B,...) , B, ## __VA_ARGS__ std::snprintf(rinfo.data(), rinfo.size(), GAME_INFO_FORMAT_TEXT(EXPAND_FORMAT) GAME_INFO_FORMAT_TEXT(EXPAND_ARGUMENT)); #undef GAME_INFO_FORMAT_TEXT return rinfo; } direct_join::connect_type net_udp_show_game_info(const netgame_info &Netgame) { switch (run_blocking_newmenu(*grd_curcanv, Netgame)) { case 0: default: return direct_join::connect_type::request_join; case 1: return direct_join::connect_type::idle; } } } } /* Tracker stuff, begin! */ #if DXX_USE_TRACKER /* Tracker initialization */ static int udp_tracker_init() { if (CGameArg.MplTrackerAddr.empty()) return 0; TrackerAckStatus = TrackerAckState::TACK_NOCONNECTION; TrackerAckTime = timer_query(); const char *tracker_addr = CGameArg.MplTrackerAddr.c_str(); // Fill the address if (udp_dns_filladdr(TrackerSocket, tracker_addr, CGameArg.MplTrackerPort, false, true) < 0) return -1; // Yay return 0; } /* Compares sender to tracker. Returns 1 if address matches, Returns 2 is address and port matches. */ static int sender_is_tracker(const _sockaddr &sender, const _sockaddr &tracker) { uint16_t sf, tf, sp, tp; sf = sender.sin.sin_family; tf = tracker.sin.sin_family; #if DXX_USE_IPv6 if (sf == AF_INET6) { if (tf == AF_INET) { if (IN6_IS_ADDR_V4MAPPED(&sender.sin6.sin6_addr)) { if (memcmp(&sender.sin6.sin6_addr.s6_addr[12], &tracker.sin.sin_addr, sizeof(tracker.sin.sin_addr))) return 0; tp = tracker.sin.sin_port; } else return 0; } else if (tf == AF_INET6) { if (memcmp(&sender.sin6.sin6_addr, &tracker.sin6.sin6_addr, sizeof(sender.sin6.sin6_addr))) return 0; tp = tracker.sin6.sin6_port; } else return 0; sp = sender.sin6.sin6_port; } else #endif if (sf == AF_INET) { if (sf != tf) return 0; if (memcmp(&sender.sin.sin_addr, &tracker.sin.sin_addr, sizeof(sender.sin.sin_addr))) return 0; sp = sender.sin.sin_port; tp = tracker.sin.sin_port; } else return 0; if (tp == sp) return 2; else return 1; } /* Unregister from the tracker */ static int udp_tracker_unregister() { std::array pBuf; pBuf[0] = UPID_TRACKER_REMOVE; return dxx_sendto(TrackerSocket, UDP_Socket[0], &pBuf, 1, 0); } namespace dsx { /* Register or update (i.e. keep alive) a game on the tracker */ static int udp_tracker_register() { net_udp_update_netgame(); game_info_light light; int len = 1, light_len = net_udp_prepare_light_game_info(light); std::array pBuf = {}; int len = 1; pBuf[0] = UPID_TRACKER_REQGAMES; len += snprintf(reinterpret_cast(&pBuf[1]), sizeof(pBuf)-1, UDP_REQ_ID DXX_VERSION_STR ".%hu", MULTI_PROTO_VERSION ); return dxx_sendto(TrackerSocket, UDP_Socket[0], &pBuf, len, 0); } } /* The tracker has sent us a game. Let's list it. */ static int udp_tracker_process_game( ubyte *data, int data_len, const _sockaddr &sender_addr ) { // Only accept data from the tracker we specified and only when we look at the netlist (i.e. NETSTAT_BROWSING) if (!sender_is_tracker(sender_addr, TrackerSocket) || (Network_status != NETSTAT_BROWSING)) return -1; char *p0 = NULL, *p1 = NULL, *p2 = NULL, *p3 = NULL; char sIP[47] = {}; std::array sPort{}; uint16_t iPort = 0, TrackerGameID = 0; // Get the IP if ((p0 = strstr(reinterpret_cast(data), "a=")) == NULL) return -1; p0 +=2; if ((p1 = strstr(p0, "/")) == NULL) return -1; if (p1-p0 < 1 || p1-p0 > sizeof(sIP)) return -1; memcpy(sIP, p0, p1-p0); // Get the port p1++; if ((p2 = strstr(p1, "c=")) == NULL) return -1; if (p2-p1-1 < 1 || p2-p1-1 > sizeof(sPort)) return -1; memcpy(&sPort, p1, p2-p1-1); if (!convert_text_portstring(sPort, iPort, true, true)) return -1; // Get the DNS stuff struct _sockaddr sAddr; if(udp_dns_filladdr(sAddr, sIP, iPort, true, true) < 0) return -1; if (data_len < p2-reinterpret_cast(data)+2) return -1; TrackerGameID = GET_INTEL_SHORT(p2 + 2); if ((p3 = strstr(reinterpret_cast(data), "z=")) == NULL) return -1; // Now process the actual lite_game packet contained. int iPos = (p3-p0+5); net_udp_process_game_info( &data[iPos], data_len - iPos, sAddr, 1, TrackerGameID ); return 0; } /* Process ACK's from tracker. We will get up to 5, each internal and external */ static void udp_tracker_process_ack( ubyte *data, int data_len, const _sockaddr &sender_addr ) { if(!Netgame.Tracker) return; if (data_len != 2) return; int addr_check = sender_is_tracker(sender_addr, TrackerSocket); switch (data[1]) { case 0: // ack coming from the same socket we are already talking with the tracker if (TrackerAckStatus == TrackerAckState::TACK_NOCONNECTION && addr_check == 2) { TrackerAckStatus = TrackerAckState::TACK_INTERNAL; con_puts(CON_VERBOSE, "[Tracker] Got internal ACK. Your game is hosted!"); } break; case 1: // ack from another socket (same IP, different port) to see if we're reachable from the outside if (TrackerAckStatus <= TrackerAckState::TACK_INTERNAL && addr_check) { TrackerAckStatus = TrackerAckState::TACK_EXTERNAL; con_puts(CON_VERBOSE, "[Tracker] Got external ACK. Your game is hosted and game port is reachable!"); } break; } } /* 10 seconds passed since we registered our game. If we have not received all ACK's, yet, tell user about that! */ static void udp_tracker_verify_ack_timeout() { if (!Netgame.Tracker || !multi_i_am_master() || TrackerAckTime + F1_0*10 > timer_query() || TrackerAckStatus == TrackerAckState::TACK_SEQCOMPL) return; if (TrackerAckStatus == TrackerAckState::TACK_NOCONNECTION) { TrackerAckStatus = TrackerAckState::TACK_SEQCOMPL; // set this now or we'll run into an endless loop if nm_messagebox triggers. if (Network_status == NETSTAT_PLAYING) HUD_init_message(HM_MULTI, "No ACK from tracker. Please check game log."); else nm_messagebox_str(menu_title{TXT_WARNING}, nm_messagebox_tie(TXT_OK), menu_subtitle{"No ACK from tracker.\nPlease check game log."}); con_puts(CON_URGENT, "[Tracker] No response from game tracker. Tracker address may be invalid or Tracker may be offline or otherwise unreachable."); } else if (TrackerAckStatus == TrackerAckState::TACK_INTERNAL) { con_puts(CON_NORMAL, "[Tracker] No external signal from game tracker. Your game port does not seem to be reachable."); con_puts(CON_NORMAL, Netgame.TrackerNATWarned == TrackerNATHolePunchWarn::UserEnabledHP ? "Clients will attempt hole-punching to join your game." : "Clients will only be able to join your game if specifically configured in your router."); } TrackerAckStatus = TrackerAckState::TACK_SEQCOMPL; } /* We don't seem to be able to connect to a game. Ask Tracker to send hole punch request to host. */ static void udp_tracker_request_holepunch( uint16_t TrackerGameID ) { std::array pBuf; pBuf[0] = UPID_TRACKER_HOLEPUNCH; PUT_INTEL_SHORT(&pBuf[1], TrackerGameID); con_printf(CON_VERBOSE, "[Tracker] Sending hole-punch request for game [%i] to tracker.", TrackerGameID); dxx_sendto(TrackerSocket, UDP_Socket[0], &pBuf, 3, 0); } /* Tracker sent us an address from a client requesting hole punching. * We'll simply reply with another hole punch packet and wait for them to request our game info properly. */ static void udp_tracker_process_holepunch(uint8_t *const data, const unsigned data_len, const _sockaddr &sender_addr ) { if (data_len == 1 && !multi_i_am_master()) { con_puts(CON_VERBOSE, "[Tracker] Received hole-punch pong from a host."); return; } if (!Netgame.Tracker || !sender_is_tracker(sender_addr, TrackerSocket) || !multi_i_am_master()) return; if (Netgame.TrackerNATWarned != TrackerNATHolePunchWarn::UserEnabledHP) { con_puts(CON_NORMAL, "Ignoring tracker hole-punch request because user disabled hole punch."); return; } if (!data_len || data[data_len - 1]) return; auto &delimiter = "/"; const auto p0 = strtok(reinterpret_cast(data), delimiter); if (!p0) return; const auto sIP = p0 + 1; const auto pPort = strtok(NULL, delimiter); if (!pPort) return; char *porterror; const auto myport = strtoul(pPort, &porterror, 10); if (*porterror) return; const uint16_t iPort = myport; if (iPort != myport) return; // Get the DNS stuff struct _sockaddr sAddr; if(udp_dns_filladdr(sAddr, sIP, iPort, true, true) < 0) return; std::array pBuf; pBuf[0] = UPID_TRACKER_HOLEPUNCH; dxx_sendto(sAddr, UDP_Socket[0], &pBuf, 1, 0); } #endif /* USE_TRACKER */