/* * * Routines for managing UDP-protocol network play. * */ #ifdef HAVE_CONFIG_H #include #endif #define PATCH12 #include #include #include #include "pstypes.h" #include "window.h" #include "strutil.h" #include "args.h" #include "timer.h" #include "newmenu.h" #include "key.h" #include "gauges.h" #include "object.h" #include "error.h" #include "laser.h" #include "gamesave.h" #include "gamemine.h" #include "player.h" #include "gameseq.h" #include "fireball.h" #include "net_udp.h" #include "game.h" #include "multi.h" #include "endlevel.h" #include "palette.h" #include "cntrlcen.h" #include "powerup.h" #include "menu.h" #include "sounds.h" #include "text.h" #include "kmatrix.h" #include "newdemo.h" #include "multibot.h" #include "wall.h" #include "bm.h" #include "effects.h" #include "physics.h" #include "switch.h" #include "automap.h" #include "byteswap.h" #include "playsave.h" #include "gamefont.h" #include "rbaudio.h" #include "config.h" // Prototypes void net_udp_init(); void net_udp_close(); void net_udp_request_game_info(struct _sockaddr game_addr, int lite); void net_udp_listen(); int net_udp_show_game_info(); int net_udp_do_join_game(); int net_udp_can_join_netgame(netgame_info *game); void net_udp_flush(); void net_udp_update_netgame(void); void net_udp_send_objects(void); void net_udp_send_rejoin_sync(int player_num); void net_udp_send_game_info(struct _sockaddr sender_addr, ubyte info_upid); void net_udp_send_netgame_update(); void net_udp_do_refuse_stuff (UDP_sequence_packet *their); void net_udp_read_sync_packet( ubyte * data, int data_len, struct _sockaddr sender_addr ); void net_udp_read_object_packet( ubyte *data ); void net_udp_ping_frame(fix64 time); void net_udp_process_ping(ubyte *data, int data_len, struct _sockaddr sender_addr); void net_udp_process_pong(ubyte *data, int data_len, struct _sockaddr sender_addr); void net_udp_process_game_info(ubyte *data, int data_len, struct _sockaddr game_addr, int lite_info); void net_udp_read_endlevel_packet( ubyte *data, int data_len, struct _sockaddr sender_addr ); void net_udp_send_mdata_direct(ubyte *data, int data_len, int pnum, int priority); void net_udp_send_mdata(int priority, fix64 time); void net_udp_process_mdata (ubyte *data, int data_len, struct _sockaddr sender_addr, int priority); void net_udp_send_pdata(); void net_udp_process_pdata ( ubyte *data, int data_len, struct _sockaddr sender_addr ); void net_udp_read_pdata_short_packet(UDP_frame_info *pd); void net_udp_timeout_check(fix64 time); void net_udp_timeout_player(int playernum); int net_udp_get_new_player_num (UDP_sequence_packet *their); void net_udp_noloss_add_queue_pkt(uint32_t pkt_num, fix64 time, ubyte *data, ushort data_size, ubyte pnum, ubyte player_ack[MAX_PLAYERS]); int net_udp_noloss_validate_mdata(uint32_t pkt_num, ubyte sender_pnum, struct _sockaddr sender_addr); void net_udp_noloss_got_ack(ubyte *data, int data_len); void net_udp_noloss_init_mdata_queue(void); void net_udp_noloss_clear_mdata_got(ubyte player_num); void net_udp_noloss_process_queue(fix64 time); void net_udp_check_for_old_version (char pnum); void net_udp_send_extras (); extern void multi_reset_object_texture(object *objp); extern void multi_send_stolen_items (); extern void multi_send_kill_goal_counts(); extern void multi_send_door_open_specific(int pnum,int segnum, int side,ubyte flag); extern void multi_send_wall_status_specific (int pnum,int wallnum,ubyte type,ubyte flags,ubyte state); extern void multi_send_light_specific (int pnum,int segnum,ubyte val); extern void multi_send_trigger_specific (char pnum,char trig); // Variables UDP_mdata_info UDP_MData; UDP_sequence_packet UDP_Seq; UDP_mdata_store UDP_mdata_queue[UDP_MDATA_STOR_QUEUE_SIZE]; UDP_mdata_recv UDP_mdata_got[MAX_PLAYERS]; UDP_sequence_packet UDP_sync_player; // For rejoin object syncing UDP_netgame_info_lite Active_udp_games[UDP_MAX_NETGAMES]; int num_active_udp_games = 0; int num_active_udp_changed = 0; static int UDP_Socket[3] = { -1, -1, -1 }; static char UDP_MyPort[6] = ""; struct _sockaddr GBcast; // global Broadcast address clients and hosts will use for lite_info exchange over LAN #ifdef IPv6 struct _sockaddr GMcast_v6; // same for IPv6-only #endif #ifdef USE_TRACKER struct _sockaddr TrackerSocket; int iTrackerVerified = 0; #endif extern obj_position Player_init[MAX_PLAYERS]; extern ubyte Version_major,Version_minor; extern char MaxPowerupsAllowed[MAX_POWERUP_TYPES]; extern char PowerupsInMine[MAX_POWERUP_TYPES]; extern int Final_boss_is_dead; extern vms_vector MarkerPoint[]; /* General UDP functions - START */ // Resolve address int udp_dns_filladdr( char *host, int port, struct _sockaddr *sAddr ) { // Variables struct addrinfo *result, hints; char sPort[6]; // Build the port snprintf( sPort, 6, "%d", port ); // Set up hints memset( &hints, 0, sizeof( hints ) ); // Uncomment the following if we want ONLY what we compile for // hints.ai_family = _af; // We are always UDP hints.ai_socktype = SOCK_DGRAM; // Resolve the domain name if( getaddrinfo( host, sPort, &hints, &result ) != 0 ) { con_printf( CON_URGENT, "udp_dns_filladdr (getaddrinfo) failed\n" ); nm_messagebox( TXT_ERROR, 1, TXT_OK, "Could not resolve address" ); return -1; } // Zero out the target first memset( sAddr, 0, sizeof( struct _sockaddr ) ); // Now copy it over memcpy( sAddr, result->ai_addr, 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 freeaddrinfo( result ); return 0; } // Closes an existing udp socket void udp_close_socket(int socknum) { if (UDP_Socket[socknum] != -1) { #ifdef _WIN32 closesocket(UDP_Socket[socknum]); #else close (UDP_Socket[socknum]); #endif } UDP_Socket[socknum] = -1; } // Open socket int udp_open_socket(int socknum, int port) { int bcast = 1; // close stale socket if( UDP_Socket[socknum] != -1 ) udp_close_socket(socknum); { #ifdef _WIN32 struct _sockaddr sAddr; // my address information memset( &sAddr, '\0', sizeof( sAddr ) ); if ((UDP_Socket[socknum] = socket (_af, SOCK_DGRAM, 0)) < 0) { con_printf(CON_URGENT,"udp_open_socket: socket creation failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not create socket"); return -1; } #ifdef IPv6 sAddr.sin6_family = _pf; // host byte order sAddr.sin6_port = htons (port); // short, network byte order sAddr.sin6_flowinfo = 0; sAddr.sin6_addr = in6addr_any; // automatically fill with my IP sAddr.sin6_scope_id = 0; #else sAddr.sin_family = _pf; // host byte order sAddr.sin_port = htons (port); // short, network byte order sAddr.sin_addr.s_addr = INADDR_ANY; // automatically fill with my IP memset (&(sAddr.sin_zero), '\0', 8); // zero the rest of the struct #endif if (bind (UDP_Socket[socknum], (struct sockaddr *) &sAddr, sizeof (struct sockaddr)) < 0) { con_printf(CON_URGENT,"udp_open_socket: bind name to socket failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not bind name to socket"); udp_close_socket(socknum); return -1; } (void)setsockopt( UDP_Socket[socknum], SOL_SOCKET, SO_BROADCAST, (const char *) &bcast, sizeof(bcast) ); #else struct addrinfo hints,*res,*sres; int err,ai_family_; char cport[6]; memset (&hints, '\0', sizeof (struct addrinfo)); memset(cport,'\0',sizeof(char)*6); hints.ai_flags = AI_PASSIVE; hints.ai_family = _pf; hints.ai_socktype = SOCK_DGRAM; ai_family_ = 0; sprintf(cport,"%i",port); if ((err = getaddrinfo (NULL, cport, &hints, &res)) == 0) { sres = res; while ((ai_family_ == 0) && (sres)) { if (sres->ai_family == _pf || _pf == PF_UNSPEC) ai_family_ = sres->ai_family; else sres = sres->ai_next; } if (sres == NULL) sres = res; ai_family_ = sres->ai_family; if (ai_family_ != _pf && _pf != PF_UNSPEC) { // ai_family is not identic freeaddrinfo (res); return -1; } if ((UDP_Socket[socknum] = socket (sres->ai_family, SOCK_DGRAM, 0)) < 0) { con_printf(CON_URGENT,"udp_open_socket: socket creation failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not create socket"); freeaddrinfo (res); return -1; } if ((err = bind (UDP_Socket[socknum], sres->ai_addr, sres->ai_addrlen)) < 0) { con_printf(CON_URGENT,"udp_open_socket: bind name to socket failed\n"); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not bind name to socket"); udp_close_socket(socknum); freeaddrinfo (res); return -1; } freeaddrinfo (res); } else { UDP_Socket[socknum] = -1; con_printf(CON_URGENT,"udp_open_socket (getaddrinfo):%s\n", gai_strerror (err)); nm_messagebox(TXT_ERROR,1,TXT_OK,"Could not get address information:\n%s",gai_strerror (err)); } setsockopt( UDP_Socket[socknum], SOL_SOCKET, SO_BROADCAST, &bcast, sizeof(bcast) ); #endif return 0; } } int udp_general_packet_ready(int socknum) { fd_set set; struct timeval tv; FD_ZERO(&set); FD_SET(UDP_Socket[socknum], &set); tv.tv_sec = tv.tv_usec = 0; if (select(UDP_Socket[socknum] + 1, &set, NULL, NULL, &tv) > 0) return 1; else return 0; } // Gets some text. Returns 0 if nothing on there. int udp_receive_packet(int socknum, ubyte *text, int len, struct _sockaddr *sender_addr) { unsigned int clen = sizeof (struct _sockaddr), msglen = 0; if (UDP_Socket[socknum] == -1) return -1; if (udp_general_packet_ready(socknum)) { msglen = recvfrom (UDP_Socket[socknum], text, len, 0, (struct sockaddr *)sender_addr, &clen); if (msglen < 0) return 0; if ((msglen >= 0) && (msglen < len)) text[msglen] = 0; } return msglen; } /* General UDP functions - END */ /* Tracker stuff, begin! */ #ifdef USE_TRACKER /* Tracker defines: System stuff */ #define TRACKER_SYS_VERSION 0x00 /* Tracker protocol version */ /* Tracker defines: Packet stuff */ #define TRACKER_PKT_REGISTER 0 /* Register a game */ #define TRACKER_PKT_UNREGISTER 1 /* Unregister our game */ #define TRACKER_PKT_GAMELIST 2 /* Request the game list */ /* Tracker initialization */ int udp_tracker_init() { // Zero it out memset( &TrackerSocket, 0, sizeof( TrackerSocket ) ); // Open the socket udp_open_socket( 2, d_rand() % 0xffff ); // Fill the address if( udp_dns_filladdr( (char *)GameArg.MplTrackerAddr, GameArg.MplTrackerPort, &TrackerSocket ) < 0 ) return -1; // Yay return 0; } /* Unregister from the tracker */ int udp_tracker_unregister() { // Variables int iLen = 5; ubyte pBuf[iLen]; // Put the opcode pBuf[0] = TRACKER_PKT_UNREGISTER; // Put the GameID PUT_INTEL_INT( &pBuf[1], Netgame.protocol.udp.GameID ); // Send it off return sendto( UDP_Socket[2], pBuf, iLen, 0, (struct sockaddr *)&TrackerSocket, sizeof( TrackerSocket ) ); } /* Tell the tracker we're starting a game */ int udp_tracker_register() { // Variables int iLen = 14; ubyte pBuf[iLen]; // Reset the last tracker message iTrackerVerified = 0; // Put the opcode pBuf[0] = TRACKER_PKT_REGISTER; // Put the protocol version pBuf[1] = TRACKER_SYS_VERSION; // Write the game version (d1 = 1, d2 = 2, x = oshiii) pBuf[2] = 0x02; // Write the port we're running on PUT_INTEL_SHORT( &pBuf[3], atoi( UDP_MyPort ) ); // Put the GameID PUT_INTEL_INT( &pBuf[5], Netgame.protocol.udp.GameID ); // Now, put the game version PUT_INTEL_SHORT( &pBuf[9], D2XMAJORi ); PUT_INTEL_SHORT( &pBuf[11], D2XMINORi ); PUT_INTEL_SHORT( &pBuf[13], D2XMICROi ); // Send it off return sendto( UDP_Socket[2], pBuf, iLen, 0, (struct sockaddr *)&TrackerSocket, sizeof( TrackerSocket ) ); } /* Ask the tracker to send us a list of games */ int udp_tracker_reqgames() { // Variables int iLen = 3; ubyte pBuf[iLen]; // Put the opcode pBuf[0] = TRACKER_PKT_GAMELIST; // Put the game version (d2) pBuf[1] = 2; // If we're IPv6 ready, send that too #ifdef IPv6 pBuf[2] = 1; #else pBuf[2] = 0; #endif // Send it off return sendto( UDP_Socket[2], pBuf, iLen, 0, (struct sockaddr *)&TrackerSocket, sizeof( TrackerSocket ) ); } /* The tracker has sent us a game. Let's list it. */ int udp_tracker_process_game( ubyte *data, int data_len ) { // All our variables struct _sockaddr sAddr; int iPos = 1; int iPort = 0; int bIPv6 = 0; char *sIP = NULL; // Zero it out memset( &sAddr, 0, sizeof( sAddr ) ); // Get the IPv6 flag from the tracker bIPv6 = data[iPos++]; (void)bIPv6; // currently unused // Get the IP sIP = (char *)&data[iPos]; iPos += strlen( sIP ) + 1; // Get the port iPort = GET_INTEL_SHORT( &data[iPos] ); iPos += 2; // Get the DNS stuff if( udp_dns_filladdr( sIP, iPort, &sAddr ) < 0 ) return -1; // Now move on to BIGGER AND BETTER THINGS! net_udp_process_game_info( &data[iPos - 1], data_len - iPos, sAddr, 1 ); return 0; } #endif /* USE_TRACKER */ typedef struct direct_join { struct _sockaddr host_addr; int connecting; fix64 start_time, last_time; char addrbuf[128]; char portbuf[6]; } direct_join; // Connect to a game host and get full info. Eventually we join! int net_udp_game_connect(direct_join *dj) { // Get full game info so we can show it. // Timeout after 10 seconds if (timer_query() >= dj->start_time + (F1_0*10)) { nm_messagebox(TXT_ERROR,1,TXT_OK,"No response by host.\n\nPossible reasons:\n* No game on this IP (anymore)\n* Port of Host not open\n or different\n* Host uses a game version\n I do not understand"); dj->connecting = 0; return 0; } if (Netgame.protocol.udp.valid == -1) { nm_messagebox(TXT_ERROR,1,TXT_OK,"Version mismatch! Cannot join Game.\nHost game version: %i.%i.%i\nYour game version: %s",Netgame.protocol.udp.program_iver[0],Netgame.protocol.udp.program_iver[1],Netgame.protocol.udp.program_iver[2],VERSION); dj->connecting = 0; return 0; } if (timer_query() >= dj->last_time + F1_0) { net_udp_request_game_info(dj->host_addr, 0); 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 == 1) { if (!net_udp_show_game_info()) // show info menu and check if we join { dj->connecting = 0; return 0; } else { // Get full game info again as it could have changed since we entered the info menu. dj->connecting = 2; Netgame.protocol.udp.valid = 0; dj->start_time = timer_query(); return 0; } } dj->connecting = 0; return net_udp_do_join_game(); } static char *connecting_txt = "Connecting..."; static char *blank = ""; static int manual_join_game_handler(newmenu *menu, d_event *event, direct_join *dj) { newmenu_item *items = newmenu_get_items(menu); switch (event->type) { case EVENT_KEY_COMMAND: if (dj->connecting && event_key_get(event) == KEY_ESC) { dj->connecting = 0; items[6].text = blank; return 1; } break; case EVENT_IDLE: if (dj->connecting) { if (net_udp_game_connect(dj)) return -2; // Success! else if (!dj->connecting) items[6].text = blank; } break; case EVENT_NEWMENU_SELECTED: { int sockres = -1; if ((atoi(UDP_MyPort)) < 0 ||(atoi(UDP_MyPort)) > 65535) { snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT); nm_messagebox(TXT_ERROR, 1, TXT_OK, "Illegal port"); return 1; } sockres = udp_open_socket(0, atoi(UDP_MyPort)); if (sockres != 0) { return 1; } // Resolve address if (udp_dns_filladdr(dj->addrbuf, atoi(dj->portbuf), &dj->host_addr) < 0) { return 1; } else { N_players = 0; change_playernum_to(1); dj->start_time = timer_query(); dj->last_time = 0; memcpy((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&dj->host_addr, sizeof(struct _sockaddr)); dj->connecting = 1; items[6].text = connecting_txt; return 1; } break; } case EVENT_WINDOW_CLOSE: if (!Game_wind) // they cancelled net_udp_close(); d_free(dj); break; default: break; } return 0; } void net_udp_manual_join_game() { direct_join *dj; newmenu_item m[7]; int nitems = 0; MALLOC(dj, direct_join, 1); if (!dj) return; dj->connecting = 0; dj->addrbuf[0] = '\0'; dj->portbuf[0] = '\0'; net_udp_init(); memset(&dj->addrbuf,'\0', sizeof(char)*128); snprintf(dj->addrbuf, sizeof(char)*(strlen(GameArg.MplUdpHostAddr)+1), "%s", GameArg.MplUdpHostAddr); if (GameArg.MplUdpHostPort != 0) snprintf(dj->portbuf, sizeof(dj->portbuf), "%d", GameArg.MplUdpHostPort); else snprintf(dj->portbuf, sizeof(dj->portbuf), "%d", UDP_PORT_DEFAULT); if (GameArg.MplUdpMyPort != 0) snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", GameArg.MplUdpMyPort); else snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT); nitems = 0; m[nitems].type = NM_TYPE_TEXT; m[nitems].text="GAME ADDRESS OR HOSTNAME:"; nitems++; m[nitems].type = NM_TYPE_INPUT; m[nitems].text=dj->addrbuf; m[nitems].text_len=128; nitems++; m[nitems].type = NM_TYPE_TEXT; m[nitems].text="GAME PORT:"; nitems++; m[nitems].type = NM_TYPE_INPUT; m[nitems].text=dj->portbuf; m[nitems].text_len=5; nitems++; m[nitems].type = NM_TYPE_TEXT; m[nitems].text="MY PORT:"; nitems++; m[nitems].type = NM_TYPE_INPUT; m[nitems].text=UDP_MyPort; m[nitems].text_len=5; nitems++; m[nitems].type = NM_TYPE_TEXT; m[nitems].text=blank; nitems++; // for connecting_txt newmenu_do1( NULL, "ENTER GAME ADDRESS", nitems, m, (int (*)(newmenu *, d_event *, void *))manual_join_game_handler, dj, 0 ); } static char *ljtext; int net_udp_list_join_poll( newmenu *menu, d_event *event, direct_join *dj ) { // Polling loop for Join Game menu int i, newpage = 0; static int NLPage = 0; newmenu_item *menus = newmenu_get_items(menu); int citem = newmenu_get_citem(menu); switch (event->type) { case EVENT_WINDOW_ACTIVATED: { Netgame.protocol.udp.valid = 0; memset(Active_udp_games, 0, sizeof(UDP_netgame_info_lite)*UDP_MAX_NETGAMES); num_active_udp_changed = 1; num_active_udp_games = 0; net_udp_request_game_info(GBcast, 1); #ifdef IPv6 net_udp_request_game_info(GMcast_v6, 1); #endif #ifdef USE_TRACKER udp_tracker_reqgames(); #endif break; } case EVENT_IDLE: if (dj->connecting) { if (net_udp_game_connect(dj)) return -2; // Success! } 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 memset(Active_udp_games, 0, sizeof(UDP_netgame_info_lite)*UDP_MAX_NETGAMES); num_active_udp_changed = 1; num_active_udp_games = 0; // Request LAN games net_udp_request_game_info(GBcast, 1); #ifdef IPv6 net_udp_request_game_info(GMcast_v6, 1); #endif #ifdef USE_TRACKER udp_tracker_reqgames(); #endif // All done break; } if (key == KEY_F5) { memset(Active_udp_games, 0, sizeof(UDP_netgame_info_lite)*UDP_MAX_NETGAMES); num_active_udp_changed = 1; num_active_udp_games = 0; net_udp_request_game_info(GBcast, 1); #ifdef IPv6 net_udp_request_game_info(GMcast_v6, 1); #endif break; } #ifdef USE_TRACKER if( key == KEY_F6 ) { // Zero the list memset( Active_udp_games, 0, sizeof( UDP_netgame_info_lite ) * UDP_MAX_NETGAMES ); 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 (dj->connecting) { dj->connecting = 0; return 1; } break; } break; } case EVENT_NEWMENU_SELECTED: { if (((citem+(NLPage*UDP_NETGAMES_PPAGE)) >= 4) && (((citem+(NLPage*UDP_NETGAMES_PPAGE))-4) <= num_active_udp_games-1)) { N_players = 0; change_playernum_to(1); dj->start_time = timer_query(); dj->last_time = 0; memcpy((struct _sockaddr *)&dj->host_addr, (struct _sockaddr *)&Active_udp_games[(citem+(NLPage*UDP_NETGAMES_PPAGE))-4].game_addr, sizeof(struct _sockaddr)); memcpy((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&dj->host_addr, sizeof(struct _sockaddr)); dj->connecting = 1; return 1; } else { nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_INVALID_CHOICE); return -1; // invalid game selected - stay in the menu } break; } case EVENT_WINDOW_CLOSE: { d_free(ljtext); d_free(menus); d_free(dj); if (!Game_wind) { net_udp_close(); Network_status = NETSTAT_MENU; // they cancelled } return 0; } default: break; } net_udp_listen(); if (!num_active_udp_changed && !newpage) return 0; num_active_udp_changed = 0; // Copy the active games data into the menu options for (i = 0; i < UDP_NETGAMES_PPAGE; i++) { int game_status = Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_status; int j,x, k,tx,ty,ta,nplayers = 0; char levelname[8],MissName[25],GameName[25],thold[2],status[8]; thold[1]=0; if ((i+(NLPage*UDP_NETGAMES_PPAGE)) >= num_active_udp_games) { snprintf(menus[i+4].text, sizeof(char)*74, "%d. ",(i+(NLPage*UDP_NETGAMES_PPAGE))+1); continue; } // These next two loops protect against menu skewing // if missiontitle or gamename contain a tab for (x=0,tx=0,k=0,j=0;j<15;j++) { if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].mission_title[j]=='\t') continue; thold[0]=Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].mission_title[j]; gr_get_string_size (thold,&tx,&ty,&ta); if ((x+=tx)>=FSPACX(55)) { MissName[k]=MissName[k+1]=MissName[k+2]='.'; k+=3; break; } MissName[k++]=Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].mission_title[j]; } MissName[k]=0; for (x=0,tx=0,k=0,j=0;j<15;j++) { if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_name[j]=='\t') continue; thold[0]=Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_name[j]; gr_get_string_size (thold,&tx,&ty,&ta); if ((x+=tx)>=FSPACX(55)) { GameName[k]=GameName[k+1]=GameName[k+2]='.'; k+=3; break; } GameName[k++]=Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_name[j]; } GameName[k]=0; nplayers = Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].numconnected; if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].levelnum < 0) snprintf(levelname, sizeof(levelname), "S%d", -Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].levelnum); else snprintf(levelname, sizeof(levelname), "%d", Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].levelnum); if (game_status == NETSTAT_STARTING) snprintf(status, sizeof(status), "FORMING "); else if (game_status == NETSTAT_PLAYING) { if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].RefusePlayers) snprintf(status, sizeof(status), "RESTRICT"); else if (Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].game_flags & NETGAME_FLAG_CLOSED) snprintf(status, sizeof(status), "CLOSED "); else snprintf(status, sizeof(status), "OPEN "); } else snprintf(status, sizeof(status), "BETWEEN "); snprintf (menus[i+4].text,sizeof(char)*74,"%d.\t%s \t%s \t %d/%d \t%s \t %s \t%s",(i+(NLPage*UDP_NETGAMES_PPAGE))+1,GameName,GMNamesShrt[Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].gamemode],nplayers, Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].max_numplayers,MissName,levelname,status); Assert(strlen(menus[i+4].text) < 75); } return 0; } void net_udp_list_join_game() { int i = 0; newmenu_item *m; direct_join *dj; MALLOC(m, newmenu_item, ((UDP_NETGAMES_PPAGE+4)*2)+1); if (!m) return; MALLOC(ljtext, char, (((UDP_NETGAMES_PPAGE+4)*2)+1)*74); if (!ljtext) { d_free(m); return; } MALLOC(dj, direct_join, 1); if (!dj) return; dj->connecting = 0; dj->addrbuf[0] = '\0'; dj->portbuf[0] = '\0'; net_udp_init(); if (udp_open_socket(0, GameArg.MplUdpMyPort != 0?GameArg.MplUdpMyPort:UDP_PORT_DEFAULT) < 0) return; if (GameArg.MplUdpMyPort != 0) if (udp_open_socket(1, UDP_PORT_DEFAULT) < 0) nm_messagebox(TXT_WARNING, 1, TXT_OK, "Cannot open default port!\nYou can only scan for games\nmanually."); // prepare broadcast address to discover games memset(&GBcast, '\0', sizeof(struct _sockaddr)); udp_dns_filladdr(UDP_BCAST_ADDR, UDP_PORT_DEFAULT, &GBcast); #ifdef IPv6 memset(&GMcast_v6, '\0', sizeof(struct _sockaddr)); udp_dns_filladdr(UDP_MCASTv6_ADDR, UDP_PORT_DEFAULT, &GMcast_v6); #endif 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; memset(m, 0, sizeof(newmenu_item)*(UDP_NETGAMES_PPAGE+2)); memset(Active_udp_games, 0, sizeof(UDP_netgame_info_lite)*UDP_MAX_NETGAMES); gr_set_fontcolor(BM_XRGB(15,15,23),-1); m[0].text = ljtext; m[0].type = NM_TYPE_TEXT; snprintf( m[0].text, sizeof(char)*74, "\tF4/F5/F6: (Re)Scan for all/LAN/Tracker Games." ); m[1].text = ljtext + 74*1; m[1].type = NM_TYPE_TEXT; snprintf( m[1].text, sizeof(char)*74, "\tPgUp/PgDn: Flip Pages." ); m[2].text = ljtext + 74*2; m[2].type = NM_TYPE_TEXT; snprintf( m[2].text, sizeof(char)*74, " " ); m[3].text = ljtext + 74*3; m[3].type = NM_TYPE_TEXT; snprintf (m[3].text, sizeof(char)*74, "\tGAME \tMODE \t#PLYRS \tMISSION \tLEV \tSTATUS"); for (i = 0; i < UDP_NETGAMES_PPAGE; i++) { m[i+4].text = ljtext + 74 * (i+4); m[i+4].type = NM_TYPE_MENU; snprintf(m[i+4].text,sizeof(char)*74,"%d. ", i+1); } num_active_udp_changed = 1; newmenu_dotiny("NETGAMES", NULL,(UDP_NETGAMES_PPAGE+4), m, 1, (int (*)(newmenu *, d_event *, void *))net_udp_list_join_poll, dj); } void net_udp_send_sequence_packet(UDP_sequence_packet seq, struct _sockaddr recv_addr) { int len = 0; ubyte buf[UPID_SEQUENCE_SIZE]; len = 0; memset(buf, 0, sizeof(buf)); buf[0] = seq.type; len++; memcpy(&buf[len], seq.player.callsign, CALLSIGN_LEN+1); len += CALLSIGN_LEN+1; buf[len] = seq.player.version_major; len++; buf[len] = seq.player.version_minor; len++; buf[len] = seq.player.connected; len++; buf[len] = seq.player.rank; len++; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&recv_addr, sizeof(struct _sockaddr)); } void net_udp_receive_sequence_packet(ubyte *data, UDP_sequence_packet *seq, struct _sockaddr sender_addr) { int len = 0; seq->type = data[0]; len++; memcpy(seq->player.callsign, &(data[len]), CALLSIGN_LEN+1); len += CALLSIGN_LEN+1; seq->player.version_major = data[len]; len++; seq->player.version_minor = data[len]; len++; seq->player.connected = data[len]; len++; memcpy (&(seq->player.rank),&(data[len]),1); len++; if (multi_i_am_master()) memcpy(&seq->player.protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr)); } void net_udp_init() { // So you want to play a netgame, eh? Let's a get a few things straight int t; int save_pnum = Player_num; #ifdef _WIN32 { WORD wVersionRequested; WSADATA wsaData; wVersionRequested = MAKEWORD(2, 0); WSACleanup(); if (WSAStartup( wVersionRequested, &wsaData)) nm_messagebox( TXT_ERROR, 1, TXT_OK, "Cannot init Winsock!"); // no break here... game will fail at socket creation anyways... } #endif if( UDP_Socket[0] != -1 ) udp_close_socket(0); if( UDP_Socket[1] != -1 ) udp_close_socket(1); Final_boss_is_dead=0; for (t=0;ttype != EVENT_WINDOW_DRAW) return 0; menu = menu; userdata = userdata; net_udp_do_frame(0, 1); return 0; } // Same as above but used when player pressed ESC during kmatrix (host also does the packets for playing clients) extern fix64 StartAbortMenuTime; int net_udp_kmatrix_poll2( newmenu *menu, d_event *event, void *userdata ) { int rval = 0; // Polling loop for End-of-level menu if (event->type != EVENT_WINDOW_DRAW) return 0; menu = menu; userdata = userdata; if (timer_query() > (StartAbortMenuTime+(F1_0*3))) rval = -2; net_udp_do_frame(0, 1); return rval; } int net_udp_endlevel(int *secret) { // Do whatever needs to be done between levels int i; if (EMULATING_D1) { // We do not really check if a player has actually found a secret level... yeah, I am too lazy! So just go there and pretend we did! for (i = 0; i < N_secret_levels; i++) { if (Current_level_num == Secret_level_table[i]) { *secret = 1; break; } } } else *secret = 0; Network_status = NETSTAT_ENDLEVEL; // We are between levels net_udp_listen(); net_udp_send_endlevel_packet(); for (i=0; igame_status == NETSTAT_STARTING) return 1; if (game->game_status != NETSTAT_PLAYING) { return 0; } if (game->version_major==0 && Version_major>0) { return (0); } if (game->version_major>0 && Version_major==0) { return (0); } // Game is in progress, figure out if this guy can re-join it num_players = game->numplayers; if (!(game->game_flags & NETGAME_FLAG_CLOSED)) { // Look for player that is not connected if (game->numconnected==game->max_numplayers) return (2); if (game->RefusePlayers) return (3); if (game->numplayers < game->max_numplayers) return 1; if (game->numconnectedplayers[i].callsign)) && game->players[i].protocol.udp.isyou ) break; } if (i != num_players) return 1; return 0; } void net_udp_disconnect_player(int playernum) { // A player has disconnected from the net game, take whatever steps are // necessary if (playernum == Player_num) { Int3(); // Weird, see Rob return; } Players[playernum].connected = CONNECT_DISCONNECTED; Netgame.players[playernum].connected = CONNECT_DISCONNECTED; if (VerifyPlayerJoined==playernum) VerifyPlayerJoined=-1; if (Network_status == NETSTAT_PLAYING) { multi_make_player_ghost(playernum); multi_strip_robots(playernum); } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_disconnect(playernum); net_udp_noloss_clear_mdata_got(playernum); if (playernum == 0) // Host has left - Quit game! { window_set_visible(Game_wind, 0); nm_messagebox(NULL, 1, TXT_OK, "Game was closed by host!"); window_set_visible(Game_wind, 1); multi_quit_game = 1; game_leave_menus(); multi_reset_stuff(); } } void net_udp_new_player(UDP_sequence_packet *their) { int pnum; pnum = their->player.connected; Assert(pnum >= 0); Assert(pnum < MaxNumNetPlayers); if (Newdemo_state == ND_STATE_RECORDING) { int new_player; if (pnum == N_players) new_player = 1; else new_player = 0; newdemo_record_multi_connect(pnum, new_player, their->player.callsign); } memcpy(Players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1); memcpy(Netgame.players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1); memcpy(&Netgame.players[pnum].protocol.udp.addr, &their->player.protocol.udp.addr, sizeof(struct _sockaddr)); ClipRank (&their->player.rank); Netgame.players[pnum].rank=their->player.rank; Netgame.players[pnum].version_major=their->player.version_major; Netgame.players[pnum].version_minor=their->player.version_minor; net_udp_check_for_old_version(pnum); Players[pnum].connected = CONNECT_PLAYING; Players[pnum].net_kills_total = 0; Players[pnum].net_killed_total = 0; memset(kill_matrix[pnum], 0, MAX_PLAYERS*sizeof(short)); Players[pnum].score = 0; Players[pnum].flags = 0; Players[pnum].KillGoalCount=0; if (pnum == N_players) { N_players++; Netgame.numplayers = N_players; } digi_play_sample(SOUND_HUD_MESSAGE, F1_0); ClipRank (&their->player.rank); if (PlayerCfg.NoRankings) HUD_init_message(HM_MULTI, "'%s' %s\n",their->player.callsign, TXT_JOINING); else HUD_init_message(HM_MULTI, "%s'%s' %s\n",RankStrings[their->player.rank],their->player.callsign, TXT_JOINING); multi_make_ghost_player(pnum); multi_send_score(); multi_sort_kill_list(); net_udp_noloss_clear_mdata_got(pnum); } void net_udp_welcome_player(UDP_sequence_packet *their) { // Add a player to a game already in progress int player_num; int i; WaitForRefuseAnswer=0; if (HoardEquipped()) { // If hoard game, and this guy isn't D2 Christmas (v1.2), dump him if ((Game_mode & GM_HOARD) && ((their->player.version_minor & 0x0F)<2)) { net_udp_dump_player(their->player.protocol.udp.addr, DUMP_DORK); return; } } // Don't accept new players if we're ending this level. Its safe to // ignore since they'll request again later if ((Endlevel_sequence) || (Control_center_destroyed)) { net_udp_dump_player(their->player.protocol.udp.addr, DUMP_ENDLEVEL); return; } if (Network_send_objects || Network_sending_extras) { // Ignore silently, we're already responding to someone and we can't // do more than one person at a time. If we don't dump them they will // re-request in a few seconds. return; } if (their->player.connected != Current_level_num) { net_udp_dump_player(their->player.protocol.udp.addr, DUMP_LEVEL); return; } player_num = -1; memset(&UDP_sync_player, 0, sizeof(UDP_sequence_packet)); Network_player_added = 0; for (i = 0; i < N_players; i++) { if ((!strcasecmp(Players[i].callsign, their->player.callsign )) && !memcmp((struct _sockaddr *)&their->player.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr))) { player_num = i; break; } } if (player_num == -1) { // Player is new to this game if ( !(Netgame.game_flags & NETGAME_FLAG_CLOSED) && (N_players < MaxNumNetPlayers)) { // Add player in an open slot, game not full yet player_num = N_players; Network_player_added = 1; } else if (Netgame.game_flags & NETGAME_FLAG_CLOSED) { // Slots are open but game is closed net_udp_dump_player(their->player.protocol.udp.addr, DUMP_CLOSED); return; } else { // Slots are full but game is open, see if anyone is // disconnected and replace the oldest player with this new one int oldest_player = -1; fix64 oldest_time = timer_query(); int activeplayers = 0; Assert(N_players == MaxNumNetPlayers); for (i = 0; i < Netgame.numplayers; i++) if (Netgame.players[i].connected) activeplayers++; if (activeplayers == Netgame.max_numplayers) { // Game is full. net_udp_dump_player(their->player.protocol.udp.addr, DUMP_FULL); return; } for (i = 0; i < N_players; i++) { if ( (!Players[i].connected) && (Netgame.players[i].LastPacketTime < oldest_time)) { oldest_time = Netgame.players[i].LastPacketTime; oldest_player = i; } } if (oldest_player == -1) { // Everyone is still connected net_udp_dump_player(their->player.protocol.udp.addr, DUMP_FULL); return; } else { // Found a slot! player_num = oldest_player; Network_player_added = 1; } } } else { // Player is reconnecting if (Players[player_num].connected) { return; } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_reconnect(player_num); Network_player_added = 0; digi_play_sample(SOUND_HUD_MESSAGE, F1_0); if (PlayerCfg.NoRankings) HUD_init_message(HM_MULTI, "'%s' %s", Players[player_num].callsign, TXT_REJOIN); else HUD_init_message(HM_MULTI, "%s'%s' %s", RankStrings[Netgame.players[player_num].rank],Players[player_num].callsign, TXT_REJOIN); } Players[player_num].KillGoalCount=0; // Send updated Objects data to the new/returning player UDP_sync_player = *their; UDP_sync_player.player.connected = player_num; Network_send_objects = 1; Network_send_objnum = -1; Netgame.players[player_num].LastPacketTime = timer_query(); net_udp_send_objects(); } int net_udp_objnum_is_past(int objnum) { // determine whether or not a given object number has already been sent // to a re-joining player. int player_num = UDP_sync_player.player.connected; int obj_mode = !((object_owner[objnum] == -1) || (object_owner[objnum] == player_num)); if (!Network_send_objects) return 0; // We're not sending objects to a new player if (obj_mode > Network_send_object_mode) return 0; else if (obj_mode < Network_send_object_mode) return 1; else if (objnum < Network_send_objnum) return 1; else return 0; } void net_udp_send_door_updates(int pnum) { // Send door status when new player joins int i; pnum=pnum; // Assert (pnum>-1 && pnumsides[j].tmap_num2) != 0) && ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) && ((bm = Effects[ec].dest_bm_num) != -1) ) { if (vector & (1 << count)) { seg->sides[j].tmap_num2 = bm | (tm&0xc000); } count++; Assert(count < 32); } } } } int net_udp_create_monitor_vector(void) { int i, j, k; int num_blown_bitmaps = 0; int monitor_num = 0; #define NUM_BLOWN_BITMAPS 20 int blown_bitmaps[NUM_BLOWN_BITMAPS]; int vector = 0; segment *seg; for (i=0; i < Num_effects; i++) { if (Effects[i].dest_bm_num > 0) { for (j = 0; j < num_blown_bitmaps; j++) if (blown_bitmaps[j] == Effects[i].dest_bm_num) break; if (j == num_blown_bitmaps) { blown_bitmaps[num_blown_bitmaps++] = Effects[i].dest_bm_num; Assert(num_blown_bitmaps < NUM_BLOWN_BITMAPS); } } } for (i=0; i <= Highest_segment_index; i++) { int tm, ec; seg = &Segments[i]; for (j = 0; j < 6; j++) { if ((tm = seg->sides[j].tmap_num2) != 0) { if ( ((ec = TmapInfo[tm&0x3fff].eclip_num) != -1) && (Effects[ec].dest_bm_num != -1) ) { monitor_num++; Assert(monitor_num < 32); } else { for (k = 0; k < num_blown_bitmaps; k++) { if ((tm&0x3fff) == blown_bitmaps[k]) { vector |= (1 << monitor_num); monitor_num++; Assert(monitor_num < 32); break; } } } } } } return(vector); } void net_udp_stop_resync(UDP_sequence_packet *their) { if ( (!memcmp((struct _sockaddr *)&UDP_sync_player.player.protocol.udp.addr, (struct _sockaddr *)&their->player.protocol.udp.addr, sizeof(struct _sockaddr))) && (!stricmp(UDP_sync_player.player.callsign, their->player.callsign)) ) { Network_send_objects = 0; Network_sending_extras=0; Network_rejoined=0; Player_joining_extras=-1; Network_send_objnum = -1; } } ubyte object_buffer[UPID_MAX_SIZE]; void net_udp_send_objects(void) { sbyte owner, player_num = UDP_sync_player.player.connected; static int obj_count = 0; int loc = 0, i = 0, remote_objnum = 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 < MaxNumNetPlayers); if (Endlevel_sequence || Control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. net_udp_dump_player(UDP_sync_player.player.protocol.udp.addr, DUMP_ENDLEVEL); Network_send_objects = 0; return; } memset(object_buffer, 0, UPID_MAX_SIZE); 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; } for (i = Network_send_objnum; i <= Highest_object_index; i++) { if ((Objects[i].type != OBJ_POWERUP) && (Objects[i].type != OBJ_PLAYER) && (Objects[i].type != OBJ_CNTRLCEN) && (Objects[i].type != OBJ_GHOST) && (Objects[i].type != OBJ_ROBOT) && (Objects[i].type != OBJ_HOSTAGE) && !(Objects[i].type==OBJ_WEAPON && Objects[i].id==PMINE_ID)) continue; if ((Network_send_object_mode == 0) && ((object_owner[i] != -1) && (object_owner[i] != player_num))) continue; if ((Network_send_object_mode == 1) && ((object_owner[i] == -1) || (object_owner[i] == player_num))) continue; if ( loc + sizeof(object_rw) + 9 > UPID_MAX_SIZE-1 ) break; // Not enough room for another object obj_count_frame++; obj_count++; remote_objnum = objnum_local_to_remote(i, &owner); 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(&Objects[i], (object_rw *)&object_buffer[loc]); #ifdef WORDS_BIGENDIAN object_rw_swap((object_rw *)&object_buffer[loc], 1); #endif 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); sendto (UDP_Socket[0], object_buffer, loc, 0, (struct sockaddr *)&UDP_sync_player.player.protocol.udp.addr, sizeof(struct _sockaddr)); } if (i > Highest_object_index) { if (Network_send_object_mode == 0) { Network_send_objnum = 0; Network_send_object_mode = 1; // go to next mode } else { Assert(Network_send_object_mode == 1); // 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, -2); object_buffer[9] = player_num; PUT_INTEL_INT(object_buffer+10, obj_count); sendto (UDP_Socket[0], object_buffer, 14, 0, (struct sockaddr *)&UDP_sync_player.player.protocol.udp.addr, sizeof(struct _sockaddr)); // Send sync packet which tells the player who he is and to start! net_udp_send_rejoin_sync(player_num); // Turn off send object mode Network_send_objnum = -1; Network_send_objects = 0; obj_count = 0; Network_sending_extras=9; // start to send extras VerifyPlayerJoined = Player_joining_extras = player_num; return; } // mode == 1; } // i > Highest_object_index } int net_udp_verify_objects(int remote, int local) { int i, nplayers = 0; if ((remote-local) > 10) return(2); for (i = 0; i <= Highest_object_index; i++) { if ((Objects[i].type == OBJ_PLAYER) || (Objects[i].type == OBJ_GHOST)) nplayers++; } if (MaxNumNetPlayers<=nplayers) return(0); return(1); } void net_udp_read_object_packet( ubyte *data ) { // Object from another net player we need to sync with object *obj; sbyte obj_owner; static int mode = 0, object_count = 0, my_pnum = 0; int i = 0, segnum = 0, objnum = 0, remote_objnum = 0, nobj = 0, loc = 5; nobj = GET_INTEL_INT(data + 1); for (i = 0; i < nobj; i++) { objnum = GET_INTEL_INT(data + loc); loc += 4; obj_owner = data[loc]; loc += 1; remote_objnum = GET_INTEL_INT(data + loc); loc += 4; if (objnum == -1) { // Clear object array init_objects(); Network_rejoined = 1; my_pnum = obj_owner; change_playernum_to(my_pnum); mode = 1; object_count = 0; } else if (objnum == -2) { // Special debug checksum marker for entire send if (mode == 1) { special_reset_objects(); mode = 0; } if (remote_objnum != object_count) { Int3(); } if (net_udp_verify_objects(remote_objnum, object_count)) { // Failed to sync up nm_messagebox(NULL, 1, TXT_OK, TXT_NET_SYNC_FAILED); Network_status = NETSTAT_MENU; return; } } 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(); mode = 0; } objnum = obj_allocate(); } if (objnum != -1) { obj = &Objects[objnum]; if (obj->segnum != -1) obj_unlink(objnum); Assert(obj->segnum == -1); Assert(objnum < MAX_OBJECTS); #ifdef WORDS_BIGENDIAN object_rw_swap((object_rw *)&data[loc], 1); #endif multi_object_rw_to_object((object_rw *)&data[loc], obj); loc += sizeof(object_rw); segnum = obj->segnum; obj->next = obj->prev = obj->segnum = -1; obj->attached_obj = -1; if (segnum > -1) obj_link(obj-Objects,segnum); if (obj_owner == my_pnum) map_objnum_local_to_local(objnum); else if (obj_owner != -1) map_objnum_local_to_remote(objnum, remote_objnum, obj_owner); else object_owner[objnum] = -1; } } // For a standard onbject } // For each object in packet } void net_udp_send_rejoin_sync(int player_num) { int i, j; Players[player_num].connected = CONNECT_PLAYING; // connect the new guy Netgame.players[player_num].LastPacketTime = timer_query(); if (Endlevel_sequence || Control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. net_udp_dump_player(UDP_sync_player.player.protocol.udp.addr, DUMP_ENDLEVEL); Network_send_objects = 0; Network_sending_extras=0; return; } if (Network_player_added) { UDP_sync_player.type = UPID_ADDPLAYER; UDP_sync_player.player.connected = player_num; net_udp_new_player(&UDP_sync_player); for (i = 0; i < N_players; i++) { if ((i != player_num) && (i != Player_num) && (Players[i].connected)) net_udp_send_sequence_packet( UDP_sync_player, Netgame.players[i].protocol.udp.addr); } } // Send sync packet to the new guy net_udp_update_netgame(); // Fill in the kill list for (j=0; j= MAX_PLAYERS ) return NULL; if ( Objects[objnum].id >= N_players ) return NULL; return Players[Objects[objnum].id].callsign; } void net_udp_add_player(UDP_sequence_packet *p) { int i; for (i=0; iplayer.protocol.udp.addr, sizeof(struct _sockaddr))) { Netgame.players[i].LastPacketTime = timer_query(); return; // already got them } } if ( N_players >= MAX_PLAYERS ) { return; // too many of em } ClipRank (&p->player.rank); memcpy( Netgame.players[N_players].callsign, p->player.callsign, CALLSIGN_LEN+1 ); memcpy( (struct _sockaddr *)&Netgame.players[N_players].protocol.udp.addr, (struct _sockaddr *)&p->player.protocol.udp.addr, sizeof(struct _sockaddr) ); Netgame.players[N_players].version_major=p->player.version_major; Netgame.players[N_players].version_minor=p->player.version_minor; Netgame.players[N_players].rank=p->player.rank; Netgame.players[N_players].connected = CONNECT_PLAYING; net_udp_check_for_old_version (N_players); Players[N_players].KillGoalCount=0; Players[N_players].connected = CONNECT_PLAYING; Netgame.players[N_players].LastPacketTime = timer_query(); N_players++; Netgame.numplayers = N_players; net_udp_send_netgame_update(); } // One of the players decided not to join the game void net_udp_remove_player(UDP_sequence_packet *p) { int i,pn; pn = -1; for (i=0; iplayer.protocol.udp.addr, sizeof(struct _sockaddr))) { pn = i; break; } } if (pn < 0 ) return; for (i=pn; iplayer.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)) && (!strcasecmp(their->player.callsign, Netgame.players[i].callsign))) { Players[i].connected = CONNECT_PLAYING; Netgame.players[i].LastPacketTime = timer_query(); break; } } void net_udp_process_packet(ubyte *data, struct _sockaddr sender_addr, int length ) { UDP_sequence_packet their; memset(&their, 0, sizeof(UDP_sequence_packet)); switch (data[0]) { case UPID_VERSION_DENY: 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; if (!multi_i_am_master() || length != UPID_GAME_INFO_REQ_SIZE) break; result = net_udp_check_game_info_request(data); if (result == -1) net_udp_send_version_deny(sender_addr); else if (result == 1) net_udp_send_game_info(sender_addr, UPID_GAME_INFO); break; } case UPID_GAME_INFO: if (multi_i_am_master() || length != UPID_GAME_INFO_SIZE) break; net_udp_process_game_info(data, length, sender_addr, 0); break; case UPID_GAME_INFO_LITE_REQ: if (!multi_i_am_master() || length != UPID_GAME_INFO_REQ_SIZE) break; if (net_udp_check_game_info_request(data) == 1) net_udp_send_game_info(sender_addr, UPID_GAME_INFO_LITE); break; case UPID_GAME_INFO_LITE: if (multi_i_am_master() || length != UPID_GAME_INFO_LITE_SIZE) break; net_udp_process_game_info(data, length, sender_addr, 1); break; case UPID_DUMP: if (multi_i_am_master() || memcmp((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr)) || 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() || memcmp((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr)) || 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 || 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, length, sender_addr); break; case UPID_PONG: if (!multi_i_am_master() || length != UPID_PONG_SIZE) break; net_udp_process_pong(data, length, 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, length, 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, length, sender_addr ); break; case UPID_PDATA_H: if (!multi_i_am_master()) net_udp_process_pdata( data, length, sender_addr ); break; case UPID_PDATA_C: if (multi_i_am_master()) net_udp_process_pdata( data, length, sender_addr ); break; case UPID_MDATA_P0: net_udp_process_mdata( data, length, sender_addr, 0 ); break; case UPID_MDATA_P1: net_udp_process_mdata( data, length, sender_addr, 1 ); break; case UPID_MDATA_ACK: net_udp_noloss_got_ack(data, length); break; #ifdef USE_TRACKER case UPID_TRACKER_VERIFY: iTrackerVerified = 1; break; case UPID_TRACKER_INCGAME: udp_tracker_process_game( data, length ); break; #endif default: con_printf(CON_DEBUG, "unknown packet type received - type %i\n", data[0]); break; } } // Packet for end of level syncing void net_udp_read_endlevel_packet( ubyte *data, int data_len, struct _sockaddr sender_addr ) { int len = 0, i = 0, j = 0; ubyte tmpvar = 0; if (multi_i_am_master()) { ubyte pnum = data[1]; if (memcmp((struct _sockaddr *)&Netgame.players[pnum].protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr))) return; len += 2; Players[pnum].connected = data[len]; len++; tmpvar = data[len]; len++; if ((Network_status != NETSTAT_PLAYING) && (Players[pnum].connected == CONNECT_PLAYING) && (tmpvar < Countdown_seconds_left)) Countdown_seconds_left = tmpvar; Players[pnum].net_kills_total = GET_INTEL_SHORT(&(data[len])); len += 2; Players[pnum].net_killed_total = GET_INTEL_SHORT(&(data[len])); len += 2; for (i = 0; i < MAX_PLAYERS; i++) { kill_matrix[pnum][i] = GET_INTEL_SHORT(&(data[len])); len += 2; } Netgame.players[pnum].LastPacketTime = timer_query(); } else { if (memcmp((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr))) return; len++; tmpvar = data[len]; len++; if ((Network_status != NETSTAT_PLAYING) && (tmpvar < Countdown_seconds_left)) Countdown_seconds_left = tmpvar; for (i = 0; i < MAX_PLAYERS; i++) { if (i == Player_num) { len += 5; continue; } Players[i].connected = data[len]; len++; Players[i].net_kills_total = GET_INTEL_SHORT(&(data[len])); len += 2; Players[i].net_killed_total = GET_INTEL_SHORT(&(data[len])); len += 2; if (Players[i].connected) Netgame.players[i].LastPacketTime = timer_query(); } for (i = 0; i < MAX_PLAYERS; i++) { for (j = 0; j < MAX_PLAYERS; j++) { if (i != Player_num) { kill_matrix[i][j] = GET_INTEL_SHORT(&(data[len])); } len += 2; } } } } /* * Polling loop waiting for sync packet to start game after having sent request */ int net_udp_sync_poll( newmenu *menu, d_event *event, void *userdata ) { static fix64 t1 = 0; int rval = 0; if (event->type != EVENT_WINDOW_DRAW) return 0; menu = menu; userdata = userdata; net_udp_listen(); // Leave if Host disconnects if (Netgame.players[0].connected == CONNECT_DISCONNECTED) rval = -2; if (Network_status != NETSTAT_WAITING) // Status changed to playing, exit the menu rval = -2; if (Network_status != NETSTAT_MENU && !Network_rejoined && (timer_query() > t1+F1_0*2)) { int i; // Poll time expired, re-send request t1 = timer_query(); i = net_udp_send_request(); if (i < 0) rval = -2; } return rval; } int net_udp_start_poll( newmenu *menu, d_event *event, void *userdata ) { newmenu_item *menus = newmenu_get_items(menu); int nitems = newmenu_get_nitems(menu); int i,n,nm; if (event->type != EVENT_WINDOW_DRAW) return 0; userdata = userdata; Assert(Network_status == NETSTAT_STARTING); if (!menus[0].value) { menus[0].value = 1; } for (i=1; i= N_players) && (menus[i].value) ) { menus[i].value = 0; } } nm = 0; for (i=0; i N_players ) { menus[i].value = 0; } } } if ( nm > MaxNumNetPlayers ) { nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN ); // Turn off the last player highlighted for (i = N_players; i > 0; i--) if (menus[i].value == 1) { menus[i].value = 0; break; } } // if (nitems > MAX_PLAYERS ) return; n = Netgame.numplayers; net_udp_listen(); if (n < Netgame.numplayers ) { digi_play_sample (SOUND_HUD_MESSAGE,F1_0); if (PlayerCfg.NoRankings) sprintf( menus[N_players-1].text, "%d. %-20s", N_players,Netgame.players[N_players-1].callsign ); else sprintf( menus[N_players-1].text, "%d. %s%-20s", N_players, RankStrings[Netgame.players[N_players-1].rank],Netgame.players[N_players-1].callsign ); if (N_players <= MaxNumNetPlayers) { menus[N_players-1].value = 1; } } else if ( n > Netgame.numplayers ) { // One got removed... digi_play_sample (SOUND_HUD_KILL,F1_0); for (i=0; i> i) & 1; } newmenu_do1( NULL, "Objects to allow", MULTI_ALLOW_POWERUP_MAX, m, NULL, NULL, 0 ); Netgame.AllowedItems &= ~NETFLAG_DOPOWERUP; for (i = 0; i < MULTI_ALLOW_POWERUP_MAX; i++) if (m[i].value) Netgame.AllowedItems |= (1 << i); } int net_udp_more_options_handler( newmenu *menu, d_event *event, void *userdata ); void net_udp_more_game_options () { int opt=0,i; char PlayText[80],KillText[80],srinvul[50],packstring[5]; #ifdef USE_TRACKER newmenu_item m[18]; #else newmenu_item m[17]; #endif snprintf(packstring,sizeof(char)*4,"%d",Netgame.PacketsPerSec); opt_difficulty = opt; m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.difficulty; m[opt].text=TXT_DIFFICULTY; m[opt].min_value=0; m[opt].max_value=(NDL-1); opt++; opt_cinvul = opt; sprintf( srinvul, "%s: %d %s", TXT_REACTOR_LIFE, Netgame.control_invul_time/F1_0/60, TXT_MINUTES_ABBREV ); m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.control_invul_time/5/F1_0/60; m[opt].text= srinvul; m[opt].min_value=0; m[opt].max_value=10; opt++; opt_playtime=opt; sprintf( PlayText, "Max time: %d %s", Netgame.PlayTimeAllowed*5, TXT_MINUTES_ABBREV ); m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.PlayTimeAllowed; m[opt].text= PlayText; m[opt].min_value=0; m[opt].max_value=10; opt++; opt_killgoal=opt; sprintf( KillText, "Kill Goal: %d kills", Netgame.KillGoal*5); m[opt].type = NM_TYPE_SLIDER; m[opt].value=Netgame.KillGoal; m[opt].text= KillText; m[opt].min_value=0; m[opt].max_value=10; opt++; opt_start_invul=opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Invulnerable when reappearing"; m[opt].value=Netgame.InvulAppear; opt++; opt_marker_view = opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Allow Marker camera views"; m[opt].value=Netgame.Allow_marker_view; opt++; opt_light = opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Indestructible lights"; m[opt].value=Netgame.AlwaysLighting; opt++; opt_bright = opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Bright player ships"; m[opt].value=Netgame.BrightPlayers; opt++; opt_show_names=opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Show enemy names on HUD"; m[opt].value=Netgame.ShowEnemyNames; opt++; opt_show_on_map=opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = TXT_SHOW_ON_MAP; m[opt].value=(Netgame.game_flags & NETGAME_FLAG_SHOW_MAP); opt_show_on_map=opt; opt++; opt_ffire=opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "No friendly fire (Team, Coop)"; m[opt].value=Netgame.NoFriendlyFire; opt++; opt_setpower = opt; m[opt].type = NM_TYPE_MENU; m[opt].text = "Set Objects allowed..."; opt++; m[opt].type = NM_TYPE_TEXT; m[opt].text = "Packets per second (2 - 20)"; opt++; opt_packets=opt; m[opt].type = NM_TYPE_INPUT; m[opt].text=packstring; m[opt].text_len=2; opt++; m[opt].type = NM_TYPE_TEXT; m[opt].text = "Network port"; opt++; opt_port = opt; m[opt].type = NM_TYPE_INPUT; m[opt].text = UDP_MyPort; m[opt].text_len=5; opt++; opt_plp = opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Packet Loss Prevention"; m[opt].value = Netgame.PacketLossPrevention; opt++; #ifdef USE_TRACKER opt_tracker = opt; m[opt].type = NM_TYPE_CHECK; m[opt].text = "Track this game"; m[opt].value = Netgame.Tracker; opt++; #endif menu: i = newmenu_do1( NULL, "Advanced netgame options", opt, m, net_udp_more_options_handler, NULL, 0 ); Netgame.control_invul_time = m[opt_cinvul].value*5*F1_0*60; if (i==opt_setpower) { net_udp_set_power (); goto menu; } Netgame.PacketsPerSec=atoi(packstring); if (Netgame.PacketsPerSec>20) { Netgame.PacketsPerSec=20; nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to 20"); } if (Netgame.PacketsPerSec<2) { nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to 2"); Netgame.PacketsPerSec=2; } if ((atoi(UDP_MyPort)) < 0 ||(atoi(UDP_MyPort)) > 65535) { snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT); nm_messagebox(TXT_ERROR, 1, TXT_OK, "Illegal port"); } Netgame.InvulAppear=m[opt_start_invul].value; Netgame.BrightPlayers=m[opt_bright].value; Netgame.ShowEnemyNames=m[opt_show_names].value; Netgame.Allow_marker_view=m[opt_marker_view].value; Netgame.AlwaysLighting=m[opt_light].value; Netgame.difficulty=Difficulty_level = m[opt_difficulty].value; if (m[opt_show_on_map].value) Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP; else Netgame.game_flags &= ~NETGAME_FLAG_SHOW_MAP; Netgame.NoFriendlyFire = m[opt_ffire].value; Netgame.PacketLossPrevention = m[opt_plp].value; #ifdef USE_TRACKER Netgame.Tracker = m[opt_tracker].value; #endif } int net_udp_more_options_handler( newmenu *menu, d_event *event, void *userdata ) { newmenu_item *menus = newmenu_get_items(menu); int citem = newmenu_get_citem(menu); switch (event->type) { case EVENT_NEWMENU_CHANGED: if (citem == opt_cinvul) sprintf( menus[opt_cinvul].text, "%s: %d %s", TXT_REACTOR_LIFE, menus[opt_cinvul].value*5, TXT_MINUTES_ABBREV ); else if (citem == opt_playtime) { if (Game_mode & GM_MULTI_COOP) { nm_messagebox ("Sorry",1,TXT_OK,"You can't change those for coop!"); menus[opt_playtime].value=0; return 0; } Netgame.PlayTimeAllowed=menus[opt_playtime].value; sprintf( menus[opt_playtime].text, "Max Time: %d %s", Netgame.PlayTimeAllowed*5, TXT_MINUTES_ABBREV ); } else if (citem == opt_killgoal) { if (Game_mode & GM_MULTI_COOP) { nm_messagebox ("Sorry",1,TXT_OK,"You can't change those for coop!"); menus[opt_killgoal].value=0; return 0; } Netgame.KillGoal=menus[opt_killgoal].value; sprintf( menus[opt_killgoal].text, "Kill Goal: %d kills", Netgame.KillGoal*5); } break; default: break; } userdata = userdata; return 0; } typedef struct param_opt { int start_game, name, level, mode, mode_end, moreopts; int closed, refuse, maxnet, anarchy, team_anarchy, robot_anarchy, coop, capture, hoard, team_hoard, bounty; } param_opt; int net_udp_start_game(void); int net_udp_game_param_handler( newmenu *menu, d_event *event, param_opt *opt ) { newmenu_item *menus = newmenu_get_items(menu); int citem = newmenu_get_citem(menu); static int oldmaxnet=0; switch (event->type) { case EVENT_NEWMENU_CHANGED: if (((HoardEquipped() && (citem == opt->team_hoard)) || ((citem == opt->team_anarchy) || (citem == opt->capture))) && !menus[opt->closed].value && !menus[opt->refuse].value) { menus[opt->refuse].value = 1; menus[opt->refuse-1].value = 0; menus[opt->refuse-2].value = 0; } if (menus[opt->coop].value) { oldmaxnet=1; if (menus[opt->maxnet].value>2) { menus[opt->maxnet].value=2; } if (menus[opt->maxnet].max_value>2) { menus[opt->maxnet].max_value=2; } sprintf( menus[opt->maxnet].text, "Maximum players: %d", menus[opt->maxnet].value+2 ); Netgame.max_numplayers = MaxNumNetPlayers = menus[opt->maxnet].value+2; if (!(Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) Netgame.game_flags |= NETGAME_FLAG_SHOW_MAP; if (Netgame.PlayTimeAllowed || Netgame.KillGoal) { Netgame.PlayTimeAllowed=0; Netgame.KillGoal=0; } } else // if !Coop game { if (oldmaxnet) { oldmaxnet=0; menus[opt->maxnet].value=6; menus[opt->maxnet].max_value=6; sprintf( menus[opt->maxnet].text, "Maximum players: %d", menus[opt->maxnet].value+2 ); Netgame.max_numplayers = MaxNumNetPlayers = menus[opt->maxnet].value+2; } } if (citem == opt->level) { char *slevel = menus[opt->level].text; Netgame.levelnum = atoi(slevel); } if (citem == opt->maxnet) { sprintf( menus[opt->maxnet].text, "Maximum players: %d", menus[opt->maxnet].value+2 ); MaxNumNetPlayers = menus[opt->maxnet].value+2; Netgame.max_numplayers=MaxNumNetPlayers; } if ((citem >= opt->mode) && (citem <= opt->mode_end)) { if ( menus[opt->anarchy].value ) Netgame.gamemode = NETGAME_ANARCHY; else if (menus[opt->team_anarchy].value) { Netgame.gamemode = NETGAME_TEAM_ANARCHY; } else if (ANARCHY_ONLY_MISSION) { int i = 0; nm_messagebox(NULL, 1, TXT_OK, 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 = NETGAME_ROBOT_ANARCHY; else if ( menus[opt->coop].value ) Netgame.gamemode = NETGAME_COOPERATIVE; else if (menus[opt->capture].value) Netgame.gamemode = NETGAME_CAPTURE_FLAG; else if (HoardEquipped() && menus[opt->hoard].value) Netgame.gamemode = NETGAME_HOARD; else if (HoardEquipped() && menus[opt->team_hoard].value) Netgame.gamemode = NETGAME_TEAM_HOARD; else if( menus[opt->bounty].value ) Netgame.gamemode = NETGAME_BOUNTY; else Int3(); // Invalid mode -- see Rob } if (menus[opt->closed].value) Netgame.game_flags |= NETGAME_FLAG_CLOSED; else Netgame.game_flags &= ~NETGAME_FLAG_CLOSED; Netgame.RefusePlayers=menus[opt->refuse].value; break; case EVENT_NEWMENU_SELECTED: if ((Netgame.levelnum < 1) || (Netgame.levelnum > Last_level)) { char *slevel = menus[opt->level].text; nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_LEVEL_OUT_RANGE ); sprintf(slevel, "1"); return 1; } if (citem==opt->moreopts) { if ( menus[opt->coop].value ) Game_mode=GM_MULTI_COOP; net_udp_more_game_options(); Game_mode=0; return 1; } if (citem==opt->start_game) return !net_udp_start_game(); return 1; default: break; } return 0; } int net_udp_setup_game() { int i; int optnum; param_opt opt; newmenu_item m[22]; char slevel[5]; char level_text[32]; char srmaxnet[50]; net_udp_init(); change_playernum_to(0); for (i=0;i= 0; } void net_udp_set_game_mode(int gamemode) { Show_kill_list = 1; if ( gamemode == NETGAME_ANARCHY ) Game_mode = GM_NETWORK; else if ( gamemode == NETGAME_ROBOT_ANARCHY ) Game_mode = GM_NETWORK | GM_MULTI_ROBOTS; else if ( gamemode == NETGAME_COOPERATIVE ) Game_mode = GM_NETWORK | GM_MULTI_COOP | GM_MULTI_ROBOTS; else if (gamemode == NETGAME_CAPTURE_FLAG) { Game_mode = GM_NETWORK | GM_TEAM | GM_CAPTURE; Show_kill_list=3; } else if (HoardEquipped() && gamemode == NETGAME_HOARD) Game_mode = GM_NETWORK | GM_HOARD; else if (HoardEquipped() && gamemode == NETGAME_TEAM_HOARD) { Game_mode = GM_NETWORK | GM_HOARD | GM_TEAM; Show_kill_list=3; } else if( gamemode == NETGAME_BOUNTY ) Game_mode = GM_NETWORK | GM_BOUNTY; else if ( gamemode == NETGAME_TEAM_ANARCHY ) { Game_mode = GM_NETWORK | GM_TEAM; Show_kill_list = 3; } else Int3(); } void net_udp_read_sync_packet( ubyte * data, int data_len, struct _sockaddr sender_addr ) { int i, j; char temp_callsign[CALLSIGN_LEN+1]; if (data) { net_udp_process_game_info(data, data_len, sender_addr, 0); } N_players = Netgame.numplayers; Difficulty_level = Netgame.difficulty; Network_status = Netgame.game_status; if (Netgame.segments_checksum != my_segments_checksum) { Network_status = NETSTAT_MENU; net_udp_close(); nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_NETLEVEL_NMATCH); #ifdef RELEASE return; #endif } // Discover my player number memcpy(temp_callsign, Players[Player_num].callsign, CALLSIGN_LEN+1); Player_num = -1; for (i=0; i 0) && (choice < opt_team_b)) { team_vector |= (1 << pnums[choice]); } else if ((choice > opt_team_b) && (choice < opt-2)) { team_vector &= ~(1 << pnums[choice]); } else if (choice == -1) return 0; goto menu; } int net_udp_select_players(void) { int i, j; newmenu_item m[MAX_PLAYERS+4]; char text[MAX_PLAYERS+4][45]; char title[50]; int save_nplayers; //how may people would like to join net_udp_add_player( &UDP_Seq ); for (i=0; i< MAX_PLAYERS+4; i++ ) { sprintf( text[i], "%d. %-20s", i+1, "" ); m[i].type = NM_TYPE_CHECK; m[i].text = text[i]; m[i].value = 0; } m[0].value = 1; // Assume server will play... if (PlayerCfg.NoRankings) sprintf( text[0], "%d. %-20s", 1, Players[Player_num].callsign ); else sprintf( text[0], "%d. %s%-20s", 1, RankStrings[Netgame.players[Player_num].rank],Players[Player_num].callsign ); sprintf( title, "%s %d %s", TXT_TEAM_SELECT, MaxNumNetPlayers, TXT_TEAM_PRESS_ENTER ); GetPlayersAgain: #ifdef USE_TRACKER if( Netgame.Tracker ) udp_tracker_register(); #endif j=newmenu_do1( NULL, title, MAX_PLAYERS+4, m, net_udp_start_poll, NULL, 1 ); save_nplayers = N_players; if (j<0) { // Aborted! // Dump all players and go back to menu mode #ifdef USE_TRACKER if( Netgame.Tracker ) udp_tracker_unregister(); #endif abort: // Tell everyone we're bailing Netgame.numplayers = 0; for (i=1; i Netgame.max_numplayers) { nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN ); N_players = save_nplayers; goto GetPlayersAgain; } // Let host join without Client available. Let's see if our players like that #if 0 //def RELEASE if ( N_players < 2 ) { nm_messagebox( TXT_ERROR, 1, TXT_OK, TXT_TEAM_ATLEAST_TWO ); N_players = save_nplayers; goto GetPlayersAgain; } #endif #if 0 //def RELEASE if ( (Netgame.gamemode == NETGAME_TEAM_ANARCHY || Netgame.gamemode == NETGAME_CAPTURE_FLAG || Netgame.gamemode == NETGAME_TEAM_HOARD) && (N_players < 2) ) { nm_messagebox(TXT_ERROR, 1, TXT_OK, "You must select at least two\nplayers to start a team game" ); N_players = save_nplayers; goto GetPlayersAgain; } #endif // Remove players that aren't marked. N_players = 0; for (i=0; i N_players) { memcpy(Netgame.players[N_players].callsign, Netgame.players[i].callsign, CALLSIGN_LEN+1); Netgame.players[N_players].version_major=Netgame.players[i].version_major; Netgame.players[N_players].version_minor=Netgame.players[i].version_minor; Netgame.players[N_players].rank=Netgame.players[i].rank; ClipRank (&Netgame.players[N_players].rank); net_udp_check_for_old_version(i); } Players[N_players].connected = CONNECT_PLAYING; N_players++; } else { net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_DORK); } } for (i = N_players; i < MAX_NUM_NET_PLAYERS; i++) { memset(Netgame.players[i].callsign, 0, CALLSIGN_LEN+1); Netgame.players[i].version_major=0; Netgame.players[i].version_minor=0; Netgame.players[i].rank=0; } if (Netgame.gamemode == NETGAME_TEAM_ANARCHY || Netgame.gamemode == NETGAME_CAPTURE_FLAG || Netgame.gamemode == NETGAME_TEAM_HOARD) if (!net_udp_select_teams()) goto abort; return(1); } int net_udp_start_game(void) { int i; i = udp_open_socket(0, atoi(UDP_MyPort)); if (i != 0) return 0; if (atoi(UDP_MyPort) != UDP_PORT_DEFAULT) i = udp_open_socket(1, UDP_PORT_DEFAULT); // Default port open for Broadcasts if (i != 0) return 0; // prepare broadcast address to announce our game memset(&GBcast, '\0', sizeof(struct _sockaddr)); udp_dns_filladdr(UDP_BCAST_ADDR, UDP_PORT_DEFAULT, &GBcast); #ifdef IPv6 memset(&GMcast_v6, '\0', sizeof(struct _sockaddr)); udp_dns_filladdr(UDP_MCASTv6_ADDR, UDP_PORT_DEFAULT, &GMcast_v6); #endif d_srand( (fix)timer_query() ); Netgame.protocol.udp.GameID=d_rand(); if (is_D2_OEM) UDP_Seq.player.version_minor|=0x10; N_players = 0; Netgame.game_status = NETSTAT_STARTING; Netgame.numplayers = 0; Network_status = NETSTAT_STARTING; net_udp_set_game_mode(Netgame.gamemode); Netgame.players[0].protocol.udp.isyou = 1; // I am Host. I need to know that y'know? For syncing later. if(net_udp_select_players()) { StartNewLevel(Netgame.levelnum, 0); } else { Game_mode = GM_GAME_OVER; return 0; // see if we want to tweak the game we setup } net_udp_send_game_info(GBcast, UPID_GAME_INFO_LITE); // game started. broadcast our current status to everyone who wants to know #ifdef IPv6 net_udp_send_game_info(GMcast_v6, UPID_GAME_INFO_LITE); // game started. broadcast our current status to everyone who wants to know #endif return 1; // don't keep params menu or mission listbox (may want to join a game next time) } int net_udp_wait_for_sync(void) { char text[60]; newmenu_item m[2]; int i, choice=0; Network_status = NETSTAT_WAITING; m[0].type=NM_TYPE_TEXT; m[0].text = text; m[1].type=NM_TYPE_TEXT; m[1].text = TXT_NET_LEAVE; i = net_udp_send_request(); if (i < 0) return(-1); sprintf( m[0].text, "%s\n'%s' %s", TXT_NET_WAITING, Netgame.players[i].callsign, TXT_NET_TO_ENTER ); while (choice > -1) { timer_update(); choice=newmenu_do( NULL, TXT_WAIT, 2, m, net_udp_sync_poll, NULL ); } if (Network_status != NETSTAT_PLAYING) { UDP_sequence_packet me; memset(&me, 0, sizeof(UDP_sequence_packet)); me.type = UPID_QUIT_JOINING; memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 ); net_udp_send_sequence_packet(me, Netgame.players[0].protocol.udp.addr); N_players = 0; Game_mode = GM_GAME_OVER; return(-1); // they cancelled } return(0); } int net_udp_request_poll( newmenu *menu, d_event *event, void *userdata ) { // Polling loop for waiting-for-requests menu int i = 0; int num_ready = 0; if (event->type != EVENT_WINDOW_DRAW) return 0; menu = menu; userdata = userdata; net_udp_listen(); net_udp_timeout_check(timer_query()); for (i = 0; i < N_players; i++) { if ((Players[i].connected == CONNECT_PLAYING) || (Players[i].connected == CONNECT_DISCONNECTED)) num_ready++; } if (num_ready == N_players) // All players have checked in or are disconnected { return -2; } return 0; } int net_udp_wait_for_requests(void) { // Wait for other players to load the level before we send the sync int choice, i; newmenu_item m[1]; Network_status = NETSTAT_WAITING; m[0].type=NM_TYPE_TEXT; m[0].text = TXT_NET_LEAVE; Network_status = NETSTAT_WAITING; net_udp_flush(); Players[Player_num].connected = CONNECT_PLAYING; menu: choice = newmenu_do(NULL, TXT_WAIT, 1, m, net_udp_request_poll, NULL); if (choice == -1) { // User aborted choice = nm_messagebox(NULL, 3, TXT_YES, TXT_NO, TXT_START_NOWAIT, TXT_QUITTING_NOW); if (choice == 2) { N_players = 1; return 0; } if (choice != 0) goto menu; // User confirmed abort for (i=0; i < N_players; i++) { if ((Players[i].connected != CONNECT_DISCONNECTED) && (i != Player_num)) { net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED); } } return -1; } else if (choice != -2) goto menu; return 0; } /* Do required syncing after each level, before starting new one */ int net_udp_level_sync(void) { int result = 0; memset(&UDP_MData, 0, sizeof(UDP_mdata_info)); net_udp_noloss_init_mdata_queue(); net_udp_flush(); // Flush any old packets if (N_players == 0) result = net_udp_wait_for_sync(); else if (multi_i_am_master()) { result = net_udp_wait_for_requests(); if (!result) result = net_udp_send_sync(); } else result = net_udp_wait_for_sync(); multi_powcap_count_powerups_in_mine(); if (result) { Players[Player_num].connected = CONNECT_DISCONNECTED; net_udp_send_endlevel_packet(); if (Game_wind) window_close(Game_wind); show_menus(); net_udp_close(); return -1; } return(0); } int net_udp_do_join_game() { if (Netgame.game_status == NETSTAT_ENDLEVEL) { nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_NET_GAME_BETWEEN2); return 0; } // Check for valid mission name if (!load_mission_by_name(Netgame.mission_name)) { nm_messagebox(NULL, 1, TXT_OK, TXT_MISSION_NOT_FOUND); return 0; } if (is_D2_OEM) { UDP_Seq.player.version_minor|=0x10; if (Netgame.levelnum>8) { nm_messagebox(NULL, 1, TXT_OK, "This OEM version only supports\nthe first 8 levels!"); return 0; } } if (is_MAC_SHARE) { if (Netgame.levelnum > 4) { nm_messagebox(NULL, 1, TXT_OK, "This SHAREWARE version only supports\nthe first 4 levels!"); return 0; } } if ( !HoardEquipped() && (Netgame.gamemode == NETGAME_HOARD || Netgame.gamemode == NETGAME_TEAM_HOARD) ) { nm_messagebox(TXT_SORRY, 1, TXT_OK, "HOARD(.ham) not installed. You can't join."); return 0; } Network_status = NETSTAT_BROWSING; // We are looking at a game menu if (!net_udp_can_join_netgame(&Netgame)) { if (Netgame.numplayers == Netgame.max_numplayers) nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_GAME_FULL); else nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_IN_PROGRESS); return 0; } // Choice is valid, prepare to join in Difficulty_level = Netgame.difficulty; MaxNumNetPlayers = Netgame.max_numplayers; change_playernum_to(1); net_udp_set_game_mode(Netgame.gamemode); StartNewLevel(Netgame.levelnum, 0); return 1; // look ma, we're in a game!!! } void net_udp_leave_game() { int nsave, i; net_udp_do_frame(1, 1); if ((multi_i_am_master())) { while (Network_sending_extras>1 && Player_joining_extras!=-1) { timer_update(); net_udp_send_extras(); } Netgame.numplayers = 0; nsave=N_players; N_players=0; for (i=1; i 0); if (UDP_Socket[1] != -1) while (udp_receive_packet( 1, packet, UPID_MAX_SIZE, &sender_addr) > 0); } void net_udp_listen() { int size; ubyte packet[UPID_MAX_SIZE]; struct _sockaddr sender_addr; if (UDP_Socket[0] != -1) { size = udp_receive_packet( 0, packet, UPID_MAX_SIZE, &sender_addr ); while ( size > 0 ) { net_udp_process_packet( packet, sender_addr, size ); size = udp_receive_packet( 0, packet, UPID_MAX_SIZE, &sender_addr ); } } if (UDP_Socket[1] != -1) { size = udp_receive_packet( 1, packet, UPID_MAX_SIZE, &sender_addr ); while ( size > 0 ) { net_udp_process_packet( packet, sender_addr, size ); size = udp_receive_packet( 1, packet, UPID_MAX_SIZE, &sender_addr ); } } #ifdef USE_TRACKER if( UDP_Socket[2] != -1 ) { size = udp_receive_packet( 2, packet, UPID_MAX_SIZE, &sender_addr ); while ( size > 0 ) { net_udp_process_packet( packet, sender_addr, size ); size = udp_receive_packet( 2, packet, UPID_MAX_SIZE, &sender_addr ); } } #endif } void net_udp_send_data( ubyte * ptr, int len, int priority ) { char check; if (Endlevel_sequence) return; if (priority) PacketUrgent = 1; if ((UDP_MData.mbuf_size+len) > UPID_MDATA_BUF_SIZE ) { check = ptr[0]; net_udp_do_frame(1, 0); 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; } void net_udp_timeout_check(fix64 time) { int i = 0; static fix64 last_timeout_time = 0; if (time>=last_timeout_time+F1_0) { // Check for player timeouts for (i = 0; i < N_players; i++) { if ((i != Player_num) && (Players[i].connected != CONNECT_DISCONNECTED)) { if ((Netgame.players[i].LastPacketTime == 0) || (Netgame.players[i].LastPacketTime > time)) { Netgame.players[i].LastPacketTime = time; } else if ((time - Netgame.players[i].LastPacketTime) > UDP_TIMEOUT) { net_udp_timeout_player(i); } } if (Players[i].connected == CONNECT_DISCONNECTED && Objects[Players[i].objnum].type != OBJ_GHOST) { HUD_init_message(HM_MULTI, "'%s' has left.", Players[i].callsign ); multi_make_player_ghost(i); } } last_timeout_time = time; } } void net_udp_timeout_player(int playernum) { // Remove a player from the game if we haven't heard from them in // a long time. int i, n = 0; Assert(playernum < N_players); Assert(playernum > -1); net_udp_disconnect_player(playernum); if (Network_status == NETSTAT_PLAYING) { create_player_appearance_effect(&Objects[Players[playernum].objnum]); digi_play_sample(SOUND_HUD_MESSAGE, F1_0); HUD_init_message(HM_MULTI, "%s %s", Players[playernum].callsign, TXT_DISCONNECTING); } for (i = 0; i < N_players; i++) if (Players[i].connected) n++; if (n == 1 && Network_status == NETSTAT_PLAYING) { HUD_init_message(HM_MULTI, "You are the only person remaining in this netgame"); } } void net_udp_do_frame(int force, int listen) { int send_mdata = (Network_laser_fired || force || PacketUrgent); fix64 time = 0; static fix64 last_send_time = 0, last_endlevel_time = 0, last_bcast_time = 0; if (!(Game_mode&GM_NETWORK)) return; time = timer_query(); net_udp_ping_frame(time); if (WaitForRefuseAnswer && time>(RefuseTimeLimit+(F1_0*12))) WaitForRefuseAnswer=0; // Send player position packet (and endlevel if needed) if (time >= (last_send_time+(F1_0/Netgame.PacketsPerSec))) { multi_send_robot_frame(0); last_send_time = time; net_udp_send_pdata(); send_mdata = 1; } if (send_mdata) { multi_send_fire(); // Do firing if needed.. net_udp_send_mdata(PacketUrgent, time); } net_udp_noloss_process_queue(time); if ((time>=last_endlevel_time+F1_0) && Control_center_destroyed) { last_endlevel_time = time; net_udp_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_send_game_info(GBcast, UPID_GAME_INFO_LITE); #ifdef IPv6 net_udp_send_game_info(GMcast_v6, UPID_GAME_INFO_LITE); #endif } if (listen) { net_udp_timeout_check(time); net_udp_listen(); if (VerifyPlayerJoined!=-1 && !(FrameCount & 63)) net_udp_resend_sync_due_to_packet_loss(); // This will resend to UDP_sync_player if (Network_send_objects) net_udp_send_objects(); if (Network_sending_extras && VerifyPlayerJoined==-1) net_udp_send_extras(); } #ifdef USE_TRACKER // If we use the tracker, tell the tracker about us every 10 seconds if( Netgame.Tracker ) { // Static variable... the last time we sent to the tracker static fix64 iLastQuery = 0; static int iAttempts = 0; fix64 iNow = timer_query(); // Set the last query to now if we must if( iLastQuery == 0 ) iLastQuery = iNow; // Test it if( iTrackerVerified == 0 && iNow >= iLastQuery + ( F1_0 * 3 ) ) { // Update it iLastQuery = iNow; iAttempts++; } // Have we had all our attempts? if( iTrackerVerified == 0 && iAttempts > 3 ) { // Turn off tracker Netgame.Tracker = 0; // Reset the static variables for next time iLastQuery = 0; iAttempts = 0; // Warn nm_messagebox( TXT_WARNING, 1, TXT_OK, "No response from tracker!\nPossible causes:\nTracker is down\nYour port is likely not open!\n\nTracker: %s\nGame port: %s", GameArg.MplTrackerAddr, UDP_MyPort ); } } #endif PacketUrgent = 0; } /* CODE FOR PACKET LOSS PREVENTION - START */ /* * Adds a packet to our queue. Should be called when an IMPORTANT mdata packet is created. * player_ack is an array which should contain 0 for each player that needs to send an ACK signal. */ void net_udp_noloss_add_queue_pkt(uint32_t pkt_num, fix64 time, ubyte *data, ushort data_size, ubyte pnum, ubyte player_ack[MAX_PLAYERS]) { int i; if (!Netgame.PacketLossPrevention) return; for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++) { int j; if (UDP_mdata_queue[i].used) continue; con_printf(CON_VERBOSE, "P#%i: Adding MData pkt_num %i from %i to MData store list\n", Player_num, pkt_num, pnum); UDP_mdata_queue[i].used = 1; UDP_mdata_queue[i].pkt_initial_timestamp = time; for (j = 0; j < MAX_PLAYERS; j++) UDP_mdata_queue[i].pkt_timestamp[j] = time; UDP_mdata_queue[i].pkt_num = pkt_num; UDP_mdata_queue[i].Player_num = pnum; memcpy( &UDP_mdata_queue[i].player_ack, player_ack, sizeof(ubyte)*MAX_PLAYERS); memcpy( &UDP_mdata_queue[i].data, data, sizeof(char)*data_size ); UDP_mdata_queue[i].data_size = data_size; return; } con_printf(CON_VERBOSE, "P#%i: MData store list is full!\n", Player_num); } /* * We have received a MDATA packet. Send ACK response to sender! * Also check in our UDP_mdata_got list, if we got this packet already. If yes, return 0 so do not process it! */ int net_udp_noloss_validate_mdata(uint32_t pkt_num, ubyte sender_pnum, struct _sockaddr sender_addr) { ubyte buf[7]; int i = 0, len = 0; // Check if this comes from a valid IP if (multi_i_am_master()) { if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[sender_pnum].protocol.udp.addr, sizeof(struct _sockaddr))) return 0; } else { if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr))) return 0; } con_printf(CON_VERBOSE, "P#%i: Sending MData ACK for pkt %i - pnum %i\n",Player_num, pkt_num, sender_pnum); memset(&buf,0,sizeof(buf)); buf[len] = UPID_MDATA_ACK; len++; buf[len] = Player_num; len++; buf[len] = sender_pnum; len++; PUT_INTEL_INT(buf + len, pkt_num); len += 4; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&sender_addr, sizeof(struct _sockaddr)); for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++) { if (pkt_num == UDP_mdata_got[sender_pnum].pkt_num[i]) return 0; // we got this packet already } UDP_mdata_got[sender_pnum].cur_slot++; if (UDP_mdata_got[sender_pnum].cur_slot >= UDP_MDATA_STOR_QUEUE_SIZE) UDP_mdata_got[sender_pnum].cur_slot = 0; UDP_mdata_got[sender_pnum].pkt_num[UDP_mdata_got[sender_pnum].cur_slot] = pkt_num; return 1; } /* We got an ACK by a player. Set this player slot to positive! */ void net_udp_noloss_got_ack(ubyte *data, int data_len) { int i = 0, len = 0; uint32_t pkt_num = 0; ubyte sender_pnum = 0, dest_pnum = 0; if (data_len != 7) return; len++; sender_pnum = data[len]; len++; dest_pnum = data[len]; len++; pkt_num = GET_INTEL_INT(&data[len]); len += 4; for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++) { if ((pkt_num == UDP_mdata_queue[i].pkt_num) && (dest_pnum == UDP_mdata_queue[i].Player_num)) { con_printf(CON_VERBOSE, "P#%i: Got MData ACK for pkt_num %i from pnum %i for pnum %i\n",Player_num, pkt_num, sender_pnum, dest_pnum); UDP_mdata_queue[i].player_ack[sender_pnum] = 1; break; } } } /* Init/Free the queue. Call at start and end of a game or level. */ void net_udp_noloss_init_mdata_queue(void) { con_printf(CON_VERBOSE, "P#%i: Clearing MData store/GOT list\n",Player_num); memset(&UDP_mdata_queue,0,sizeof(UDP_mdata_store)*UDP_MDATA_STOR_QUEUE_SIZE); memset(&UDP_mdata_got,0,sizeof(UDP_mdata_recv)*MAX_PLAYERS); } /* Reset the trace list for given player when (dis)connect happens */ void net_udp_noloss_clear_mdata_got(ubyte player_num) { con_printf(CON_VERBOSE, "P#%i: Clearing GOT list for %i\n",Player_num, player_num); memset(&UDP_mdata_got[player_num].pkt_num,0,sizeof(uint32_t)*UDP_MDATA_STOR_QUEUE_SIZE); UDP_mdata_got[player_num].cur_slot = 0; } /* * The main queue-process function. * Check if we can remove a packet from queue, and check if there are packets in queue which we need to re-send */ void net_udp_noloss_process_queue(fix64 time) { int queuec = 0, plc = 0, count = 0; if (!Netgame.PacketLossPrevention) return; for (queuec = 0; queuec < UDP_MDATA_STOR_QUEUE_SIZE; queuec++) { fix resend_delay = (F1_0/2); int resend = 0; if (!UDP_mdata_queue[queuec].used) continue; // Check if at least one connected player has not ACK'd the packet for (plc = 0; plc < MAX_PLAYERS; plc++) { // If player is not playing anymore, we can remove him from list. Also remove *me* (even if that should have been done already). Also make sure Clients do not send to anyone else than Host if ((Players[plc].connected != CONNECT_PLAYING || plc == Player_num) || (!multi_i_am_master() && plc > 0)) UDP_mdata_queue[queuec].player_ack[plc] = 1; if (!UDP_mdata_queue[queuec].player_ack[plc]) { // Set resend interval if (Netgame.players[plc].ping < 100) resend_delay = (F1_0/3); else resend_delay = (F1_0/2); // Resend if enough time has passed. if (UDP_mdata_queue[queuec].pkt_timestamp[plc] + resend_delay <= time) { ubyte buf[sizeof(UDP_mdata_info)]; int len = 0; con_printf(CON_VERBOSE, "P#%i: Resending pkt_num %i from pnum %i to pnum %i\n",Player_num, UDP_mdata_queue[queuec].pkt_num, UDP_mdata_queue[queuec].Player_num, plc); UDP_mdata_queue[queuec].pkt_timestamp[plc] = time; memset(&buf, 0, sizeof(UDP_mdata_info)); // Prepare the packet and send it buf[len] = UPID_MDATA_P1; len++; buf[len] = UDP_mdata_queue[queuec].Player_num; len++; PUT_INTEL_INT(buf + len, UDP_mdata_queue[queuec].pkt_num); len += 4; memcpy(&buf[len], UDP_mdata_queue[queuec].data, sizeof(char)*UDP_mdata_queue[queuec].data_size); len += UDP_mdata_queue[queuec].data_size; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[plc].protocol.udp.addr, sizeof(struct _sockaddr)); } resend++; } } // Check if we can remove that packet due to to it had no resend's or Timeout if (!resend || (UDP_mdata_queue[queuec].pkt_initial_timestamp + UDP_TIMEOUT <= time)) { con_printf(CON_VERBOSE, "P#%i: Removing stored pkt_num %i - All ACK: %i\n",Player_num, UDP_mdata_queue[queuec].pkt_num, !resend); memset(&UDP_mdata_queue[queuec],0,sizeof(UDP_mdata_store)); } if (resend) count++; // Only send 5 packets from the queue by each time the queue process is called if (count >= 5) break; } } /* CODE FOR PACKET LOSS PREVENTION - END */ void net_udp_send_mdata_direct(ubyte *data, int data_len, int pnum, int priority) { ubyte buf[sizeof(UDP_mdata_info)]; ubyte pack[MAX_PLAYERS]; int len = 0; if (!(Game_mode&GM_NETWORK)) return; if (!(data_len > 0)) return; if (!multi_i_am_master() && pnum != 0) Error("Client sent direct data to non-Host in net_udp_send_mdata_direct()!\n"); if (!Netgame.PacketLossPrevention) priority = 0; memset(&buf, 0, sizeof(UDP_mdata_info)); memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS); pack[pnum] = 0; if (priority) buf[len] = UPID_MDATA_P1; else buf[len] = UPID_MDATA_P0; len++; buf[len] = Player_num; len++; if (priority) { UDP_MData.pkt_num++; PUT_INTEL_INT(buf + len, UDP_MData.pkt_num); len += 4; } memcpy(&buf[len], data, sizeof(char)*data_len); len += data_len; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[pnum].protocol.udp.addr, sizeof(struct _sockaddr)); if (priority) net_udp_noloss_add_queue_pkt(UDP_MData.pkt_num, timer_query(), data, data_len, Player_num, pack); } void net_udp_send_mdata(int priority, fix64 time) { ubyte buf[sizeof(UDP_mdata_info)]; ubyte pack[MAX_PLAYERS]; int len = 0, i = 0; if (!(Game_mode&GM_NETWORK)) return; if (!(UDP_MData.mbuf_size > 0)) return; if (!Netgame.PacketLossPrevention) priority = 0; memset(&buf, 0, sizeof(UDP_mdata_info)); memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS); if (priority) buf[len] = UPID_MDATA_P1; else buf[len] = UPID_MDATA_P0; len++; buf[len] = Player_num; len++; if (priority) { UDP_MData.pkt_num++; PUT_INTEL_INT(buf + len, UDP_MData.pkt_num); len += 4; } memcpy(&buf[len], UDP_MData.mbuf, sizeof(char)*UDP_MData.mbuf_size); len += UDP_MData.mbuf_size; if (multi_i_am_master()) { for (i = 1; i < MAX_PLAYERS; i++) { if (Players[i].connected == CONNECT_PLAYING) { sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)); pack[i] = 0; } } } else { sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr)); pack[0] = 0; } if (priority) net_udp_noloss_add_queue_pkt(UDP_MData.pkt_num, time, UDP_MData.mbuf, UDP_MData.mbuf_size, Player_num, pack); // Clear UDP_MData except pkt_num. That one must not be deleted so we can clearly keep track of important packets. UDP_MData.type = 0; UDP_MData.Player_num = 0; UDP_MData.mbuf_size = 0; memset(&UDP_MData.mbuf, 0, sizeof(ubyte)*UPID_MDATA_BUF_SIZE); } void net_udp_process_mdata (ubyte *data, int data_len, struct _sockaddr sender_addr, int priority) { int pnum = data[1], dataoffset = (priority?6:2); // Check if packet might be bogus if ((pnum < 0) || (data_len > sizeof(UDP_mdata_info))) return; // Check if it came from valid IP if (multi_i_am_master()) { if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[pnum].protocol.udp.addr, sizeof(struct _sockaddr))) { return; } } else { if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr))) { return; } } // Add priority packet and check for possible redundancy if (priority) { if (!net_udp_noloss_validate_mdata(GET_INTEL_SHORT(&data[2]), pnum, sender_addr)) return; } // send this to everyone else (if master) if (multi_i_am_master()) { ubyte pack[MAX_PLAYERS]; int i = 0; memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS); for (i = 1; i < MAX_PLAYERS; i++) { if ((i != pnum) && Players[i].connected == CONNECT_PLAYING) { sendto (UDP_Socket[0], data, data_len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)); pack[i] = 0; } } if (priority && N_players > 2) { net_udp_noloss_add_queue_pkt(GET_INTEL_SHORT(&data[2]), timer_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 if (Endlevel_sequence || (Network_status == NETSTAT_ENDLEVEL)) { int old_Endlevel_sequence = Endlevel_sequence; Endlevel_sequence = 1; multi_process_bigdata( (char*)data+dataoffset, data_len-dataoffset); Endlevel_sequence = old_Endlevel_sequence; return; } multi_process_bigdata( (char*)data+dataoffset, data_len-dataoffset ); } void net_udp_send_pdata() { int i = 0, j = 0; if (multi_i_am_master()) { ubyte buf[sizeof(UDP_frame_info)*MAX_PLAYERS]; shortpos pos[MAX_PLAYERS]; int len = 0; memset(&buf, 0, sizeof(UDP_frame_info)*MAX_PLAYERS); memset(&pos, 0, sizeof(shortpos)*MAX_PLAYERS); for (i = 0; i < MAX_PLAYERS; i++) if (Players[i].connected == CONNECT_PLAYING) create_shortpos(&pos[i], Objects+Players[i].objnum, 0); for (i = 1; i < MAX_PLAYERS; i++) { if (Players[i].connected != CONNECT_PLAYING) continue; len = 0; buf[len] = UPID_PDATA_H; len++; for (j = 0; j < MAX_PLAYERS; j++) { if ((i == j) || (Players[j].connected != CONNECT_PLAYING)) { buf[len] = j; len++; buf[len] = Players[j].connected; len++; } else { buf[len] = j; len++; buf[len] = Players[j].connected; len++; buf[len] = Objects[Players[j].objnum].render_type; len++; memcpy(buf + len, &pos[j].bytemat, 9); len += 9; PUT_INTEL_SHORT(&buf[len], pos[j].xo); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].yo); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].zo); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].segment); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].velx); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].vely); len += 2; PUT_INTEL_SHORT(&buf[len], pos[j].velz); len += 2; } } sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)); } } else if (Players[Player_num].connected == CONNECT_PLAYING) { ubyte buf[sizeof(UDP_frame_info)]; shortpos pos; int len = 0; memset(&buf, 0, sizeof(UDP_frame_info)); buf[len] = UPID_PDATA_C; len++; buf[len] = Player_num; len++; buf[len] = Players[Player_num].connected; len++; buf[len] = Objects[Players[j].objnum].render_type; len++; memset(&pos, 0, sizeof(shortpos)); create_shortpos(&pos, Objects+Players[Player_num].objnum, 0); memcpy(buf + len, &pos.bytemat, 9); len += 9; PUT_INTEL_SHORT(&buf[len], pos.xo); len += 2; PUT_INTEL_SHORT(&buf[len], pos.yo); len += 2; PUT_INTEL_SHORT(&buf[len], pos.zo); len += 2; PUT_INTEL_SHORT(&buf[len], pos.segment); len += 2; PUT_INTEL_SHORT(&buf[len], pos.velx); len += 2; PUT_INTEL_SHORT(&buf[len], pos.vely); len += 2; PUT_INTEL_SHORT(&buf[len], pos.velz); len += 2; sendto (UDP_Socket[0], buf, len, 0, (struct sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr)); } } void net_udp_process_pdata ( ubyte *data, int data_len, struct _sockaddr sender_addr ) { int len = 0, i = 0; if (!(Game_mode & GM_NETWORK)) return; len++; if (multi_i_am_master()) { UDP_frame_info pd; memset(&pd, 0, sizeof(UDP_frame_info)); if (data_len > sizeof(UDP_frame_info)) return; if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[data[len]].protocol.udp.addr, sizeof(struct _sockaddr))) return; pd.Player_num = data[len]; len++; pd.connected = data[len]; len++; pd.obj_render_type = data[len]; len++; memcpy(&pd.pos.bytemat, &(data[len]), 9); len += 9; pd.pos.xo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.yo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.zo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.segment = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.velx = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.vely = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.velz = GET_INTEL_SHORT(&data[len]); len += 2; if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING)) net_udp_read_pdata_short_packet (&pd); } else { if (data_len > (sizeof(UDP_frame_info)*(MAX_PLAYERS-1))) return; if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, sizeof(struct _sockaddr))) return; for (i = 0; i < MAX_PLAYERS; i++) { UDP_frame_info pd; memset(&pd, 0, sizeof(UDP_frame_info)); pd.Player_num = i; len++; pd.connected = data[len]; len++; if ((i == Player_num) || (pd.connected != CONNECT_PLAYING)) { if (pd.connected == CONNECT_DISCONNECTED) { Netgame.players[i].LastPacketTime = timer_query() - UDP_TIMEOUT; net_udp_timeout_check(timer_query()); } continue; } pd.obj_render_type = data[len]; len++; memcpy(&pd.pos.bytemat, &(data[len]), 9); len += 9; pd.pos.xo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.yo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.zo = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.segment = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.velx = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.vely = GET_INTEL_SHORT(&data[len]); len += 2; pd.pos.velz = GET_INTEL_SHORT(&data[len]); len += 2; if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) || Network_status==NETSTAT_WAITING)) net_udp_read_pdata_short_packet (&pd); } } } void net_udp_read_pdata_short_packet(UDP_frame_info *pd) { int TheirPlayernum; int TheirObjnum; object * TheirObj = NULL; TheirPlayernum = pd->Player_num; TheirObjnum = Players[pd->Player_num].objnum; if (VerifyPlayerJoined!=-1 && TheirPlayernum==VerifyPlayerJoined) { // Hurray! Someone really really got in the game (I think). VerifyPlayerJoined=-1; } if (!multi_quit_game && (TheirPlayernum >= N_players)) { if (Network_status!=NETSTAT_WAITING) { Int3(); // We missed an important packet! multi_consistency_error(0); return; } else return; } TheirObj = &Objects[TheirObjnum]; Netgame.players[TheirPlayernum].LastPacketTime = timer_query(); //------------ Read the player's ship's object info ---------------------- extract_shortpos(TheirObj, &pd->pos, 0); if (TheirObj->movement_type == MT_PHYSICS) set_thrust_from_velocity(TheirObj); //------------ Welcome them back if reconnecting -------------- if (!Players[TheirPlayernum].connected) { Players[TheirPlayernum].connected = CONNECT_PLAYING; if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_reconnect(TheirPlayernum); digi_play_sample( SOUND_HUD_MESSAGE, F1_0); ClipRank (&Netgame.players[TheirPlayernum].rank); if (PlayerCfg.NoRankings) HUD_init_message(HM_MULTI, "'%s' %s", Players[TheirPlayernum].callsign, TXT_REJOIN ); else HUD_init_message(HM_MULTI, "%s'%s' %s", RankStrings[Netgame.players[TheirPlayernum].rank],Players[TheirPlayernum].callsign, TXT_REJOIN ); multi_send_score(); net_udp_noloss_clear_mdata_got(TheirPlayernum); } } void net_udp_send_smash_lights (int pnum) { // send the lights that have been blown out int i; pnum=pnum; for (i=0;i<=Highest_segment_index;i++) if (Light_subtracted[i]) multi_send_light_specific(pnum,i,Light_subtracted[i]); } void net_udp_send_fly_thru_triggers (int pnum) { // send the fly thru triggers that have been disabled int i; for (i=0;i= MAX_PLAYERS || data[1] < 1) return; if (i == MAX_PLAYERS) return; memcpy(&client_pong_time, &data[2], 8); Netgame.players[data[1]].ping = f2i(fixmul(timer_query() - client_pong_time,i2f(1000))); if (Netgame.players[data[1]].ping < 0) Netgame.players[data[1]].ping = 0; if (Netgame.players[data[1]].ping > 9999) Netgame.players[data[1]].ping = 9999; } void net_udp_do_refuse_stuff (UDP_sequence_packet *their) { int i,new_player_num; ClipRank (&their->player.rank); for (i=0;iplayer.callsign,Players[i].callsign)) { net_udp_welcome_player(their); return; } } if (!WaitForRefuseAnswer) { for (i=0;iplayer.callsign,Players[i].callsign)) { net_udp_welcome_player(their); return; } } digi_play_sample (SOUND_HUD_JOIN_REQUEST,F1_0*2); if (Game_mode & GM_TEAM) { if (!PlayerCfg.NoRankings) { HUD_init_message(HM_MULTI, "%s %s wants to join",RankStrings[their->player.rank],their->player.callsign); } else { HUD_init_message(HM_MULTI, "%s wants to join",their->player.callsign); } HUD_init_message(HM_MULTI, "Alt-1 assigns to team %s. Alt-2 to team %s",their->player.callsign,Netgame.team_name[0],Netgame.team_name[1]); } else { HUD_init_message(HM_MULTI, "%s wants to join (accept: F6)",their->player.callsign); } strcpy (RefusePlayerName,their->player.callsign); RefuseTimeLimit=timer_query(); RefuseThisPlayer=0; WaitForRefuseAnswer=1; } else { for (i=0;iplayer.callsign,Players[i].callsign)) { net_udp_welcome_player(their); return; } } if (strcmp(their->player.callsign,RefusePlayerName)) return; if (RefuseThisPlayer) { RefuseTimeLimit=0; RefuseThisPlayer=0; WaitForRefuseAnswer=0; if (Game_mode & GM_TEAM) { new_player_num=net_udp_get_new_player_num (their); Assert (RefuseTeam==1 || RefuseTeam==2); if (RefuseTeam==1) Netgame.team_vector &=(~(1< RefuseTimeLimit+REFUSE_INTERVAL) { RefuseTimeLimit=0; RefuseThisPlayer=0; WaitForRefuseAnswer=0; if (!strcmp (their->player.callsign,RefusePlayerName)) { net_udp_dump_player(their->player.protocol.udp.addr, DUMP_DORK); } return; } } } int net_udp_get_new_player_num (UDP_sequence_packet *their) { int i; their=their; if ( N_players < MaxNumNetPlayers) return (N_players); else { // Slots are full but game is open, see if anyone is // disconnected and replace the oldest player with this new one int oldest_player = -1; fix64 oldest_time = timer_query(); Assert(N_players == MaxNumNetPlayers); for (i = 0; i < N_players; i++) { if ( (!Players[i].connected) && (Netgame.players[i].LastPacketTime < oldest_time)) { oldest_time = Netgame.players[i].LastPacketTime; oldest_player = i; } } return (oldest_player); } } void net_udp_send_extras () { 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 (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) net_udp_send_markers(); if (Network_sending_extras==6 && (Game_mode & GM_MULTI_ROBOTS)) multi_send_stolen_items(); if (Network_sending_extras==5 && (Netgame.PlayTimeAllowed || Netgame.KillGoal)) multi_send_kill_goal_counts(); if (Network_sending_extras==4) net_udp_send_smash_lights(Player_joining_extras); if (Network_sending_extras==3) net_udp_send_player_flags(); if (Network_sending_extras==2) multi_send_powcap_update(); if (Network_sending_extras==1 && Game_mode & GM_BOUNTY) multi_send_bounty(); Network_sending_extras--; if (!Network_sending_extras) Player_joining_extras=-1; } void net_udp_check_for_old_version (char pnum) { if (Netgame.players[(int)pnum].version_major==1 && (Netgame.players[(int)pnum].version_minor & 0x0F)==0) Netgame.players[(int)pnum].rank=0; } static int show_game_rules_handler(window *wind, d_event *event, netgame_info *netgame) { int k; int w = FSPACX(280), h = FSPACY(170); switch (event->type) { case EVENT_WINDOW_ACTIVATED: game_flush_inputs(); break; case EVENT_KEY_COMMAND: k = event_key_get(event); switch (k) { case KEY_ENTER: case KEY_SPACEBAR: case KEY_ESC: window_close(wind); return 1; } break; case EVENT_WINDOW_DRAW: timer_delay2(50); gr_set_current_canvas(NULL); nm_draw_background(((SWIDTH-w)/2)-BORDERX,((SHEIGHT-h)/2)-BORDERY,((SWIDTH-w)/2)+w+BORDERX,((SHEIGHT-h)/2)+h+BORDERY); gr_set_current_canvas(window_get_canvas(wind)); grd_curcanv->cv_font = MEDIUM3_FONT; gr_set_fontcolor(gr_find_closest_color_current(29,29,47),-1); gr_string( 0x8000, FSPACY(15), "NETGAME INFO"); grd_curcanv->cv_font = GAME_FONT; gr_printf( FSPACX( 25),FSPACY( 35), "Reactor Life:"); gr_printf( FSPACX( 25),FSPACY( 41), "Max Time:"); gr_printf( FSPACX( 25),FSPACY( 47), "Kill Goal:"); gr_printf( FSPACX( 25),FSPACY( 53), "Pakets per second:"); gr_printf( FSPACX(155),FSPACY( 35), "Invul when reappearing:"); gr_printf( FSPACX(155),FSPACY( 41), "Marker camera views:"); gr_printf( FSPACX(155),FSPACY( 47), "Indestructible lights:"); gr_printf( FSPACX(155),FSPACY( 53), "Bright player ships:"); gr_printf( FSPACX(155),FSPACY( 59), "Show enemy names on hud:"); gr_printf( FSPACX(155),FSPACY( 65), "Show players on automap:"); gr_printf( FSPACX(155),FSPACY( 71), "No friendly Fire:"); gr_printf( FSPACX( 25),FSPACY( 80), "Allowed Objects"); gr_printf( FSPACX( 25),FSPACY( 90), "Laser Upgrade:"); gr_printf( FSPACX( 25),FSPACY( 96), "Super Laser:"); gr_printf( FSPACX( 25),FSPACY(102), "Quad Laser:"); gr_printf( FSPACX( 25),FSPACY(108), "Vulcan Cannon:"); gr_printf( FSPACX( 25),FSPACY(114), "Gauss Cannon:"); gr_printf( FSPACX( 25),FSPACY(120), "Spreadfire Cannon:"); gr_printf( FSPACX( 25),FSPACY(126), "Helix Cannon:"); gr_printf( FSPACX( 25),FSPACY(132), "Plasma Cannon:"); gr_printf( FSPACX( 25),FSPACY(138), "Phoenix Cannon:"); gr_printf( FSPACX( 25),FSPACY(144), "Fusion Cannon:"); gr_printf( FSPACX( 25),FSPACY(150), "Omega Cannon:"); gr_printf( FSPACX(170),FSPACY( 90), "Flash Missile:"); gr_printf( FSPACX(170),FSPACY( 96), "Homing Missile:"); gr_printf( FSPACX(170),FSPACY(102), "Guided Missile:"); gr_printf( FSPACX(170),FSPACY(108), "Proximity Bomb:"); gr_printf( FSPACX(170),FSPACY(114), "Smart Mine:"); gr_printf( FSPACX(170),FSPACY(120), "Smart Missile:"); gr_printf( FSPACX(170),FSPACY(126), "Mercury Missile:"); gr_printf( FSPACX(170),FSPACY(132), "Mega Missile:"); gr_printf( FSPACX(170),FSPACY(138), "Earthshaker Missile:"); gr_printf( FSPACX( 25),FSPACY(160), "Afterburner:"); gr_printf( FSPACX( 25),FSPACY(166), "Headlight:"); gr_printf( FSPACX( 25),FSPACY(172), "Energy->Shield Conv:"); gr_printf( FSPACX(170),FSPACY(160), "Invulnerability:"); gr_printf( FSPACX(170),FSPACY(166), "Cloaking Device:"); gr_printf( FSPACX(170),FSPACY(172), "Ammo Rack:"); gr_set_fontcolor(BM_XRGB(255,255,255),-1); gr_printf( FSPACX(115),FSPACY( 35), "%i Min", netgame->control_invul_time/F1_0/60); gr_printf( FSPACX(115),FSPACY( 41), "%i Min", netgame->PlayTimeAllowed*5); gr_printf( FSPACX(115),FSPACY( 47), "%i", netgame->KillGoal*5); gr_printf( FSPACX(115),FSPACY( 53), "%i", netgame->PacketsPerSec); gr_printf( FSPACX(275),FSPACY( 35), netgame->InvulAppear?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 41), netgame->Allow_marker_view?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 47), netgame->AlwaysLighting?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 53), netgame->BrightPlayers?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 59), netgame->ShowEnemyNames?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 65), netgame->game_flags & NETGAME_FLAG_SHOW_MAP?"ON":"OFF"); gr_printf( FSPACX(275),FSPACY( 71), netgame->NoFriendlyFire?"ON":"OFF"); gr_printf( FSPACX(130),FSPACY( 90), netgame->AllowedItems & NETFLAG_DOLASER?"YES":"NO"); gr_printf( FSPACX(130),FSPACY( 96), netgame->AllowedItems & NETFLAG_DOSUPERLASER?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(102), netgame->AllowedItems & NETFLAG_DOQUAD?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(108), netgame->AllowedItems & NETFLAG_DOVULCAN?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(114), netgame->AllowedItems & NETFLAG_DOGAUSS?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(120), netgame->AllowedItems & NETFLAG_DOSPREAD?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(126), netgame->AllowedItems & NETFLAG_DOHELIX?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(132), netgame->AllowedItems & NETFLAG_DOPLASMA?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(138), netgame->AllowedItems & NETFLAG_DOPHOENIX?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(144), netgame->AllowedItems & NETFLAG_DOFUSION?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(150), netgame->AllowedItems & NETFLAG_DOOMEGA?"YES":"NO"); gr_printf( FSPACX(275),FSPACY( 90), netgame->AllowedItems & NETFLAG_DOFLASH?"YES":"NO"); gr_printf( FSPACX(275),FSPACY( 96), netgame->AllowedItems & NETFLAG_DOHOMING?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(102), netgame->AllowedItems & NETFLAG_DOGUIDED?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(108), netgame->AllowedItems & NETFLAG_DOPROXIM?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(114), netgame->AllowedItems & NETFLAG_DOSMARTMINE?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(120), netgame->AllowedItems & NETFLAG_DOSMART?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(126), netgame->AllowedItems & NETFLAG_DOMERCURY?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(132), netgame->AllowedItems & NETFLAG_DOMEGA?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(138), netgame->AllowedItems & NETFLAG_DOSHAKER?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(160), netgame->AllowedItems & NETFLAG_DOAFTERBURNER?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(166), netgame->AllowedItems & NETFLAG_DOHEADLIGHT?"YES":"NO"); gr_printf( FSPACX(130),FSPACY(172), netgame->AllowedItems & NETFLAG_DOCONVERTER?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(160), netgame->AllowedItems & NETFLAG_DOINVUL?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(166), netgame->AllowedItems & NETFLAG_DOCLOAK?"YES":"NO"); gr_printf( FSPACX(275),FSPACY(172), netgame->AllowedItems & NETFLAG_DOAMMORACK?"YES":"NO"); gr_set_current_canvas(NULL); break; default: break; } return 0; } void net_udp_show_game_rules(netgame_info *netgame) { gr_set_current_canvas(NULL); window_create(&grd_curscreen->sc_canvas, (SWIDTH - FSPACX(320))/2, (SHEIGHT - FSPACY(200))/2, FSPACX(320), FSPACY(200), (int (*)(window *, d_event *, void *))show_game_rules_handler, netgame); } static int show_game_info_handler(newmenu *menu, d_event *event, netgame_info *netgame) { if (event->type != EVENT_NEWMENU_SELECTED) return 0; if (newmenu_get_citem(menu) != 1) return 0; net_udp_show_game_rules(netgame); return 1; } int net_udp_show_game_info() { char rinfo[512],*info=rinfo; int c; netgame_info *netgame = &Netgame; memset(info,0,sizeof(char)*256); info+=sprintf(info,"\nConnected to\n\"%s\"\n",netgame->game_name); if(!netgame->mission_title) info+=sprintf(info,"Descent2: CounterStrike"); else info+=sprintf(info,"%s",netgame->mission_title); info+=sprintf (info," - Lvl %i",netgame->levelnum); info+=sprintf (info,"\n\nDifficulty: %s",MENU_DIFFICULTY_TEXT(netgame->difficulty)); info+=sprintf (info,"\nGame Mode: %s",GMNames[netgame->gamemode]); info+=sprintf (info,"\nPlayers: %i/%i",netgame->numconnected,netgame->max_numplayers); c=nm_messagebox1("WELCOME", (int (*)(newmenu *, d_event *, void *))show_game_info_handler, netgame, 2, "JOIN GAME", "GAME INFO", rinfo); if (c==0) return 1; //else if (c==1) // handled in above callback else return 0; }