dxx-rebirth/similar/main/net_udp.cpp

5375 lines
154 KiB
C++

/*
*
* Routines for managing UDP-protocol network play.
*
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#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 "dxxerror.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 "gameseg.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"
#include "vers_id.h"
#include "u_mem.h"
#include "compiler-lengthof.h"
// Prototypes
static void net_udp_init();
static void net_udp_close();
static void net_udp_request_game_info(struct _sockaddr game_addr, int lite);
static void net_udp_listen();
static int net_udp_show_game_info();
static int net_udp_do_join_game();
static void net_udp_flush();
static void net_udp_update_netgame(void);
static void net_udp_send_objects(void);
static void net_udp_send_rejoin_sync(int player_num);
static void net_udp_send_game_info(struct _sockaddr sender_addr, ubyte info_upid);
static void net_udp_do_refuse_stuff (UDP_sequence_packet *their);
static void net_udp_read_sync_packet( ubyte * data, int data_len, struct _sockaddr sender_addr );
static void net_udp_ping_frame(fix64 time);
static void net_udp_process_ping(ubyte *data, int data_len, struct _sockaddr sender_addr);
static void net_udp_process_pong(ubyte *data, int data_len, struct _sockaddr sender_addr);
static void net_udp_read_endlevel_packet( ubyte *data, int data_len, struct _sockaddr sender_addr );
static void net_udp_send_mdata(int needack, fix64 time);
static void net_udp_process_mdata (ubyte *data, int data_len, struct _sockaddr sender_addr, int needack);
static void net_udp_send_pdata();
static void net_udp_process_pdata ( ubyte *data, int data_len, struct _sockaddr sender_addr );
static void net_udp_read_pdata_packet(UDP_frame_info *pd);
static void net_udp_timeout_check(fix64 time);
static int net_udp_get_new_player_num (UDP_sequence_packet *their);
static void net_udp_noloss_got_ack(ubyte *data, int data_len);
static void net_udp_noloss_init_mdata_queue(void);
static void net_udp_noloss_clear_mdata_got(ubyte player_num);
static void net_udp_noloss_process_queue(fix64 time);
static void net_udp_send_extras ();
static void net_udp_broadcast_game_info(ubyte info_upid);
static void net_udp_process_game_info(ubyte *data, int data_len, struct _sockaddr game_addr, int lite_info);
static int net_udp_more_options_handler( newmenu *menu, d_event *event, unused_newmenu_userdata_t *userdata );
static int net_udp_start_game(void);
// Variables
int UDP_num_sendto = 0, UDP_len_sendto = 0, UDP_num_recvfrom = 0, UDP_len_recvfrom = 0;
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
static fix64 StartAbortMenuTime;
/* General UDP functions - START */
static ssize_t dxx_sendto(int sockfd, const void *msg, int len, unsigned int flags, const struct sockaddr *to, socklen_t tolen)
{
ssize_t rv = sendto(sockfd, (const char *)msg, len, flags, to, tolen);
UDP_num_sendto++;
if (rv > 0)
UDP_len_sendto += rv;
return rv;
}
static inline ssize_t dxx_sendto(int sockfd, const void *msg, int len, unsigned int flags, const struct sockaddr_in &to)
{
return dxx_sendto(sockfd, msg, len, flags, reinterpret_cast<const struct sockaddr *>(&to), sizeof(to));
}
static inline ssize_t dxx_sendto(int sockfd, const void *msg, int len, unsigned int flags, const struct sockaddr_in6 &to)
{
return dxx_sendto(sockfd, msg, len, flags, reinterpret_cast<const struct sockaddr *>(&to), sizeof(to));
}
static ssize_t dxx_recvfrom(int sockfd, void *buf, int len, unsigned int flags, struct sockaddr *from, socklen_t *fromlen)
{
ssize_t rv = recvfrom(sockfd, (char *)buf, len, flags, from, fromlen);
UDP_num_recvfrom++;
UDP_len_recvfrom += rv;
return rv;
}
static void udp_traffic_stat()
{
static fix64 last_traf_time = 0;
if (timer_query() >= last_traf_time + F1_0)
{
last_traf_time = timer_query();
con_printf(CON_VERBOSE, "P#%i TRAFFIC - OUT: %fKB/s %iPPS IN: %fKB/s %iPPS",Player_num, (float)UDP_len_sendto/1024, UDP_num_sendto, (float)UDP_len_recvfrom/1024, UDP_num_recvfrom);
UDP_num_sendto = UDP_len_sendto = UDP_num_recvfrom = UDP_len_recvfrom = 0;
}
}
// Resolve address
static int udp_dns_filladdr(const 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 for host %s", host );
nm_messagebox( TXT_ERROR, 1, TXT_OK, "Could not resolve address\n%s", host );
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
static 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
static 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 (port %i)", port);
nm_messagebox(TXT_ERROR,1,TXT_OK,"Port: %i\nCould not create socket.", port);
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 (sAddr)) < 0)
{
con_printf(CON_URGENT,"udp_open_socket: bind name to socket failed (port %i)", port);
nm_messagebox(TXT_ERROR,1,TXT_OK,"Port: %i\nCould not bind name to socket.", port);
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);
con_printf(CON_URGENT,"udp_open_socket: ai_family not identic (port %i)", port);
nm_messagebox(TXT_ERROR,1,TXT_OK,"Port: %i\nai_family_not identic.", port);
return -1;
}
if ((UDP_Socket[socknum] = socket (sres->ai_family, SOCK_DGRAM, 0)) < 0)
{
con_printf(CON_URGENT,"udp_open_socket: socket creation failed (port %i)", port);
nm_messagebox(TXT_ERROR,1,TXT_OK,"Port: %i\nCould not create socket.", port);
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 (port %i)", port);
nm_messagebox(TXT_ERROR,1,TXT_OK,"Port: %i\nCould not bind name to socket.", port);
udp_close_socket(socknum);
freeaddrinfo (res);
return -1;
}
freeaddrinfo (res);
}
else {
UDP_Socket[socknum] = -1;
con_printf(CON_URGENT,"udp_open_socket (getaddrinfo):%s failed. port %i", gai_strerror (err), port);
nm_messagebox(TXT_ERROR,1,TXT_OK,"Port: %i\nCould not get address information:\n%s", port, gai_strerror (err));
}
setsockopt( UDP_Socket[socknum], SOL_SOCKET, SO_BROADCAST, &bcast, sizeof(bcast) );
#endif
return 0;
}
}
static 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.
static int udp_receive_packet(int socknum, ubyte *text, int len, struct _sockaddr *sender_addr)
{
socklen_t clen = sizeof (struct _sockaddr);
ssize_t msglen = 0;
if (UDP_Socket[socknum] == -1)
return -1;
if (udp_general_packet_ready(socknum))
{
msglen = dxx_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 */
static int udp_tracker_init()
{
int tracker_port = d_rand() % 0xffff;
while (tracker_port <= 1024)
tracker_port = d_rand() % 0xffff;
// Zero it out
memset( &TrackerSocket, 0, sizeof( TrackerSocket ) );
// Open the socket
udp_open_socket( 2, tracker_port );
// Fill the address
if( udp_dns_filladdr( GameArg.MplTrackerAddr, GameArg.MplTrackerPort, &TrackerSocket ) < 0 )
return -1;
// Yay
return 0;
}
/* Unregister from the tracker */
static 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 dxx_sendto( UDP_Socket[2], pBuf, iLen, 0, TrackerSocket );
}
/* Tell the tracker we're starting a game */
static 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)
#if defined(DXX_BUILD_DESCENT_I)
pBuf[2] = 0x01;
#elif defined(DXX_BUILD_DESCENT_II)
pBuf[2] = 0x02;
#endif
// 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, DXX_VERSION_MAJORi );
PUT_INTEL_SHORT( pBuf+11, DXX_VERSION_MINORi );
PUT_INTEL_SHORT( pBuf+13, DXX_VERSION_MICROi );
// Send it off
return dxx_sendto( UDP_Socket[2], pBuf, iLen, 0, TrackerSocket );
}
/* Ask the tracker to send us a list of games */
static int udp_tracker_reqgames()
{
// Variables
int iLen = 3;
ubyte pBuf[iLen];
// Put the opcode
pBuf[0] = TRACKER_PKT_GAMELIST;
#if defined(DXX_BUILD_DESCENT_I)
// // Put the game version (d1)
pBuf[1] = 0x01;
#elif defined(DXX_BUILD_DESCENT_II)
// Put the game version (d2)
pBuf[1] = 0x02;
#endif
// If we're IPv6 ready, send that too
#ifdef IPv6
pBuf[2] = 1;
#else
pBuf[2] = 0;
#endif
// Send it off
return dxx_sendto( UDP_Socket[2], pBuf, iLen, 0, TrackerSocket );
}
/* The tracker has sent us a game. Let's list it. */
static 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;
}
#else
static int udp_tracker_init()
{
return -1;
}
static void udp_tracker_reqgames()
{
}
#endif /* USE_TRACKER */
struct direct_join
{
struct _sockaddr host_addr;
int connecting;
fix64 start_time, last_time;
char addrbuf[128];
char portbuf[6];
};
// Connect to a game host and get full info. Eventually we join!
static 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.\n\nHost game version: %i.%i.%i\nHost game protocol: %i\n(%s)\n\nYour game version: %s\nYour game protocol: %i\n(%s)",Netgame.protocol.udp.program_iver[0],Netgame.protocol.udp.program_iver[1],Netgame.protocol.udp.program_iver[2],Netgame.protocol.udp.program_iver[3],(Netgame.protocol.udp.program_iver[3]==0?"RELEASE VERSION":"DEVELOPMENT BUILD, BETA, etc."),VERSION, MULTI_PROTO_VERSION, (MULTI_PROTO_VERSION==0?"RELEASE VERSION":"DEVELOPMENT BUILD, BETA, etc."));
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 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;
nm_set_item_text(&items[6], "");
return 1;
}
break;
case EVENT_IDLE:
if (dj->connecting)
{
if (net_udp_game_connect(dj))
return -2; // Success!
else if (!dj->connecting)
nm_set_item_text(&items[6], "");
}
break;
case EVENT_NEWMENU_SELECTED:
{
int sockres = -1;
net_udp_init(); // yes, redundant call but since the menu does not know any better it would allow any IP entry as long as Netgame-entry looks okay... my head hurts...
if ((atoi(UDP_MyPort)) <= 1024 ||(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
{
multi_new_game();
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;
nm_set_item_text(&items[6], "Connecting...");
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;
CALLOC(dj, direct_join, 1);
if (!dj)
return;
net_udp_init();
snprintf(dj->addrbuf, sizeof(dj->addrbuf), "%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;
nm_set_item_text(& m[nitems++],"GAME ADDRESS OR HOSTNAME:");
nm_set_item_input(&m[nitems++],128,dj->addrbuf);
nm_set_item_text(& m[nitems++],"GAME PORT:");
nm_set_item_input(&m[nitems++],5,dj->portbuf);
nm_set_item_text(& m[nitems++],"MY PORT:");
nm_set_item_input(&m[nitems++],5,UDP_MyPort);
nm_set_item_text(& m[nitems++],"");
newmenu_do1( NULL, "ENTER GAME ADDRESS", nitems, m, manual_join_game_handler, dj, 0 );
}
static char *ljtext;
static 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
udp_tracker_reqgames();
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
udp_tracker_reqgames();
// 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))
{
multi_new_game();
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_flag.closed)
snprintf(status, sizeof(status), "CLOSED ");
else
snprintf(status, sizeof(status), "OPEN ");
}
else
snprintf(status, sizeof(status), "BETWEEN ");
unsigned gamemode = Active_udp_games[(i+(NLPage*UDP_NETGAMES_PPAGE))].gamemode;
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,(gamemode < sizeof(GMNamesShrt) / sizeof(GMNamesShrt[0])) ? GMNamesShrt[gamemode] : "INVALID",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;
CALLOC(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;
}
CALLOC(dj, direct_join, 1);
if (!dj)
return;
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(Active_udp_games, 0, sizeof(UDP_netgame_info_lite)*UDP_MAX_NETGAMES);
gr_set_fontcolor(BM_XRGB(15,15,23),-1);
nm_set_item_text(& m[0], ljtext);
snprintf( m[0].text, sizeof(char)*74, "\tF4/F5/F6: (Re)Scan for all/LAN/Tracker Games." );
nm_set_item_text(& m[1], ljtext + 74*1);
snprintf( m[1].text, sizeof(char)*74, "\tPgUp/PgDn: Flip Pages." );
nm_set_item_text(& m[2], ljtext + 74*2);
snprintf( m[2].text, sizeof(char)*74, " " );
nm_set_item_text(& m[3], ljtext + 74*3);
snprintf (m[3].text, sizeof(char)*74, "\tGAME \tMODE \t#PLYRS \tMISSION \tLEV \tSTATUS");
for (i = 0; i < UDP_NETGAMES_PPAGE; i++) {
nm_set_item_menu(&m[i+4], ljtext + 74 * (i+4));
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, net_udp_list_join_poll, dj);
}
static 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.connected; len++;
buf[len] = seq.player.rank; len++;
dxx_sendto (UDP_Socket[0], buf, len, 0, recv_addr);
}
static 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.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
#ifdef _WIN32
{
WORD wVersionRequested;
WSADATA wsaData;
wVersionRequested = MAKEWORD(2, 2);
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);
memset(&Netgame, 0, sizeof(netgame_info));
memset(&UDP_Seq, 0, sizeof(UDP_sequence_packet));
memset(&UDP_MData, 0, sizeof(UDP_mdata_info));
net_udp_noloss_init_mdata_queue();
UDP_Seq.type = UPID_REQUEST;
memcpy(UDP_Seq.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1);
UDP_Seq.player.rank=GetMyNetRanking();
multi_new_game();
net_udp_flush();
// Initialize the tracker info
udp_tracker_init();
}
void net_udp_close()
{
#ifdef _WIN32
WSACleanup();
#endif
if( UDP_Socket[0] != -1 )
udp_close_socket(0);
if( UDP_Socket[1] != -1 )
udp_close_socket(1);
if( UDP_Socket[2] != -1 )
udp_close_socket(2);
}
// Send PID_ENDLEVEL in regular intervals and listen for them (host also does the packets for playing clients)
int net_udp_kmatrix_poll1( newmenu *, d_event *event, unused_newmenu_userdata_t *)
{
// Polling loop for End-of-level menu
if (event->type != EVENT_WINDOW_DRAW)
return 0;
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)
int net_udp_kmatrix_poll2( newmenu *, d_event *event, unused_newmenu_userdata_t *)
{
int rval = 0;
// Polling loop for End-of-level menu
if (event->type == EVENT_WINDOW_CREATED)
{
StartAbortMenuTime=timer_query();
return 0;
}
if (event->type != EVENT_WINDOW_DRAW)
return 0;
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 defined(DXX_BUILD_DESCENT_II)
if (EMULATING_D1)
#endif
{
// We do not really check if a player has actually found a secret level... yeah, I am too lazy! So just go there and pretend we did!
for (i = 0; i < N_secret_levels; i++)
{
if (Current_level_num == Secret_level_table[i])
{
*secret = 1;
break;
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
else
*secret = 0;
#endif
Network_status = NETSTAT_ENDLEVEL; // We are between levels
net_udp_listen();
net_udp_send_endlevel_packet();
for (i=0; i<N_players; i++)
{
Netgame.players[i].LastPacketTime = timer_query();
}
net_udp_send_endlevel_packet();
net_udp_send_endlevel_packet();
net_udp_update_netgame();
return(0);
}
int
static net_udp_can_join_netgame(netgame_info *game)
{
// Can this player rejoin a netgame in progress?
int i, num_players;
if (game->game_status == NETSTAT_STARTING)
return 1;
if (game->game_status != NETSTAT_PLAYING)
{
return 0;
}
// Game is in progress, figure out if this guy can re-join it
num_players = game->numplayers;
if (!(game->game_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->numconnected<num_players)
return 1;
}
// Search to see if we were already in this closed netgame in progress
for (i = 0; i < num_players; i++) {
if ( (!d_stricmp(Players[Player_num].callsign, game->players[i].callsign)) && game->players[i].protocol.udp.isyou )
break;
}
if (i != num_players)
return 1;
return 0;
}
// do UDP stuff to disconnect a player. Should ONLY be called from multi_disconnect_player()
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;
}
if (VerifyPlayerJoined==playernum)
VerifyPlayerJoined=-1;
net_udp_noloss_clear_mdata_got(playernum);
}
void
static net_udp_new_player(UDP_sequence_packet *their)
{
int pnum;
pnum = their->player.connected;
Assert(pnum >= 0);
Assert(pnum < Netgame.max_numplayers);
if (Newdemo_state == ND_STATE_RECORDING) {
int new_player;
if (pnum == N_players)
new_player = 1;
else
new_player = 0;
newdemo_record_multi_connect(pnum, new_player, their->player.callsign);
}
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;
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();
#if defined(DXX_BUILD_DESCENT_II)
multi_sort_kill_list();
#endif
net_udp_noloss_clear_mdata_got(pnum);
}
static 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;
// 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 ((!d_stricmp(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_flag.closed) && (N_players < Netgame.max_numplayers))
{
// Add player in an open slot, game not full yet
player_num = N_players;
Network_player_added = 1;
}
else if (Netgame.game_flag.closed)
{
// Slots are open but game is closed
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 == Netgame.max_numplayers);
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);
multi_send_score();
net_udp_noloss_clear_mdata_got(player_num);
}
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;
}
#if defined(DXX_BUILD_DESCENT_I)
static void net_udp_send_door_updates(void)
{
// Send door status when new player joins
int i;
for (i = 0; i < Num_walls; i++)
{
if ((Walls[i].type == WALL_DOOR) && ((Walls[i].state == WALL_DOOR_OPENING) || (Walls[i].state == WALL_DOOR_WAITING)))
multi_send_door_open(Walls[i].segnum, Walls[i].sidenum,0);
else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].flags & WALL_BLASTED))
multi_send_door_open(Walls[i].segnum, Walls[i].sidenum,0);
else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].hps != WALL_HPS))
multi_send_hostage_door_status(i);
}
}
#elif defined(DXX_BUILD_DESCENT_II)
static void net_udp_send_door_updates(int pnum)
{
// Send door status when new player joins
int i;
for (i = 0; i < Num_walls; i++)
{
if ((Walls[i].type == WALL_DOOR) && ((Walls[i].state == WALL_DOOR_OPENING) || (Walls[i].state == WALL_DOOR_WAITING) || (Walls[i].state == WALL_DOOR_OPEN)))
multi_send_door_open_specific(pnum,Walls[i].segnum, Walls[i].sidenum,Walls[i].flags);
else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].flags & WALL_BLASTED))
multi_send_door_open_specific(pnum,Walls[i].segnum, Walls[i].sidenum,Walls[i].flags);
else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].hps != WALL_HPS))
multi_send_hostage_door_status(i);
else
multi_send_wall_status_specific(pnum,i,Walls[i].type,Walls[i].flags,Walls[i].state);
}
}
#endif
static void net_udp_process_monitor_vector(int vector)
{
int i, j;
int count = 0;
segment *seg;
for (i=0; i <= Highest_segment_index; i++)
{
int tm, ec, bm;
seg = &Segments[i];
for (j = 0; j < 6; j++)
{
if ( ((tm = seg->sides[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);
}
}
}
}
static int net_udp_create_monitor_vector(void)
{
int i, j, k;
int num_blown_bitmaps = 0;
int monitor_num = 0;
#if defined(DXX_BUILD_DESCENT_I)
#define NUM_BLOWN_BITMAPS 7
#elif defined(DXX_BUILD_DESCENT_II)
#define NUM_BLOWN_BITMAPS 20
#endif
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) {
Assert(num_blown_bitmaps < (sizeof(blown_bitmaps) / sizeof(blown_bitmaps[0])));
blown_bitmaps[num_blown_bitmaps++] = Effects[i].dest_bm_num;
}
}
}
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);
}
static 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))) &&
(!d_stricmp(UDP_sync_player.player.callsign, their->player.callsign)) )
{
Network_send_objects = 0;
Network_sending_extras=0;
Network_rejoined=0;
Player_joining_extras=-1;
Network_send_objnum = -1;
}
}
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 < Netgame.max_numplayers);
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)
#if defined(DXX_BUILD_DESCENT_II)
&& !(Objects[i].type==OBJ_WEAPON && get_weapon_id(&Objects[i])==PMINE_ID)
#endif
)
continue;
if ((Network_send_object_mode == 0) && ((object_owner[i] != -1) && (object_owner[i] != player_num)))
continue;
if ((Network_send_object_mode == 1) && ((object_owner[i] == -1) || (object_owner[i] == player_num)))
continue;
if ( loc + sizeof(object_rw) + 9 > UPID_MAX_SIZE-1 )
break; // Not enough room for another object
obj_count_frame++;
obj_count++;
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);
dxx_sendto (UDP_Socket[0], object_buffer, loc, 0, UDP_sync_player.player.protocol.udp.addr);
}
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);
dxx_sendto (UDP_Socket[0], object_buffer, 14, 0, UDP_sync_player.player.protocol.udp.addr);
// Send sync packet which tells the player who he is and to start!
net_udp_send_rejoin_sync(player_num);
// Turn off send object mode
Network_send_objnum = -1;
Network_send_objects = 0;
obj_count = 0;
#if defined(DXX_BUILD_DESCENT_I)
Network_sending_extras=3; // start to send extras
#elif defined(DXX_BUILD_DESCENT_II)
Network_sending_extras=9; // start to send extras
#endif
VerifyPlayerJoined = Player_joining_extras = player_num;
return;
} // mode == 1;
} // i > Highest_object_index
}
static int net_udp_verify_objects(int remote, int local)
{
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 (Netgame.max_numplayers<=nplayers)
return(0);
return(1);
}
static 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 != segment_none)
{
obj_unlink(objnum);
Assert(obj->segnum == segment_none);
}
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 = object_none;
obj->segnum = segment_none;
obj->attached_obj = object_none;
if (segnum != segment_none)
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; j++)
{
for (i=0; i<MAX_PLAYERS;i++)
Netgame.kills[j][i] = kill_matrix[j][i];
Netgame.killed[j] = Players[j].net_killed_total;
Netgame.player_kills[j] = Players[j].net_kills_total;
Netgame.player_score[j] = Players[j].score;
}
Netgame.level_time = Players[Player_num].time_level;
Netgame.monitor_vector = net_udp_create_monitor_vector();
net_udp_send_game_info(UDP_sync_player.player.protocol.udp.addr, UPID_SYNC);
#if defined(DXX_BUILD_DESCENT_I)
net_udp_send_door_updates();
#endif
return;
}
static void net_udp_resend_sync_due_to_packet_loss()
{
int i,j;
if (!multi_i_am_master())
return;
net_udp_update_netgame();
// Fill in the kill list
for (j=0; j<MAX_PLAYERS; j++)
{
for (i=0; i<MAX_PLAYERS;i++)
Netgame.kills[j][i] = kill_matrix[j][i];
Netgame.killed[j] = Players[j].net_killed_total;
Netgame.player_kills[j] = Players[j].net_kills_total;
Netgame.player_score[j] = Players[j].score;
}
Netgame.level_time = Players[Player_num].time_level;
Netgame.monitor_vector = net_udp_create_monitor_vector();
net_udp_send_game_info(UDP_sync_player.player.protocol.udp.addr, UPID_SYNC);
}
static void net_udp_add_player(UDP_sequence_packet *p)
{
int i;
for (i=0; i<N_players; i++ )
{
if ( !memcmp( (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, (struct _sockaddr *)&p->player.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].rank=p->player.rank;
Netgame.players[N_players].connected = CONNECT_PLAYING;
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
static void net_udp_remove_player(UDP_sequence_packet *p)
{
int i,pn;
pn = -1;
for (i=0; i<N_players; i++ )
{
if (!memcmp((struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, (struct _sockaddr *)&p->player.protocol.udp.addr, sizeof(struct _sockaddr)))
{
pn = i;
break;
}
}
if (pn < 0 )
return;
for (i=pn; i<N_players-1; i++ )
{
memcpy( Netgame.players[i].callsign, Netgame.players[i+1].callsign, CALLSIGN_LEN+1 );
memcpy( (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i+1].protocol.udp.addr, sizeof(struct _sockaddr) );
Netgame.players[i].rank=Netgame.players[i+1].rank;
ClipRank (&Netgame.players[i].rank);
}
N_players--;
Netgame.numplayers = N_players;
net_udp_send_netgame_update();
}
void net_udp_dump_player(struct _sockaddr dump_addr, int why)
{
// Inform player that he was not chosen for the netgame
ubyte buf[UPID_DUMP_SIZE];
int i;
buf[0] = UPID_DUMP;
buf[1] = why;
dxx_sendto (UDP_Socket[0], buf, sizeof(buf), 0, dump_addr);
if (multi_i_am_master())
for (i = 1; i < N_players; i++)
if (!memcmp((struct _sockaddr *)&dump_addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)))
multi_disconnect_player(i);
}
void net_udp_update_netgame(void)
{
// Update the netgame struct with current game variables
int i, j;
Netgame.numconnected=0;
for (i=0;i<N_players;i++)
if (Players[i].connected)
Netgame.numconnected++;
#if defined(DXX_BUILD_DESCENT_II)
// This is great: D2 1.0 and 1.1 ignore upper part of the game_flags field of
// the lite_info struct when you're sitting on the join netgame screen. We can
// "sneak" Hoard information into this field. This is better than sending
// another packet that could be lost in transit.
if (HoardEquipped())
{
if (game_mode_hoard())
{
Netgame.game_flag.hoard = 1;
Netgame.game_flag.team_hoard = !!(Game_mode & GM_TEAM);
}
else
{
Netgame.game_flag.hoard = 0;
Netgame.game_flag.team_hoard = 0;
}
}
#endif
if (Network_status == NETSTAT_STARTING)
return;
Netgame.numplayers = N_players;
Netgame.game_status = Network_status;
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.players[i].connected = Players[i].connected;
for(j = 0; j < MAX_PLAYERS; j++)
Netgame.kills[i][j] = kill_matrix[i][j];
Netgame.killed[i] = Players[i].net_killed_total;
Netgame.player_kills[i] = Players[i].net_kills_total;
#if defined(DXX_BUILD_DESCENT_II)
Netgame.player_score[i] = Players[i].score;
Netgame.player_flags[i] = (Players[i].flags & (PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY));
#endif
}
Netgame.team_kills[0] = team_kills[0];
Netgame.team_kills[1] = team_kills[1];
Netgame.levelnum = Current_level_num;
}
/* Send an updated endlevel status to everyone (if we are host) or host (if we are client) */
void net_udp_send_endlevel_packet(void)
{
int i = 0, j = 0, len = 0;
if (multi_i_am_master())
{
ubyte buf[UPID_MAX_SIZE];
memset(buf, 0, sizeof(buf));
buf[len] = UPID_ENDLEVEL_H; len++;
buf[len] = Countdown_seconds_left; len++;
for (i = 0; i < MAX_PLAYERS; i++)
{
buf[len] = Players[i].connected; len++;
PUT_INTEL_SHORT(buf + len, Players[i].net_kills_total); len += 2;
PUT_INTEL_SHORT(buf + len, Players[i].net_killed_total); len += 2;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
PUT_INTEL_SHORT(buf + len, kill_matrix[i][j]); len += 2;
}
}
for (i = 1; i < MAX_PLAYERS; i++)
if (Players[i].connected != CONNECT_DISCONNECTED)
dxx_sendto (UDP_Socket[0], buf, len, 0, Netgame.players[i].protocol.udp.addr);
}
else
{
ubyte buf[UPID_MAX_SIZE];
memset(buf, 0, sizeof(buf));
buf[len] = UPID_ENDLEVEL_C; len++;
buf[len] = Player_num; len++;
buf[len] = Players[Player_num].connected; len++;
buf[len] = Countdown_seconds_left; len++;
PUT_INTEL_SHORT(buf + len, Players[Player_num].net_kills_total); len += 2;
PUT_INTEL_SHORT(buf + len, Players[Player_num].net_killed_total); len += 2;
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_SHORT(buf + len, kill_matrix[Player_num][i]); len += 2;
}
dxx_sendto (UDP_Socket[0], buf, len, 0, Netgame.players[0].protocol.udp.addr);
}
}
static void net_udp_send_version_deny(struct _sockaddr sender_addr)
{
ubyte buf[UPID_VERSION_DENY_SIZE];
buf[0] = UPID_VERSION_DENY;
PUT_INTEL_SHORT(buf + 1, DXX_VERSION_MAJORi);
PUT_INTEL_SHORT(buf + 3, DXX_VERSION_MINORi);
PUT_INTEL_SHORT(buf + 5, DXX_VERSION_MICROi);
PUT_INTEL_SHORT(buf + 7, MULTI_PROTO_VERSION);
dxx_sendto (UDP_Socket[0], buf, sizeof(buf), 0, sender_addr);
}
static void net_udp_process_version_deny(ubyte *data, struct _sockaddr sender_addr)
{
Netgame.protocol.udp.program_iver[0] = GET_INTEL_SHORT(&data[1]);
Netgame.protocol.udp.program_iver[1] = GET_INTEL_SHORT(&data[3]);
Netgame.protocol.udp.program_iver[2] = GET_INTEL_SHORT(&data[5]);
Netgame.protocol.udp.program_iver[3] = GET_INTEL_SHORT(&data[7]);
Netgame.protocol.udp.valid = -1;
}
void net_udp_request_game_info(struct _sockaddr game_addr, int lite)
{
ubyte buf[UPID_GAME_INFO_REQ_SIZE];
buf[0] = (lite?UPID_GAME_INFO_LITE_REQ:UPID_GAME_INFO_REQ);
memcpy(&(buf[1]), UDP_REQ_ID, 4);
PUT_INTEL_SHORT(buf + 5, DXX_VERSION_MAJORi);
PUT_INTEL_SHORT(buf + 7, DXX_VERSION_MINORi);
PUT_INTEL_SHORT(buf + 9, DXX_VERSION_MICROi);
if (!lite)
PUT_INTEL_SHORT(buf + 11, MULTI_PROTO_VERSION);
dxx_sendto (UDP_Socket[0], buf, sizeof(buf), 0, game_addr);
}
// Check request for game info. Return 1 if sucessful; -1 if version mismatch; 0 if wrong game or some other error - do not process
static int net_udp_check_game_info_request(ubyte *data, int lite)
{
short sender_iver[4] = { 0, 0, 0, 0 };
char sender_id[4] = "";
memcpy(&sender_id, &(data[1]), 4);
sender_iver[0] = GET_INTEL_SHORT(&(data[5]));
sender_iver[1] = GET_INTEL_SHORT(&(data[7]));
sender_iver[2] = GET_INTEL_SHORT(&(data[9]));
if (!lite)
sender_iver[3] = GET_INTEL_SHORT(&(data[11]));
if (memcmp(&sender_id, UDP_REQ_ID, 4))
return 0;
if ((sender_iver[0] != DXX_VERSION_MAJORi) || (sender_iver[1] != DXX_VERSION_MINORi) || (sender_iver[2] != DXX_VERSION_MICROi) || (!lite && sender_iver[3] != MULTI_PROTO_VERSION))
return -1;
return 1;
}
void net_udp_send_game_info(struct _sockaddr sender_addr, ubyte info_upid)
{
// Send game info to someone who requested it
int len = 0;
net_udp_update_netgame(); // Update the values in the netgame struct
if (info_upid == UPID_GAME_INFO_LITE)
{
ubyte buf[UPID_GAME_INFO_LITE_SIZE];
int tmpvar = 0;
memset(buf, 0, sizeof(buf));
buf[0] = info_upid; len++; // 1
PUT_INTEL_SHORT(buf + len, DXX_VERSION_MAJORi); len += 2; // 3
PUT_INTEL_SHORT(buf + len, DXX_VERSION_MINORi); len += 2; // 5
PUT_INTEL_SHORT(buf + len, DXX_VERSION_MICROi); len += 2; // 7
PUT_INTEL_INT(buf + len, Netgame.protocol.udp.GameID); len += 4; // 11
memcpy(&(buf[len]), Netgame.game_name, NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1);
memcpy(&(buf[len]), Netgame.mission_title, MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1);
memcpy(&(buf[len]), Netgame.mission_name, 9); len += 9;
PUT_INTEL_INT(buf + len, Netgame.levelnum); len += 4;
buf[len] = Netgame.gamemode; len++;
buf[len] = Netgame.RefusePlayers; len++;
buf[len] = Netgame.difficulty; len++;
tmpvar = Netgame.game_status;
if (Endlevel_sequence || Control_center_destroyed)
tmpvar = NETSTAT_ENDLEVEL;
if (Netgame.PlayTimeAllowed)
{
if ( (f2i((i2f (Netgame.PlayTimeAllowed*5*60))-ThisLevelTime)) < 30 )
{
tmpvar = NETSTAT_ENDLEVEL;
}
}
buf[len] = tmpvar; len++;
buf[len] = Netgame.numconnected; len++;
buf[len] = Netgame.max_numplayers; len++;
buf[len] = pack_game_flags(&Netgame.game_flag).value; len++;
dxx_sendto (UDP_Socket[0], buf, len, 0, sender_addr);
}
else
{
ubyte buf[UPID_GAME_INFO_SIZE];
int i = 0, j = 0, tmpvar = 0;
memset(buf, 0, sizeof(buf));
buf[0] = info_upid; len++;
PUT_INTEL_SHORT(buf + len, DXX_VERSION_MAJORi); len += 2;
PUT_INTEL_SHORT(buf + len, DXX_VERSION_MINORi); len += 2;
PUT_INTEL_SHORT(buf + len, DXX_VERSION_MICROi); len += 2;
for (i = 0; i < MAX_PLAYERS+4; i++)
{
memcpy(&buf[len], Netgame.players[i].callsign, CALLSIGN_LEN+1); len += CALLSIGN_LEN+1;
buf[len] = Netgame.players[i].connected; len++;
buf[len] = Netgame.players[i].rank; len++;
if (!memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)))
buf[len] = 1;
else
buf[len] = 0;
len++;
}
memcpy(&(buf[len]), Netgame.game_name, NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1);
memcpy(&(buf[len]), Netgame.mission_title, MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1);
memcpy(&(buf[len]), Netgame.mission_name, 9); len += 9;
PUT_INTEL_INT(buf + len, Netgame.levelnum); len += 4;
buf[len] = Netgame.gamemode; len++;
buf[len] = Netgame.RefusePlayers; len++;
buf[len] = Netgame.difficulty; len++;
tmpvar = Netgame.game_status;
if (Endlevel_sequence || Control_center_destroyed)
tmpvar = NETSTAT_ENDLEVEL;
if (Netgame.PlayTimeAllowed)
{
if ( (f2i((i2f (Netgame.PlayTimeAllowed*5*60))-ThisLevelTime)) < 30 )
{
tmpvar = NETSTAT_ENDLEVEL;
}
}
buf[len] = tmpvar; len++;
buf[len] = Netgame.numplayers; len++;
buf[len] = Netgame.max_numplayers; len++;
buf[len] = Netgame.numconnected; len++;
buf[len] = pack_game_flags(&Netgame.game_flag).value; len++;
buf[len] = Netgame.team_vector; len++;
PUT_INTEL_INT(buf + len, Netgame.AllowedItems); len += 4;
PUT_INTEL_SHORT(buf + len, Netgame.Allow_marker_view); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.AlwaysLighting); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.ShowEnemyNames); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.BrightPlayers); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.InvulAppear); len += 2;
memcpy(&buf[len], Netgame.team_name, 2*(CALLSIGN_LEN+1)); len += 2*(CALLSIGN_LEN+1);
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_INT(buf + len, Netgame.locations[i]); len += 4;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
PUT_INTEL_SHORT(buf + len, Netgame.kills[i][j]); len += 2;
}
}
PUT_INTEL_SHORT(buf + len, Netgame.segments_checksum); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.team_kills[0]); len += 2;
PUT_INTEL_SHORT(buf + len, Netgame.team_kills[1]); len += 2;
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_SHORT(buf + len, Netgame.killed[i]); len += 2;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_SHORT(buf + len, Netgame.player_kills[i]); len += 2;
}
PUT_INTEL_INT(buf + len, Netgame.KillGoal); len += 4;
PUT_INTEL_INT(buf + len, Netgame.PlayTimeAllowed); len += 4;
PUT_INTEL_INT(buf + len, Netgame.level_time); len += 4;
PUT_INTEL_INT(buf + len, Netgame.control_invul_time); len += 4;
PUT_INTEL_INT(buf + len, Netgame.monitor_vector); len += 4;
for (i = 0; i < MAX_PLAYERS; i++)
{
PUT_INTEL_INT(buf + len, Netgame.player_score[i]); len += 4;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
buf[len] = Netgame.player_flags[i]; len++;
}
PUT_INTEL_SHORT(buf + len, Netgame.PacketsPerSec); len += 2;
buf[len] = Netgame.PacketLossPrevention; len++;
buf[len] = Netgame.NoFriendlyFire; len++;
dxx_sendto (UDP_Socket[0], buf, len, 0, sender_addr);
}
}
static void net_udp_broadcast_game_info(ubyte info_upid)
{
net_udp_send_game_info(GBcast, info_upid);
#ifdef IPv6
net_udp_send_game_info(GMcast_v6, info_upid);
#endif
}
/* Send game info to all players in this game. Also send lite_info for people watching the netlist */
void net_udp_send_netgame_update()
{
int i = 0;
for (i=1; i<N_players; i++ )
{
if (Players[i].connected == CONNECT_DISCONNECTED)
continue;
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
}
net_udp_broadcast_game_info(UPID_GAME_INFO_LITE);
}
static int net_udp_send_request(void)
{
// Send a request to join a game 'Netgame'. Returns 0 if we can join this
// game, non-zero if there is some problem.
int i;
if (Netgame.numplayers < 1)
return 1;
for (i = 0; i < MAX_PLAYERS; i++)
if (Netgame.players[i].connected)
break;
Assert(i < MAX_PLAYERS);
UDP_Seq.type = UPID_REQUEST;
UDP_Seq.player.connected = Current_level_num;
net_udp_send_sequence_packet(UDP_Seq, Netgame.players[0].protocol.udp.addr);
return i;
}
static void net_udp_process_game_info(ubyte *data, int data_len, struct _sockaddr game_addr, int lite_info)
{
int len = 0, i = 0, j = 0;
if (lite_info)
{
UDP_netgame_info_lite recv_game;
recv_game.game_addr = game_addr;
len++; // skip UPID byte
recv_game.program_iver[0] = GET_INTEL_SHORT(&(data[len])); len += 2;
recv_game.program_iver[1] = GET_INTEL_SHORT(&(data[len])); len += 2;
recv_game.program_iver[2] = GET_INTEL_SHORT(&(data[len])); len += 2;
if ((recv_game.program_iver[0] != DXX_VERSION_MAJORi) || (recv_game.program_iver[1] != DXX_VERSION_MINORi) || (recv_game.program_iver[2] != DXX_VERSION_MICROi))
return;
recv_game.GameID = GET_INTEL_INT(&(data[len])); len += 4;
memcpy(&recv_game.game_name, &(data[len]), NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1);
memcpy(&recv_game.mission_title, &(data[len]), MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1);
memcpy(&recv_game.mission_name, &(data[len]), 9); len += 9;
recv_game.levelnum = GET_INTEL_INT(&(data[len])); len += 4;
recv_game.gamemode = data[len]; len++;
recv_game.RefusePlayers = data[len]; len++;
recv_game.difficulty = data[len]; len++;
recv_game.game_status = data[len]; len++;
recv_game.numconnected = data[len]; len++;
recv_game.max_numplayers = data[len]; len++;
packed_game_flags p;
p.value = data[len];
recv_game.game_flag = unpack_game_flags(&p); len++;
num_active_udp_changed = 1;
for (i = 0; i < num_active_udp_games; i++)
if (!d_stricmp(Active_udp_games[i].game_name, recv_game.game_name) && Active_udp_games[i].GameID == recv_game.GameID)
break;
if (i == UDP_MAX_NETGAMES)
{
return;
}
Active_udp_games[i] = recv_game;
#if defined(DXX_BUILD_DESCENT_II)
// See if this is really a Hoard game
// If so, adjust all the data accordingly
if (HoardEquipped())
{
if (Active_udp_games[i].game_flag.hoard)
{
Active_udp_games[i].gamemode=NETGAME_HOARD;
Active_udp_games[i].game_status=NETSTAT_PLAYING;
if (Active_udp_games[i].game_flag.team_hoard)
Active_udp_games[i].gamemode=NETGAME_TEAM_HOARD;
if (Active_udp_games[i].game_flag.endlevel)
Active_udp_games[i].game_status=NETSTAT_ENDLEVEL;
if (Active_udp_games[i].game_flag.forming)
Active_udp_games[i].game_status=NETSTAT_STARTING;
}
}
#endif
if (i == num_active_udp_games)
num_active_udp_games++;
if (Active_udp_games[i].numconnected == 0)
{
// Delete this game
for (j = i; j < num_active_udp_games-1; j++)
Active_udp_games[j] = Active_udp_games[j+1];
num_active_udp_games--;
}
}
else
{
memcpy((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&game_addr, sizeof(struct _sockaddr));
len++; // skip UPID byte
Netgame.protocol.udp.program_iver[0] = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.protocol.udp.program_iver[1] = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.protocol.udp.program_iver[2] = GET_INTEL_SHORT(&(data[len])); len += 2;
for (i = 0; i < MAX_PLAYERS+4; i++)
{
memcpy(&Netgame.players[i].callsign, &(data[len]), CALLSIGN_LEN+1); len += CALLSIGN_LEN+1;
Netgame.players[i].connected = data[len]; len++;
Netgame.players[i].rank = data[len]; len++;
Netgame.players[i].protocol.udp.isyou = data[len]; len++;
}
memcpy(&Netgame.game_name, &(data[len]), NETGAME_NAME_LEN+1); len += (NETGAME_NAME_LEN+1);
memcpy(&Netgame.mission_title, &(data[len]), MISSION_NAME_LEN+1); len += (MISSION_NAME_LEN+1);
memcpy(&Netgame.mission_name, &(data[len]), 9); len += 9;
Netgame.levelnum = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.gamemode = data[len]; len++;
Netgame.RefusePlayers = data[len]; len++;
Netgame.difficulty = data[len]; len++;
Netgame.game_status = data[len]; len++;
Netgame.numplayers = data[len]; len++;
Netgame.max_numplayers = data[len]; len++;
Netgame.numconnected = data[len]; len++;
packed_game_flags p;
p.value = data[len];
Netgame.game_flag = unpack_game_flags(&p); len++;
Netgame.team_vector = data[len]; len++;
Netgame.AllowedItems = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.Allow_marker_view = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.AlwaysLighting = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.ShowEnemyNames = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.BrightPlayers = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.InvulAppear = GET_INTEL_SHORT(&(data[len])); len += 2;
memcpy(Netgame.team_name, &(data[len]), 2*(CALLSIGN_LEN+1)); len += 2*(CALLSIGN_LEN+1);
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.locations[i] = GET_INTEL_INT(&(data[len])); len += 4;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
for (j = 0; j < MAX_PLAYERS; j++)
{
Netgame.kills[i][j] = GET_INTEL_SHORT(&(data[len])); len += 2;
}
}
Netgame.segments_checksum = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.team_kills[0] = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.team_kills[1] = GET_INTEL_SHORT(&(data[len])); len += 2;
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.killed[i] = GET_INTEL_SHORT(&(data[len])); len += 2;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.player_kills[i] = GET_INTEL_SHORT(&(data[len])); len += 2;
}
Netgame.KillGoal = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.PlayTimeAllowed = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.level_time = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.control_invul_time = GET_INTEL_INT(&(data[len])); len += 4;
Netgame.monitor_vector = GET_INTEL_INT(&(data[len])); len += 4;
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.player_score[i] = GET_INTEL_INT(&(data[len])); len += 4;
}
for (i = 0; i < MAX_PLAYERS; i++)
{
Netgame.player_flags[i] = data[len]; len++;
}
Netgame.PacketsPerSec = GET_INTEL_SHORT(&(data[len])); len += 2;
Netgame.PacketLossPrevention = data[len]; len++;
Netgame.NoFriendlyFire = data[len]; len++;
Netgame.protocol.udp.valid = 1; // This game is valid! YAY!
}
}
static void net_udp_process_dump(ubyte *data, int len, struct _sockaddr sender_addr)
{
// Our request for join was denied. Tell the user why.
if (memcmp((struct _sockaddr *)&sender_addr,(struct _sockaddr *)&Netgame.players[0].protocol.udp.addr,sizeof(struct _sockaddr)))
return;
switch (data[1])
{
case DUMP_PKTTIMEOUT:
case DUMP_KICKED:
if (Network_status==NETSTAT_PLAYING)
multi_leave_game();
if (Game_wind)
window_set_visible(Game_wind, 0);
if (data[1] == DUMP_PKTTIMEOUT)
nm_messagebox(NULL, 1, TXT_OK, "You were removed from the game.\nYou failed receiving important\npackets. Sorry.");
if (data[1] == DUMP_KICKED)
nm_messagebox(NULL, 1, TXT_OK, "You were kicked by Host!");
if (Game_wind)
window_set_visible(Game_wind, 1);
multi_quit_game = 1;
game_leave_menus();
multi_reset_stuff();
break;
default:
if (data[1] > DUMP_LEVEL) // invalid dump... heh
break;
Network_status = NETSTAT_MENU; // stop us from sending before message
nm_messagebox_str(NULL, TXT_OK, NET_DUMP_STRINGS(data[1]));
Network_status = NETSTAT_MENU;
multi_reset_stuff();
break;
}
}
static void net_udp_process_request(UDP_sequence_packet *their)
{
// Player is ready to receieve a sync packet
int i;
for (i = 0; i < N_players; i++)
if (!memcmp((struct _sockaddr *)&their->player.protocol.udp.addr, (struct _sockaddr *)&Netgame.players[i].protocol.udp.addr, sizeof(struct _sockaddr)) && (!d_stricmp(their->player.callsign, Netgame.players[i].callsign)))
{
Players[i].connected = CONNECT_PLAYING;
Netgame.players[i].LastPacketTime = timer_query();
break;
}
}
static 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;
static fix64 last_full_req_time = 0;
if (!multi_i_am_master() || length != UPID_GAME_INFO_REQ_SIZE)
break;
if (timer_query() < last_full_req_time+(F1_0/2)) // answer 2 times per second max
break;
last_full_req_time = timer_query();
result = net_udp_check_game_info_request(data, 0);
if (result == -1)
net_udp_send_version_deny(sender_addr);
else if (result == 1)
net_udp_send_game_info(sender_addr, 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:
{
static fix64 last_lite_req_time = 0;
if (!multi_i_am_master() || length != UPID_GAME_INFO_LITE_REQ_SIZE)
break;
if (timer_query() < last_lite_req_time+(F1_0/8))// answer 8 times per second max
break;
last_lite_req_time = timer_query();
if (net_udp_check_game_info_request(data, 1) == 1)
net_udp_send_game_info(sender_addr, 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:
net_udp_process_pdata( data, length, sender_addr );
break;
case UPID_MDATA_PNORM:
net_udp_process_mdata( data, length, sender_addr, 0 );
break;
case UPID_MDATA_PNEEDACK:
net_udp_process_mdata( data, length, sender_addr, 1 );
break;
case UPID_MDATA_ACK:
net_udp_noloss_got_ack(data, length);
break;
#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", 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;
if ((int)data[len] == CONNECT_DISCONNECTED)
multi_disconnect_player(pnum);
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;
}
if (Players[pnum].connected)
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;
}
if ((int)data[len] == CONNECT_DISCONNECTED)
multi_disconnect_player(i);
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
*/
static int net_udp_sync_poll( newmenu *, d_event *event, unused_newmenu_userdata_t *)
{
static fix64 t1 = 0;
int rval = 0;
if (event->type != EVENT_WINDOW_DRAW)
return 0;
net_udp_listen();
// Leave if Host disconnects
if (Netgame.players[0].connected == CONNECT_DISCONNECTED)
rval = -2;
if (Network_status != NETSTAT_WAITING) // Status changed to playing, exit the menu
rval = -2;
if (Network_status != NETSTAT_MENU && !Network_rejoined && (timer_query() > t1+F1_0*2))
{
int i;
// Poll time expired, re-send request
t1 = timer_query();
i = net_udp_send_request();
if (i < 0)
rval = -2;
}
return rval;
}
struct start_poll_data
{
int playercount;
};
static int net_udp_start_poll( newmenu *menu, d_event *event, start_poll_data *spd)
{
newmenu_item *menus = newmenu_get_items(menu);
int nitems = newmenu_get_nitems(menu);
int i,nm;
if (event->type != EVENT_WINDOW_DRAW)
return 0;
Assert(Network_status == NETSTAT_STARTING);
if (!menus[0].value)
menus[0].value = 1;
for (i=1; i<nitems; i++ ) {
if ( (i>= N_players) && (menus[i].value) ) {
menus[i].value = 0;
}
}
nm = 0;
for (i=0; i<nitems; i++ ) {
if ( menus[i].value ) {
nm++;
if ( nm > N_players ) {
menus[i].value = 0;
}
}
}
if ( nm > Netgame.max_numplayers ) {
nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, Netgame.max_numplayers, 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;
}
}
net_udp_listen();
for (i=0; i<N_players; i++ ) // fill this in always in case players change but not their numbers
{
if (PlayerCfg.NoRankings)
sprintf( menus[i].text, "%d. %-20s", i+1, Netgame.players[i].callsign );
else
sprintf( menus[i].text, "%d. %s%-20s", i+1, RankStrings[Netgame.players[i].rank],Netgame.players[i].callsign );
}
if (spd->playercount < Netgame.numplayers ) // A new player
{
digi_play_sample (SOUND_HUD_MESSAGE,F1_0);
if (N_players <= Netgame.max_numplayers)
menus[N_players-1].value = 1;
}
else if ( spd->playercount > Netgame.numplayers ) // One got removed...
{
digi_play_sample (SOUND_HUD_KILL,F1_0);
for (i=0; i<N_players; i++ )
{
if (i < Netgame.max_numplayers)
menus[i].value = 1;
else
menus[i].value = 0;
}
for (i=N_players; i<spd->playercount; i++ )
{
sprintf( menus[i].text, "%d. ", i+1 ); // Clear out the deleted entries...
menus[i].value = 0;
}
}
spd->playercount = Netgame.numplayers;
return 0;
}
#ifdef USE_TRACKER
#define DXX_UDP_MENU_TRACKER_OPTION(VERB) \
DXX_##VERB##_CHECK(tracker, opt_tracker, Netgame.Tracker)
#else
#define DXX_UDP_MENU_TRACKER_OPTION(VERB)
#endif
#if defined(DXX_BUILD_DESCENT_I)
#define D2X_UDP_MENU_OPTIONS(VERB) \
#elif defined(DXX_BUILD_DESCENT_II)
#define D2X_UDP_MENU_OPTIONS(VERB) \
DXX_##VERB##_CHECK("Allow Marker camera views", opt_marker_view, Netgame.Allow_marker_view) \
DXX_##VERB##_CHECK("Indestructible lights", opt_light, Netgame.AlwaysLighting) \
#endif
#define DXX_UDP_MENU_OPTIONS(VERB) \
DXX_##VERB##_SLIDER(TXT_DIFFICULTY, opt_difficulty, Netgame.difficulty, 0, (NDL-1)) \
DXX_##VERB##_SCALE_SLIDER(srinvul, opt_cinvul, Netgame.control_invul_time, 0, 10, 5*F1_0*60) \
DXX_##VERB##_SLIDER(PlayText, opt_playtime, Netgame.PlayTimeAllowed, 0, 10) \
DXX_##VERB##_SLIDER(KillText, opt_killgoal, Netgame.KillGoal, 0, 10) \
DXX_##VERB##_CHECK(TXT_SHOW_ON_MAP, opt_show_on_map, Netgame.game_flag.show_on_map) \
D2X_UDP_MENU_OPTIONS(VERB) \
DXX_##VERB##_CHECK("Invulnerable when reappearing", opt_start_invul, Netgame.InvulAppear) \
DXX_##VERB##_CHECK("Bright player ships", opt_bright, Netgame.BrightPlayers) \
DXX_##VERB##_CHECK("Show enemy names on HUD", opt_show_names, Netgame.ShowEnemyNames) \
DXX_##VERB##_CHECK("No friendly fire (Team, Coop)", opt_ffire, Netgame.NoFriendlyFire) \
DXX_##VERB##_MENU("Set Objects allowed...", opt_setpower) \
DXX_##VERB##_TEXT(packdesc, opt_label_pps) \
DXX_##VERB##_INPUT(packstring, opt_packets, 2) \
DXX_##VERB##_TEXT("Network port", opt_label_port) \
DXX_##VERB##_INPUT(UDP_MyPort, opt_port, 5) \
DXX_UDP_MENU_TRACKER_OPTION(VERB)
enum {
DXX_UDP_MENU_OPTIONS(ENUM)
};
static void net_udp_set_power (void)
{
newmenu_item m[MULTI_ALLOW_POWERUP_MAX];
int i;
for (i = 0; i < MULTI_ALLOW_POWERUP_MAX; i++)
{
nm_set_item_checkbox(&m[i], multi_allow_powerup_text[i], (Netgame.AllowedItems >> i) & 1);
}
newmenu_do1( NULL, "Objects to allow", MULTI_ALLOW_POWERUP_MAX, m, unused_newmenu_subfunction, unused_newmenu_userdata, 0 );
Netgame.AllowedItems &= ~NETFLAG_DOPOWERUP;
for (i = 0; i < MULTI_ALLOW_POWERUP_MAX; i++)
if (m[i].value)
Netgame.AllowedItems |= (1 << i);
}
static void net_udp_more_game_options ()
{
int i;
char PlayText[80],KillText[80],srinvul[50],packdesc[30],packstring[5];
newmenu_item m[DXX_UDP_MENU_OPTIONS(COUNT)];
snprintf(packdesc,sizeof(packdesc),"Packets per second (%i - %i)",MIN_PPS,MAX_PPS);
snprintf(packstring,sizeof(packstring),"%d",Netgame.PacketsPerSec);
snprintf(srinvul, sizeof(srinvul), "%s: %d %s", TXT_REACTOR_LIFE, Netgame.control_invul_time/F1_0/60, TXT_MINUTES_ABBREV );
snprintf(PlayText, sizeof(PlayText), "Max time: %d %s", Netgame.PlayTimeAllowed*5, TXT_MINUTES_ABBREV );
snprintf(KillText, sizeof(KillText), "Kill Goal: %d kills", Netgame.KillGoal*5);
#ifdef USE_TRACKER
char tracker[52];
snprintf(tracker, sizeof(tracker), "Track this game on\n%s:%u", GameArg.MplTrackerAddr, GameArg.MplTrackerPort);
#endif
DXX_UDP_MENU_OPTIONS(ADD);
menu:
i = newmenu_do1( NULL, "Advanced netgame options", sizeof(m) / sizeof(m[0]), m, net_udp_more_options_handler, unused_newmenu_userdata, 0 );
if (i==opt_setpower)
{
net_udp_set_power ();
goto menu;
}
DXX_UDP_MENU_OPTIONS(READ);
Netgame.PacketsPerSec=atoi(packstring);
if (Netgame.PacketsPerSec>MAX_PPS)
{
Netgame.PacketsPerSec=MAX_PPS;
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to %i",MAX_PPS);
}
if (Netgame.PacketsPerSec<MIN_PPS)
{
Netgame.PacketsPerSec=MIN_PPS;
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Packet value out of range\nSetting value to %i", MIN_PPS);
}
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");
}
Difficulty_level = Netgame.difficulty;
}
static int net_udp_more_options_handler( newmenu *menu, d_event *event, unused_newmenu_userdata_t *)
{
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;
}
return 0;
}
struct param_opt
{
int start_game, name, level, mode, mode_end, moreopts;
int closed, refuse, maxnet, anarchy, team_anarchy, robot_anarchy, coop, bounty;
#if defined(DXX_BUILD_DESCENT_II)
int capture, hoard, team_hoard;
#endif
};
static 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);
switch (event->type)
{
case EVENT_NEWMENU_CHANGED:
#if defined(DXX_BUILD_DESCENT_I)
if (citem == opt->team_anarchy)
{
menus[opt->closed].value = 1;
menus[opt->closed-1].value = 0;
menus[opt->closed+1].value = 0;
}
#elif defined(DXX_BUILD_DESCENT_II)
if (((HoardEquipped() && (citem == opt->team_hoard)) || ((citem == opt->team_anarchy) || (citem == opt->capture))) && !menus[opt->closed].value && !menus[opt->refuse].value)
{
menus[opt->refuse].value = 1;
menus[opt->refuse-1].value = 0;
menus[opt->refuse-2].value = 0;
}
#endif
if (menus[opt->coop].value)
{
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 = menus[opt->maxnet].value+2;
Netgame.game_flag.show_on_map = 1;
if (Netgame.PlayTimeAllowed || Netgame.KillGoal)
{
Netgame.PlayTimeAllowed=0;
Netgame.KillGoal=0;
}
}
else // if !Coop game
{
if (menus[opt->maxnet].max_value<6)
{
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 = menus[opt->maxnet].value+2;
}
}
if (citem == opt->level)
{
char *slevel = menus[opt->level].text;
#if defined(DXX_BUILD_DESCENT_I)
if (!d_strnicmp(slevel, "s", 1))
Netgame.levelnum = -atoi(slevel+1);
else
#endif
Netgame.levelnum = atoi(slevel);
}
if (citem == opt->maxnet)
{
sprintf( menus[opt->maxnet].text, "Maximum players: %d", menus[opt->maxnet].value+2 );
Netgame.max_numplayers = menus[opt->maxnet].value+2;
}
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;
}
#if defined(DXX_BUILD_DESCENT_II)
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;
#endif
else if( menus[opt->bounty].value )
Netgame.gamemode = NETGAME_BOUNTY;
#if defined(DXX_BUILD_DESCENT_II)
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;
}
#endif
else if ( menus[opt->robot_anarchy].value )
Netgame.gamemode = NETGAME_ROBOT_ANARCHY;
else if ( menus[opt->coop].value )
Netgame.gamemode = NETGAME_COOPERATIVE;
else Int3(); // Invalid mode -- see Rob
}
Netgame.game_flag.closed = menus[opt->closed].value;
Netgame.RefusePlayers=menus[opt->refuse].value;
break;
case EVENT_NEWMENU_SELECTED:
#if defined(DXX_BUILD_DESCENT_I)
if ((Netgame.levelnum < Last_secret_level) || (Netgame.levelnum > Last_level) || (Netgame.levelnum == 0))
#elif defined(DXX_BUILD_DESCENT_II)
if ((Netgame.levelnum < 1) || (Netgame.levelnum > Last_level))
#endif
{
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();
multi_new_game();
change_playernum_to(0);
for (i=0;i<MAX_PLAYERS;i++)
if (i!=Player_num)
Players[i].callsign[0]=0;
Netgame.max_numplayers = MAX_PLAYERS;
Netgame.KillGoal=0;
Netgame.PlayTimeAllowed=0;
#if defined(DXX_BUILD_DESCENT_I)
Netgame.RefusePlayers=0;
#elif defined(DXX_BUILD_DESCENT_II)
Netgame.Allow_marker_view=1;
#endif
Netgame.difficulty=PlayerCfg.DefaultDifficulty;
Netgame.PacketsPerSec=10;
sprintf( Netgame.game_name, "%s%s", Players[Player_num].callsign, TXT_S_GAME );
if (GameArg.MplUdpMyPort != 0)
snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", GameArg.MplUdpMyPort);
else
snprintf (UDP_MyPort, sizeof(UDP_MyPort), "%d", UDP_PORT_DEFAULT);
Netgame.BrightPlayers = Netgame.InvulAppear = 1;
Netgame.AllowedItems = 0;
Netgame.AllowedItems |= NETFLAG_DOPOWERUP;
Netgame.PacketLossPrevention = 1;
Netgame.NoFriendlyFire = 0;
#ifdef USE_TRACKER
Netgame.Tracker = 1;
#endif
read_netgame_profile(&Netgame);
if (Netgame.gamemode == NETGAME_COOPERATIVE) // did we restore Coop as default? then fix max players right now!
Netgame.max_numplayers = 4;
#if defined(DXX_BUILD_DESCENT_II)
if (!HoardEquipped() && (Netgame.gamemode == NETGAME_HOARD || Netgame.gamemode == NETGAME_TEAM_HOARD)) // did we restore a hoard mode but don't have hoard installed right now? then fall back to anarchy!
Netgame.gamemode = NETGAME_ANARCHY;
#endif
strcpy(Netgame.mission_name, Current_mission_filename);
strcpy(Netgame.mission_title, Current_mission_longname);
sprintf( slevel, "1" ); Netgame.levelnum = 1;
optnum = 0;
opt.start_game=optnum;
nm_set_item_menu(& m[optnum], "Start Game"); optnum++;
nm_set_item_text(& m[optnum], TXT_DESCRIPTION); optnum++;
opt.name = optnum;
nm_set_item_input(&m[optnum], NETGAME_NAME_LEN, Netgame.game_name); optnum++;
#if defined(DXX_BUILD_DESCENT_I)
#define DXX_SECRET_LEVEL_FORMAT_STRING ", S1-S%d)"
#define DXX_SECRET_LEVEL_FORMAT_ARGUMENT , -Last_secret_level
#elif defined(DXX_BUILD_DESCENT_II)
#define DXX_SECRET_LEVEL_FORMAT_STRING
#define DXX_SECRET_LEVEL_FORMAT_ARGUMENT
#endif
snprintf(level_text, sizeof(level_text), "%s (1-%d)" DXX_SECRET_LEVEL_FORMAT_STRING, TXT_LEVEL_, Last_level DXX_SECRET_LEVEL_FORMAT_ARGUMENT);
Assert(strlen(level_text) < 32);
nm_set_item_text(& m[optnum], level_text); optnum++;
opt.level = optnum;
nm_set_item_input(&m[optnum],4, slevel); optnum++;
nm_set_item_text(& m[optnum], TXT_OPTIONS); optnum++;
opt.mode = optnum;
nm_set_item_radio(&m[optnum], TXT_ANARCHY,(Netgame.gamemode == NETGAME_ANARCHY),0); opt.anarchy=optnum; optnum++;
nm_set_item_radio(&m[optnum], TXT_TEAM_ANARCHY,(Netgame.gamemode == NETGAME_TEAM_ANARCHY),0); opt.team_anarchy=optnum; optnum++;
nm_set_item_radio(&m[optnum], TXT_ANARCHY_W_ROBOTS,(Netgame.gamemode == NETGAME_ROBOT_ANARCHY),0); opt.robot_anarchy=optnum; optnum++;
nm_set_item_radio(&m[optnum], TXT_COOPERATIVE,(Netgame.gamemode == NETGAME_COOPERATIVE),0); opt.coop=optnum; optnum++;
#if defined(DXX_BUILD_DESCENT_II)
nm_set_item_radio(&m[optnum], "Capture the flag",(Netgame.gamemode == NETGAME_CAPTURE_FLAG),0); opt.capture=optnum; optnum++;
if (HoardEquipped())
{
nm_set_item_radio(&m[optnum], "Hoard",(Netgame.gamemode == NETGAME_HOARD),0); opt.hoard=optnum; optnum++;
nm_set_item_radio(&m[optnum], "Team Hoard",(Netgame.gamemode == NETGAME_TEAM_HOARD),0); opt.team_hoard=optnum; optnum++;
}
else
{
opt.hoard = opt.team_hoard = 0; // NOTE: Make sure if you use these, use them in connection with HoardEquipped() only!
}
#endif
nm_set_item_radio(&m[optnum], "Bounty", ( Netgame.gamemode & NETGAME_BOUNTY ), 0); opt.mode_end=opt.bounty=optnum; optnum++;
nm_set_item_text(& m[optnum], ""); optnum++;
nm_set_item_radio(&m[optnum], "Open game",(!Netgame.RefusePlayers && !Netgame.game_flag.closed),1); optnum++;
opt.closed = optnum;
nm_set_item_radio(&m[optnum], TXT_CLOSED_GAME,Netgame.game_flag.closed,1); optnum++;
opt.refuse = optnum;
nm_set_item_radio(&m[optnum], "Restricted Game ",Netgame.RefusePlayers,1); optnum++;
opt.maxnet = optnum;
sprintf( srmaxnet, "Maximum players: %d", Netgame.max_numplayers);
nm_set_item_slider(&m[optnum], srmaxnet,Netgame.max_numplayers-2,0,Netgame.max_numplayers-2); optnum++;
opt.moreopts=optnum;
nm_set_item_menu(& m[optnum], "Advanced Options"); optnum++;
Assert(optnum <= 20);
i = newmenu_do1( NULL, TXT_NETGAME_SETUP, optnum, m, net_udp_game_param_handler, &opt, opt.start_game );
if (i < 0)
net_udp_close();
write_netgame_profile(&Netgame);
return i >= 0;
}
void
static 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;
#if defined(DXX_BUILD_DESCENT_II)
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;
}
#endif
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<MAX_PLAYERS; i++ )
{
Players[i].net_kills_total = 0;
Players[i].net_killed_total = 0;
}
for (i=0; i<N_players; i++ ) {
if ( Netgame.players[i].protocol.udp.isyou == 1 && (!d_stricmp( Netgame.players[i].callsign, temp_callsign)) )
{
if (Player_num!=-1) {
Int3(); // Hey, we've found ourselves twice
Network_status = NETSTAT_MENU;
return;
}
change_playernum_to(i);
}
memcpy( Players[i].callsign, Netgame.players[i].callsign, CALLSIGN_LEN+1 );
Players[i].connected = Netgame.players[i].connected;
Players[i].net_kills_total = Netgame.player_kills[i];
Players[i].net_killed_total = Netgame.killed[i];
if ((Network_rejoined) || (i != Player_num))
Players[i].score = Netgame.player_score[i];
for (j = 0; j < MAX_PLAYERS; j++)
{
kill_matrix[i][j] = Netgame.kills[i][j];
}
}
if ( Player_num < 0 ) {
Network_status = NETSTAT_MENU;
return;
}
if (Network_rejoined)
for (i=0; i<N_players;i++)
Players[i].net_killed_total = Netgame.killed[i];
#if defined(DXX_BUILD_DESCENT_I)
PlayerCfg.NetlifeKills -= Players[Player_num].net_kills_total;
PlayerCfg.NetlifeKilled -= Players[Player_num].net_killed_total;
#endif
if (Network_rejoined)
{
net_udp_process_monitor_vector(Netgame.monitor_vector);
Players[Player_num].time_level = Netgame.level_time;
}
team_kills[0] = Netgame.team_kills[0];
team_kills[1] = Netgame.team_kills[1];
Players[Player_num].connected = CONNECT_PLAYING;
Netgame.players[Player_num].connected = CONNECT_PLAYING;
Netgame.players[Player_num].rank=GetMyNetRanking();
if (!Network_rejoined)
{
for (i=0; i<NumNetPlayerPositions; i++)
{
Objects[Players[i].objnum].pos = Player_init[Netgame.locations[i]].pos;
Objects[Players[i].objnum].orient = Player_init[Netgame.locations[i]].orient;
obj_relink(Players[i].objnum,Player_init[Netgame.locations[i]].segnum);
}
}
Objects[Players[Player_num].objnum].type = OBJ_PLAYER;
Network_status = NETSTAT_PLAYING;
multi_sort_kill_list();
}
static int net_udp_send_sync(void)
{
int i, j, np;
// Check if there are enough starting positions
if (NumNetPlayerPositions < Netgame.max_numplayers)
{
nm_messagebox(TXT_ERROR, 1, TXT_OK, "Not enough start positions\n(set %d got %d)\nNetgame aborted", Netgame.max_numplayers, NumNetPlayerPositions);
// Tell everyone we're bailing
Netgame.numplayers = 0;
for (i=1; i<N_players; i++)
{
if (Players[i].connected == CONNECT_DISCONNECTED)
continue;
net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED);
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
}
net_udp_broadcast_game_info(UPID_GAME_INFO_LITE);
return -1;
}
// Randomize their starting locations...
d_srand( (fix)timer_query() );
for (i=0; i<NumNetPlayerPositions; i++ )
{
if (Players[i].connected)
Players[i].connected = CONNECT_PLAYING; // Get rid of endlevel connect statuses
if (Game_mode & GM_MULTI_COOP)
Netgame.locations[i] = i;
else {
do
{
np = d_rand() % NumNetPlayerPositions;
for (j=0; j<i; j++ )
{
if (Netgame.locations[j]==np)
{
np =-1;
break;
}
}
} while (np<0);
// np is a location that is not used anywhere else..
Netgame.locations[i]=np;
}
}
// Push current data into the sync packet
net_udp_update_netgame();
Netgame.game_status = NETSTAT_PLAYING;
Netgame.segments_checksum = my_segments_checksum;
for (i=0; i<N_players; i++ )
{
if ((!Players[i].connected) || (i == Player_num))
continue;
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_SYNC);
}
net_udp_read_sync_packet(NULL, 0, Netgame.players[0].protocol.udp.addr); // Read it myself, as if I had sent it
return 0;
}
int
static net_udp_select_teams(void)
{
newmenu_item m[MAX_PLAYERS+4];
int choice, opt, opt_team_b;
ubyte team_vector = 0;
char team_names[2][CALLSIGN_LEN+1];
int i;
int pnums[MAX_PLAYERS+2];
// One-time initialization
for (i = N_players/2; i < N_players; i++) // Put first half of players on team A
{
team_vector |= (1 << i);
}
sprintf(team_names[0], "%s", TXT_BLUE);
sprintf(team_names[1], "%s", TXT_RED);
// Here comes da menu
menu:
nm_set_item_input(&m[0], CALLSIGN_LEN, team_names[0]);
opt = 1;
for (i = 0; i < N_players; i++)
{
if (!(team_vector & (1 << i)))
{
nm_set_item_menu(& m[opt], Netgame.players[i].callsign); pnums[opt] = i; opt++;
}
}
opt_team_b = opt;
nm_set_item_input(&m[opt], CALLSIGN_LEN, team_names[1]); opt++;
for (i = 0; i < N_players; i++)
{
if (team_vector & (1 << i))
{
nm_set_item_menu(& m[opt], Netgame.players[i].callsign); pnums[opt] = i; opt++;
}
}
nm_set_item_text(& m[opt], ""); opt++;
nm_set_item_menu(& m[opt], TXT_ACCEPT); opt++;
Assert(opt <= MAX_PLAYERS+4);
choice = newmenu_do(NULL, TXT_TEAM_SELECTION, opt, m, unused_newmenu_subfunction, unused_newmenu_userdata);
if (choice == opt-1)
{
#if 0 // no need to wait for other players
if ((opt-2-opt_team_b < 2) || (opt_team_b == 1))
{
nm_messagebox(NULL, 1, TXT_OK, TXT_TEAM_MUST_ONE);
#ifdef RELEASE
goto menu;
#endif
}
#endif
Netgame.team_vector = team_vector;
strcpy(Netgame.team_name[0], team_names[0]);
strcpy(Netgame.team_name[1], team_names[1]);
return 1;
}
else if ((choice > 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
static net_udp_select_players(void)
{
int i, j;
newmenu_item m[MAX_PLAYERS+4];
start_poll_data *spd;
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 );
CALLOC(spd, start_poll_data, 1);
if (!spd)
return 0;
spd->playercount=1;
for (i=0; i< MAX_PLAYERS+4; i++ ) {
sprintf( text[i], "%d. %-20s", i+1, "" );
nm_set_item_checkbox(&m[i], text[i], 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, Netgame.max_numplayers, 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, spd, 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<save_nplayers; i++) {
if (Players[i].connected == CONNECT_DISCONNECTED)
continue;
net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_ABORTED);
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
}
net_udp_broadcast_game_info(UPID_GAME_INFO_LITE);
Netgame.numplayers = save_nplayers;
Network_status = NETSTAT_MENU;
d_free(spd);
return(0);
}
// Count number of players chosen
N_players = 0;
for (i=0; i<save_nplayers; i++ )
{
if (m[i].value)
N_players++;
}
if ( N_players > Netgame.max_numplayers) {
nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, Netgame.max_numplayers, TXT_NETPLAYERS_IN );
N_players = save_nplayers;
goto GetPlayersAgain;
}
// Let host join without Client available. Let's see if our players like that
#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<save_nplayers; i++ )
{
if (m[i].value)
{
if (i > N_players)
{
memcpy(Netgame.players[N_players].callsign, Netgame.players[i].callsign, CALLSIGN_LEN+1);
Netgame.players[N_players].rank=Netgame.players[i].rank;
ClipRank (&Netgame.players[N_players].rank);
}
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_PLAYERS; i++) {
memset(Netgame.players[i].callsign, 0, CALLSIGN_LEN+1);
Netgame.players[i].rank=0;
}
#if defined(DXX_BUILD_DESCENT_I)
if (Netgame.gamemode == NETGAME_TEAM_ANARCHY)
#elif defined(DXX_BUILD_DESCENT_II)
if (Netgame.gamemode == NETGAME_TEAM_ANARCHY ||
Netgame.gamemode == NETGAME_CAPTURE_FLAG ||
Netgame.gamemode == NETGAME_TEAM_HOARD)
#endif
if (!net_udp_select_teams())
goto abort;
d_free(spd);
return(1);
}
static 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();
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);
}
else
{
Game_mode = GM_GAME_OVER;
return 0; // see if we want to tweak the game we setup
}
net_udp_broadcast_game_info(UPID_GAME_INFO_LITE); // game started. broadcast our current status to everyone who wants to know
return 1; // don't keep params menu or mission listbox (may want to join a game next time)
}
static int net_udp_wait_for_sync(void)
{
char text[60];
newmenu_item m[2];
int i, choice=0;
Network_status = NETSTAT_WAITING;
nm_set_item_text(& m[0], text);
nm_set_item_text(& m[1], 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, unused_newmenu_userdata );
}
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);
}
static int net_udp_request_poll( newmenu *, d_event *event, unused_newmenu_userdata_t *)
{
// Polling loop for waiting-for-requests menu
int i = 0;
int num_ready = 0;
if (event->type != EVENT_WINDOW_DRAW)
return 0;
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;
}
static 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;
nm_set_item_text(& m[0], 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, unused_newmenu_userdata);
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 defined(DXX_BUILD_DESCENT_II)
if (is_D2_OEM)
{
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
#endif
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;
change_playernum_to(1);
net_udp_set_game_mode(Netgame.gamemode);
StartNewLevel(Netgame.levelnum);
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<nsave; i++ )
{
if (Players[i].connected == CONNECT_DISCONNECTED)
continue;
net_udp_send_game_info(Netgame.players[i].protocol.udp.addr, UPID_GAME_INFO);
}
net_udp_broadcast_game_info(UPID_GAME_INFO_LITE);
N_players=nsave;
#ifdef USE_TRACKER
if( Netgame.Tracker )
udp_tracker_unregister();
#endif
}
Players[Player_num].connected = CONNECT_DISCONNECTED;
change_playernum_to(0);
#if defined(DXX_BUILD_DESCENT_II)
write_player_file();
#endif
net_udp_flush();
net_udp_close();
}
void net_udp_flush()
{
ubyte packet[UPID_MAX_SIZE];
struct _sockaddr sender_addr;
if (UDP_Socket[0] != -1)
while (udp_receive_packet( 0, packet, UPID_MAX_SIZE, &sender_addr) > 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(const ubyte * ptr, int len, int priority )
{
char check;
if (Endlevel_sequence)
return;
if ((UDP_MData.mbuf_size+len) > UPID_MDATA_BUF_SIZE )
{
check = ptr[0];
net_udp_send_mdata(0, timer_query());
if (UDP_MData.mbuf_size != 0)
Int3();
Assert(check == ptr[0]);
(void)check;
}
Assert(UDP_MData.mbuf_size+len <= UPID_MDATA_BUF_SIZE);
memcpy( &UDP_MData.mbuf[UDP_MData.mbuf_size], ptr, len );
UDP_MData.mbuf_size += len;
if (priority)
net_udp_send_mdata((priority==2)?1:0, timer_query());
}
void net_udp_timeout_check(fix64 time)
{
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)
{
multi_disconnect_player(i);
}
}
}
last_timeout_time = time;
}
}
void net_udp_do_frame(int force, int listen)
{
fix64 time = 0;
static fix64 last_pdata_time = 0, last_mdata_time = 16, last_endlevel_time = 32, last_bcast_time = 48, last_resync_time = 64;
if (!(Game_mode&GM_NETWORK) || UDP_Socket[0] == -1)
return;
time = timer_query();
if (WaitForRefuseAnswer && time>(RefuseTimeLimit+(F1_0*12)))
WaitForRefuseAnswer=0;
// Send positional update either in the regular PPS interval OR if forced
if (force || (time >= (last_pdata_time+(F1_0/Netgame.PacketsPerSec))))
{
last_pdata_time = time;
net_udp_send_pdata();
}
if (force || (time >= (last_mdata_time+(F1_0/10))))
{
last_mdata_time = time;
multi_send_robot_frame(0);
net_udp_send_mdata(0, time);
}
net_udp_noloss_process_queue(time);
if (VerifyPlayerJoined!=-1 && time >= last_resync_time+F1_0)
{
last_resync_time = time;
net_udp_resend_sync_due_to_packet_loss(); // This will resend to UDP_sync_player
}
if ((time>=last_endlevel_time+F1_0) && 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_broadcast_game_info(UPID_GAME_INFO_LITE);
}
#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
net_udp_ping_frame(time);
if (listen)
{
net_udp_timeout_check(time);
net_udp_listen();
if (Network_send_objects)
net_udp_send_objects();
if (Network_sending_extras && VerifyPlayerJoined==-1)
net_udp_send_extras();
}
udp_traffic_stat();
}
/* CODE FOR PACKET LOSS PREVENTION - START */
/*
* Adds a packet to our queue. Should be called when an IMPORTANT mdata packet is created.
* player_ack is an array which should contain 0 for each player that needs to send an ACK signal.
*/
static void net_udp_noloss_add_queue_pkt(uint32_t pkt_num, fix64 time, ubyte *data, ushort data_size, ubyte pnum, ubyte player_ack[MAX_PLAYERS])
{
int i, found = 0;
if (!(Game_mode&GM_NETWORK) || UDP_Socket[0] == -1)
return;
if (!Netgame.PacketLossPrevention)
return;
for (i = 0; i < UDP_MDATA_STOR_QUEUE_SIZE; i++) // look for unused or oldest slot
{
if (UDP_mdata_queue[i].used)
{
if (UDP_mdata_queue[i].pkt_initial_timestamp > UDP_mdata_queue[found].pkt_initial_timestamp)
found = i;
}
else
{
found = i;
break;
}
}
if (UDP_mdata_queue[found].used) // seems the slot we found is used (list is full) so screw those who still need ack's.
{
con_printf(CON_VERBOSE, "P#%i: MData store list is full!", Player_num);
if (multi_i_am_master())
{
for ( i=1; i<N_players; i++ )
if (UDP_mdata_queue[found].player_ack[i] == 0)
net_udp_dump_player(Netgame.players[i].protocol.udp.addr, DUMP_PKTTIMEOUT);
}
else
{
Netgame.PacketLossPrevention = 0; // Disable PLP - otherwise we get stuck in an infinite loop here. NOTE: We could as well clean the whole queue to continue protect our disconnect signal bit it's not that important - we just wanna leave.
if (Network_status==NETSTAT_PLAYING)
multi_leave_game();
if (Game_wind)
window_set_visible(Game_wind, 0);
nm_messagebox(NULL, 1, TXT_OK, "You left the game. You failed\nsending important packets.\nSorry.");
if (Game_wind)
window_set_visible(Game_wind, 1);
multi_quit_game = 1;
game_leave_menus();
multi_reset_stuff();
}
}
con_printf(CON_VERBOSE, "P#%i: Adding MData pkt_num %i, type %i from P#%i to MData store list", Player_num, pkt_num, data[0], pnum);
UDP_mdata_queue[found].used = 1;
UDP_mdata_queue[found].pkt_initial_timestamp = time;
for (i = 0; i < MAX_PLAYERS; i++)
UDP_mdata_queue[found].pkt_timestamp[i] = time;
UDP_mdata_queue[found].pkt_num = pkt_num;
UDP_mdata_queue[found].Player_num = pnum;
memcpy( &UDP_mdata_queue[found].player_ack, player_ack, sizeof(ubyte)*MAX_PLAYERS);
memcpy( &UDP_mdata_queue[found].data, data, sizeof(char)*data_size );
UDP_mdata_queue[found].data_size = data_size;
}
/*
* 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!
*/
static 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",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;
dxx_sendto (UDP_Socket[0], buf, len, 0, sender_addr);
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",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",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",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, total_len = 0;
if (!(Game_mode&GM_NETWORK) || UDP_Socket[0] == -1)
return;
if (!Netgame.PacketLossPrevention)
return;
for (queuec = 0; queuec < UDP_MDATA_STOR_QUEUE_SIZE; queuec++)
{
int needack = 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])
{
// Resend if enough time has passed.
if (UDP_mdata_queue[queuec].pkt_timestamp[plc] + (F1_0/3) <= 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",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_PNEEDACK; 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;
dxx_sendto (UDP_Socket[0], buf, len, 0, Netgame.players[plc].protocol.udp.addr);
total_len += len;
}
needack++;
}
}
// Check if we can remove that packet due to to it had no resend's or Timeout
if (needack==0 || (UDP_mdata_queue[queuec].pkt_initial_timestamp + UDP_TIMEOUT <= time))
{
if (needack) // packet timed out but still not all have ack'd. SCREW THEM NOW!
{
if (multi_i_am_master())
{
for ( plc=1; plc<N_players; plc++ )
if (UDP_mdata_queue[queuec].player_ack[plc] == 0)
net_udp_dump_player(Netgame.players[plc].protocol.udp.addr, DUMP_PKTTIMEOUT);
}
else
{
Netgame.PacketLossPrevention = 0; // Disable PLP - otherwise we get stuck in an infinite loop here. NOTE: We could as well clean the whole queue to continue protect our disconnect signal bit it's not that important - we just wanna leave.
if (Network_status==NETSTAT_PLAYING)
multi_leave_game();
if (Game_wind)
window_set_visible(Game_wind, 0);
nm_messagebox(NULL, 1, TXT_OK, "You left the game. You failed\nsending important packets.\nSorry.");
if (Game_wind)
window_set_visible(Game_wind, 1);
multi_quit_game = 1;
game_leave_menus();
multi_reset_stuff();
}
}
con_printf(CON_VERBOSE, "P#%i: Removing stored pkt_num %i - missing ACKs: %i",Player_num, UDP_mdata_queue[queuec].pkt_num, needack);
memset(&UDP_mdata_queue[queuec],0,sizeof(UDP_mdata_store));
}
// Send up to half our max packet size
if (total_len >= (UPID_MAX_SIZE/2))
break;
}
}
/* CODE FOR PACKET LOSS PREVENTION - END */
void net_udp_send_mdata_direct(ubyte *data, int data_len, int pnum, int needack)
{
ubyte buf[sizeof(UDP_mdata_info)];
ubyte pack[MAX_PLAYERS];
int len = 0;
if (!(Game_mode&GM_NETWORK) || UDP_Socket[0] == -1)
return;
if (!(data_len > 0))
return;
if (!multi_i_am_master() && pnum != 0)
Error("Client sent direct data to non-Host in net_udp_send_mdata_direct()!\n");
if (!Netgame.PacketLossPrevention)
needack = 0;
memset(&buf, 0, sizeof(UDP_mdata_info));
memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS);
pack[pnum] = 0;
if (needack)
buf[len] = UPID_MDATA_PNEEDACK;
else
buf[len] = UPID_MDATA_PNORM;
len++;
buf[len] = Player_num; len++;
if (needack)
{
UDP_MData.pkt_num++;
Assert(UDP_MDATA_STOR_QUEUE_SIZE*100 < INT_MAX);
if (UDP_MData.pkt_num > UDP_MDATA_STOR_QUEUE_SIZE*100) // roll over at some point
UDP_MData.pkt_num = 0;
PUT_INTEL_INT(buf + len, UDP_MData.pkt_num); len += 4;
}
memcpy(&buf[len], data, sizeof(char)*data_len); len += data_len;
dxx_sendto (UDP_Socket[0], buf, len, 0, Netgame.players[pnum].protocol.udp.addr);
if (needack)
net_udp_noloss_add_queue_pkt(UDP_MData.pkt_num, timer_query(), data, data_len, Player_num, pack);
}
void net_udp_send_mdata(int needack, fix64 time)
{
ubyte buf[sizeof(UDP_mdata_info)];
ubyte pack[MAX_PLAYERS];
int len = 0, i = 0;
if (!(Game_mode&GM_NETWORK) || UDP_Socket[0] == -1)
return;
if (!(UDP_MData.mbuf_size > 0))
return;
if (!Netgame.PacketLossPrevention)
needack = 0;
memset(&buf, 0, sizeof(UDP_mdata_info));
memset(&pack, 1, sizeof(ubyte)*MAX_PLAYERS);
if (needack)
buf[len] = UPID_MDATA_PNEEDACK;
else
buf[len] = UPID_MDATA_PNORM;
len++;
buf[len] = Player_num; len++;
if (needack)
{
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)
{
dxx_sendto (UDP_Socket[0], buf, len, 0, Netgame.players[i].protocol.udp.addr);
pack[i] = 0;
}
}
}
else
{
dxx_sendto (UDP_Socket[0], buf, len, 0, Netgame.players[0].protocol.udp.addr);
pack[0] = 0;
}
if (needack)
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 needack)
{
int pnum = data[1], dataoffset = (needack?6:2);
// Check if packet might be bogus
if ((pnum < 0) || (data_len > sizeof(UDP_mdata_info)))
return;
// Check if it came from valid IP
if (multi_i_am_master())
{
if (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 needack packet and check for possible redundancy
if (needack)
{
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)
{
dxx_sendto (UDP_Socket[0], data, data_len, 0, Netgame.players[i].protocol.udp.addr);
pack[i] = 0;
}
}
if (needack && 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(data+dataoffset, data_len-dataoffset);
Endlevel_sequence = old_Endlevel_sequence;
return;
}
multi_process_bigdata(data+dataoffset, data_len-dataoffset );
}
void net_udp_send_pdata()
{
ubyte buf[sizeof(UDP_frame_info)];
int len = 0, i = 0;
quaternionpos qpp;
if (!(Game_mode&GM_NETWORK) || UDP_Socket[0] == -1)
return;
if (Players[Player_num].connected != CONNECT_PLAYING)
return;
memset(&buf, 0, sizeof(UDP_frame_info));
buf[len] = UPID_PDATA; len++;
buf[len] = Player_num; len++;
buf[len] = Players[Player_num].connected; len++;
memset(&qpp, 0, sizeof(quaternionpos));
create_quaternionpos(&qpp, &Objects[Players[Player_num].objnum], 0);
PUT_INTEL_SHORT(buf+len, qpp.orient.w); len += 2;
PUT_INTEL_SHORT(buf+len, qpp.orient.x); len += 2;
PUT_INTEL_SHORT(buf+len, qpp.orient.y); len += 2;
PUT_INTEL_SHORT(buf+len, qpp.orient.z); len += 2;
PUT_INTEL_INT(buf+len, qpp.pos.x); len += 4;
PUT_INTEL_INT(buf+len, qpp.pos.y); len += 4;
PUT_INTEL_INT(buf+len, qpp.pos.z); len += 4;
PUT_INTEL_SHORT(buf+len, qpp.segment); len += 2;
PUT_INTEL_INT(buf+len, qpp.vel.x); len += 4;
PUT_INTEL_INT(buf+len, qpp.vel.y); len += 4;
PUT_INTEL_INT(buf+len, qpp.vel.z); len += 4;
PUT_INTEL_INT(buf+len, qpp.rotvel.x); len += 4;
PUT_INTEL_INT(buf+len, qpp.rotvel.y); len += 4;
PUT_INTEL_INT(buf+len, qpp.rotvel.z); len += 4; // 46 + 3 = 49
if (multi_i_am_master())
{
for (i = 1; i < MAX_PLAYERS; i++)
if (Players[i].connected != CONNECT_DISCONNECTED)
dxx_sendto (UDP_Socket[0], buf, len, 0, Netgame.players[i].protocol.udp.addr);
}
else
{
dxx_sendto (UDP_Socket[0], buf, len, 0, Netgame.players[0].protocol.udp.addr);
}
}
void net_udp_process_pdata ( ubyte *data, int data_len, struct _sockaddr sender_addr )
{
UDP_frame_info pd;
int len = 0, i = 0;
if ( !( Game_mode & GM_NETWORK && ( Network_status == NETSTAT_PLAYING || Network_status == NETSTAT_ENDLEVEL || Network_status==NETSTAT_WAITING ) ) )
return;
len++;
memset(&pd, 0, sizeof(UDP_frame_info));
if (data_len > sizeof(UDP_frame_info))
return;
if (data_len != UPID_PDATA_SIZE)
return;
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[((multi_i_am_master())?(data[len]):(0))].protocol.udp.addr, sizeof(struct _sockaddr)))
return;
pd.Player_num = data[len]; len++;
pd.connected = data[len]; len++;
pd.qpp.orient.w = GET_INTEL_SHORT(&data[len]); len += 2;
pd.qpp.orient.x = GET_INTEL_SHORT(&data[len]); len += 2;
pd.qpp.orient.y = GET_INTEL_SHORT(&data[len]); len += 2;
pd.qpp.orient.z = GET_INTEL_SHORT(&data[len]); len += 2;
pd.qpp.pos.x = GET_INTEL_INT(&data[len]); len += 4;
pd.qpp.pos.y = GET_INTEL_INT(&data[len]); len += 4;
pd.qpp.pos.z = GET_INTEL_INT(&data[len]); len += 4;
pd.qpp.segment = GET_INTEL_SHORT(&data[len]); len += 2;
pd.qpp.vel.x = GET_INTEL_INT(&data[len]); len += 4;
pd.qpp.vel.y = GET_INTEL_INT(&data[len]); len += 4;
pd.qpp.vel.z = GET_INTEL_INT(&data[len]); len += 4;
pd.qpp.rotvel.x = GET_INTEL_INT(&data[len]); len += 4;
pd.qpp.rotvel.y = GET_INTEL_INT(&data[len]); len += 4;
pd.qpp.rotvel.z = GET_INTEL_INT(&data[len]); len += 4;
if (multi_i_am_master()) // I am host - must relay this packet to others!
{
if (pd.Player_num > 0 && pd.Player_num <= N_players && Players[pd.Player_num].connected == CONNECT_PLAYING) // some checking wether this packet is legal
{
for (i = 1; i < MAX_PLAYERS; i++)
{
if (i != pd.Player_num && Players[i].connected != CONNECT_DISCONNECTED) // not to sender or disconnected players - right.
dxx_sendto (UDP_Socket[0], data, data_len, 0, Netgame.players[i].protocol.udp.addr);
}
}
}
net_udp_read_pdata_packet (&pd);
}
void net_udp_read_pdata_packet(UDP_frame_info *pd)
{
int TheirPlayernum;
int TheirObjnum;
object * TheirObj = NULL;
TheirPlayernum = pd->Player_num;
TheirObjnum = Players[pd->Player_num].objnum;
if (multi_i_am_master())
{
// latecoming player seems to successfully have synced
if ( VerifyPlayerJoined != -1 && TheirPlayernum == VerifyPlayerJoined )
VerifyPlayerJoined=-1;
// we say that guy is disconnected so we do not want him/her in game
if ( Players[TheirPlayernum].connected == CONNECT_DISCONNECTED )
return;
}
else
{
// only by reading pdata a client can know if a player reconnected. So do that here.
// NOTE: we might do this somewhere else - maybe with a sync packet like when adding a fresh player.
if ( Players[TheirPlayernum].connected == CONNECT_DISCONNECTED && pd->connected == CONNECT_PLAYING )
{
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);
}
}
if (Players[TheirPlayernum].connected != CONNECT_PLAYING || TheirPlayernum == Player_num)
return;
if (!multi_quit_game && (TheirPlayernum >= N_players))
{
if (Network_status!=NETSTAT_WAITING)
{
Int3(); // We missed an important packet!
multi_consistency_error(0);
return;
}
else
return;
}
TheirObj = &Objects[TheirObjnum];
Netgame.players[TheirPlayernum].LastPacketTime = timer_query();
//------------ Read the player's ship's object info ----------------------
extract_quaternionpos(TheirObj, &pd->qpp, 0);
if (TheirObj->movement_type == MT_PHYSICS)
set_thrust_from_velocity(TheirObj);
}
#if defined(DXX_BUILD_DESCENT_II)
static 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 (Segments[i].light_subtracted)
multi_send_light_specific(pnum,i,Segments[i].light_subtracted);
}
static void net_udp_send_fly_thru_triggers (int pnum)
{
// send the fly thru triggers that have been disabled
int i;
for (i=0;i<Num_triggers;i++)
if (Triggers[i].flags & TF_DISABLED)
multi_send_trigger_specific(pnum,i);
}
static void net_udp_send_player_flags()
{
int i;
for (i=0;i<N_players;i++)
multi_send_flags(i);
}
#endif
// Send the ping list in regular intervals
void net_udp_ping_frame(fix64 time)
{
static fix64 PingTime = 0;
if ((PingTime + F1_0) < time)
{
ubyte buf[UPID_PING_SIZE];
int len = 0, i = 0;
memset(&buf, 0, sizeof(ubyte)*UPID_PING_SIZE);
buf[len] = UPID_PING; len++;
memcpy(&buf[len], &time, 8); len += 8;
for (i = 1; i < MAX_PLAYERS; i++)
{
PUT_INTEL_INT(buf + len, Netgame.players[i].ping); len += 4;
}
for (i = 1; i < MAX_PLAYERS; i++)
{
if (Players[i].connected == CONNECT_DISCONNECTED)
continue;
dxx_sendto (UDP_Socket[0], buf, sizeof(buf), 0, Netgame.players[i].protocol.udp.addr);
}
PingTime = time;
}
}
// Got a PING from host. Apply the pings to our players and respond to host.
void net_udp_process_ping(ubyte *data, int data_len, struct _sockaddr sender_addr)
{
fix64 host_ping_time = 0;
ubyte buf[UPID_PONG_SIZE];
int i, len = 0;
if (memcmp((struct _sockaddr *)&Netgame.players[0].protocol.udp.addr, (struct _sockaddr *)&sender_addr, sizeof(struct _sockaddr)))
return;
len++; // Skip UPID byte;
memcpy(&host_ping_time, &data[len], 8); len += 8;
for (i = 1; i < MAX_PLAYERS; i++)
{
Netgame.players[i].ping = GET_INTEL_INT(&(data[len])); len += 4;
}
buf[0] = UPID_PONG;
buf[1] = Player_num;
memcpy(&buf[2], &host_ping_time, 8);
dxx_sendto (UDP_Socket[0], buf, sizeof(buf), 0, sender_addr);
}
// Got a PONG from a client. Check the time and add it to our players.
void net_udp_process_pong(ubyte *data, int data_len, struct _sockaddr sender_addr)
{
fix64 client_pong_time = 0;
int i = 0;
if (memcmp((struct _sockaddr *)&sender_addr, (struct _sockaddr *)&Netgame.players[data[1]].protocol.udp.addr, sizeof(struct _sockaddr)))
return;
if (data[1] >= 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;i<MAX_PLAYERS;i++)
{
if ((!d_stricmp(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)))
{
net_udp_welcome_player(their);
return;
}
}
if (!WaitForRefuseAnswer)
{
for (i=0;i<MAX_PLAYERS;i++)
{
if ((!d_stricmp(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)))
{
net_udp_welcome_player(their);
return;
}
}
#if defined(DXX_BUILD_DESCENT_I)
digi_play_sample (SOUND_CONTROL_CENTER_WARNING_SIREN,F1_0*2);
#elif defined(DXX_BUILD_DESCENT_II)
digi_play_sample (SOUND_HUD_JOIN_REQUEST,F1_0*2);
#endif
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",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;i<MAX_PLAYERS;i++)
{
if ((!d_stricmp(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)))
{
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<<new_player_num));
else
Netgame.team_vector |=(1<<new_player_num);
net_udp_welcome_player(their);
net_udp_send_netgame_update();
}
else
{
net_udp_welcome_player(their);
}
return;
}
if ((timer_query()) > 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 < Netgame.max_numplayers)
return (N_players);
else
{
// Slots are full but game is open, see if anyone is
// disconnected and replace the oldest player with this new one
int oldest_player = -1;
fix64 oldest_time = timer_query();
Assert(N_players == Netgame.max_numplayers);
for (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 defined(DXX_BUILD_DESCENT_I)
if (Network_sending_extras==3 && (Netgame.PlayTimeAllowed || Netgame.KillGoal))
#elif defined(DXX_BUILD_DESCENT_II)
if (Network_sending_extras==9)
net_udp_send_fly_thru_triggers(Player_joining_extras);
if (Network_sending_extras==8)
net_udp_send_door_updates(Player_joining_extras);
if (Network_sending_extras==7)
multi_send_markers();
if (Network_sending_extras==6 && (Game_mode & GM_MULTI_ROBOTS))
multi_send_stolen_items();
if (Network_sending_extras==5 && (Netgame.PlayTimeAllowed || Netgame.KillGoal))
#endif
multi_send_kill_goal_counts();
#if defined(DXX_BUILD_DESCENT_II)
if (Network_sending_extras==4)
net_udp_send_smash_lights(Player_joining_extras);
if (Network_sending_extras==3)
net_udp_send_player_flags();
#endif
if (Network_sending_extras==2)
multi_send_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;
}
static int show_game_rules_handler(window *wind, d_event *event, netgame_info *netgame)
{
int k;
#if defined(DXX_BUILD_DESCENT_I)
int w = FSPACX(280), h = FSPACY(130);
#elif defined(DXX_BUILD_DESCENT_II)
int w = FSPACX(280), h = FSPACY(170);
#endif
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);
#if defined(DXX_BUILD_DESCENT_I)
gr_string( 0x8000, FSPACY(35), "NETGAME INFO" );
grd_curcanv->cv_font = GAME_FONT;
gr_printf( FSPACX( 25),FSPACY( 55), "Reactor Life:");
gr_printf( FSPACX( 25),FSPACY( 61), "Max Time:");
gr_printf( FSPACX( 25),FSPACY( 67), "Kill Goal:");
gr_printf( FSPACX( 25),FSPACY( 73), "Packets per sec.:");
gr_printf( FSPACX(155),FSPACY( 55), "Invul when reappearing:");
gr_printf( FSPACX(155),FSPACY( 61), "Bright player ships:");
gr_printf( FSPACX(155),FSPACY( 67), "Show enemy names on hud:");
gr_printf( FSPACX(155),FSPACY( 73), "Show players on automap:");
gr_printf( FSPACX(155),FSPACY( 79), "No friendly Fire:");
gr_printf( FSPACX( 25),FSPACY(100), "Allowed Objects");
gr_printf( FSPACX( 25),FSPACY(110), "Laser Upgrade:");
gr_printf( FSPACX( 25),FSPACY(116), "Quad Laser:");
gr_printf( FSPACX( 25),FSPACY(122), "Vulcan Cannon:");
gr_printf( FSPACX( 25),FSPACY(128), "Spreadfire Cannon:");
gr_printf( FSPACX( 25),FSPACY(134), "Plasma Cannon:");
gr_printf( FSPACX( 25),FSPACY(140), "Fusion Cannon:");
gr_printf( FSPACX(170),FSPACY(110), "Homing Missile:");
gr_printf( FSPACX(170),FSPACY(116), "Proximity Bomb:");
gr_printf( FSPACX(170),FSPACY(122), "Smart Missile:");
gr_printf( FSPACX(170),FSPACY(128), "Mega Missile:");
gr_printf( FSPACX( 25),FSPACY(150), "Invulnerability:");
gr_printf( FSPACX( 25),FSPACY(156), "Cloak:");
gr_set_fontcolor(gr_find_closest_color_current(255,255,255),-1);
gr_printf( FSPACX(115),FSPACY( 55), "%i Min", netgame->control_invul_time/F1_0/60);
gr_printf( FSPACX(115),FSPACY( 61), "%i Min", netgame->PlayTimeAllowed*5);
gr_printf( FSPACX(115),FSPACY( 67), "%i", netgame->KillGoal*5);
gr_printf( FSPACX(115),FSPACY( 73), "%i", netgame->PacketsPerSec);
gr_printf( FSPACX(275),FSPACY( 55), netgame->InvulAppear?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 61), netgame->BrightPlayers?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 67), netgame->ShowEnemyNames?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 73), netgame->game_flag.show_on_map?"ON":"OFF");
gr_printf( FSPACX(275),FSPACY( 79), netgame->NoFriendlyFire?"ON":"OFF");
gr_printf( FSPACX(130),FSPACY(110), netgame->AllowedItems&NETFLAG_DOLASER?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(116), netgame->AllowedItems&NETFLAG_DOQUAD?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(122), netgame->AllowedItems&NETFLAG_DOVULCAN?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(128), netgame->AllowedItems&NETFLAG_DOSPREAD?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(134), netgame->AllowedItems&NETFLAG_DOPLASMA?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(140), netgame->AllowedItems&NETFLAG_DOFUSION?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(110), netgame->AllowedItems&NETFLAG_DOHOMING?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(116), netgame->AllowedItems&NETFLAG_DOPROXIM?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(122), netgame->AllowedItems&NETFLAG_DOSMART?"YES":"NO");
gr_printf( FSPACX(275),FSPACY(128), netgame->AllowedItems&NETFLAG_DOMEGA?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(150), netgame->AllowedItems&NETFLAG_DOINVUL?"YES":"NO");
gr_printf( FSPACX(130),FSPACY(156), netgame->AllowedItems&NETFLAG_DOCLOAK?"YES":"NO");
#elif defined(DXX_BUILD_DESCENT_II)
gr_string( 0x8000, FSPACY(15), "NETGAME INFO");
grd_curcanv->cv_font = GAME_FONT;
gr_string( FSPACX( 25),FSPACY( 35), "Reactor Life:");
gr_string( FSPACX( 25),FSPACY( 41), "Max Time:");
gr_string( FSPACX( 25),FSPACY( 47), "Kill Goal:");
gr_string( FSPACX( 25),FSPACY( 53), "Packets per sec.:");
gr_string( FSPACX(155),FSPACY( 35), "Invul when reappearing:");
gr_string( FSPACX(155),FSPACY( 41), "Marker camera views:");
gr_string( FSPACX(155),FSPACY( 47), "Indestructible lights:");
gr_string( FSPACX(155),FSPACY( 53), "Bright player ships:");
gr_string( FSPACX(155),FSPACY( 59), "Show enemy names on hud:");
gr_string( FSPACX(155),FSPACY( 65), "Show players on automap:");
gr_string( FSPACX(155),FSPACY( 71), "No friendly Fire:");
gr_string( FSPACX( 25),FSPACY( 80), "Allowed Objects");
gr_string( FSPACX( 25),FSPACY( 90), "Laser Upgrade:");
gr_string( FSPACX( 25),FSPACY( 96), "Super Laser:");
gr_string( FSPACX( 25),FSPACY(102), "Quad Laser:");
gr_string( FSPACX( 25),FSPACY(108), "Vulcan Cannon:");
gr_string( FSPACX( 25),FSPACY(114), "Gauss Cannon:");
gr_string( FSPACX( 25),FSPACY(120), "Spreadfire Cannon:");
gr_string( FSPACX( 25),FSPACY(126), "Helix Cannon:");
gr_string( FSPACX( 25),FSPACY(132), "Plasma Cannon:");
gr_string( FSPACX( 25),FSPACY(138), "Phoenix Cannon:");
gr_string( FSPACX( 25),FSPACY(144), "Fusion Cannon:");
gr_string( FSPACX( 25),FSPACY(150), "Omega Cannon:");
gr_string( FSPACX(170),FSPACY( 90), "Flash Missile:");
gr_string( FSPACX(170),FSPACY( 96), "Homing Missile:");
gr_string( FSPACX(170),FSPACY(102), "Guided Missile:");
gr_string( FSPACX(170),FSPACY(108), "Proximity Bomb:");
gr_string( FSPACX(170),FSPACY(114), "Smart Mine:");
gr_string( FSPACX(170),FSPACY(120), "Smart Missile:");
gr_string( FSPACX(170),FSPACY(126), "Mercury Missile:");
gr_string( FSPACX(170),FSPACY(132), "Mega Missile:");
gr_string( FSPACX(170),FSPACY(138), "Earthshaker Missile:");
gr_string( FSPACX( 25),FSPACY(160), "Afterburner:");
gr_string( FSPACX( 25),FSPACY(166), "Headlight:");
gr_string( FSPACX( 25),FSPACY(172), "Energy->Shield Conv:");
gr_string( FSPACX(170),FSPACY(160), "Invulnerability:");
gr_string( FSPACX(170),FSPACY(166), "Cloaking Device:");
gr_string( 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_string( FSPACX(275),FSPACY( 35), netgame->InvulAppear?"ON":"OFF");
gr_string( FSPACX(275),FSPACY( 41), netgame->Allow_marker_view?"ON":"OFF");
gr_string( FSPACX(275),FSPACY( 47), netgame->AlwaysLighting?"ON":"OFF");
gr_string( FSPACX(275),FSPACY( 53), netgame->BrightPlayers?"ON":"OFF");
gr_string( FSPACX(275),FSPACY( 59), netgame->ShowEnemyNames?"ON":"OFF");
gr_string( FSPACX(275),FSPACY( 65), netgame->game_flag.show_on_map?"ON":"OFF");
gr_string( FSPACX(275),FSPACY( 71), netgame->NoFriendlyFire?"ON":"OFF");
gr_string( FSPACX(130),FSPACY( 90), netgame->AllowedItems & NETFLAG_DOLASER?"YES":"NO");
gr_string( FSPACX(130),FSPACY( 96), netgame->AllowedItems & NETFLAG_DOSUPERLASER?"YES":"NO");
gr_string( FSPACX(130),FSPACY(102), netgame->AllowedItems & NETFLAG_DOQUAD?"YES":"NO");
gr_string( FSPACX(130),FSPACY(108), netgame->AllowedItems & NETFLAG_DOVULCAN?"YES":"NO");
gr_string( FSPACX(130),FSPACY(114), netgame->AllowedItems & NETFLAG_DOGAUSS?"YES":"NO");
gr_string( FSPACX(130),FSPACY(120), netgame->AllowedItems & NETFLAG_DOSPREAD?"YES":"NO");
gr_string( FSPACX(130),FSPACY(126), netgame->AllowedItems & NETFLAG_DOHELIX?"YES":"NO");
gr_string( FSPACX(130),FSPACY(132), netgame->AllowedItems & NETFLAG_DOPLASMA?"YES":"NO");
gr_string( FSPACX(130),FSPACY(138), netgame->AllowedItems & NETFLAG_DOPHOENIX?"YES":"NO");
gr_string( FSPACX(130),FSPACY(144), netgame->AllowedItems & NETFLAG_DOFUSION?"YES":"NO");
gr_string( FSPACX(130),FSPACY(150), netgame->AllowedItems & NETFLAG_DOOMEGA?"YES":"NO");
gr_string( FSPACX(275),FSPACY( 90), netgame->AllowedItems & NETFLAG_DOFLASH?"YES":"NO");
gr_string( FSPACX(275),FSPACY( 96), netgame->AllowedItems & NETFLAG_DOHOMING?"YES":"NO");
gr_string( FSPACX(275),FSPACY(102), netgame->AllowedItems & NETFLAG_DOGUIDED?"YES":"NO");
gr_string( FSPACX(275),FSPACY(108), netgame->AllowedItems & NETFLAG_DOPROXIM?"YES":"NO");
gr_string( FSPACX(275),FSPACY(114), netgame->AllowedItems & NETFLAG_DOSMARTMINE?"YES":"NO");
gr_string( FSPACX(275),FSPACY(120), netgame->AllowedItems & NETFLAG_DOSMART?"YES":"NO");
gr_string( FSPACX(275),FSPACY(126), netgame->AllowedItems & NETFLAG_DOMERCURY?"YES":"NO");
gr_string( FSPACX(275),FSPACY(132), netgame->AllowedItems & NETFLAG_DOMEGA?"YES":"NO");
gr_string( FSPACX(275),FSPACY(138), netgame->AllowedItems & NETFLAG_DOSHAKER?"YES":"NO");
gr_string( FSPACX(130),FSPACY(160), netgame->AllowedItems & NETFLAG_DOAFTERBURNER?"YES":"NO");
gr_string( FSPACX(130),FSPACY(166), netgame->AllowedItems & NETFLAG_DOHEADLIGHT?"YES":"NO");
gr_string( FSPACX(130),FSPACY(172), netgame->AllowedItems & NETFLAG_DOCONVERTER?"YES":"NO");
gr_string( FSPACX(275),FSPACY(160), netgame->AllowedItems & NETFLAG_DOINVUL?"YES":"NO");
gr_string( FSPACX(275),FSPACY(166), netgame->AllowedItems & NETFLAG_DOCLOAK?"YES":"NO");
gr_string( FSPACX(275),FSPACY(172), netgame->AllowedItems & NETFLAG_DOAMMORACK?"YES":"NO");
#endif
gr_set_current_canvas(NULL);
break;
default:
break;
}
return 0;
}
static 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),
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];
int c;
netgame_info *netgame = &Netgame;
#if defined(DXX_BUILD_DESCENT_I)
#define DXX_DEFAULT_MISSION_TITLE "Descent: First Strike"
#define DXX_SECRET_LEVEL_FORMAT "%s"
#define DXX_SECRET_LEVEL_PARAMETER (netgame->levelnum >= 0 ? "" : "S"), \
netgame->levelnum < 0 ? -netgame->levelnum : /* else portion provided by invoker */
#elif defined(DXX_BUILD_DESCENT_II)
#define DXX_DEFAULT_MISSION_TITLE "Descent2: CounterStrike"
#define DXX_SECRET_LEVEL_FORMAT
#define DXX_SECRET_LEVEL_PARAMETER
#endif
unsigned gamemode = netgame->gamemode;
unsigned players;
#if defined(DXX_BUILD_DESCENT_I)
players = netgame->numplayers;
#elif defined(DXX_BUILD_DESCENT_II)
players = netgame->numconnected;
#endif
#define GAME_INFO_FORMAT_TEXT(F) \
F("\nConnected to\n\"%s\"\n", netgame->game_name) \
F("%s", netgame->mission_title ? netgame->mission_title : DXX_DEFAULT_MISSION_TITLE) \
F(" - Lvl " DXX_SECRET_LEVEL_FORMAT "%i", DXX_SECRET_LEVEL_PARAMETER netgame->levelnum) \
F("\n\nDifficulty: %s", MENU_DIFFICULTY_TEXT(netgame->difficulty)) \
F("\nGame Mode: %s", gamemode < lengthof(GMNames) ? GMNames[gamemode] : "INVALID") \
F("\nPlayers: %u/%i", players, netgame->max_numplayers)
#define EXPAND_FORMAT(A,B,...) A
#define EXPAND_ARGUMENT(A,B,...) , B, ## __VA_ARGS__
snprintf(rinfo, lengthof(rinfo), GAME_INFO_FORMAT_TEXT(EXPAND_FORMAT) GAME_INFO_FORMAT_TEXT(EXPAND_ARGUMENT));
newmenu_item nm_message_items[2];
nm_set_item_menu(& nm_message_items[0], "JOIN GAME");
nm_set_item_menu(& nm_message_items[1], "GAME INFO");
c = newmenu_do("WELCOME", rinfo, 2, nm_message_items, show_game_info_handler, netgame);
if (c==0)
return 1;
//else if (c==1)
// handled in above callback
else
return 0;
}