/* THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE. COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * $Source: f:/miner/source/main/rcs/network.c $ * $Revision: 2.11 $ * $Author: john $ * $Date: 1995/07/18 10:57:56 $ * * Routines for managing network play. * */ #pragma off (unreferenced) static char rcsid[] = "$Id: network.c 2.11 1995/07/18 10:57:56 john Exp $"; #pragma on (unreferenced) #ifdef NETWORK #include #include #include #include #include #include #include "types.h" #include "args.h" #include "timer.h" #include "mono.h" #include "ipx.h" #include "newmenu.h" #include "key.h" #include "gauges.h" #include "object.h" #include "error.h" #include "netmisc.h" #include "laser.h" #include "gamesave.h" #include "gamemine.h" #include "player.h" #include "gameseq.h" #include "fireball.h" #include "network.h" #include "game.h" #include "multi.h" #include "endlevel.h" #include "palette.h" #include "fuelcen.h" #include "menu.h" #include "sounds.h" #include "text.h" #include "kmatrix.h" #include "newdemo.h" #include "multibot.h" #include "wall.h" #include "bm.h" #include "effects.h" #include "physics.h" #ifdef SHAREWARE #define PID_REQUEST 11 #define PID_SYNC 13 #define PID_PDATA 14 #define PID_ADDPLAYER 15 #define PID_DUMP 17 #define PID_ENDLEVEL 18 #define PID_QUIT_JOINING 20 #define PID_OBJECT_DATA 21 #define PID_GAME_LIST 22 #define PID_GAME_INFO 24 #else #define PID_REQUEST 25 #define PID_SYNC 27 #define PID_PDATA 28 #define PID_ADDPLAYER 29 #define PID_DUMP 31 #define PID_ENDLEVEL 32 #define PID_QUIT_JOINING 34 #define PID_OBJECT_DATA 35 #define PID_GAME_LIST 36 #define PID_GAME_INFO 37 #endif #define NETGAME_ANARCHY 0 #define NETGAME_TEAM_ANARCHY 1 #define NETGAME_ROBOT_ANARCHY 2 #define NETGAME_COOPERATIVE 3 typedef struct endlevel_info { ubyte type; ubyte player_num; byte connected; short kill_matrix[MAX_PLAYERS][MAX_PLAYERS]; short kills; short killed; ubyte seconds_left; } endlevel_info; #define MAX_ACTIVE_NETGAMES 4 netgame_info Active_games[MAX_ACTIVE_NETGAMES]; int num_active_games = 0; int Network_debug=0; int Network_active=0; int Network_status = 0; int Network_games_changed = 0; int Network_socket = 0; int Network_allow_socket_changes = 0; // For rejoin object syncing int Network_rejoined = 0; // Did WE rejoin this game? int Network_new_game = 0; // Is this the first level of a new game? int Network_send_objects = 0; // Are we in the process of sending objects to a player? int Network_send_objnum = -1; // What object are we sending next? int Network_player_added = 0; // Is this a new player or a returning player? int Network_send_object_mode = 0; // What type of objects are we sending, static or dynamic? sequence_packet Network_player_rejoining; // Who is rejoining now? fix LastPacketTime[MAX_PLAYERS]; // For timeouts of idle/crashed players int PacketUrgent = 0; frame_info MySyncPack; ubyte MySyncPackInitialized = 0; // Set to 1 if the MySyncPack is zeroed. ushort my_segments_checksum = 0; sequence_packet My_Seq; extern obj_position Player_init[MAX_PLAYERS]; #define DUMP_CLOSED 0 #define DUMP_FULL 1 #define DUMP_ENDLEVEL 2 #define DUMP_DORK 3 #define DUMP_ABORTED 4 #define DUMP_CONNECTED 5 #define DUMP_LEVEL 6 int network_wait_for_snyc(); void network_init(void) { // So you want to play a netgame, eh? Let's a get a few things // straight int save_pnum = Player_num; memset(&Netgame, 0, sizeof(netgame_info)); memset(&My_Seq, 0, sizeof(sequence_packet)); My_Seq.type = PID_REQUEST; memcpy(My_Seq.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1); memcpy(My_Seq.player.node, ipx_get_my_local_address(), 6); memcpy(My_Seq.player.server, ipx_get_my_server_address(), 4 ); for (Player_num = 0; Player_num < MAX_NUM_NET_PLAYERS; Player_num++) init_player_stats_game(); Player_num = save_pnum; multi_new_game(); Network_new_game = 1; Fuelcen_control_center_destroyed = 0; network_flush(); } #define ENDLEVEL_SEND_INTERVAL F1_0*2 #define ENDLEVEL_IDLE_TIME F1_0*10 void network_endlevel_poll( int nitems, newmenu_item * menus, int * key, int citem ) { // Polling loop for End-of-level menu static fix t1 = 0; int i = 0; int num_ready = 0; int num_escaped = 0; int goto_secret = 0; int previous_state[MAX_NUM_NET_PLAYERS]; int previous_seconds_left; menus = menus; citem = citem; nitems = nitems; key = key; // Send our endlevel packet at regular intervals if (timer_get_approx_seconds() > t1+ENDLEVEL_SEND_INTERVAL) { network_send_endlevel_packet(); t1 = timer_get_approx_seconds(); } for (i = 0; i < N_players; i++) previous_state[i] = Players[i].connected; previous_seconds_left = Fuelcen_seconds_left; network_listen(); for (i = 0; i < N_players; i++) { if (previous_state[i] != Players[i].connected) { sprintf(menus[i].text, "%s %s", Players[i].callsign, CONNECT_STATES(Players[i].connected)); menus[i].redraw = 1; } if (Players[i].connected == 1) { // Check timeout for idle players if (timer_get_approx_seconds() > LastPacketTime[i]+ENDLEVEL_IDLE_TIME) { mprintf((0, "idle timeout for player %d.\n", i)); Players[i].connected = 0; network_send_endlevel_sub(i); } } if ((Players[i].connected != 1) && (Players[i].connected != 5) && (Players[i].connected != 6)) num_ready++; if (Players[i].connected != 1) num_escaped++; if (Players[i].connected == 4) goto_secret = 1; } if (num_escaped == N_players) // All players are out of the mine { Fuelcen_seconds_left = -1; } if (previous_seconds_left != Fuelcen_seconds_left) { if (Fuelcen_seconds_left < 0) { sprintf(menus[N_players].text, TXT_REACTOR_EXPLODED); menus[N_players].redraw = 1; } else { sprintf(menus[N_players].text, "%s: %d %s ", TXT_TIME_REMAINING, Fuelcen_seconds_left, TXT_SECONDS); menus[N_players].redraw = 1; } } if (num_ready == N_players) // All players have checked in or are disconnected { if (goto_secret) *key = -3; else *key = -2; } } void network_endlevel_poll2( int nitems, newmenu_item * menus, int * key, int citem ) { // Polling loop for End-of-level menu static fix t1 = 0; int i = 0; int num_ready = 0; int goto_secret = 0; menus = menus; citem = citem; nitems = nitems; key = key; // Send our endlevel packet at regular intervals if (timer_get_approx_seconds() > t1+ENDLEVEL_SEND_INTERVAL) { network_send_endlevel_packet(); t1 = timer_get_approx_seconds(); } network_listen(); for (i = 0; i < N_players; i++) { if ((Players[i].connected != 1) && (Players[i].connected != 5) && (Players[i].connected != 6)) num_ready++; if (Players[i].connected == 4) goto_secret = 1; } if (num_ready == N_players) // All players have checked in or are disconnected { if (goto_secret) *key = -3; else *key = -2; } } int network_endlevel(int *secret) { // Do whatever needs to be done between levels newmenu_item m[MAX_NUM_NET_PLAYERS+1]; char menu_text[MAX_NUM_NET_PLAYERS+1][80]; int i, choice; char text[80]; Function_mode = FMODE_MENU; network_flush(); Network_status = NETSTAT_ENDLEVEL; // We are between levels network_listen(); network_send_endlevel_packet(); newmenu: // Setup menu text pointers and zero them for (i=0; i -2) goto newmenu; } // kmatrix_view(); if (choice > -2) goto menu; if (choice == -3) *secret = 1; // If any player went to the secret level, we go to the secret level network_send_endlevel_packet(); network_send_endlevel_packet(); MySyncPackInitialized = 0; network_update_netgame(); return(0); } int 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_flags & NETGAME_FLAG_CLOSED)) { // Look for player that is not connected if (game->numplayers < game->max_numplayers) return 1; for (i = 0; i < num_players; i++) { if (game->players[i].connected == 0) return 1; } return 0; } // Search to see if we were already in this closed netgame in progress for (i = 0; i < num_players; i++) if ( (!stricmp(Players[Player_num].callsign, game->players[i].callsign)) && (!memcmp(My_Seq.player.node, game->players[i].node, 6)) && (!memcmp(My_Seq.player.server, game->players[i].server, 4)) ) break; if (i != num_players) return 1; return 0; } void network_disconnect_player(int playernum) { // A player has disconnected from the net game, take whatever steps are // necessary if (playernum == Player_num) { Int3(); // Weird, see Rob return; } Players[playernum].connected = 0; Netgame.players[playernum].connected = 0; // create_player_appearance_effect(&Objects[Players[playernum].objnum]); multi_make_player_ghost(playernum); #ifndef SHAREWARE if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_disconnect(playernum); multi_strip_robots(playernum); #endif } void network_new_player(sequence_packet *their) { int objnum; int pnum; pnum = their->player.connected; Assert(pnum >= 0); Assert(pnum < MaxNumNetPlayers); objnum = Players[pnum].objnum; #ifndef SHAREWARE 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); } #endif memcpy(Players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1); memcpy(Netgame.players[pnum].callsign, their->player.callsign, CALLSIGN_LEN+1); #ifndef SHAREWARE if ( (*(uint *)their->player.server) != 0 ) ipx_get_local_target( their->player.server, their->player.node, Players[pnum].net_address ); else #endif memcpy(Players[pnum].net_address, their->player.node, 6); memcpy(Netgame.players[pnum].node, their->player.node, 6); memcpy(Netgame.players[pnum].server, their->player.server, 4); Players[pnum].n_packets_got = 0; Players[pnum].connected = 1; 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; if (pnum == N_players) { N_players++; Netgame.numplayers = N_players; } digi_play_sample(SOUND_HUD_MESSAGE, F1_0); HUD_init_message("'%s' %s\n", their->player.callsign, TXT_JOINING); multi_make_ghost_player(pnum); #ifndef SHAREWARE multi_send_score(); #endif // create_player_appearance_effect(&Objects[objnum]); } void network_welcome_player(sequence_packet *their) { // Add a player to a game already in progress ubyte local_address[6]; int player_num; int i; // Don't accept new players if we're ending this level. Its safe to // ignore since they'll request again later if ((Endlevel_sequence) || (Fuelcen_control_center_destroyed)) { mprintf((0, "Ignored request from new player to join during endgame.\n")); network_dump_player(their->player.server,their->player.node, DUMP_ENDLEVEL); return; } if (Network_send_objects) { // 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) { mprintf((0, "Dumping player due to old level number.\n")); network_dump_player(their->player.server, their->player.node, DUMP_LEVEL); return; } player_num = -1; memset(&Network_player_rejoining, 0, sizeof(sequence_packet)); Network_player_added = 0; #ifndef SHAREWARE if ( (*(uint *)their->player.server) != 0 ) ipx_get_local_target( their->player.server, their->player.node, local_address ); else #endif memcpy(local_address, their->player.node, 6); for (i = 0; i < N_players; i++) { if ( (!stricmp(Players[i].callsign, their->player.callsign )) && (!memcmp(Players[i].net_address,local_address, 6)) ) { player_num = i; break; } } if (player_num == -1) { // Player is new to this game if ( !(Netgame.game_flags & NETGAME_FLAG_CLOSED) && (N_players < MaxNumNetPlayers)) { // Add player in an open slot, game not full yet player_num = N_players; Network_player_added = 1; } else if (Netgame.game_flags & NETGAME_FLAG_CLOSED) { // Slots are open but game is closed network_dump_player(their->player.server, their->player.node, DUMP_CLOSED); return; } else { // Slots are full but game is open, see if anyone is // disconnected and replace the oldest player with this new one int oldest_player = -1; fix oldest_time = timer_get_approx_seconds(); Assert(N_players == MaxNumNetPlayers); for (i = 0; i < N_players; i++) { if ( (!Players[i].connected) && (LastPacketTime[i] < oldest_time)) { oldest_time = LastPacketTime[i]; oldest_player = i; } } if (oldest_player == -1) { // Everyone is still connected network_dump_player(their->player.server, their->player.node, DUMP_FULL); return; } else { // Found a slot! player_num = oldest_player; Network_player_added = 1; } } } else { // Player is reconnecting if (Players[player_num].connected) { mprintf((0, "Extra REQUEST from player ignored.\n")); return; } #ifndef SHAREWARE if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_reconnect(player_num); #endif Network_player_added = 0; digi_play_sample(SOUND_HUD_MESSAGE, F1_0); HUD_init_message("'%s' %s", Players[player_num].callsign, TXT_REJOIN); } // Send updated Objects data to the new/returning player Network_player_rejoining = *their; Network_player_rejoining.player.connected = player_num; Network_send_objects = 1; Network_send_objnum = -1; network_send_objects(); } int network_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 = Network_player_rejoining.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; } #define OBJ_PACKETS_PER_FRAME 1 #ifndef SHAREWARE void network_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); else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].flags & WALL_BLASTED)) multi_send_door_open(Walls[i].segnum, Walls[i].sidenum); else if ((Walls[i].type == WALL_BLASTABLE) && (Walls[i].hps != WALL_HPS)) multi_send_hostage_door_status(i); } } void network_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); mprintf((0, "Monitor %d blown up.\n", count)); } else mprintf((0, "Monitor %d intact.\n", count)); count++; Assert(count < 32); } } } } int network_create_monitor_vector(void) { int i, j, k; int num_blown_bitmaps = 0; int monitor_num = 0; int blown_bitmaps[7]; int vector = 0; segment *seg; for (i=0; i < Num_effects; i++) { if (Effects[i].dest_bm_num > 0) { for (j = 0; j < num_blown_bitmaps; j++) if (blown_bitmaps[j] == Effects[i].dest_bm_num) break; if (j == num_blown_bitmaps) blown_bitmaps[num_blown_bitmaps++] = Effects[i].dest_bm_num; } } for (i = 0; i < num_blown_bitmaps; i++) mprintf((0, "Blown bitmap #%d = %d.\n", i, blown_bitmaps[i])); Assert(num_blown_bitmaps <= 7); 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) ) { mprintf((0, "Monitor %d intact.\n", monitor_num)); monitor_num++; Assert(monitor_num < 32); } else { for (k = 0; k < num_blown_bitmaps; k++) { if ((tm&0x3fff) == blown_bitmaps[k]) { mprintf((0, "Monitor %d destroyed.\n", monitor_num)); vector |= (1 << monitor_num); monitor_num++; Assert(monitor_num < 32); break; } } } } } } mprintf((0, "Final monitor vector %x.\n", vector)); return(vector); } #endif void network_stop_resync(sequence_packet *their) { if ( (!memcmp(Network_player_rejoining.player.node, their->player.node, 6)) && (!memcmp(Network_player_rejoining.player.server, their->player.server, 4)) && (!stricmp(Network_player_rejoining.player.callsign, their->player.callsign)) ) { mprintf((0, "Aborting resync for player %s.\n", their->player.callsign)); Network_send_objects = 0; Network_send_objnum = -1; } } byte object_buffer[IPX_MAX_DATA_SIZE]; void network_send_objects(void) { short remote_objnum; byte owner; int loc, i, h; static int obj_count = 0; static int frame_num = 0; int obj_count_frame = 0; int player_num = Network_player_rejoining.player.connected; // Send clear objects array trigger and send player num Assert(Network_send_objects != 0); Assert(player_num >= 0); Assert(player_num < MaxNumNetPlayers); if (Endlevel_sequence || Fuelcen_control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. network_dump_player(Network_player_rejoining.player.server,Network_player_rejoining.player.node, DUMP_ENDLEVEL); Network_send_objects = 0; return; } for (h = 0; h < OBJ_PACKETS_PER_FRAME; h++) // Do more than 1 per frame, try to speed it up without // over-stressing the receiver. { obj_count_frame = 0; memset(object_buffer, 0, IPX_MAX_DATA_SIZE); object_buffer[0] = PID_OBJECT_DATA; loc = 3; if (Network_send_objnum == -1) { obj_count = 0; Network_send_object_mode = 0; // mprintf((0, "Sending object array to player %d.\n", player_num)); *(short *)(object_buffer+loc) = -1; loc += 2; object_buffer[loc] = player_num; loc += 1; loc += 2; // Placeholder for remote_objnum, not used here Network_send_objnum = 0; obj_count_frame = 1; frame_num = 0; } for (i = Network_send_objnum; i <= Highest_object_index; i++) { if ((Objects[i].type != OBJ_POWERUP) && (Objects[i].type != OBJ_PLAYER) && (Objects[i].type != OBJ_CNTRLCEN) && (Objects[i].type != OBJ_GHOST) && (Objects[i].type != OBJ_ROBOT) && (Objects[i].type != OBJ_HOSTAGE)) 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 ( ((IPX_MAX_DATA_SIZE-1) - loc) < (sizeof(object)+5) ) break; // Not enough room for another object obj_count_frame++; obj_count++; remote_objnum = objnum_local_to_remote((short)i, &owner); Assert(owner == object_owner[i]); *(short *)(object_buffer+loc) = i; loc += 2; object_buffer[loc] = owner; loc += 1; *(short *)(object_buffer+loc) = remote_objnum; loc += 2; memcpy(object_buffer+loc, &Objects[i], sizeof(object)); loc += sizeof(object); // mprintf((0, "..packing object %d, remote %d\n", i, remote_objnum)); } if (obj_count_frame) // Send any objects we've buffered { frame_num++; Network_send_objnum = i; object_buffer[1] = obj_count_frame; object_buffer[2] = frame_num; // mprintf((0, "Object packet %d contains %d objects.\n", frame_num, obj_count_frame)); Assert(loc <= IPX_MAX_DATA_SIZE); ipx_send_internetwork_packet_data( object_buffer, loc, Network_player_rejoining.player.server, Network_player_rejoining.player.node ); // OLD ipx_send_packet_data(object_buffer, loc, &Network_player_rejoining.player.node); } if (i > Highest_object_index) { if (Network_send_object_mode == 0) { Network_send_objnum = 0; Network_send_object_mode = 1; // go to next mode } else { Assert(Network_send_object_mode == 1); frame_num++; // Send count so other side can make sure he got them all // mprintf((0, "Sending end marker in packet #%d.\n", frame_num)); mprintf((0, "Sent %d objects.\n", obj_count)); object_buffer[0] = PID_OBJECT_DATA; object_buffer[1] = 1; object_buffer[2] = frame_num; *(short *)(object_buffer+3) = -2; *(short *)(object_buffer+6) = obj_count; //OLD ipx_send_packet_data(object_buffer, 8, &Network_player_rejoining.player.node); ipx_send_internetwork_packet_data(object_buffer, 8, Network_player_rejoining.player.server, Network_player_rejoining.player.node); // Send sync packet which tells the player who he is and to start! network_send_rejoin_sync(player_num); // Turn off send object mode Network_send_objnum = -1; Network_send_objects = 0; obj_count = 0; return; } // mode == 1; } // i > Highest_object_index } // For PACKETS_PER_FRAME } void network_send_rejoin_sync(int player_num) { int i, j; Players[player_num].connected = 1; // connect the new guy LastPacketTime[player_num] = timer_get_approx_seconds(); if (Endlevel_sequence || Fuelcen_control_center_destroyed) { // Endlevel started before we finished sending the goods, we'll // have to stop and try again after the level. network_dump_player(Network_player_rejoining.player.server,Network_player_rejoining.player.node, DUMP_ENDLEVEL); Network_send_objects = 0; return; } if (Network_player_added) { Network_player_rejoining.type = PID_ADDPLAYER; Network_player_rejoining.player.connected = player_num; network_new_player(&Network_player_rejoining); for (i = 0; i < N_players; i++) { if ((i != player_num) && (i != Player_num) && (Players[i].connected)) ipx_send_packet_data( (ubyte *)&Network_player_rejoining, sizeof(sequence_packet), Netgame.players[i].server, Netgame.players[i].node, Players[i].net_address); } } // Send sync packet to the new guy network_update_netgame(); // Fill in the kill list for (j=0; j= MAX_PLAYERS ) return NULL; if ( Objects[objnum].id >= N_players ) return NULL; return Players[Objects[objnum].id].callsign; } void network_add_player(sequence_packet *p) { int i; mprintf((0, "Got add player request!\n")); for (i=0; iplayer.node, 6) && !memcmp(Netgame.players[i].server, p->player.server, 4)) return; // already got them } if ( N_players >= MAX_PLAYERS ) return; // too many of em memcpy( Netgame.players[N_players].callsign, p->player.callsign, CALLSIGN_LEN+1 ); memcpy( Netgame.players[N_players].node, p->player.node, 6 ); memcpy( Netgame.players[N_players].server, p->player.server, 4 ); Netgame.players[N_players].connected = 1; Players[N_players].connected = 1; LastPacketTime[N_players] = timer_get_approx_seconds(); N_players++; Netgame.numplayers = N_players; // Broadcast updated info network_send_game_info(NULL); } // One of the players decided not to join the game void network_remove_player(sequence_packet *p) { int i,pn; pn = -1; for (i=0; iplayer.node, 6) && !memcmp(Netgame.players[i].server, p->player.server, 4)) { pn = i; break; } } if (pn < 0 ) return; for (i=pn; iplayer.server, their->player.node); Netgame.type = old_type; Netgame.game_status = old_status; } int network_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; Assert(Netgame.numplayers > 0); for (i = 0; i < MAX_NUM_NET_PLAYERS; i++) if (Netgame.players[i].connected) break; Assert(i < MAX_NUM_NET_PLAYERS); mprintf((0, "Sending game enroll request to player %d. Level = %d\n", i, Netgame.levelnum)); // segments_checksum = netmisc_calc_checksum( Segments, sizeof(segment)*(Highest_segment_index+1) ); My_Seq.type = PID_REQUEST; My_Seq.player.connected = Current_level_num; ipx_send_internetwork_packet_data((ubyte *)&My_Seq, sizeof(sequence_packet), Netgame.players[i].server, Netgame.players[i].node); return i; } void network_process_gameinfo(ubyte *data) { int i, j; netgame_info *new; new = (netgame_info *)data; Network_games_changed = 1; mprintf((0, "Got game data for game %s.\n", new->game_name)); for (i = 0; i < num_active_games; i++) if (!stricmp(Active_games[i].game_name, new->game_name) && !memcmp(Active_games[i].players[0].node, new->players[0].node, 6) && !memcmp(Active_games[i].players[0].server, new->players[0].server, 4)) break; if (i == MAX_ACTIVE_NETGAMES) { mprintf((0, "Too many netgames.\n")); return; } memcpy(&Active_games[i], data, sizeof(netgame_info)); if (i == num_active_games) num_active_games++; if (Active_games[i].numplayers == 0) { // Delete this game for (j = i; j < num_active_games-1; j++) memcpy(&Active_games[j], &Active_games[j+1], sizeof(netgame_info)); num_active_games--; } } void network_process_dump(sequence_packet *their) { // Our request for join was denied. Tell the user why. mprintf((0, "Dumped by player %s, type %d.\n", their->player.callsign, their->player.connected)); nm_messagebox(NULL, 1, TXT_OK, NET_DUMP_STRINGS(their->player.connected)); Network_status = NETSTAT_MENU; } void network_process_request(sequence_packet *their) { // Player is ready to receieve a sync packet int i; mprintf((0, "Player %s ready for sync.\n", their->player.callsign)); for (i = 0; i < N_players; i++) if (!memcmp(their->player.server, Netgame.players[i].server, 4) && !memcmp(their->player.node, Netgame.players[i].node, 6) && (!stricmp(their->player.callsign, Netgame.players[i].callsign))) { Players[i].connected = 1; break; } } void network_process_packet(ubyte *data, int length ) { sequence_packet *their = (sequence_packet *)data; // mprintf( (0, "Got packet of length %d, type %d\n", length, their->type )); // if ( length < sizeof(sequence_packet) ) return; length = length; switch( their->type ) { case PID_GAME_INFO: mprintf((0, "GOT a PID_GAME_INFO!\n")); if (length != sizeof(netgame_info)) mprintf((0, " Invalid size %d for netgame packet.\n", length)); if (Network_status == NETSTAT_BROWSING) network_process_gameinfo(data); break; case PID_GAME_LIST: // Someone wants a list of games mprintf((0, "Got a PID_GAME_LIST!\n")); if ((Network_status == NETSTAT_PLAYING) || (Network_status == NETSTAT_STARTING) || (Network_status == NETSTAT_ENDLEVEL)) if (network_i_am_master()) network_send_game_info(their); break; case PID_ADDPLAYER: mprintf( (0, "Got NEWPLAYER message from %s.\n", their->player.callsign)); network_new_player(their); break; case PID_REQUEST: mprintf( (0, "Got REQUEST from '%s'\n", their->player.callsign )); if (Network_status == NETSTAT_STARTING) { // Someone wants to join our game! network_add_player(their); } else if (Network_status == NETSTAT_WAITING) { // Someone is ready to recieve a sync packet network_process_request(their); } else if (Network_status == NETSTAT_PLAYING) { // Someone wants to join a game in progress! network_welcome_player(their); } break; case PID_DUMP: if (Network_status == NETSTAT_WAITING) network_process_dump(their); break; case PID_QUIT_JOINING: if (Network_status == NETSTAT_STARTING) network_remove_player( their ); else if ((Network_status == NETSTAT_PLAYING) && (Network_send_objects)) network_stop_resync( their ); break; case PID_SYNC: if (Network_status == NETSTAT_WAITING) { network_read_sync_packet((netgame_info *)data); } break; case PID_PDATA: if ((Game_mode&GM_NETWORK) && ((Network_status == NETSTAT_PLAYING)||(Network_status == NETSTAT_ENDLEVEL) )) { network_read_pdata_packet((frame_info *)data); } break; case PID_OBJECT_DATA: if (Network_status == NETSTAT_WAITING) network_read_object_packet(data); break; case PID_ENDLEVEL: if ((Network_status == NETSTAT_ENDLEVEL) || (Network_status == NETSTAT_PLAYING)) network_read_endlevel_packet(data); else mprintf((0, "Junked endlevel packet.\n")); break; default: mprintf((0, "Ignoring invalid packet type.\n")); Int3(); // Invalid network packet type, see ROB } } #ifndef NDEBUG void dump_segments() { FILE * fp; fp = fopen( "TEST.DMP", "wb" ); fwrite( Segments, sizeof(segment)*(Highest_segment_index+1),1, fp ); fclose(fp); mprintf( (0, "SS=%d\n", sizeof(segment) )); } #endif void network_read_endlevel_packet( ubyte *data ) { // Special packet for end of level syncing int playernum; endlevel_info *end; end = (endlevel_info *)data; playernum = end->player_num; Assert(playernum != Player_num); Assert(playernum < N_players); if ((Network_status == NETSTAT_PLAYING) && (end->connected != 0)) return; // Only accept disconnect packets if we're not out of the level yet Players[playernum].connected = end->connected; memcpy(&kill_matrix[playernum][0], end->kill_matrix, MAX_PLAYERS*sizeof(short)); Players[playernum].net_kills_total = end->kills; Players[playernum].net_killed_total = end->killed; if ((Players[playernum].connected == 1) && (end->seconds_left < Fuelcen_seconds_left)) Fuelcen_seconds_left = end->seconds_left; LastPacketTime[playernum] = timer_get_approx_seconds(); // mprintf((0, "Got endlevel packet from player %d.\n", playernum)); } void network_pack_objects(void) { // Switching modes, pack the object array special_reset_objects(); } int network_verify_objects(int remote, int local) { int i; int nplayers, got_controlcen=0; if ((remote-local) > 10) return(-1); if (Game_mode & GM_MULTI_ROBOTS) got_controlcen = 1; nplayers = 0; for (i = 0; i <= Highest_object_index; i++) { if ((Objects[i].type == OBJ_PLAYER) || (Objects[i].type == OBJ_GHOST)) nplayers++; if (Objects[i].type == OBJ_CNTRLCEN) got_controlcen=1; } if (got_controlcen && (nplayers >= MaxNumNetPlayers)) return(0); return(1); } void network_read_object_packet( ubyte *data ) { // Object from another net player we need to sync with short objnum, remote_objnum; byte obj_owner; int segnum, i; object *obj; static int my_pnum = 0; static int mode = 0; static int object_count = 0; static int frame_num = 0; int nobj = data[1]; int loc = 3; int remote_frame_num = data[2]; frame_num++; // mprintf((0, "Object packet %d (remote #%d) contains %d objects.\n", frame_num, remote_frame_num, nobj)); for (i = 0; i < nobj; i++) { objnum = *(short *)(data+loc); loc += 2; obj_owner = data[loc]; loc += 1; remote_objnum = *(short *)(data+loc); loc += 2; if (objnum == -1) { // Clear object array mprintf((0, "Clearing object array.\n")); init_objects(); Network_rejoined = 1; my_pnum = obj_owner; change_playernum_to(my_pnum); mode = 1; object_count = 0; frame_num = 1; } else if (objnum == -2) { // Special debug checksum marker for entire send if (mode == 1) { network_pack_objects(); mode = 0; } mprintf((0, "Objnum -2 found in frame local %d remote %d.\n", frame_num, remote_frame_num)); mprintf((0, "Got %d objects, expected %d.\n", object_count, remote_objnum)); if (remote_objnum != object_count) { Int3(); } if (network_verify_objects(remote_objnum, object_count)) { // Failed to sync up nm_messagebox(NULL, 1, TXT_OK, TXT_NET_SYNC_FAILED); Network_status = NETSTAT_MENU; return; } frame_num = 0; } else { if (frame_num != remote_frame_num) Int3(); object_count++; if ((obj_owner == my_pnum) || (obj_owner == -1)) { if (mode != 1) Int3(); // SEE ROB objnum = remote_objnum; //if (objnum > Highest_object_index) //{ // Highest_object_index = objnum; // num_objects = Highest_object_index+1; //} } else { if (mode == 1) { network_pack_objects(); mode = 0; } objnum = obj_allocate(); } if (objnum != -1) { obj = &Objects[objnum]; if (obj->segnum != -1) obj_unlink(objnum); Assert(obj->segnum == -1); Assert(objnum < MAX_OBJECTS); memcpy(obj,data+loc,sizeof(object)); loc += sizeof(object); segnum = obj->segnum; obj->next = obj->prev = obj->segnum = -1; obj->attached_obj = -1; if (segnum > -1) obj_link(obj-Objects,segnum); if (obj_owner == my_pnum) map_objnum_local_to_local(objnum); else if (obj_owner != -1) map_objnum_local_to_remote(objnum, remote_objnum, obj_owner); else object_owner[objnum] = -1; } } // For a standard onbject } // For each object in packet } void network_sync_poll( int nitems, newmenu_item * menus, int * key, int citem ) { // Polling loop waiting for sync packet to start game static fix t1 = 0; menus = menus; citem = citem; nitems = nitems; network_listen(); if (Network_status != NETSTAT_WAITING) // Status changed to playing, exit the menu *key = -2; if (!Network_rejoined && (timer_get_approx_seconds() > t1+F1_0*2)) { int i; // Poll time expired, re-send request t1 = timer_get_approx_seconds(); mprintf((0, "Re-sending join request.\n")); i = network_send_request(); if (i < 0) *key = -2; } } void network_start_poll( int nitems, newmenu_item * menus, int * key, int citem ) { int i,n,nm; key=key; citem=citem; Assert(Network_status == NETSTAT_STARTING); if (!menus[0].value) { menus[0].value = 1; menus[0].redraw = 1; } for (i=1; i= N_players) && (menus[i].value) ) { menus[i].value = 0; menus[i].redraw = 1; } } nm = 0; for (i=0; i N_players ) { menus[i].value = 0; menus[i].redraw = 1; } } } if ( nm > MaxNumNetPlayers ) { nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN ); // Turn off the last player highlighted for (i = N_players; i > 0; i--) if (menus[i].value == 1) { menus[i].value = 0; menus[i].redraw = 1; break; } } if (nitems > MAX_PLAYERS ) return; n = Netgame.numplayers; network_listen(); if (n < Netgame.numplayers ) { sprintf( menus[N_players-1].text, "%d. %-16s", N_players, Netgame.players[N_players-1].callsign ); menus[N_players-1].redraw = 1; if (N_players <= MaxNumNetPlayers) { menus[N_players-1].value = 1; } } else if ( n > Netgame.numplayers ) { // One got removed... for (i=0; i -1 ) { int j; for (j = 0; j < num_active_games; j++) if (!stricmp(Active_games[j].game_name, name)) { nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_DUPLICATE_NAME); goto menu; } strcpy( game_name, name ); if (!strnicmp(slevel, "s", 1)) *level = -atoi(slevel+1); else *level = atoi(slevel); if ((*level < Last_secret_level) || (*level > Last_level) || (*level == 0)) { nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_LEVEL_OUT_RANGE ); sprintf(slevel, "1"); goto menu; } #ifdef ROCKWELL_CODE *mode = NETGAME_COOPERATIVE; #else if ( m[opt_mode+1].value ) *mode = NETGAME_ANARCHY; else if (m[opt_mode+2].value) { *mode = NETGAME_TEAM_ANARCHY; } else if (anarchy_only) { nm_messagebox(NULL, 1, TXT_OK, TXT_ANARCHY_ONLY_MISSION); m[opt_mode+2].value = 0; m[opt_mode+3].value = 0; m[opt_mode].value = 1; goto menu; } else if ( m[opt_mode+3].value ) *mode = NETGAME_ROBOT_ANARCHY; else if ( m[opt_mode+4].value ) *mode = NETGAME_COOPERATIVE; else Int3(); // Invalid mode -- see Rob #endif // ifdef ROCKWELL if (m[opt_closed].value) *game_flags |= NETGAME_FLAG_CLOSED; #ifndef SHAREWARE // if (m[opt_closed+1].value) // *game_flags |= NETGAME_FLAG_SHOW_ID; if (m[opt_closed+1].value) *game_flags |= NETGAME_FLAG_SHOW_MAP; #endif Difficulty_level = m[opt_difficulty].value; //control_invul_time = atoi( srinvul )*60*F1_0; control_invul_time = m[opt_cinvul].value; Netgame.control_invul_time = control_invul_time*5*F1_0*60; } return i; } void network_set_game_mode(int gamemode) { Show_kill_list = 1; if ( gamemode == NETGAME_ANARCHY ) Game_mode = GM_NETWORK; else if ( gamemode == NETGAME_ROBOT_ANARCHY ) Game_mode = GM_NETWORK | GM_MULTI_ROBOTS; else if ( gamemode == NETGAME_COOPERATIVE ) Game_mode = GM_NETWORK | GM_MULTI_COOP | GM_MULTI_ROBOTS; else if ( gamemode == NETGAME_TEAM_ANARCHY ) { Game_mode = GM_NETWORK | GM_TEAM; Show_kill_list = 2; } else Int3(); if (Game_mode & GM_MULTI_ROBOTS) MaxNumNetPlayers = 4; else MaxNumNetPlayers = 8; } int network_find_game(void) { // Find out whether or not there is space left on this socket fix t1; Network_status = NETSTAT_BROWSING; num_active_games = 0; show_boxed_message(TXT_WAIT); network_send_game_list_request(); t1 = timer_get_approx_seconds() + F1_0*2; while (timer_get_approx_seconds() < t1) // Wait 3 seconds for replies network_listen(); clear_boxed_message(); // mprintf((0, "%s %d %s\n", TXT_FOUND, num_active_games, TXT_ACTIVE_GAMES)); if (num_active_games < MAX_ACTIVE_NETGAMES) return 0; return 1; } void network_read_sync_packet( netgame_info * sp ) { int i, j; char temp_callsign[CALLSIGN_LEN+1]; // This function is now called by all people entering the netgame. // mprintf( (0, "%s %d\n", TXT_STARTING_NETGAME, sp->levelnum )); if (sp != &Netgame) memcpy( &Netgame, sp, sizeof(netgame_info) ); N_players = sp->numplayers; Difficulty_level = sp->difficulty; Network_status = sp->game_status; Assert(Function_mode != FMODE_GAME); // New code, 11/27 mprintf((1, "Netgame.checksum = %d, calculated checksum = %d.\n", Netgame.segments_checksum, my_segments_checksum)); if (Netgame.segments_checksum != my_segments_checksum) { Network_status = NETSTAT_MENU; nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_NETLEVEL_NMATCH); #ifdef NDEBUG return; #endif } // Discover my player number memcpy(temp_callsign, Players[Player_num].callsign, CALLSIGN_LEN+1); Player_num = -1; for (i=0; iplayers[i].node, My_Seq.player.node, 6 )) && (!stricmp( sp->players[i].callsign, temp_callsign)) ) { Assert(Player_num == -1); // Make sure we don't find ourselves twice! Looking for interplay reported bug change_playernum_to(i); } memcpy( Players[i].callsign, sp->players[i].callsign, CALLSIGN_LEN+1 ); #ifndef SHAREWARE if ( (*(uint *)sp->players[i].server) != 0 ) ipx_get_local_target( sp->players[i].server, sp->players[i].node, Players[i].net_address ); else #endif memcpy( Players[i].net_address, sp->players[i].node, 6 ); Players[i].n_packets_got=0; // How many packets we got from them Players[i].n_packets_sent=0; // How many packets we sent to them Players[i].connected = sp->players[i].connected; Players[i].net_kills_total += sp->player_kills[i]; #ifndef SHAREWARE if ((Network_rejoined) || (i != Player_num)) Players[i].score = sp->player_score[i]; #endif for (j = 0; j < MAX_NUM_NET_PLAYERS; j++) { kill_matrix[i][j] = sp->kills[i][j]; } } if ( Player_num < 0 ) { Network_status = NETSTAT_MENU; return; } if (Network_rejoined) for (i=0; ikilled[i]; #ifndef SHAREWARE if (Network_rejoined) { network_process_monitor_vector(sp->monitor_vector); Players[Player_num].time_level = sp->level_time; } #endif team_kills[0] = sp->team_kills[0]; team_kills[1] = sp->team_kills[1]; Players[Player_num].connected = 1; Netgame.players[Player_num].connected = 1; if (!Network_rejoined) for (i=0; i 0) && (choice < opt_team_b)) { team_vector |= (1 << pnums[choice]); } else if ((choice > opt_team_b) && (choice < opt-2)) { team_vector &= ~(1 << pnums[choice]); } else if (choice == -1) return 0; goto menu; #else return 0; #endif } int network_select_players(void) { int i, j; newmenu_item m[MAX_PLAYERS]; char text[MAX_PLAYERS][25]; char title[50]; int save_nplayers; network_add_player( &My_Seq ); for (i=0; i< MAX_PLAYERS; i++ ) { sprintf( text[i], "%d. %-16s", i+1, "" ); m[i].type = NM_TYPE_CHECK; m[i].text = text[i]; m[i].value = 0; } m[0].value = 1; // Assume server will play... sprintf( text[0], "%d. %-16s", 1, Players[Player_num].callsign ); sprintf( title, "%s %d %s", TXT_TEAM_SELECT, MaxNumNetPlayers, TXT_TEAM_PRESS_ENTER ); GetPlayersAgain: j=newmenu_do1( NULL, title, MAX_PLAYERS, m, network_start_poll, 1 ); save_nplayers = N_players; if (j<0) { // Aborted! // Dump all players and go back to menu mode abort: for (i=1; i MaxNumNetPlayers) { nm_messagebox( TXT_ERROR, 1, TXT_OK, "%s %d %s", TXT_SORRY_ONLY, MaxNumNetPlayers, TXT_NETPLAYERS_IN ); N_players = save_nplayers; goto GetPlayersAgain; } #ifdef NDEBUG if ( N_players < 2 ) { nm_messagebox( TXT_ERROR, 1, TXT_OK, TXT_TEAM_ATLEAST_TWO ); N_players = save_nplayers; goto GetPlayersAgain; } #endif #ifdef NDEBUG if ( (Netgame.gamemode == NETGAME_TEAM_ANARCHY) && (N_players < 3) ) { nm_messagebox(TXT_ERROR, 1, TXT_OK, TXT_TEAM_ATLEAST_THREE ); N_players = save_nplayers; goto GetPlayersAgain; } #endif // Remove players that aren't marked. N_players = 0; for (i=0; i N_players) { memcpy(Netgame.players[N_players].callsign, Netgame.players[i].callsign, CALLSIGN_LEN+1); memcpy(Netgame.players[N_players].node, Netgame.players[i].node, 6); memcpy(Netgame.players[N_players].server, Netgame.players[i].server, 4); } Players[N_players].connected = 1; N_players++; } else { network_dump_player(Netgame.players[i].server,Netgame.players[i].node, DUMP_DORK); } } for (i = N_players; i < MAX_NUM_NET_PLAYERS; i++) { memset(Netgame.players[i].callsign, 0, CALLSIGN_LEN+1); memset(Netgame.players[i].node, 0, 6); memset(Netgame.players[i].server, 0, 4); } if (Netgame.gamemode == NETGAME_TEAM_ANARCHY) if (!network_select_teams()) goto abort; return(1); } void network_start_game(void) { int i; char game_name[NETGAME_NAME_LEN+1]; int chosen_game_mode, game_flags, level; Assert( sizeof(frame_info) < IPX_MAX_DATA_SIZE ); mprintf((0, "Using frame_info len %d, max %d.\n", sizeof(frame_info), IPX_MAX_DATA_SIZE)); if ( !Network_active ) { nm_messagebox(NULL, 1, TXT_OK, TXT_IPX_NOT_FOUND ); return; } network_init(); change_playernum_to(0); if (network_find_game()) { nm_messagebox(NULL, 1, TXT_OK, TXT_NET_FULL); return; } game_flags = 0; i = network_get_game_params( game_name, &chosen_game_mode, &game_flags, &level ); if (i<0) return; N_players = 0; // LoadLevel(level); Old, no longer used. Netgame.difficulty = Difficulty_level; Netgame.gamemode = chosen_game_mode; Netgame.game_status = NETSTAT_STARTING; Netgame.numplayers = 0; Netgame.max_numplayers = MaxNumNetPlayers; Netgame.levelnum = level; Netgame.game_flags = game_flags; Netgame.protocol_version = MULTI_PROTO_VERSION; strcpy(Netgame.game_name, game_name); Network_status = NETSTAT_STARTING; network_set_game_mode(Netgame.gamemode); if(network_select_players()) { StartNewLevel(Netgame.levelnum); } else Game_mode = GM_GAME_OVER; } void restart_net_searching(newmenu_item * m) { int i; N_players = 0; num_active_games = 0; memset(Active_games, 0, sizeof(netgame_info)*MAX_ACTIVE_NETGAMES); for (i = 0; i < MAX_ACTIVE_NETGAMES; i++) { sprintf(m[(2*i)+1].text, "%d. ", i+1); sprintf(m[(2*i)+2].text, " \n"); m[(2*i)+1].redraw = 1; m[(2*i)+2].redraw = 1; } Network_games_changed = 1; } void network_join_poll( int nitems, newmenu_item * menus, int * key, int citem ) { // Polling loop for Join Game menu static fix t1 = 0; int i, osocket; menus = menus; citem = citem; nitems = nitems; key = key; if (Network_allow_socket_changes ) { osocket = Network_socket; if ( *key==KEY_PAGEUP ) { Network_socket--; *key = 0; } if ( *key==KEY_PAGEDOWN ) { Network_socket++; *key = 0; } if ( Network_socket+IPX_DEFAULT_SOCKET > 0x8000 ) Network_socket = 0x8000 - IPX_DEFAULT_SOCKET; if ( Network_socket+IPX_DEFAULT_SOCKET < 0 ) Network_socket = IPX_DEFAULT_SOCKET; if (Network_socket != osocket ) { sprintf( menus[0].text, "%s %+d", TXT_CURRENT_IPX_SOCKET, Network_socket ); menus[0].redraw = 1; mprintf(( 0, "Changing to socket %d\n", Network_socket )); network_listen(); ipx_change_default_socket( IPX_DEFAULT_SOCKET + Network_socket ); restart_net_searching(menus); network_send_game_list_request(); return; } } if (timer_get_approx_seconds() > t1+F1_0*4) { t1 = timer_get_approx_seconds(); network_send_game_list_request(); } network_listen(); if (!Network_games_changed) return; Network_games_changed = 0; // Copy the active games data into the menu options for (i = 0; i < num_active_games; i++) { int game_status = Active_games[i].game_status; int j, nplayers = 0; char levelname[4]; for (j = 0; j < Active_games[i].numplayers; j++) if (Active_games[i].players[j].connected) nplayers++; if (Active_games[i].levelnum < 0) sprintf(levelname, "S%d", -Active_games[i].levelnum); else sprintf(levelname, "%d", Active_games[i].levelnum); sprintf(menus[(2*i)+1].text, "%d. %s (%s)", i+1, Active_games[i].game_name, MODE_NAMES(Active_games[i].gamemode)); if (game_status == NETSTAT_STARTING) { sprintf(menus[(2*i)+2].text, "%s%s %s%d\n", TXT_NET_FORMING, levelname, TXT_NET_PLAYERS, nplayers); } else if (game_status == NETSTAT_PLAYING) { if (can_join_netgame(&Active_games[i])) sprintf(menus[(2*i)+2].text, "%s%s %s%d\n", TXT_NET_JOIN, levelname, TXT_NET_PLAYERS, nplayers); else sprintf(menus[(2*i)+2].text, "%s\n", TXT_NET_CLOSED); } else sprintf(menus[(2*i)+2].text, "%s\n", TXT_NET_BETWEEN); if (strlen(Active_games[i].mission_name) > 0) sprintf(menus[(2*i)+2].text+strlen(menus[(2*i)+2].text), "%s%s", TXT_MISSION, Active_games[i].mission_title); Assert(strlen(menus[(2*i)+2].text) < 70); menus[(2*i)+1].redraw = 1; menus[(2*i)+2].redraw = 1; } for (i = num_active_games; i < MAX_ACTIVE_NETGAMES; i++) { sprintf(menus[(2*i)+1].text, "%d. ", i+1); sprintf(menus[(2*i)+2].text, " \n"); menus[(2*i)+1].redraw = 1; menus[(2*i)+2].redraw = 1; } } int network_wait_for_sync(void) { char text[60]; newmenu_item m[2]; int i, choice; Network_status = NETSTAT_WAITING; m[0].type=NM_TYPE_TEXT; m[0].text = text; m[1].type=NM_TYPE_TEXT; m[1].text = TXT_NET_LEAVE; i = network_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 ); menu: choice=newmenu_do( NULL, TXT_WAIT, 2, m, network_sync_poll ); if (choice > -1) goto menu; if (Network_status != NETSTAT_PLAYING) { sequence_packet me; // if (Network_status == NETSTAT_ENDLEVEL) // { // network_send_endlevel_packet(0); // longjmp(LeaveGame, 0); // } mprintf((0, "Aborting join.\n")); me.type = PID_QUIT_JOINING; memcpy( me.player.callsign, Players[Player_num].callsign, CALLSIGN_LEN+1 ); memcpy( me.player.node, ipx_get_my_local_address(), 6 ); memcpy( me.player.server, ipx_get_my_server_address(), 4 ); ipx_send_internetwork_packet_data( (ubyte *)&me, sizeof(sequence_packet), Netgame.players[0].server, Netgame.players[0].node ); N_players = 0; Function_mode = FMODE_MENU; Game_mode = GM_GAME_OVER; return(-1); // they cancelled } return(0); } void network_request_poll( int nitems, newmenu_item * menus, int * key, int citem ) { // Polling loop for waiting-for-requests menu int i = 0; int num_ready = 0; menus = menus; citem = citem; nitems = nitems; key = key; // Send our endlevel packet at regular intervals // if (timer_get_approx_seconds() > t1+ENDLEVEL_SEND_INTERVAL) // { // network_send_endlevel_packet(); // t1 = timer_get_approx_seconds(); // } network_listen(); for (i = 0; i < N_players; i++) { if ((Players[i].connected == 1) || (Players[i].connected == 0)) num_ready++; } if (num_ready == N_players) // All players have checked in or are disconnected { *key = -2; } } void network_wait_for_requests(void) { // Wait for other players to load the level before we send the sync int choice, i; newmenu_item m[1]; Network_status = NETSTAT_WAITING; m[0].type=NM_TYPE_TEXT; m[0].text = TXT_NET_LEAVE; mprintf((0, "Entered wait_for_requests : N_players = %d.\n", N_players)); for (choice = 0; choice < N_players; choice++) mprintf((0, "Players[%d].connected = %d.\n", choice, Players[choice].connected)); Network_status = NETSTAT_WAITING; network_flush(); Players[Player_num].connected = 1; menu: choice = newmenu_do(NULL, TXT_WAIT, 1, m, network_request_poll); if (choice == -1) { // User aborted choice = nm_messagebox(NULL, 3, TXT_YES, TXT_NO, TXT_START_NOWAIT, TXT_QUITTING_NOW); if (choice == 2) return; if (choice != 0) goto menu; // User confirmed abort for (i=0; i < N_players; i++) if ((Players[i].connected != 0) && (i != Player_num)) network_dump_player(Netgame.players[i].server, Netgame.players[i].node, DUMP_ABORTED); longjmp(LeaveGame, 0); } else if (choice != -2) goto menu; } int network_level_sync(void) { // Do required syncing between (before) levels int result; mprintf((0, "Player %d entering network_level_sync.\n", Player_num)); MySyncPackInitialized = 0; // my_segments_checksum = netmisc_calc_checksum(Segments, sizeof(segment)*(Highest_segment_index+1)); network_flush(); // Flush any old packets if (N_players == 0) result = network_wait_for_sync(); else if (network_i_am_master()) { network_wait_for_requests(); network_send_sync(); result = 0; } else result = network_wait_for_sync(); if (result) { Players[Player_num].connected = 0; network_send_endlevel_packet(); longjmp(LeaveGame, 0); } return(0); } void network_join_game() { int choice, i; char menu_text[(MAX_ACTIVE_NETGAMES*2)+1][70]; newmenu_item m[((MAX_ACTIVE_NETGAMES)*2)+1]; if ( !Network_active ) { nm_messagebox(NULL, 1, TXT_OK, TXT_IPX_NOT_FOUND); return; } network_init(); N_players = 0; setjmp(LeaveGame); Network_status = NETSTAT_BROWSING; // We are looking at a game menu network_listen(); // Throw out old info network_send_game_list_request(); // broadcast a request for lists num_active_games = 0; memset(m, 0, sizeof(newmenu_item)*(MAX_ACTIVE_NETGAMES*2)); memset(Active_games, 0, sizeof(netgame_info)*MAX_ACTIVE_NETGAMES); m[0].text = menu_text[0]; m[0].type = NM_TYPE_TEXT; if (Network_allow_socket_changes) sprintf( m[0].text, "Current IPX Socket is default%+d", Network_socket ); else sprintf( m[0].text, "" ); for (i = 0; i < MAX_ACTIVE_NETGAMES; i++) { m[2*i+1].text = menu_text[2*i+1]; m[2*i+2].text = menu_text[2*i+2]; m[2*i+1].type = NM_TYPE_MENU; m[2*i+2].type = NM_TYPE_TEXT; sprintf(m[(2*i)+1].text, "%d. ", i+1); sprintf(m[(2*i)+2].text, " \n"); m[(2*i)+1].redraw = 1; m[(2*i)+2].redraw = 1; } Network_games_changed = 1; remenu: choice=newmenu_do1(NULL, TXT_NET_SEARCHING, (MAX_ACTIVE_NETGAMES)*2+1, m, network_join_poll, 0 ); if (choice==-1) { Network_status = NETSTAT_MENU; return; // they cancelled } choice--; choice /= 2; if (choice >=num_active_games) { nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_INVALID_CHOICE); goto remenu; } // Choice has been made and looks legit if (Active_games[choice].game_status == NETSTAT_ENDLEVEL) { nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_NET_GAME_BETWEEN2); goto remenu; } if (Active_games[choice].protocol_version != MULTI_PROTO_VERSION) { nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_VERSION_MISMATCH); goto remenu; } #ifndef SHAREWARE { // Check for valid mission name mprintf((0, "Loading mission:%s.\n", Active_games[choice].mission_name)); if (!load_mission_by_name(Active_games[choice].mission_name)) { nm_messagebox(NULL, 1, TXT_OK, TXT_MISSION_NOT_FOUND); goto remenu; } } #endif if (!can_join_netgame(&Active_games[choice])) { if (Active_games[choice].numplayers == Active_games[choice].max_numplayers) nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_GAME_FULL); else nm_messagebox(TXT_SORRY, 1, TXT_OK, TXT_IN_PROGRESS); goto remenu; } // Choice is valid, prepare to join in memcpy(&Netgame, &Active_games[choice], sizeof(netgame_info)); Difficulty_level = Netgame.difficulty; MaxNumNetPlayers = Netgame.max_numplayers; change_playernum_to(1); network_set_game_mode(Netgame.gamemode); StartNewLevel(Netgame.levelnum); return; // look ma, we're in a game!!! } void network_leave_game() { network_do_frame(1, 1); if ((network_i_am_master()) && (Network_status == NETSTAT_STARTING)) { Netgame.numplayers = 0; network_send_game_info(0); } Players[Player_num].connected = 0; network_send_endlevel_packet(); change_playernum_to(0); Game_mode = GM_GAME_OVER; network_flush(); } void network_flush() { ubyte packet[IPX_MAX_DATA_SIZE]; if (!Network_active) return; while (ipx_get_packet_data(packet) > 0) ; } void network_listen() { int size; ubyte packet[IPX_MAX_DATA_SIZE]; if (!Network_active) return; if (!(Game_mode & GM_NETWORK) && (Function_mode == FMODE_GAME)) mprintf((0, "Calling network_listen() when not in net game.\n")); size = ipx_get_packet_data( packet ); while ( size > 0 ) { network_process_packet( packet, size ); size = ipx_get_packet_data( packet ); } } void network_send_data( ubyte * ptr, int len, int urgent ) { char check; if (Endlevel_sequence) return; if (!MySyncPackInitialized) { MySyncPackInitialized = 1; memset( &MySyncPack, 0, sizeof(frame_info) ); } if (urgent) PacketUrgent = 1; if ((MySyncPack.data_size+len) > NET_XDATA_SIZE ) { check = ptr[0]; network_do_frame(1, 0); if (MySyncPack.data_size != 0) { mprintf((0, "%d bytes were added to data by network_do_frame!\n", MySyncPack.data_size)); Int3(); } // Int3(); // Trying to send too much! // return; mprintf((0, "Packet overflow, sending additional packet, type %d len %d.\n", ptr[0], len)); Assert(check == ptr[0]); } Assert(MySyncPack.data_size+len <= NET_XDATA_SIZE); memcpy( &MySyncPack.data[MySyncPack.data_size], ptr, len ); MySyncPack.data_size += len; } void network_timeout_player(int playernum) { // Remove a player from the game if we haven't heard from them in // a long time. int i, n = 0; Assert(playernum < N_players); Assert(playernum > -1); network_disconnect_player(playernum); create_player_appearance_effect(&Objects[Players[playernum].objnum]); digi_play_sample(SOUND_HUD_MESSAGE, F1_0); HUD_init_message("%s %s", Players[playernum].callsign, TXT_DISCONNECTING); for (i = 0; i < N_players; i++) if (Players[i].connected) n++; if (n == 1) { nm_messagebox(NULL, 1, TXT_OK, TXT_YOU_ARE_ONLY); } } fix last_send_time = 0; fix last_timeout_check = 0; void network_do_frame(int force, int listen) { int i; if (!(Game_mode&GM_NETWORK)) return; if ((Network_status != NETSTAT_PLAYING) || (Endlevel_sequence)) // Don't send postion during escape sequence... goto listen; last_send_time += FrameTime; last_timeout_check += FrameTime; // Send out packet 10 times per second maximum... unless they fire, then send more often... if ( (last_send_time>F1_0/10) || (Network_laser_fired) || force || PacketUrgent ) { if ( Players[Player_num].connected ) { int objnum = Players[Player_num].objnum; PacketUrgent = 0; if (listen) { multi_send_robot_frame(0); multi_send_fire(); // Do firing if needed.. } // mprintf((0, "Send packet, %f secs, %d bytes.\n", f2fl(last_send_time), MySyncPack.data_size)); last_send_time = 0; MySyncPack.type = PID_PDATA; MySyncPack.playernum = Player_num; #ifdef SHAREWARE MySyncPack.objnum = Players[Player_num].objnum; #endif MySyncPack.obj_segnum = Objects[objnum].segnum; MySyncPack.obj_pos = Objects[objnum].pos; MySyncPack.obj_orient = Objects[objnum].orient; #ifdef SHAREWARE MySyncPack.obj_phys_info = Objects[objnum].mtype.phys_info; #else MySyncPack.phys_velocity = Objects[objnum].mtype.phys_info.velocity; MySyncPack.phys_rotvel = Objects[objnum].mtype.phys_info.rotvel; #endif MySyncPack.obj_render_type = Objects[objnum].render_type; MySyncPack.level_num = Current_level_num; for (i=0; i F1_0) && !(Fuelcen_control_center_destroyed)) { fix approx_time = timer_get_approx_seconds(); // Check for player timeouts for (i = 0; i < N_players; i++) { if ((i != Player_num) && (Players[i].connected == 1)) { if ((LastPacketTime[i] == 0) || (LastPacketTime[i] > approx_time)) { LastPacketTime[i] = approx_time; continue; } if ((approx_time - LastPacketTime[i]) > (5*F1_0)) network_timeout_player(i); } } last_timeout_check = 0; } listen: if (!listen) { MySyncPack.data_size = 0; return; } network_listen(); if (Network_send_objects) network_send_objects(); } int missed_packets = 0; void network_consistency_error(void) { static int count = 0; if (count++ < 10) return; Function_mode = FMODE_MENU; nm_messagebox(NULL, 1, TXT_OK, TXT_CONSISTENCY_ERROR); Function_mode = FMODE_GAME; count = 0; multi_quit_game = 1; multi_leave_menu = 1; multi_reset_stuff(); } void network_read_pdata_packet(frame_info *pd ) { int TheirPlayernum = pd->playernum; #ifdef SHAREWARE int TheirObjnum = pd->objnum; #else int TheirObjnum = Players[pd->playernum].objnum; #endif object * TheirObj = NULL; if (TheirPlayernum < 0) { Int3(); // This packet is bogus!! return; } if (!multi_quit_game && (TheirPlayernum >= N_players)) { Int3(); // We missed an important packet! network_consistency_error(); return; } if (Endlevel_sequence || (Network_status == NETSTAT_ENDLEVEL) ) { int old_Endlevel_sequence = Endlevel_sequence; Endlevel_sequence = 1; if ( pd->data_size>0 ) { // pass pd->data to some parser function.... multi_process_bigdata( pd->data, pd->data_size ); } Endlevel_sequence = old_Endlevel_sequence; return; } // mprintf((0, "Gametime = %d, Frametime = %d.\n", GameTime, FrameTime)); if ((byte)pd->level_num != Current_level_num) { mprintf((0, "Got frame packet from player %d wrong level %d!\n", pd->playernum, pd->level_num)); return; } TheirObj = &Objects[TheirObjnum]; //------------- Keep track of missed packets ----------------- Players[TheirPlayernum].n_packets_got++; LastPacketTime[TheirPlayernum] = timer_get_approx_seconds(); if ( pd->numpackets != Players[TheirPlayernum].n_packets_got ) { missed_packets += pd->numpackets-Players[TheirPlayernum].n_packets_got; if ( missed_packets > 0 ) mprintf( (0, "Missed %d packets from player #%d (%d total)\n", pd->numpackets-Players[TheirPlayernum].n_packets_got, TheirPlayernum, missed_packets )); else mprintf( (0, "Got %d late packets from player #%d (%d total)\n", Players[TheirPlayernum].n_packets_got-pd->numpackets, TheirPlayernum, missed_packets )); Players[TheirPlayernum].n_packets_got = pd->numpackets; } //------------ Read the player's ship's object info ---------------------- TheirObj->pos = pd->obj_pos; TheirObj->orient = pd->obj_orient; #ifdef SHAREWARE TheirObj->mtype.phys_info = pd->obj_mtype.phys_info; #else TheirObj->mtype.phys_info.velocity = pd->phys_velocity; TheirObj->mtype.phys_info.rotvel = pd->phys_rotvel; #endif if ((TheirObj->render_type != pd->obj_render_type) && (pd->obj_render_type == RT_POLYOBJ)) multi_make_ghost_player(TheirPlayernum); obj_relink(TheirObjnum,pd->obj_segnum); if (TheirObj->movement_type == MT_PHYSICS) set_thrust_from_velocity(TheirObj); //------------ Welcome them back if reconnecting -------------- if (!Players[TheirPlayernum].connected) { Players[TheirPlayernum].connected = 1; #ifndef SHAREWARE if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_multi_reconnect(TheirPlayernum); #endif multi_make_ghost_player(TheirPlayernum); create_player_appearance_effect(&Objects[TheirObjnum]); digi_play_sample( SOUND_HUD_MESSAGE, F1_0); HUD_init_message( "'%s' %s", Players[TheirPlayernum].callsign, TXT_REJOIN ); #ifndef SHAREWARE multi_send_score(); #endif } //------------ Parse the extra data at the end --------------- if ( pd->data_size>0 ) { // pass pd->data to some parser function.... multi_process_bigdata( pd->data, pd->data_size ); } // mprintf( (0, "Got packet with %d bytes on it!\n", pd->data_size )); } #endif