2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on
10 * $Logfile: /Freespace2/code/Network/MultiUtil.h $
15 * Header file to support misc. multiplayer support functions
18 * Revision 1.3 2002/06/09 04:41:14 relnev
19 * added copyright header
21 * Revision 1.2 2002/05/27 00:40:47 theoddone33
22 * Fix net_addr vs net_addr_t
24 * Revision 1.1.1.1 2002/05/03 03:28:12 root
28 * 13 9/15/99 1:45a Dave
29 * Don't init joystick on standalone. Fixed campaign mode on standalone.
30 * Fixed no-score-report problem in TvT
32 * 12 8/22/99 5:53p Dave
33 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
34 * instead of ship designations for multiplayer players.
36 * 11 7/30/99 7:01p Dave
37 * Dogfight escort gauge. Fixed up laser rendering in Glide.
39 * 10 5/04/99 5:20p Dave
40 * Fixed up multiplayer join screen and host options screen. Should both
43 * 9 3/08/99 7:03p Dave
44 * First run of new object update system. Looks very promising.
46 * 8 2/24/99 2:25p Dave
47 * Fixed up chatbox bugs. Made squad war reporting better. Fixed a respawn
48 * bug for dogfight more.
50 * 7 2/23/99 2:29p Dave
51 * First run of oldschool dogfight mode.
53 * 6 12/14/98 12:13p Dave
54 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
57 * 5 11/19/98 4:19p Dave
58 * Put IPX sockets back in psnet. Consolidated all multiplayer config
61 * 4 11/17/98 11:12a Dave
62 * Removed player identification by address. Now assign explicit id #'s.
64 * 3 11/05/98 5:55p Dave
65 * Big pass at reducing #includes
67 * 2 10/07/98 10:53a Dave
70 * 1 10/07/98 10:50a Dave
72 * 121 9/11/98 5:08p Dave
73 * More tweaks to kick notification system.
75 * 120 9/04/98 3:52p Dave
76 * Put in validated mission updating and application during stats
79 * 119 8/12/98 4:53p Dave
80 * Put in 32 bit checksumming for PXO missions. No validation on the
81 * actual tracker yet, though.
83 * 118 7/24/98 11:15a Allender
84 * added 32bit checksumming stuff for validated missions
86 * 117 7/10/98 1:13a Allender
87 * lots of small multiplayer update changes. Code in launcher to specify
88 * connection speed. A couple of small fixes regarding empty mission
89 * files. Time out players after 10 second when they don't connect on
90 * their reliable socket.
92 * 116 6/30/98 2:17p Dave
93 * Revised object update system. Removed updates for all weapons. Put
94 * button info back into control info packet.
96 * 115 6/12/98 2:49p Dave
99 * 114 6/10/98 2:56p Dave
100 * Substantial changes to reduce bandwidth and latency problems.
102 * 113 6/04/98 11:46a Dave
103 * Drastically reduce size/rate of client control info update packets. Put
104 * in rate limiting for object updating from server.
106 * 112 6/03/98 2:15p Dave
107 * Added special code from john to drastically reduce physics info packet
108 * fields. (30-50% reduction in bandwidth)
110 * 111 5/21/98 1:52a Dave
111 * Remove obsolete command line functions. Reduce shield explosion packets
112 * drastically. Tweak PXO screen even more. Fix file xfer system so that
113 * we can guarantee file uniqueness.
115 * 110 5/15/98 5:16p Dave
116 * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
117 * status for team vs. team. Put in asserts to check for invalid team vs.
120 * 109 5/11/98 11:40p Dave
123 * 108 5/10/98 7:06p Dave
124 * Fix endgame sequencing ESC key. Changed how host options warning popups
125 * are done. Fixed pause/message scrollback/options screen problems in mp.
126 * Make sure observer HUD doesn't try to lock weapons.
128 * 107 5/07/98 6:31p Dave
129 * Fix sticky situations where players are dying/respawning when the game
132 * 106 5/04/98 10:39p Dave
133 * Put in endgame sequencing. Need to check campaign situations.
134 * Realigned ship info on team select screen.
136 * 105 4/30/98 12:57a Dave
137 * Put in new mode for ship/weapon selection. Rearranged how game querying
149 // prototypes instead of headers :)
161 // two types of signatures that we can request, permanent signatures are all below 1000. non-permanent are above 1000
162 #define MULTI_SIG_SHIP 1
163 #define MULTI_SIG_ASTEROID 2
164 #define MULTI_SIG_NON_PERMANENT 3
165 #define MULTI_SIG_DEBRIS 4
167 extern ushort multi_assign_network_signature( int what_kind );
168 extern ushort multi_get_next_network_signature( int what_kind );
169 extern void multi_set_network_signature( ushort signature, int what_kind );
171 extern void stuff_netplayer_info( net_player *nplayer, net_addr_t *addr, int ship_class, player *pplayer );
172 extern int find_player(net_addr_t* addr);
173 extern int find_player_no_port(net_addr_t *addr);
174 extern int find_player_id(short player_id);
175 extern int find_player_socket(PSNET_SOCKET_RELIABLE sock); // note this is only valid to do on a server!
176 extern int multi_find_player_by_object( object *obj );
177 extern int multi_find_player_by_signature( int signature );
178 extern int multi_find_player_by_callsign(const char *callsign);
179 extern int multi_find_player_by_net_signature(ushort net_signature);
180 extern int multi_find_player_by_ship_name(const char *ship_name);
181 extern int multi_create_player(int player_num, player *pl,char* name, net_addr_t* addr, int ship_class, short id);
182 extern int multi_find_open_netplayer_slot();
183 extern int multi_find_open_player_slot();
184 extern void delete_player(int player_num, int kicked_reason = -1);
185 extern int multi_get_player_ship(int np_index);
187 extern int multi_num_players();
188 extern int multi_num_observers();
189 extern int multi_num_connections();
191 extern const char* multi_random_death_word();
192 extern const char* multi_random_chat_start();
194 extern int multi_ship_class_lookup(const char* ship_name);
195 extern ushort netmisc_calc_checksum( void * vptr, int len );
196 extern void fill_net_addr(net_addr_t* addr, ubyte* address, ubyte* net_id, ushort port);
197 extern char* get_text_address(char * text, const int max_textlen, ubyte * address );
199 extern object *multi_get_network_object( ushort net_signature ); // find a network object
201 void multi_find_ingame_join_pos(object *new_obj);
203 // return size of packed matrix
204 void multi_pack_orient_matrix(ubyte *data,matrix *m);
206 // return bytes processed
207 void multi_unpack_orient_matrix(ubyte *data,matrix *m);
209 // catchall to do any necessary client-side simulation processing or master side process for menu pauses, etc.
210 void multi_do_client_warp(float flFrametime);
212 void multi_assign_player_ship( int net_player, object *objp, int ship_class );
214 // -------------------------------------------------------------------
215 // ship status change functions (used both client and server side)
216 int lookup_ship_status(net_player *p, int unique_id, int remove=0); // auto-remove if remove == 1
217 void remove_ship_status_item(net_player *p, int id);
218 void add_net_button_info(net_player *p, button_info *bi, int unique_id);
220 // called client-side every frame
221 void multi_maybe_send_ship_status();
223 // will be used server side _and_ client side.
224 void multi_apply_ship_status(net_player *p,button_info *bi, int locally);
226 void multiplayer_match_target_speed(net_player *p);
228 void multi_subsys_update_all();
230 void server_verify_filesig(short player_id, ushort sum_sig, int length_sig);
231 int server_all_filesigs_ok();
233 void multi_untag_player_ships();
235 // broadcast alltime stats to everyone in the game
236 void multi_broadcast_stats(int stats_code);
238 int multi_netplayer_state_check(int state, int ignore_standalone = 0);
239 int multi_netplayer_state_check2(int state, int state2, int ignore_standalone = 0);
240 int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone = 0);
241 int multi_netplayer_flag_check(int flags, int ignore_standalone = 0);
243 void multi_eval_socket_error(PSNET_SOCKET sock, int error);
245 void multi_maybe_send_repair_info(object *dest_obj, object *source_objp, int code);
247 int multi_is_valid_unknown_packet(ubyte type);
249 // create a bogus object for the standalone
250 void multi_create_standalone_object();
252 // determine whether (as a server), you should be rebroadcasting certain messages to everyone in the game
253 int multi_message_should_broadcast(int type);
255 // the active game list manager functions
256 active_game *multi_new_active_game( void );
257 active_game *multi_update_active_games(active_game *ag);
258 void multi_free_active_games();
260 server_item *multi_new_server_item( void );
261 void multi_free_server_list();
263 // netgame options evaluation stuff
264 int multi_can_message(net_player *p);
265 int multi_can_end_mission(net_player *p);
267 int multi_eval_join_request(join_request *jr,net_addr_t *addr);
269 // called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
270 void multi_warpout_all_players();
272 // determine the highest rank of any of the players in the game
273 int multi_get_highest_rank();
275 // called on the machine of the player who hit alt+j
276 void multi_handle_end_mission_request();
278 // called to handle any special cases where a player is in some submenu when he needs to get pushed into some other state
279 void multi_handle_state_special();
281 // called by the file xfer subsytem when we start receiving a file
282 void multi_file_xfer_notify(int handle);
284 // return the lag/disconnected status of the game
285 int multi_query_lag_status();
287 // process a valid join request
288 void multi_process_valid_join_request(join_request *jr, net_addr_t *who_from, int ingame_join_team = -1);
290 // if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
291 int multi_process_restricted_keys(int k);
293 // determine the status of available player ships (use team_0 for non team vs. team situations)
294 void multi_player_ships_available(int *team_0, int *team_1);
296 // server should update the player's bank/link status with the data in the passed ship
297 void multi_server_update_player_weapons(net_player *pl, ship *shipp);
299 // flush the multidata cache directory
300 void multi_flush_multidata_cache();
302 // flush all data from a previous mission before starting the next
303 void multi_flush_mission_stuff();
305 // should we ignore all controls and keypresses because of some multiplayer
306 int multi_ignore_controls(int key = -1);
308 // if the kill limit has been reached by any given player
309 int multi_kill_limit_reached();
311 // display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
312 void multi_display_chat_msg(const char *msg, int player_index, int add_id);
314 // fill in Current_file_checksum and Current_file_length
315 void multi_get_mission_checksum(const char *filename);
317 // Packs/unpacks an object position.
318 // Returns number of bytes read or written.
319 #define OO_POS_RET_SIZE 9
320 int multi_pack_unpack_position(int write, ubyte *data, vector *pos);
322 // Packs/unpacks an orientation matrix.
323 // Returns number of bytes read or written.
324 #define OO_ORIENT_RET_SIZE 6
325 int multi_pack_unpack_orient(int write, ubyte *data, matrix *orient);
327 // Packs/unpacks velocity
328 // Returns number of bytes read or written.
329 #define OO_VEL_RET_SIZE 4
330 int multi_pack_unpack_vel(int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi);
332 // Packs/unpacks desired_velocity
333 // Returns number of bytes read or written.
334 #define OO_DESIRED_VEL_RET_SIZE 3
335 int multi_pack_unpack_desired_vel(int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip);
337 // Packs/unpacks rotational velocity
338 // Returns number of bytes read or written.
339 #define OO_ROTVEL_RET_SIZE 4
340 int multi_pack_unpack_rotvel(int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi);
342 // Packs/unpacks desired rotvel
343 // Returns number of bytes read or written.
344 #define OO_DESIRED_ROTVEL_RET_SIZE 3
345 int multi_pack_unpack_desired_rotvel(int write, ubyte *data, matrix *orient, vector *pos, physics_info *pi, ship_info *sip);
347 char multi_unit_to_char(float unit);
348 float multi_char_to_unit(float val);
350 // if we should render our ping time to the server in a multiplayer game
351 int multi_show_ingame_ping();
353 // if Game_current_mission_filename is a builtin multiplayer mission
354 int multi_is_builtin_mission();
356 int multi_get_connection_speed();
358 // if we're in tracker mode, do a validation update on all known missions
359 void multi_update_valid_missions();
361 // get a new id# for a player
362 short multi_get_new_id();
364 // make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
366 void multi_make_fake_players(int count);