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/Multi.cpp $
15 * C file that contains high-level multiplayer functions
18 * Revision 1.5 2002/06/09 04:41:23 relnev
19 * added copyright header
21 * Revision 1.4 2002/05/27 00:40:47 theoddone33
22 * Fix net_addr vs net_addr_t
24 * Revision 1.3 2002/05/26 20:22:48 theoddone33
25 * Most of network/ works
27 * Revision 1.2 2002/05/07 03:16:47 theoddone33
28 * The Great Newline Fix
30 * Revision 1.1.1.1 2002/05/03 03:28:10 root
34 * 47 9/15/99 1:45a Dave
35 * Don't init joystick on standalone. Fixed campaign mode on standalone.
36 * Fixed no-score-report problem in TvT
38 * 46 8/24/99 1:49a Dave
39 * Fixed client-side afterburner stuttering. Added checkbox for no version
40 * checking on PXO join. Made button info passing more friendly between
43 * 45 8/22/99 5:53p Dave
44 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
45 * instead of ship designations for multiplayer players.
47 * 44 8/22/99 1:19p Dave
48 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
49 * which d3d cards are detected.
51 * 43 8/19/99 10:59a Dave
52 * Packet loss detection.
54 * 42 8/16/99 4:05p Dave
55 * Big honking checkin.
57 * 41 8/06/99 12:34a Dave
58 * Be more careful about resetting timestamps.
60 * 40 8/04/99 2:24a Dave
61 * Fixed escort gauge ordering for dogfight.
63 * 39 7/26/99 5:50p Dave
64 * Revised ingame join. Better? We'll see....
66 * 38 7/08/99 10:53a Dave
67 * New multiplayer interpolation scheme. Not 100% done yet, but still
68 * better than the old way.
70 * 37 7/06/99 4:24p Dave
71 * Mid-level checkin. Starting on some potentially cool multiplayer
74 * 36 7/03/99 5:50p Dave
75 * Make rotated bitmaps draw properly in padlock views.
77 * 35 6/21/99 7:24p Dave
78 * netplayer pain packet. Added type E unmoving beams.
80 * 34 6/07/99 9:51p Dave
81 * Consolidated all multiplayer ports into one.
83 * 33 6/04/99 9:52a Dave
84 * Fixed some rendering problems.
86 * 32 5/22/99 6:05p Dave
87 * Fixed a few localization # problems.
89 * 31 5/22/99 5:35p Dave
90 * Debrief and chatbox screens. Fixed small hi-res HUD bug.
92 * 30 5/14/99 1:59p Andsager
93 * Multiplayer message for subsystem cargo revealed.
95 * 29 4/29/99 2:29p Dave
96 * Made flak work much better in multiplayer.
98 * 28 4/28/99 11:13p Dave
99 * Temporary checkin of artillery code.
101 * 27 4/25/99 7:43p Dave
102 * Misc small bug fixes. Made sun draw properly.
104 * 26 4/25/99 3:02p Dave
105 * Build defines for the E3 build.
107 * 25 4/12/99 10:07p Dave
108 * Made network startup more forgiving. Added checkmarks to dogfight
109 * screen for players who hit commit.
111 * 24 4/09/99 2:21p Dave
112 * Multiplayer beta stuff. CD checking.
114 * 23 3/19/99 9:51a Dave
115 * Checkin to repair massive source safe crash. Also added support for
116 * pof-style nebulae, and some new weapons code.
118 * 23 3/11/99 5:53p Dave
119 * More network optimization. Spliced in Dell OEM planet bitmap crap.
121 * 22 3/10/99 6:50p Dave
122 * Changed the way we buffer packets for all clients. Optimized turret
123 * fired packets. Did some weapon firing optimizations.
125 * 21 3/09/99 6:24p Dave
126 * More work on object update revamping. Identified several sources of
127 * unnecessary bandwidth.
129 * 20 3/08/99 7:03p Dave
130 * First run of new object update system. Looks very promising.
132 * 19 3/02/99 4:40p Jasons
133 * Be more careful when calling server-lost-contact popup (make sure other
134 * popups aren't active)
136 * 18 3/01/99 7:39p Dave
137 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
138 * don't mix respawn points.
140 * 17 2/23/99 2:29p Dave
141 * First run of oldschool dogfight mode.
143 * 16 2/19/99 2:55p Dave
144 * Temporary checking to report the winner of a squad war match.
146 * 15 2/17/99 2:10p Dave
147 * First full run of squad war. All freespace and tracker side stuff
150 * 14 2/12/99 6:16p Dave
151 * Pre-mission Squad War code is 95% done.
153 * 13 2/11/99 3:08p Dave
154 * PXO refresh button. Very preliminary squad war support.
156 * 12 1/14/99 12:48a Dave
157 * Todo list bug fixes. Made a pass at putting briefing icons back into
158 * FRED. Sort of works :(
160 * 11 1/12/99 5:45p Dave
161 * Moved weapon pipeline in multiplayer to almost exclusively client side.
162 * Very good results. Bandwidth goes down, playability goes up for crappy
163 * connections. Fixed object update problem for ship subsystems.
165 * 10 12/14/98 12:13p Dave
166 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
169 * 9 12/03/98 5:22p Dave
170 * Ported over Freespace 1 multiplayer ships.tbl and weapons.tbl
173 * 8 11/19/98 4:19p Dave
174 * Put IPX sockets back in psnet. Consolidated all multiplayer config
177 * 7 11/19/98 8:03a Dave
178 * Full support for D3-style reliable sockets. Revamped packet lag/loss
179 * system, made it receiver side and at the lowest possible level.
181 * 6 11/17/98 11:12a Dave
182 * Removed player identification by address. Now assign explicit id #'s.
184 * 5 11/12/98 12:13a Dave
185 * Tidied code up for multiplayer test. Put in network support for flak
198 #include "multiutil.h"
199 #include "multimsgs.h"
201 #include "linklist.h"
207 #include "missionload.h"
208 #include "missionparse.h"
209 #include "missionshipchoice.h"
210 #include "gamesequence.h"
211 #include "freespace.h"
216 #include "stand_gui.h"
217 #include "multi_xfer.h"
220 #include "multilag.h"
221 #include "multiutil.h"
222 #include "multi_ingame.h"
227 #include "multiteamselect.h"
228 #include "multi_data.h"
229 #include "multi_kick.h"
230 #include "multi_campaign.h"
231 #include "multi_voice.h"
232 #include "multi_team.h"
233 #include "multi_respawn.h"
234 #include "multi_pmsg.h"
235 #include "multi_endgame.h"
236 #include "missiondebrief.h"
237 #include "multi_pause.h"
238 #include "multi_obj.h"
239 #include "missiongoals.h"
240 #include "multi_log.h"
241 #include "multi_rate.h"
242 #include "hudescort.h"
243 #include "alphacolors.h"
245 // ----------------------------------------------------------------------------------------
246 // Basic module scope defines
251 // #define NETGAME_SEND_TIME 1000 // time between sending netgame update packets
252 // #define STATE_SEND_TIME 1000 // time between sending netplayer state packets
253 // #define GAMEINFO_SEND_TIME 3000 // time between sending game information packets
254 // #define PING_SEND_TIME 2000 // time between player pings
255 // #define INGAME_UPDATE_TIME 1000 // time limit between ingame join operations
256 #define NETGAME_SEND_TIME 2 // time between sending netgame update packets
257 #define STATE_SEND_TIME 2 // time between sending netplayer state packets
258 #define GAMEINFO_SEND_TIME 3 // time between sending game information packets
259 #define PING_SEND_TIME 2 // time between player pings
260 #define BYTES_SENT_TIME 5 // every five seconds
263 #define CULL_ZOMBIE_TIME 1000 // zombies are checked for at this interval (in milliseconds)
265 // object update stuff
266 #define SEND_POS_INTERVAL 30 // min time in milliseconds between sending position updates
268 // local network buffer stuff
269 #define MAX_NET_BUFFER (1024 * 16) // define and variable declaration for our local tcp buffer
270 #define NUM_REENTRANT_LEVELS 3
272 // time (in fixed seconds) to put up dialog about no contect from server
273 #define MULTI_SERVER_MAX_TIMEOUT (F1_0 * 4) // after this number of milliseoncds, stop client simulation
274 #define MULTI_SERVER_MAX_TIMEOUT_LARGE (F1_0 * 40) // done anytime not in mission
275 #define MULTI_SERVER_WAIT_TIME (F1_0 * 60) // wait 60 seconds to reconnect with the server
276 #define MULTI_SERVER_GONE 1
277 #define MULTI_SERVER_ALIVE 2
279 #define DISCONNECT_TIMEOUT (F1_0 * 10) // 10 seconds to timeout someone who cannot connnect
281 // define for when to show "slow network" icon
282 #define MULTI_SERVER_SLOW_PING_TIME 700 // when average ping time to server reaches this -- display hud icon
284 // update times for clients ships based on object update level
285 #define MULTI_CLIENT_UPDATE_TIME 333
287 int Multi_display_netinfo = 1;
289 // ----------------------------------------------------------------------------------------
295 net_player Net_players[MAX_PLAYERS]; // array of all netplayers in the game
296 net_player *Net_player; // pointer to console's net_player entry
298 // network object management
299 ushort Next_ship_signature; // next permanent network signature to assign to an object
300 ushort Next_asteroid_signature; // next signature for an asteroid
301 ushort Next_non_perm_signature; // next non-permanent network signature to assign to an object
302 ushort Next_debris_signature; // next debris signature
305 netgame_info Netgame; // netgame information
306 int Multi_mission_loaded = 0; // flag, so that we dont' load the mission more than once client side
307 int Ingame_join_net_signature = -1; // signature for the player obj for use when joining ingame
308 int Multi_button_info_ok = 0; // flag saying it is ok to apply critical button info on a client machine
309 int Multi_button_info_id = 0; // identifier of the stored button info to be applying
311 // low level networking vars
312 int ADDRESS_LENGTH; // will be 6 for IPX, 4 for IP
313 int PORT_LENGTH; // will be 2 for IPX, 2 for IP
314 int HEADER_LENGTH; // 1 byte (packet type)
317 active_game* Active_game_head; // linked list of active games displayed on Join screen
318 int Active_game_count; // for interface screens as well
319 CFILE* Multi_chat_stream; // for streaming multiplayer chat strings to a file
320 int Multi_has_cd = 0; // if this machine has a cd or not (call multi_common_verify_cd() to set this)
321 int Multi_connection_speed; // connection speed of this machine.
322 int Multi_num_players_at_start = 0; // the # of players present (kept track of only on the server) at the very start of the mission
323 short Multi_id_num = 0; // for assigning player id #'s
325 // permanent server list
326 server_item* Game_server_head; // list of permanent game servers to be querying
329 int Netgame_send_time = -1; // timestamp used to send netgame info to players before misison starts
330 int State_send_time = -1; // timestamp used to send state information to the host before a mission starts
331 int Gameinfo_send_time = -1; // timestamp used by master to send game information to clients
332 int Next_ping_time = -1; // when we should next ping all
333 int Multi_server_check_count = 0; // var to keep track of reentrancy when checking server status
334 int Next_bytes_time = -1; // bytes sent
336 // how often each player gets updated
337 int Multi_client_update_times[MAX_PLAYERS]; // client update packet timestamp
339 // local network buffer data
340 LOCAL ubyte net_buffer[NUM_REENTRANT_LEVELS][MAX_NET_BUFFER];
341 LOCAL ubyte Multi_read_count;
343 int Multi_restr_query_timestamp = -1;
344 join_request Multi_restr_join_request;
345 net_addr_t Multi_restr_addr;
346 int Multi_join_restr_mode = -1;
348 LOCAL fix Multi_server_wait_start; // variable to hold start time when waiting to reestablish with server
350 // non API master tracker vars
351 char Multi_tracker_login[100] = "";
352 char Multi_tracker_passwd[100] = "";
353 char Multi_tracker_squad_name[100] = "";
354 int Multi_tracker_id = -1;
355 char Multi_tracker_id_string[255];
357 // current file checksum
358 ushort Multi_current_file_checksum = 0;
359 int Multi_current_file_length = -1;
362 // -------------------------------------------------------------------------------------------------
363 // multi_init() is called only once, at game start-up. Get player address + port, initialize the
364 // network players list.
372 // read in config file
373 multi_options_read_config();
375 SDL_assert( Net_player == NULL );
378 // clear out all netplayers
379 memset(Net_players, 0, sizeof(net_player) * MAX_PLAYERS);
380 for(idx=0; idx<MAX_PLAYERS; idx++){
381 Net_players[idx].reliable_socket = INVALID_SOCKET;
384 // initialize the local netplayer
385 Net_player = &Net_players[0];
386 Net_player->tracker_player_id = Multi_tracker_id;
387 Net_player->player = Player;
388 Net_player->flags = 0;
389 Net_player->s_info.xfer_handle = -1;
390 Net_player->player_id = multi_get_new_id();
391 Net_player->client_cinfo_seq = 0;
392 Net_player->client_server_seq = 0;
394 // get our connection speed
395 Multi_connection_speed = multi_get_connection_speed();
397 // initialize other stuff
400 // load up common multiplayer icons
401 multi_load_common_icons();
404 // this is an important function which re-initializes any variables required in multiplayer games.
405 // Always make sure globals you add are re-initialized here !!!!
406 void multi_vars_init()
408 // initialize this variable right away. Used in game_level_init for init'ing the player
409 Next_ship_signature = SHIP_SIG_MIN;
410 Next_asteroid_signature = ASTEROID_SIG_MIN;
411 Next_non_perm_signature = NPERM_SIG_MIN;
412 Next_debris_signature = DEBRIS_SIG_MIN;
414 // server-client critical stuff
415 Multi_button_info_ok = 0;
416 Multi_button_info_id = 0;
419 Ingame_join_net_signature = -1;
422 Netgame.game_state = NETGAME_STATE_FORMING;
428 Multi_mission_loaded = 0; // client side
430 // restricted game stuff
431 Multi_restr_query_timestamp = -1;
434 Multi_server_check_count = 0;
436 // reentrant variable
437 Multi_read_count = 0;
439 // unset the "have cd" var
440 // NOTE: we unset this here because we are going to be calling multi_common_verify_cd()
441 // immediately after this (in multi_level_init() to re-check the status)
444 // current file checksum
445 Multi_current_file_checksum = 0;
446 Multi_current_file_length = -1;
448 Active_game_head = NULL;
449 Game_server_head = NULL;
451 // only the server should ever care about this
455 // -------------------------------------------------------------------------------------------------
456 // multi_level_init() is called whenever the player starts a multiplayer game
460 void multi_level_init()
465 ml_string(NOX("multi_level_init()"));
467 // initialize the Net_players array
468 for(idx=0;idx<MAX_PLAYERS;idx++) {
469 // close all sockets down just for good measure
470 psnet_rel_close_socket(&Net_players[idx].reliable_socket);
472 memset(&Net_players[idx],0,sizeof(net_player));
473 Net_players[idx].reliable_socket = INVALID_SOCKET;
475 Net_players[idx].s_info.xfer_handle = -1;
476 Net_players[idx].p_info.team = 0;
479 // initialize the Players array
480 for(idx=0;idx<MAX_PLAYERS;idx++){
481 if(Player == &Players[idx]){
484 memset(&Players[idx],0,sizeof(player));
489 // initialize the fake lag/loss system
494 // initialize the kick system
497 // initialize all file xfer stuff
498 multi_xfer_init(multi_file_xfer_notify);
500 // close the chatbox (if one exists)
503 // reset the data xfer system
506 // initialize the voice system
509 // intialize the pause system
512 // initialize endgame stuff
513 multi_endgame_init();
515 // initialize respawning
516 multi_respawn_init();
518 // initialize all netgame timestamps
519 multi_reset_timestamps();
521 // flush psnet sockets
525 // multi_check_listen() calls low level psnet routine to see if we have a connection from a client we
527 void multi_check_listen()
531 PSNET_SOCKET_RELIABLE sock = INVALID_SOCKET;
533 // call psnet routine which calls select to see if we need to check for a connect from a client
534 // by passing addr, we are telling check_for_listen to do the accept and return who it was from in
536 sock = psnet_rel_check_for_listen(&addr);
537 if ( sock != INVALID_SOCKET ) {
538 // be sure that my address and the server address are set correctly.
539 if ( !psnet_same(&Psnet_my_addr, &Net_player->p_info.addr) ){
540 Net_player->p_info.addr = Psnet_my_addr;
543 if ( !psnet_same(&Psnet_my_addr, &(Netgame.server_addr)) ){
544 Netgame.server_addr = Psnet_my_addr;
547 // the connection was accepted in check_for_listen. Find the netplayer whose address we connected
548 // with and assign the socket descriptor
549 for (i = 0; i < MAX_PLAYERS; i++ ) {
550 if ( (Net_players[i].flags & NETINFO_FLAG_CONNECTED) && (!memcmp(&(addr.addr), &(Net_players[i].p_info.addr.addr), 6)) ) {
551 // mark this flag so we know he's "fully" connected
552 Net_players[i].flags |= NETINFO_FLAG_RELIABLE_CONNECTED;
553 Net_players[i].reliable_socket = sock;
555 // send player information to the joiner
556 send_accept_player_data( &Net_players[i], (Net_players[i].flags & NETINFO_FLAG_INGAME_JOIN)?1:0 );
558 // send a netgame update so the new client has all the necessary settings
559 send_netgame_update_packet();
561 // if this is a team vs. team game, send an update
562 if(Netgame.type_flags & NG_TYPE_TEAM){
563 multi_team_send_update();
567 ml_printf(NOX("Accepted TCP connection from %s"), Net_players[i].player == NULL ? NOX("Unknown") : Net_players[i].player->callsign);
572 // if we didn't find a player, close the socket
573 if ( i == MAX_PLAYERS ) {
574 nprintf(("Network", "Got accept on my listen socket, but unknown player. Closing socket.\n"));
575 psnet_rel_close_socket(&sock);
580 // returns true is server hasn't been heard from in N seconds. false otherwise
581 int multi_client_server_dead()
583 fix this_time, last_time, max;
585 // get the last time we have heard from the server. If greater than some default, then maybe
586 // display some icon on the HUD indicating slow network connection. if greater than some higher
587 // max, stop simulating on the client side until we hear from the server again.
588 this_time = timer_get_fixed_seconds();
589 last_time = Netgame.server->last_heard_time;
590 // check for wrap! must return 0
591 if ( last_time > this_time )
594 this_time -= last_time;
596 // if in mission, use the smaller timeout value. Outside of mission, use a large one.
597 if ( MULTI_IN_MISSION ){
598 max = MULTI_SERVER_MAX_TIMEOUT;
600 max = MULTI_SERVER_MAX_TIMEOUT_LARGE;
603 if ( this_time > max){
610 void multi_process_incoming(); // prototype for function later in this module
612 // function to process network data in hopes of getting info back from server
613 int multi_client_wait_on_server()
617 is_dead = multi_client_server_dead();
619 // if the server is back alive, tell our popup
621 return MULTI_SERVER_ALIVE;
624 // on release version -- keep popup active for 60 seconds, then bail
626 fix this_time = timer_get_fixed_seconds();
627 // if the timer wrapped:
628 if ( this_time < Multi_server_wait_start ) {
629 Multi_server_wait_start = timer_get_fixed_seconds();
632 // check to see if timeout expired
633 this_time -= Multi_server_wait_start;
634 if ( this_time > MULTI_SERVER_WAIT_TIME ){
635 return MULTI_SERVER_GONE;
642 // function called by multiplayer clients to stop simulating when they have not heard from the server
644 void multi_client_check_server()
648 SDL_assert( MULTIPLAYER_CLIENT );
650 // this function can get called while in the popup code below. So we include this check as a
652 if ( Multi_server_check_count )
655 // make sure we have a valid server
656 if(Netgame.server == NULL){
660 Multi_server_check_count++;
661 if(multi_client_server_dead()){
662 Netgame.flags |= NG_FLAG_SERVER_LOST;
664 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
667 if(Netgame.flags & NG_FLAG_SERVER_LOST) {
668 if(!(Game_mode & GM_IN_MISSION) && !popup_active()){
669 // need to start a popup
670 Multi_server_wait_start = timer_get_fixed_seconds();
671 rval = popup_till_condition( multi_client_wait_on_server, XSTR("Cancel",641), XSTR("Contact lost with server. Stopping simulation until contact reestablished. Press Cancel to exit game.",642) );
673 if ( !rval || (rval == MULTI_SERVER_GONE) ) {
674 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
676 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
680 Multi_server_check_count--;
684 // -------------------------------------------------------------------------------------------------
685 // process_packet_normal() will determine what sort of packet it is, and send it to the appropriate spot.
686 // Prelimiary verification of the magic number and checksum are done here.
689 void process_packet_normal(ubyte* data, header *header_info)
694 process_join_packet(data, header_info);
698 process_game_chat_packet( data, header_info );
701 case NOTIFY_NEW_PLAYER:
702 process_new_player_packet(data, header_info);
706 process_hud_message(data, header_info);
709 case MISSION_MESSAGE:
710 process_mission_message_packet( data, header_info );
714 process_leave_game_packet(data, header_info);
718 process_game_query(data, header_info);
722 process_game_active_packet(data, header_info);
726 process_game_info_packet( data, header_info );
729 case SECONDARY_FIRED_AI:
730 process_secondary_fired_packet(data, header_info, 0);
733 case SECONDARY_FIRED_PLR:
734 process_secondary_fired_packet(data, header_info, 1);
737 case COUNTERMEASURE_FIRED:
738 process_countermeasure_fired_packet( data, header_info );
741 case FIRE_TURRET_WEAPON:
742 process_turret_fired_packet( data, header_info );
746 process_netgame_update_packet( data, header_info );
749 case UPDATE_DESCRIPT:
750 process_netgame_descript_packet( data, header_info );
753 case NETPLAYER_UPDATE:
754 process_netplayer_update_packet( data, header_info );
758 process_accept_packet(data, header_info);
762 multi_oo_process_update(data, header_info);
766 process_ship_kill_packet( data, header_info );
770 process_wing_create_packet( data, header_info );
774 process_ship_create_packet( data, header_info );
778 process_ship_depart_packet( data, header_info );
781 case MISSION_LOG_ENTRY:
782 process_mission_log_packet( data, header_info );
786 process_ping_packet(data, header_info);
790 process_pong_packet(data, header_info);
794 SDL_assert(header_info->id >= 0);
796 PSNET_SOCKET_RELIABLE sock;
797 sock = INVALID_SOCKET;
799 // if I'm the server of the game, find out who this came from
800 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
801 np_index = find_player_id(header_info->id);
803 sock = Net_players[np_index].reliable_socket;
806 // otherwise always use my own socket
807 else if(Net_player != NULL){
808 sock = Net_player->reliable_socket;
811 header_info->bytes_processed = multi_xfer_process_packet(data + HEADER_LENGTH, sock) + HEADER_LENGTH;
814 case MISSION_REQUEST:
815 process_mission_request_packet(data,header_info);
819 process_mission_item_packet(data,header_info);
822 case MULTI_PAUSE_REQUEST:
823 process_multi_pause_packet(data, header_info);
827 process_ingame_nak(data, header_info);
830 case SHIPS_INGAME_PACKET:
831 process_ingame_ships_packet(data, header_info);
834 case WINGS_INGAME_PACKET:
835 process_ingame_wings_packet(data, header_info);
839 process_endgame_packet(data, header_info);
842 case OBSERVER_UPDATE:
843 process_observer_update_packet(data, header_info);
846 case NETPLAYER_SLOTS_P:
847 process_netplayer_slot_packet(data, header_info);
850 case SHIP_STATUS_CHANGE:
851 process_ship_status_packet(data, header_info);
854 case PLAYER_ORDER_PACKET:
855 process_player_order_packet(data, header_info);
858 case INGAME_SHIP_UPDATE:
859 process_ingame_ship_update_packet(data, header_info);
862 case INGAME_SHIP_REQUEST:
863 process_ingame_ship_request_packet(data, header_info);
867 process_file_sig_packet(data, header_info);
871 multi_respawn_process_packet(data,header_info);
874 case SUBSYSTEM_DESTROYED:
875 process_subsystem_destroyed_packet( data, header_info );
878 case LOAD_MISSION_NOW :
879 process_netplayer_load_packet(data, header_info);
882 case FILE_SIG_REQUEST :
883 process_file_sig_request(data, header_info);
887 process_jump_into_mission_packet(data, header_info);
890 case CLIENT_REPAIR_INFO:
891 process_repair_info_packet(data,header_info);
894 case MISSION_SYNC_DATA:
895 process_mission_sync_packet(data,header_info);
898 case STORE_MISSION_STATS:
899 process_store_stats_packet(data, header_info);
903 process_debris_update_packet(data, header_info);
906 case SHIP_WSTATE_CHANGE:
907 process_ship_weapon_change( data, header_info );
910 case WSS_UPDATE_PACKET:
911 process_wss_update_packet(data, header_info);
914 case WSS_REQUEST_PACKET:
915 process_wss_request_packet( data, header_info );
919 process_firing_info_packet( data, header_info );
923 process_cargo_revealed_packet( data, header_info);
926 case SUBSYS_CARGO_REVEALED:
927 process_subsystem_cargo_revealed_packet( data, header_info);
930 case MISSION_GOAL_INFO:
931 process_mission_goal_info_packet(data, header_info);
935 process_player_kick_packet(data, header_info);
938 case PLAYER_SETTINGS:
939 process_player_settings_packet(data, header_info);
943 process_deny_packet(data, header_info);
947 process_post_sync_data_packet(data, header_info);
951 process_wss_slots_data_packet(data,header_info);
954 case SHIELD_EXPLOSION:
955 process_shield_explosion_packet( data, header_info );
959 process_player_stats_block_packet(data, header_info);
963 process_pslot_update_packet(data,header_info);
967 process_ai_info_update_packet( data, header_info );
970 case CAMPAIGN_UPDATE :
971 multi_campaign_process_update(data,header_info);
974 case CAMPAIGN_UPDATE_INGAME:
975 multi_campaign_process_ingame_start(data,header_info);
979 multi_voice_process_packet(data,header_info);
983 multi_team_process_packet(data,header_info);
987 process_asteroid_info(data, header_info);
990 case HOST_RESTR_QUERY:
991 process_host_restr_packet(data, header_info);
995 multi_options_process_packet(data,header_info);
998 case SQUADMSG_PLAYER:
999 multi_msg_process_squadmsg_packet(data,header_info);
1002 case NETGAME_END_ERROR:
1003 process_netgame_end_error_packet(data,header_info);
1006 case COUNTERMEASURE_SUCCESS:
1007 process_countermeasure_success_packet( data, header_info );
1011 process_client_update_packet(data, header_info);
1015 process_countdown_packet(data, header_info);
1019 process_debrief_info( data, header_info );
1022 case ACCEPT_PLAYER_DATA:
1023 process_accept_player_data( data, header_info );
1026 case HOMING_WEAPON_UPDATE:
1027 process_homing_weapon_info( data, header_info );
1031 process_emp_effect(data, header_info);
1034 case REINFORCEMENT_AVAIL:
1035 process_reinforcement_avail( data, header_info );
1039 process_change_iff_packet(data, header_info);
1042 case PRIMARY_FIRED_NEW:
1043 process_NEW_primary_fired_packet(data, header_info);
1046 case COUNTERMEASURE_NEW:
1047 process_NEW_countermeasure_fired_packet(data, header_info);
1051 process_beam_fired_packet(data, header_info);
1055 process_sw_query_packet(data, header_info);
1059 process_event_update_packet(data, header_info);
1062 case OBJECT_UPDATE_NEW:
1063 multi_oo_process_update(data, header_info);
1067 process_weapon_detonate_packet(data, header_info);
1071 process_flak_fired_packet(data, header_info);
1074 case NETPLAYER_PAIN:
1075 process_player_pain_packet(data, header_info);
1078 case LIGHTNING_PACKET:
1079 process_lightning_packet(data, header_info);
1083 process_bytes_recvd_packet(data, header_info);
1087 process_host_captain_change_packet(data, header_info);
1091 process_self_destruct_packet(data, header_info);
1095 nprintf(("Network", "Received packet with unknown type %d\n", data[0] ));
1096 header_info->bytes_processed = 10000;
1104 // Takes a bunch of messages, check them for validity,
1105 // and pass them to multi_process_data.
1106 // --------------------^
1107 // this should be process_packet() I think, or with the new code
1108 // process_tracker_packet() as defined in MultiTracker.[h,cpp]
1109 void multi_process_bigdata(ubyte *data, int len, net_addr_t *from_addr, int reliable)
1111 int type, bytes_processed;
1116 // the only packets we will process from an unknown player are GAME_QUERY, GAME_INFO, JOIN, PING, PONG, ACCEPT, and GAME_ACTIVE packets
1117 player_num = find_player(from_addr);
1119 // find the player who sent the message and mark the last_heard time for this player
1120 // check to see if netplayer is null (it may be in cases such as getting lists of games from the tracker)
1121 if(player_num >= 0){
1122 Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
1125 // store fields that were passed along in the message
1126 // store header information that was captured from the network-layer header
1127 memcpy(header_info.addr, from_addr->addr, 6);
1128 memcpy(header_info.net_id, from_addr->net_id, 4);
1129 header_info.port = from_addr->port;
1130 if(player_num >= 0){
1131 header_info.id = Net_players[player_num].player_id;
1133 header_info.id = -1;
1136 bytes_processed = 0;
1137 while( (bytes_processed >= 0) && (bytes_processed < len) ) {
1139 buf = &(data[bytes_processed]);
1143 // if its coming from an unknown source, there are only certain packets we will actually process
1144 if((player_num == -1) && !multi_is_valid_unknown_packet((ubyte)type)){
1148 if ( (type<0) || (type > MAX_TYPE_ID )) {
1149 nprintf( ("Network", "multi_process_bigdata: Invalid packet type %d!\n", type ));
1153 // perform any special processing checks here
1154 process_packet_normal(buf,&header_info);
1156 // MWA -- magic number was removed from header on 8/4/97. Replaced with bytes_processed
1157 // variable which gets stuffed whenever a packet is processed.
1158 bytes_processed += header_info.bytes_processed;
1161 // if this is not reliable data and we have a valid player
1162 if(Net_player != NULL){
1163 if(!MULTIPLAYER_MASTER && !reliable && (Game_mode & GM_IN_MISSION)){
1164 Net_player->cl_bytes_recvd += len;
1169 // process all reliable socket details
1170 void multi_process_reliable_details()
1175 // run reliable sockets
1180 // server operations
1181 if ( MULTIPLAYER_MASTER ){
1182 // listen for new reliable socket connections
1183 multi_check_listen();
1185 // check for any broken sockets and delete any players
1186 for(idx=0; idx<MAX_PLAYERS; idx++){
1187 // players who _should_ be validly connected
1188 if((idx != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[idx])){
1189 // if this guy's socket is broken or disconnected, kill him
1190 sock_status = psnet_rel_get_status(Net_players[idx].reliable_socket);
1191 if((sock_status == RNF_UNUSED) || (sock_status == RNF_BROKEN) || (sock_status == RNF_DISCONNECTED)){
1192 ml_string("Shutting down rel socket because of disconnect!");
1196 // if we're still waiting for this guy to connect on his reliable socket and he's timed out, boot him
1197 if(Net_players[idx].s_info.reliable_connect_time != -1){
1198 // if he's connected
1199 if(Net_players[idx].reliable_socket != INVALID_SOCKET){
1200 Net_players[idx].s_info.reliable_connect_time = -1;
1202 // if he's timed out
1203 else if(((time(NULL) - Net_players[idx].s_info.reliable_connect_time) > MULTI_RELIABLE_CONNECT_WAIT) && (Net_players[idx].reliable_socket == INVALID_SOCKET)){
1204 ml_string("Player timed out while connecting on reliable socket!");
1211 // clients should detect broken sockets
1213 extern unsigned int Serverconn;
1214 if(Serverconn != 0xffffffff){
1215 int status = psnet_rel_get_status(Serverconn);
1216 if(status == RNF_BROKEN){
1217 mprintf(("CLIENT SOCKET DISCONNECTED"));
1220 if(!multi_endgame_ending()){
1221 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1228 // multi_process_incoming reads incoming data off the unreliable and reliable ports and sends
1229 // the data to process_big_data
1230 void multi_process_incoming()
1233 ubyte *data, *savep;
1234 net_addr_t from_addr;
1236 SDL_assert( Multi_read_count < NUM_REENTRANT_LEVELS );
1237 savep = net_buffer[Multi_read_count];
1243 // get the other net players data
1244 while( (size = psnet_get(data, &from_addr))>0 ) {
1245 // ingame joiners will ignore UDP packets until they are have picked a ship and are in the mission
1246 if( (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) && (Net_player->state != NETPLAYER_STATE_INGAME_SHIP_SELECT) ){
1247 //nprintf(("Network","Tossing UDP like a good little ingame joiner...\n"));
1249 // otherwise process incoming data normally
1251 multi_process_bigdata(data, size, &from_addr, 0);
1255 // read reliable sockets for data
1259 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1260 for (idx=0;idx<MAX_PLAYERS;idx++) {
1261 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id)){
1262 while( (size = psnet_rel_get(Net_players[idx].reliable_socket, data, MAX_NET_BUFFER)) > 0){
1263 multi_process_bigdata(data, size, &Net_players[idx].p_info.addr, 1);
1268 // if I'm not the master of the game, read reliable data from my connection with the server
1269 if((Net_player->reliable_socket != INVALID_SOCKET) && (Net_player->reliable_socket != 0)){
1270 while( (size = psnet_rel_get(Net_player->reliable_socket,data, MAX_NET_BUFFER)) > 0){
1271 multi_process_bigdata(data, size, &Netgame.server_addr, 1);
1279 // -------------------------------------------------------------------------------------------------
1280 // multi_do_frame() is called once per game loop do update all the multiplayer objects, and send
1281 // the player data to all the other net players.
1290 dc_printf("proper eye stuff on\n");
1292 dc_printf("proper eye stuff off\n");
1296 void multi_do_frame()
1298 PSNET_TOP_LAYER_PROCESS();
1300 // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1302 if((Net_player != NULL) && eye_tog){
1303 player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1306 // send all buffered packets from the previous frame
1307 multi_io_send_buffered_packets();
1309 // datarate tracking
1310 multi_rate_process();
1312 // always process any pending endgame details
1313 multi_endgame_process();
1315 // process all reliable socket details, including :
1316 // 1.) Listening for new pending reliable connections (server)
1317 // 2.) Checking for broken sockets (server/client)
1318 // 3.) Checking for clients who haven't fully connected
1319 multi_process_reliable_details();
1321 // get the other net players data
1322 multi_process_incoming();
1324 // process object update datarate stuff (for clients and server both)
1325 multi_oo_rate_process();
1327 // clients should check when last time they heard from sever was -- if too long, then
1328 // pause the simulation so wait for it to possibly come back
1329 if ( (MULTIPLAYER_CLIENT) && (Net_player->flags & NETINFO_FLAG_CONNECTED) ){
1330 multi_client_check_server();
1333 // everybody pings all the time
1334 if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1335 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) ){
1336 send_netplayer_update_packet();
1340 multi_ping_send_all();
1341 Next_ping_time = time(NULL);
1344 // if I am the master, and we are not yet actually playing the mission, send off netgame
1345 // status to all other players in the game. If I am not the master of the game, and we
1346 // are not in the game, then send out my netplayer status to the host
1347 if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && !(Game_mode & GM_IN_MISSION)){
1348 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1349 if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
1350 send_netgame_update_packet();
1352 Netgame_send_time = time(NULL);
1355 if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
1356 // observers shouldn't send an update state packet
1357 if ( !(Net_player->flags & NETINFO_FLAG_OBSERVER) ){
1358 send_netplayer_update_packet();
1361 State_send_time = time(NULL);
1365 else if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && (Game_mode & GM_IN_MISSION) ) {
1366 // if I am connected and am in the mission, do things that need to be done on a regular basis
1367 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1368 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
1369 send_game_info_packet();
1371 Gameinfo_send_time = time(NULL);
1374 // for any potential respawns
1375 multi_respawn_handle_invul_players();
1376 multi_respawn_check_ai();
1378 // for any potential ingame joiners
1379 multi_handle_ingame_joiners();
1381 // the clients need to do some processing of stuff as well
1385 // check to see if we're waiting on confirmation for a restricted ingame join
1386 if(Multi_restr_query_timestamp != -1){
1387 // if it has elapsed, unset the ingame join flag
1388 if(timestamp_elapsed(Multi_restr_query_timestamp)){
1389 Multi_restr_query_timestamp = -1;
1390 Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
1394 // while in the mission, send my PlayerControls to the host so that he can process
1396 if ( Game_mode & GM_IN_MISSION ) {
1398 extern void oo_update_time();
1402 if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1403 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1404 // if the rate limiting system says its ok
1405 if(multi_oo_cirate_can_send()){
1406 // send my observer position/object update
1407 send_observer_update_packet();
1409 } else if ( !(Player_ship->flags & SF_DEPARTING ) ){
1410 // if the rate limiting system says its ok
1411 if(multi_oo_cirate_can_send()){
1412 // use the new method
1413 multi_oo_send_control_info();
1417 // bytes received info
1418 if( (Next_bytes_time < 0) || ((time(NULL) - Next_bytes_time) > BYTES_SENT_TIME) ){
1419 if(Net_player != NULL){
1420 send_bytes_recvd_packet(Net_player);
1422 // reset bytes recvd
1423 Net_player->cl_bytes_recvd = 0;
1427 Next_bytes_time = time(NULL);
1430 // sending new objects from here is dependent on having objects only created after
1431 // the game is done moving the objects. I think that I can enforce this.
1434 // evaluate whether the time limit has been reached or max kills has been reached
1435 // Commented out by Sandeep 4/12/98, was causing problems with testing.
1436 if( ((f2fl(Netgame.options.mission_time_limit) > 0.0f) && (Missiontime > Netgame.options.mission_time_limit)) ||
1437 multi_kill_limit_reached() ) {
1439 // make sure we don't do this more than once
1440 if(Netgame.game_state == NETGAME_STATE_IN_MISSION){
1441 multi_handle_end_mission_request();
1447 // periodically send a client update packet to all clients
1448 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1450 for(idx=0;idx<MAX_PLAYERS;idx++){
1451 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1452 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1454 send_client_update_packet(&Net_players[idx]);
1456 Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1462 // process any kicked player details
1463 multi_kick_process();
1465 // do any file xfer details
1468 // process any player data details (wav files, pilot pics, etc)
1471 // do any voice details
1472 multi_voice_process();
1474 // process any player messaging details
1475 multi_msg_process();
1477 // if on the standalone, do any gui stuff
1478 if(Game_mode & GM_STANDALONE_SERVER){
1482 // dogfight nonstandalone players should recalc the escort list every frame
1483 if(!(Game_mode & GM_STANDALONE_SERVER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && MULTI_IN_MISSION){
1484 hud_setup_escort_list(0);
1488 // -------------------------------------------------------------------------------------------------
1489 // multi_pause_do_frame() is called once per game loop do update all the multiplayer objects, and send
1490 // the player data to all the other net players when the multiplayer game is paused. It only will do
1491 // checking for a few specialized packets (MULTI_UNPAUSE, etc)
1494 void multi_pause_do_frame()
1496 PSNET_TOP_LAYER_PROCESS();
1498 // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1500 // if((Net_player != NULL) && eye_tog){
1501 // player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1504 // send all buffered packets from the previous frame
1505 multi_io_send_buffered_packets();
1507 // always process any pending endgame details
1508 multi_endgame_process();
1510 // process all reliable socket details, including :
1511 // 1.) Listening for new pending reliable connections (server)
1512 // 2.) Checking for broken sockets (server/client)
1513 // 3.) Checking for clients who haven't fully connected
1514 multi_process_reliable_details();
1516 // these timestamps and handlers shoul be evaluated in the pause state
1517 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1518 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
1519 send_game_info_packet();
1521 Gameinfo_send_time = time(NULL);
1525 // everybody pings all the time
1526 if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1527 multi_ping_send_all();
1529 Next_ping_time = time(NULL);
1532 // periodically send a client update packet to all clients
1533 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1536 for(idx=0;idx<MAX_PLAYERS;idx++){
1537 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1538 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1540 send_client_update_packet(&Net_players[idx]);
1542 Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1547 // for any potential ingame joiners
1548 multi_handle_ingame_joiners();
1551 // do any file xfer details
1554 // process any player data details (wav files, pilot pics, etc)
1557 // get the other net players data
1558 multi_process_incoming();
1560 // do any voice details
1561 multi_voice_process();
1563 // process any player messaging details
1564 multi_msg_process();
1566 // process any kicked player details
1567 multi_kick_process();
1569 // process any pending endgame details
1570 multi_endgame_process();
1572 // process object update stuff (for clients and server both)
1573 if(MULTIPLAYER_MASTER){
1577 // if on the standalone, do any gui stuff
1578 if(Game_mode & GM_STANDALONE_SERVER){
1584 // --------------------------------------------------------------------------------
1585 // standalone_main_init() the standalone equivalent of the main menu
1588 extern int sock_inited;
1589 float frame_time = (float)1.0/(float)30.0;
1591 void standalone_main_init()
1593 std_debug_set_standalone_state_string("Main Init");
1595 Game_mode = (GM_STANDALONE_SERVER | GM_MULTIPLAYER);
1598 ml_string(NOX("Standalone server initializing"));
1600 // read in config file
1601 // multi_options_read_config();
1603 // if we failed to startup on our desired protocol, fail
1604 if ( (Multi_options_g.protocol == NET_IPX) && !Ipx_active ) {
1605 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", XSTR( "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.", 1402), NULL);
1609 if ( (Multi_options_g.protocol == NET_TCP) && !Tcp_active ) {
1610 SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Error", XSTR("You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.", 362), NULL);
1615 #ifdef MULTIPLAYER_BETA_BUILD
1616 Multi_options_g.protocol = NET_TCP;
1617 psnet_use_protocol(Multi_options_g.protocol);
1619 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;
1620 PORT_LENGTH = IP_PORT_LENGTH;
1622 psnet_use_protocol(Multi_options_g.protocol);
1623 switch (Multi_options_g.protocol) {
1625 ADDRESS_LENGTH = IPX_ADDRESS_LENGTH;
1626 PORT_LENGTH = IPX_PORT_LENGTH;
1630 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;
1631 PORT_LENGTH = IP_PORT_LENGTH;
1641 // clear out the Netgame structure and start filling in the values
1642 // NOTE : these values are not incredibly important since they will be overwritten by the host when he joins
1643 memset( &Netgame, 0, sizeof(Netgame) );
1644 Netgame.game_state = NETGAME_STATE_FORMING; // game is currently starting up
1645 Netgame.security = 0;
1646 Netgame.server_addr = Psnet_my_addr;
1648 memset(&The_mission,0,sizeof(The_mission));
1650 // reinitialize all systems
1653 // intialize endgame stuff
1654 multi_endgame_init();
1656 // clear the file xfer system
1658 multi_xfer_force_dir(CF_TYPE_MULTI_CACHE);
1663 // setup the netplayer for the standalone
1664 Net_player = &Net_players[0];
1665 Net_player->tracker_player_id = -1;
1666 Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_MISSION_OK);
1667 Net_player->state = NETPLAYER_STATE_WAITING;
1668 Net_player->player = Player;
1669 strcpy(Player->callsign, "server");
1670 Net_player->p_info.addr = Psnet_my_addr;
1671 Net_player->s_info.xfer_handle = -1;
1672 Net_player->player_id = multi_get_new_id();
1673 Netgame.server = Net_player;
1675 // maybe flag the game as having a hacked ships.tbl
1676 if(!Game_ships_tbl_valid){
1677 Netgame.flags |= NG_FLAG_HACKED_SHIPS_TBL;
1679 // maybe flag the game as having a hacked weapons.tbl
1680 if(!Game_weapons_tbl_valid){
1681 Netgame.flags |= NG_FLAG_HACKED_WEAPONS_TBL;
1685 if(game_hacked_data()){
1686 Net_player->flags |= NETINFO_FLAG_HAXOR;
1689 // setup debug flags
1690 Netgame.debug_flags = 0;
1692 if(!Cmdline_server_firing){
1693 Netgame.debug_flags |= NETD_FLAG_CLIENT_FIRING;
1695 if(!Cmdline_client_dodamage){
1696 Netgame.debug_flags |= NETD_FLAG_CLIENT_NODAMAGE;
1700 // setup the default game name for the standalone
1701 std_connect_set_gamename(NULL);
1703 // set netgame default options
1704 multi_options_set_netgame_defaults(&Netgame.options);
1706 // set local netplayer default options
1707 multi_options_set_local_defaults(&Net_player->p_info.options);
1709 // set our object update level from the standalone default
1710 Net_player->p_info.options.obj_update_level = Multi_options_g.std_datarate;
1711 switch(Net_player->p_info.options.obj_update_level){
1712 case OBJ_UPDATE_LOW:
1713 nprintf(("Network","STANDALONE USING LOW UPDATES\n"));
1715 case OBJ_UPDATE_MEDIUM:
1716 nprintf(("Network","STANDALONE USING MEDIUM UPDATES\n"));
1718 case OBJ_UPDATE_HIGH:
1719 nprintf(("Network","STANDALONE USING HIGH UPDATE\n"));
1721 case OBJ_UPDATE_LAN:
1722 nprintf(("Network","STANDALONE USING LAN UPDATE\n"));
1726 // clear out various things
1731 std_debug_set_standalone_state_string("Main Do");
1732 std_set_standalone_fps((float)0);
1733 std_multi_set_standalone_missiontime((float)0);
1735 // load my missions and campaigns
1736 multi_create_list_load_missions();
1737 multi_create_list_load_campaigns();
1739 // if this is a tracker game, validate missions
1740 if(MULTI_IS_TRACKER_GAME){
1741 multi_update_valid_missions();
1746 // --------------------------------------------------------------------------------
1747 // standalone_main_do()
1750 // DESCRIPTION : the standalone server will wait in this state until the host of the game
1751 // is "Waiting". That is, his state==NETPLAYER_STATE_WAITING, and he has finished
1752 // doing everything and wants to play the game. Once this happens, we will jump
1753 // into GS_STATE_MULTI_SERVER_WAIT
1755 void standalone_main_do()
1757 SDL_Delay(10); // since nothing will really be going on here, we can afford to give some time
1758 // back to the operating system.
1760 // kind of a do-nothing spin state.
1761 // The standalone will eventually move into the GS_STATE_MULTI_MISSION_SYNC state when a host connects and
1762 // attempts to start a game
1765 // --------------------------------------------------------------------------------
1766 // standalone_main_close()
1769 void standalone_main_close()
1771 std_debug_set_standalone_state_string("Main Close");
1774 void multi_standalone_reset_all()
1779 ml_string(NOX("Standalone resetting"));
1781 // shut all game stuff down
1784 // reinitialize the gui
1785 std_reset_standalone_gui();
1787 // close down all sockets
1788 for(idx=0;idx<MAX_PLAYERS;idx++){
1790 // 6/25/98 -- MWA -- call delete_player here to remove the player. This closes down the socket
1791 // and marks the player as not connected anymore. It is probably cleaner to do this.
1792 if ( &Net_players[idx] != Net_player ) {
1793 delete_player( idx );
1797 // make sure we go to the proper state.
1798 if(gameseq_get_state() == GS_STATE_STANDALONE_MAIN){
1799 standalone_main_init();
1801 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
1804 // --------------------------------------------------------------------------------
1805 // multi_server_wait_init() do stuff like setting the status bits correctly
1808 void multi_standalone_wait_init()
1810 std_debug_set_standalone_state_string("Wait Do");
1811 std_multi_add_goals(); // fill in the goals for the mission into the tree view
1812 multi_reset_timestamps();
1814 // create the bogus standalone object
1815 multi_create_standalone_object();
1819 // --------------------------------------------------------------------------------
1820 // multi_server_wait_do_frame() wait for everyone to log in or the host to send commands
1823 // DESCRIPTION : we will be in this state once the host of the game is waiting for everyone
1824 // to be finished and ready to go, at which point, we will will tell everyone
1825 // to enter the game, and we will start simulating ourselves. Note that most of
1826 // this code is lifted from multi_wait_do_frame()
1827 void multi_standalone_wait_do()
1831 // --------------------------------------------------------------------------------
1832 // multi_server_wait_close() cleanup
1835 void multi_standalone_wait_close()
1837 std_debug_set_standalone_state_string("Wait Close / Game Play");
1839 // all players should reset sequencing
1841 for(idx=0;idx<MAX_PLAYERS;idx++){
1842 if(Net_player->flags & NETINFO_FLAG_CONNECTED){
1843 Net_players[idx].client_cinfo_seq = 0;
1844 Net_players[idx].client_server_seq = 0;
1850 // this is an artificial state which will push the standalone into the main state without it having to go through
1851 // the init function (which would disconnect everyone and generally just screw things up)
1852 // it will also eventually do tracker stats update
1853 extern int Multi_debrief_server_framecount;
1854 void multi_standalone_postgame_init()
1856 std_debug_set_standalone_state_string("Postgame / Send Stats");
1859 ml_string(NOX("Standlone entering postgame"));
1861 mission_goal_fail_incomplete();
1863 // handle campaign stuff
1864 if ( Game_mode & GM_CAMPAIGN_MODE ) {
1865 // MUST store goals and events first - may be used to evaluate next mission
1866 // store goals and events
1867 mission_campaign_store_goals_and_events();
1869 // evaluate next mission
1870 mission_campaign_eval_next_mission();
1873 // always set my state to be "DEBRIEF_ACCEPT"
1874 Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT;
1876 // mark stats as not being store yet
1877 Netgame.flags &= ~(NG_FLAG_STORED_MT_STATS);
1879 Multi_debrief_server_framecount = 0;
1881 // reset network timestamps
1882 multi_reset_timestamps();
1885 void multi_standalone_postgame_do()
1887 // wait until everyone is in the debriefing
1888 if((Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check(NETPLAYER_STATE_DEBRIEF, 1)){
1889 Netgame.game_state = NETGAME_STATE_DEBRIEF;
1890 send_netgame_update_packet();
1891 debrief_multi_server_stuff();
1894 // process server debriefing details
1895 if(Netgame.game_state == NETGAME_STATE_DEBRIEF){
1896 multi_debrief_server_process();
1900 void multi_standalone_postgame_close()
1904 void multi_reset_timestamps()
1908 for ( i = 0 ; i < MAX_PLAYERS; i++ ){
1909 Multi_client_update_times[i] = -1;
1911 Netgame_send_time = -1;
1912 Gameinfo_send_time = -1;
1913 Next_ping_time = -1;
1914 State_send_time = -1;
1915 Next_bytes_time = -1;
1917 chatbox_reset_timestamps();
1919 // do for all players so that ingame joiners work properly.
1920 for (i = 0; i < MAX_PLAYERS; i++ ) {
1921 Players[i].update_dumbfire_time = timestamp(0);
1922 Players[i].update_lock_time = timestamp(0);
1924 Net_players[i].s_info.voice_token_timestamp = -1;
1927 // reset standalone gui timestamps (these are not game critical, so there is not much danger)
1928 std_reset_timestamps();
1930 // initialize all object update timestamps
1931 multi_oo_gameplay_init();
1934 // netgame debug flags for debug console stuff
1935 DCF(netd, "change/list netgame debug flags")
1937 dc_get_arg(ARG_INT);
1939 // if we got an integer, and we're the server, change flags
1940 if((Dc_arg_type & ARG_INT) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Dc_arg_int <= 7)){
1941 Netgame.debug_flags ^= (1<<Dc_arg_int);
1944 // display network flags
1945 dc_printf("BITS\n");
1946 // dc_printf("1 - Client side firing (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING ? 1 : 0);
1947 // dc_printf("2 - Client nodamage (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE ? 1 : 0);
1950 // display any multiplayer/networking information here
1951 void multi_display_netinfo()
1953 int sx = gr_screen.max_w - 200;
1958 if(!(Game_mode & GM_MULTIPLAYER)){
1962 gr_set_color_fast(&Color_normal);
1965 if(MULTIPLAYER_MASTER){
1966 gr_string(sx, sy, "SERVER"); sy += 10;
1968 for(idx=0; idx<MAX_PLAYERS; idx++){
1969 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Net_players[idx].player != NULL)){
1970 if(Net_players[idx].sv_last_pl < 0){
1971 gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, 0); sy += 10;
1973 gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, Net_players[idx].sv_last_pl); sy += 10;
1978 gr_string(sx, sy, "CLIENT"); sy += 10;
1981 if(Net_player != NULL){
1982 if(Net_player->cl_last_pl < 0){
1983 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, 0); sy += 10;
1985 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, Net_player->cl_last_pl); sy += 10;