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_options.cpp $
16 * Revision 1.5 2004/06/11 01:34:41 tigital
17 * byte-swapping changes for bigendian systems
19 * Revision 1.4 2003/05/25 02:30:43 taylor
22 * Revision 1.3 2002/06/09 04:41:23 relnev
23 * added copyright header
25 * Revision 1.2 2002/05/26 20:22:48 theoddone33
26 * Most of network/ works
28 * Revision 1.1.1.1 2002/05/03 03:28:10 root
32 * 22 8/27/99 12:32a Dave
33 * Allow the user to specify a local port through the launcher.
35 * 21 8/22/99 1:19p Dave
36 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
37 * which d3d cards are detected.
39 * 20 8/04/99 6:01p Dave
40 * Oops. Make sure standalones log in.
42 * 19 7/09/99 9:51a Dave
43 * Added thick polyline code.
45 * 18 5/03/99 8:32p Dave
46 * New version of multi host options screen.
48 * 17 4/25/99 7:43p Dave
49 * Misc small bug fixes. Made sun draw properly.
51 * 16 4/20/99 6:39p Dave
52 * Almost done with artillery targeting. Added support for downloading
53 * images on the PXO screen.
55 * 15 3/10/99 6:50p Dave
56 * Changed the way we buffer packets for all clients. Optimized turret
57 * fired packets. Did some weapon firing optimizations.
59 * 14 3/09/99 6:24p Dave
60 * More work on object update revamping. Identified several sources of
61 * unnecessary bandwidth.
63 * 13 3/08/99 7:03p Dave
64 * First run of new object update system. Looks very promising.
66 * 12 2/21/99 6:01p Dave
67 * Fixed standalone WSS packets.
69 * 11 2/19/99 2:55p Dave
70 * Temporary checking to report the winner of a squad war match.
72 * 10 2/12/99 6:16p Dave
73 * Pre-mission Squad War code is 95% done.
75 * 9 2/11/99 3:08p Dave
76 * PXO refresh button. Very preliminary squad war support.
78 * 8 11/20/98 11:16a Dave
79 * Fixed up IPX support a bit. Making sure that switching modes and
80 * loading/saving pilot files maintains proper state.
82 * 7 11/19/98 4:19p Dave
83 * Put IPX sockets back in psnet. Consolidated all multiplayer config
86 * 6 11/19/98 8:03a Dave
87 * Full support for D3-style reliable sockets. Revamped packet lag/loss
88 * system, made it receiver side and at the lowest possible level.
90 * 5 11/17/98 11:12a Dave
91 * Removed player identification by address. Now assign explicit id #'s.
93 * 4 10/13/98 9:29a Dave
94 * Started neatening up freespace.h. Many variables renamed and
95 * reorganized. Added AlphaColors.[h,cpp]
97 * 3 10/07/98 6:27p Dave
98 * Globalized mission and campaign file extensions. Removed Silent Threat
99 * special code. Moved \cache \players and \multidata into the \data
102 * 2 10/07/98 10:53a Dave
105 * 1 10/07/98 10:50a Dave
107 * 20 9/10/98 1:17p Dave
108 * Put in code to flag missions and campaigns as being MD or not in Fred
109 * and Freespace. Put in multiplayer support for filtering out MD
110 * missions. Put in multiplayer popups for warning of non-valid missions.
112 * 19 7/07/98 2:49p Dave
115 * 18 6/04/98 11:04a Allender
116 * object update level stuff. Don't reset to high when becoming an
117 * observer of any type. default to low when guy is a dialup customer
119 * 17 5/24/98 3:45a Dave
120 * Minor object update fixes. Justify channel information on PXO. Add a
121 * bunch of configuration stuff for the standalone.
123 * 16 5/19/98 1:35a Dave
124 * Tweaked pxo interface. Added rankings url to pxo.cfg. Make netplayer
125 * local options update dynamically in netgames.
127 * 15 5/08/98 5:05p Dave
128 * Go to the join game screen when quitting multiplayer. Fixed mission
129 * text chat bugs. Put mission type symbols on the create game list.
130 * Started updating standalone gui controls.
132 * 14 5/06/98 12:36p Dave
133 * Make sure clients can leave the debrief screen easily at all times. Fix
134 * respawn count problem.
136 * 13 5/03/98 7:04p Dave
137 * Make team vs. team work mores smoothly with standalone. Change how host
138 * interacts with standalone for picking missions. Put in a time limit for
139 * ingame join ship select. Fix ingame join ship select screen for Vasudan
142 * 12 5/03/98 2:52p Dave
143 * Removed multiplayer furball mode.
145 * 11 4/23/98 6:18p Dave
146 * Store ETS values between respawns. Put kick feature in the text
147 * messaging system. Fixed text messaging system so that it doesn't
148 * process or trigger ship controls. Other UI fixes.
150 * 10 4/22/98 5:53p Dave
151 * Large reworking of endgame sequencing. Updated multi host options
152 * screen for new artwork. Put in checks for host or team captains leaving
155 * 9 4/16/98 11:39p Dave
156 * Put in first run of new multiplayer options screen. Still need to
157 * complete final tab.
159 * 8 4/13/98 4:50p Dave
160 * Maintain status of weapon bank/links through respawns. Put # players on
161 * create game mission list. Make observer not have engine sounds. Make
162 * oberver pivot point correct. Fixed respawn value getting reset every
163 * time host options screen started.
165 * 7 4/09/98 11:01p Dave
166 * Put in new multi host options screen. Tweaked multiplayer options a
169 * 6 4/09/98 5:43p Dave
170 * Remove all command line processing from the demo. Began work fixing up
171 * the new multi host options screen.
173 * 5 4/06/98 6:37p Dave
174 * Put in max_observers netgame server option. Make sure host is always
175 * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS
176 * can always join but need to be kicked before commit can happen. Put in
177 * support for server ending a game and notifying clients of a special
180 * 4 4/04/98 4:22p Dave
181 * First rev of UDP reliable sockets is done. Seems to work well if not
184 * 3 4/03/98 1:03a Dave
185 * First pass at unreliable guaranteed delivery packets.
187 * 2 3/31/98 4:51p Dave
188 * Removed medals screen and multiplayer buttons from demo version. Put in
189 * new pilot popup screen. Make ships in mp team vs. team have proper team
190 * ids. Make mp respawns a permanent option saved in the player file.
192 * 1 3/30/98 6:24p Dave
202 #include "osregistry.h"
204 #include "multimsgs.h"
205 #include "freespace.h"
206 #include "stand_gui.h"
207 #include "multiutil.h"
208 #include "multi_voice.h"
209 #include "multi_options.h"
210 #include "multi_team.h"
212 // ----------------------------------------------------------------------------------
213 // MULTI OPTIONS DEFINES/VARS
217 #define MULTI_OPTION_SERVER 0 // server update follows
218 #define MULTI_OPTION_LOCAL 1 // local netplayer options follow
219 #define MULTI_OPTION_START_GAME 2 // host's start game options on the standalone server
220 #define MULTI_OPTION_MISSION 3 // host's mission selection stuff on a standalone server
223 #define MULTI_CFG_FILE NOX("multi.cfg")
224 multi_global_options Multi_options_g;
226 char Multi_options_proxy[512] = "";
227 ushort Multi_options_proxy_port = 0;
229 // ----------------------------------------------------------------------------------
230 // MULTI OPTIONS FUNCTIONS
233 // load in the config file
234 #define NEXT_TOKEN() do { tok = strtok(NULL, "\n"); if(tok != NULL){ drop_leading_white_space(tok); drop_trailing_white_space(tok); } } while(0);
235 #define SETTING(s) ( !stricmp(tok, s) )
236 void multi_options_read_config()
242 // set default value for the global multi options
243 memset(&Multi_options_g, 0, sizeof(multi_global_options));
244 Multi_options_g.protocol = NET_TCP;
246 // do we have a forced port via commandline or registry?
247 ushort forced_port = (ushort)os_config_read_uint(NULL, "ForcePort", 0);
248 Multi_options_g.port = (Cmdline_network_port >= 0) ? (ushort)Cmdline_network_port : forced_port == 0 ? (ushort)DEFAULT_GAME_PORT : forced_port;
250 Multi_options_g.log = (Cmdline_multi_log) ? 1 : 0;
251 Multi_options_g.datarate_cap = OO_HIGH_RATE_DEFAULT;
252 strcpy(Multi_options_g.user_tracker_ip, "");
253 strcpy(Multi_options_g.game_tracker_ip, "");
254 strcpy(Multi_options_g.pxo_ip, "");
255 strcpy(Multi_options_g.pxo_rank_url, "");
256 strcpy(Multi_options_g.pxo_create_url, "");
257 strcpy(Multi_options_g.pxo_verify_url, "");
258 strcpy(Multi_options_g.pxo_banner_url, "");
261 Multi_options_g.std_max_players = -1;
262 Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
263 Multi_options_g.std_voice = 1;
264 memset(Multi_options_g.std_passwd, 0, STD_PASSWD_LEN);
265 memset(Multi_options_g.std_pname, 0, STD_NAME_LEN);
266 Multi_options_g.std_framecap = 30;
268 // read in the config file
269 in = cfopen(MULTI_CFG_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
271 // if we failed to open the config file, user default settings
273 nprintf(("Network","Failed to open network config file, using default settings\n"));
278 // read in the game info
282 // parse the first line
283 tok = strtok(str," \t");
287 drop_leading_white_space(tok);
288 drop_trailing_white_space(tok);
293 // all possible options
294 // only standalone cares about the following options
303 if(SETTING("+name")){
304 // set the standalone server's permanent name
307 strncpy(Multi_options_g.std_pname, tok, STD_NAME_LEN);
310 if(SETTING("+no_voice")){
311 // standalone won't allow voice transmission
312 Multi_options_g.std_voice = 0;
314 if(SETTING("+max_players")){
315 // set the max # of players on the standalone
318 if(!((atoi(tok) < 1) || (atoi(tok) > MAX_PLAYERS))){
319 Multi_options_g.std_max_players = atoi(tok);
330 if(SETTING("+passwd")){
331 // set the standalone host password
334 strncpy(Multi_options_g.std_passwd, tok, STD_PASSWD_LEN);
340 extern HWND Multi_std_host_passwd;
341 SetWindowText(Multi_std_host_passwd, Multi_options_g.std_passwd);
345 if(SETTING("+low_update")){
346 // set standalone to low updates
347 Multi_options_g.std_datarate = OBJ_UPDATE_LOW;
349 if(SETTING("+med_update")){
350 // set standalone to medium updates
351 Multi_options_g.std_datarate = OBJ_UPDATE_MEDIUM;
353 if(SETTING("+high_update")){
354 // set standalone to high updates
355 Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
357 if(SETTING("+lan_update")){
358 // set standalone to high updates
359 Multi_options_g.std_datarate = OBJ_UPDATE_LAN;
363 // common to all modes
364 if(SETTING("+user_server")){
365 // ip addr of user tracker
368 strcpy(Multi_options_g.user_tracker_ip, tok);
371 if(SETTING("+game_server")){
372 // ip addr of game tracker
375 strcpy(Multi_options_g.game_tracker_ip, tok);
378 if(SETTING("+chat_server")){
379 // ip addr of pxo chat server
382 strcpy(Multi_options_g.pxo_ip, tok);
385 if(SETTING("+rank_url")){
386 // url of pilot rankings page
389 strcpy(Multi_options_g.pxo_rank_url, tok);
392 if(SETTING("+create_url")){
393 // url of pxo account create page
396 strcpy(Multi_options_g.pxo_create_url, tok);
399 if(SETTING("+verify_url")){
400 // url of pxo account verify page
403 strcpy(Multi_options_g.pxo_verify_url, tok);
406 if(SETTING("+banner_url")){
407 // url of pxo account verify page
410 strcpy(Multi_options_g.pxo_banner_url, tok);
413 if(SETTING("+datarate")){
414 // set the max datarate for high updates
417 if(atoi(tok) >= 4000){
418 Multi_options_g.datarate_cap = atoi(tok);
422 if(SETTING("+http_proxy")){
423 // get the proxy server
426 char *ip = strtok(tok, ":");
428 strcpy(Multi_options_proxy, ip);
430 ip = strtok(NULL, "");
432 Multi_options_proxy_port = (ushort)atoi(ip);
434 strcpy(Multi_options_proxy, "");
440 // close the config file
445 // set netgame defaults
446 // NOTE : should be used when creating a newpilot
447 void multi_options_set_netgame_defaults(multi_server_options *options)
449 // any player can do squadmate messaging
450 options->squad_set = MSO_SQUAD_ANY;
452 // only the host can end the game
453 options->endgame_set = MSO_END_HOST;
455 // allow ingame file xfer and custom pilot pix
456 options->flags = (MSO_FLAG_INGAME_XFER | MSO_FLAG_ACCEPT_PIX);
458 // set the default time limit to be -1 (no limit)
459 options->mission_time_limit = fl2f(-1.0f);
461 // set the default max kills for a mission
462 options->kill_limit = 9999;
464 // set the default # of respawns
465 options->respawn = 2;
467 // set the default # of max observers
468 options->max_observers = 2;
470 // set the default netgame qos
471 options->voice_qos = 10;
473 // set the default token timeout
474 options->voice_token_wait = 2000; // he must wait 2 seconds between voice gets
476 // set the default max voice record time
477 options->voice_record_time = 5000;
480 // set local netplayer defaults
481 // NOTE : should be used when creating a newpilot
482 void multi_options_set_local_defaults(multi_local_options *options)
484 // accept pix by default and broadcast on the local subnet
485 options->flags = (MLO_FLAG_ACCEPT_PIX | MLO_FLAG_LOCAL_BROADCAST);
487 // set the object update level based on the type of network connection specified by the user
488 // at install (or launcher) time.
489 if ( Psnet_connection == NETWORK_CONNECTION_DIALUP ) {
490 options->obj_update_level = OBJ_UPDATE_LOW;
492 options->obj_update_level = OBJ_UPDATE_HIGH;
496 // fill in the passed netgame options struct with the data from my player file data (only host/server should do this)
497 void multi_options_netgame_load(multi_server_options *options)
500 memcpy(options,&Player->m_server_options,sizeof(multi_server_options));
504 // fill in the passed local options struct with the data from my player file data (all machines except standalone should do this)
505 void multi_options_local_load(multi_local_options *options, net_player *pxo_pl)
508 memcpy(options,&Player->m_local_options,sizeof(multi_local_options));
511 // stuff pxo squad info
514 strcpy(pxo_pl->p_info.pxo_squad_name, Multi_tracker_squad_name);
519 // update everyone on the current netgame options
520 void multi_options_update_netgame()
522 ubyte data[MAX_PACKET_SIZE],code;
525 Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
527 // build the header and add the opcode
528 BUILD_HEADER(OPTIONS_UPDATE);
529 code = MULTI_OPTION_SERVER;
532 // add the netgame options
533 Netgame.options.flags = INTEL_INT( Netgame.options.flags );
534 Netgame.options.respawn = INTEL_INT( Netgame.options.respawn );
535 Netgame.options.voice_token_wait = INTEL_INT( Netgame.options.voice_token_wait );
536 Netgame.options.voice_record_time = INTEL_INT( Netgame.options.voice_record_time );
537 Netgame.options.kill_limit= INTEL_INT( Netgame.options.kill_limit );
538 Netgame.options.mission_time_limit = (fix)INTEL_INT( Netgame.options.mission_time_limit );
539 ADD_DATA(Netgame.options);
542 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
543 multi_io_send_to_all_reliable(data, packet_size);
545 multi_io_send_reliable(Net_player, data, packet_size);
549 // update everyone with my local settings
550 void multi_options_update_local()
552 ubyte data[MAX_PACKET_SIZE],code;
555 // if i'm the server, don't do anything
556 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
560 // build the header and add the opcode
561 BUILD_HEADER(OPTIONS_UPDATE);
562 code = MULTI_OPTION_LOCAL;
565 // add the netgame options
566 Net_player->p_info.options.flags = INTEL_INT( Net_player->p_info.options.flags );
567 Net_players->p_info.options.obj_update_level = INTEL_INT( Net_player->p_info.options.obj_update_level );
568 ADD_DATA(Net_player->p_info.options);
571 multi_io_send_reliable(Net_player, data, packet_size);
574 // update the standalone with the settings I have picked at the "start game" screen
575 void multi_options_update_start_game(netgame_info *ng)
577 ubyte data[MAX_PACKET_SIZE],code;
580 // should be a host on a standalone
581 Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
584 BUILD_HEADER(OPTIONS_UPDATE);
585 code = MULTI_OPTION_START_GAME;
588 // add the start game options
589 ADD_STRING(ng->name);
590 ADD_DATA_S32(ng->mode);
591 ADD_DATA_S32(ng->security);
593 // add mode-specific data
595 case NG_MODE_PASSWORD:
596 ADD_STRING(ng->passwd);
598 case NG_MODE_RANK_ABOVE:
599 case NG_MODE_RANK_BELOW:
600 ADD_DATA_S32(ng->rank_base);
604 // send to the standalone server
605 multi_io_send_reliable(Net_player, data, packet_size);
608 // update the standalone with the mission settings I have picked (mission filename, etc)
609 void multi_options_update_mission(netgame_info *ng, int campaign_mode)
611 ubyte data[MAX_PACKET_SIZE],code;
614 // should be a host on a standalone
615 Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
618 BUILD_HEADER(OPTIONS_UPDATE);
619 code = MULTI_OPTION_MISSION;
622 // type (coop or team vs. team)
623 ADD_DATA_S32(ng->type_flags);
626 ADD_DATA_U32(ng->respawn);
628 // add the mission/campaign filename
629 code = (ubyte)campaign_mode;
632 ADD_STRING(ng->campaign_name);
634 ADD_STRING(ng->mission_name);
637 // send to the server
638 multi_io_send_reliable(Net_player, data, packet_size);
642 // ----------------------------------------------------------------------------------
643 // MULTI OPTIONS FUNCTIONS
646 // process an incoming multi options packet
647 void multi_options_process_packet(unsigned char *data, header *hinfo)
650 multi_local_options bogus;
651 int idx,player_index;
653 int offset = HEADER_LENGTH;
655 // find out who is sending this data
656 player_index = find_player_id(hinfo->id);
658 // get the packet code
661 // get the start game options
662 case MULTI_OPTION_START_GAME:
663 Assert(Game_mode & GM_STANDALONE_SERVER);
665 // get the netgame name
666 GET_STRING(Netgame.name);
668 // get the netgame mode
669 GET_DATA_S32(Netgame.mode);
671 // get the security #
672 GET_DATA_S32(Netgame.security);
674 // get mode specific data
675 switch(Netgame.mode){
676 case NG_MODE_PASSWORD:
677 GET_STRING(Netgame.passwd);
679 case NG_MODE_RANK_ABOVE:
680 case NG_MODE_RANK_BELOW:
681 GET_DATA_S32(Netgame.rank_base);
685 // update standalone stuff
686 std_connect_set_gamename(Netgame.name);
687 std_multi_update_netgame_info_controls();
690 // get mission choice options
691 case MULTI_OPTION_MISSION:
693 char title[NAME_LENGTH+1];
694 int campaign_type,max_players;
696 memset(&ng,0,sizeof(netgame_info));
698 Assert(Game_mode & GM_STANDALONE_SERVER);
700 // coop or team vs. team mode
701 GET_DATA_S32(ng.type_flags);
702 if((ng.type_flags & NG_TYPE_TEAM) && !(Netgame.type_flags & NG_TYPE_TEAM)){
705 // if squad war was switched on
706 if((ng.type_flags & NG_TYPE_SW) && !(Netgame.type_flags & NG_TYPE_SW)){
707 mprintf(("STANDALONE TURNED ON SQUAD WAR!!\n"));
709 Netgame.type_flags = ng.type_flags;
712 GET_DATA_U32(Netgame.respawn);
720 GET_STRING(ng.campaign_name);
722 // set the netgame max players here if the filename has changed
723 if(strcmp(Netgame.campaign_name,ng.campaign_name)){
724 memset(title,0,NAME_LENGTH+1);
725 if(!mission_campaign_get_info(ng.campaign_name,title,&campaign_type,&max_players)){
726 Netgame.max_players = 0;
728 Netgame.max_players = max_players;
731 strcpy(Netgame.campaign_name,ng.campaign_name);
734 Netgame.campaign_mode = 1;
736 // put brackets around the campaign name
737 if(Game_mode & GM_STANDALONE_SERVER){
739 strcat(str,Netgame.campaign_name);
741 std_multi_set_standalone_mission_name(str);
746 GET_STRING(ng.mission_name);
748 if(strcmp(Netgame.mission_name,ng.mission_name)){
749 if(strlen(ng.mission_name)){
750 Netgame.max_players = mission_parse_get_multi_mission_info( ng.mission_name );
752 // setting this to -1 will prevent us from being seen on the network
753 Netgame.max_players = -1;
755 strcpy(Netgame.mission_name,ng.mission_name);
756 strcpy(Game_current_mission_filename,Netgame.mission_name);
759 Netgame.campaign_mode = 0;
761 // set the mission name
762 if(Game_mode & GM_STANDALONE_SERVER){
763 std_multi_set_standalone_mission_name(Netgame.mission_name);
767 send_netgame_update_packet();
770 // get the netgame options
771 case MULTI_OPTION_SERVER:
772 GET_DATA(Netgame.options);
773 Netgame.options.flags = INTEL_INT( Netgame.options.flags );
774 Netgame.options.respawn = INTEL_INT( Netgame.options.respawn );
775 Netgame.options.voice_token_wait = INTEL_INT( Netgame.options.voice_token_wait );
776 Netgame.options.voice_record_time = INTEL_INT( Netgame.options.voice_record_time );
777 Netgame.options.kill_limit = INTEL_INT( Netgame.options.kill_limit );
778 Netgame.options.mission_time_limit = (fix)INTEL_INT( Netgame.options.mission_time_limit );
780 // if we're a standalone set for no sound, do so here
781 if((Game_mode & GM_STANDALONE_SERVER) && !Multi_options_g.std_voice){
782 Netgame.options.flags |= MSO_FLAG_NO_VOICE;
784 // maybe update the quality of sound
785 multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time);
788 // set the skill level
789 Game_skill_level = Netgame.options.skill_level;
791 if((Game_mode & GM_STANDALONE_SERVER) && !(Game_mode & GM_CAMPAIGN_MODE)){
792 Netgame.respawn = Netgame.options.respawn;
795 // if we have the "temp closed" flag toggle
796 if(Netgame.options.flags & MLO_FLAG_TEMP_CLOSED){
797 Netgame.flags ^= NG_FLAG_TEMP_CLOSED;
799 Netgame.options.flags &= ~(MLO_FLAG_TEMP_CLOSED);
801 // if i'm the standalone server, I should rebroadcast to all other players
802 if(Game_mode & GM_STANDALONE_SERVER){
803 for(idx=0;idx<MAX_PLAYERS;idx++){
804 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (&Net_players[idx] != &Net_players[player_index]) ){
805 multi_io_send_reliable(&Net_players[idx], data, offset);
809 send_netgame_update_packet();
813 // local netplayer options
814 case MULTI_OPTION_LOCAL:
815 if(player_index == -1){
816 GET_DATA(bogus); //data not used, so don't swap!
818 GET_DATA(Net_players[player_index].p_info.options);
819 Net_players[player_index].p_info.options.flags = INTEL_INT( Net_players[player_index].p_info.options.flags );
820 Net_players[player_index].p_info.options.obj_update_level = INTEL_INT( Net_players[player_index].p_info.options.obj_update_level );