2 * $Logfile: /Freespace2/code/Network/multi_endgame.cpp $
8 * Revision 1.1 2002/05/03 03:28:10 root
12 * 10 8/22/99 1:55p Dave
13 * Cleaned up host/team-captain leaving code.
15 * 9 8/22/99 1:19p Dave
16 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
17 * which d3d cards are detected.
19 * 8 4/08/99 1:05p Dave
20 * Fixed some leave game packet problems. Updated builtin mission list for
23 * 7 3/24/99 4:05p Dave
24 * Put in support for assigning the player to a specific squadron with a
25 * specific logo. Preliminary work for doing pos/orient checksumming in
26 * multiplayer to reduce bandwidth.
28 * 6 11/19/98 4:57p Dave
29 * Ignore PXO option if IPX is selected.
31 * 5 11/19/98 4:19p Dave
32 * Put IPX sockets back in psnet. Consolidated all multiplayer config
35 * 4 11/19/98 8:03a Dave
36 * Full support for D3-style reliable sockets. Revamped packet lag/loss
37 * system, made it receiver side and at the lowest possible level.
39 * 3 11/05/98 5:55p Dave
40 * Big pass at reducing #includes
42 * 2 10/07/98 10:53a Dave
45 * 1 10/07/98 10:50a Dave
47 * 36 9/17/98 3:08p Dave
48 * PXO to non-pxo game warning popup. Player icon stuff in create and join
49 * game screens. Upped server count refresh time in PXO to 35 secs (from
52 * 35 9/15/98 7:24p Dave
53 * Minor UI changes. Localized bunch of new text.
55 * 34 9/14/98 3:40p Allender
56 * better error checking for invalid number of waves for player wings in a
57 * multiplayer game. Better popup message in FreeSpace side.
59 * 33 9/11/98 5:53p Dave
60 * Final revisions to kick system changes.
62 * 32 9/11/98 5:08p Dave
63 * More tweaks to kick notification system.
65 * 31 9/11/98 4:14p Dave
66 * Fixed file checksumming of < file_size. Put in more verbose kicking and
67 * PXO stats store reporting.
69 * 30 8/07/98 10:15a Allender
70 * changed the way the endgame sequencing timer works so that timer wrap
71 * doesn't hurt. Also use the obj_set_flags for the COULD_BE_PLAYER flag
73 * 29 7/24/98 9:27a Dave
74 * Tidied up endgame sequencing by removing several old flags and
75 * standardizing _all_ endgame stuff with a single function call.
77 * 28 7/13/98 5:34p Lawrance
78 * index a localized string in multi_endgame.cpp
80 * 27 7/13/98 5:19p Dave
82 * 26 6/30/98 4:53p Allender
83 * fixed endgame problems where standalone wasn't properly dropping
84 * everyone out of a game. Be sure that timestamp for endgame processing
87 * 25 6/13/98 9:32p Mike
88 * Kill last character in file which caused "Find in Files" to report the
89 * file as "not a text file."
91 * 24 6/13/98 6:01p Hoffoss
92 * Externalized all new (or forgot to be added) strings to all the code.
94 * 23 6/13/98 3:18p Hoffoss
95 * NOX()ed out a bunch of strings that shouldn't be translated.
97 * 22 5/24/98 8:15p Dave
98 * Tweaked pxo some more.
100 * 21 5/21/98 10:09a Dave
101 * Enable DNS checking for PXO and both trackers.
102 * Fixed problem with leaving the mission from the pause state. Fixed
103 * build errors in multimsgs.cpp
105 * 20 5/20/98 9:01p Allender
106 * change RELEASE to NDEBUG. Fix reentryancy problem in process_endgame
109 * 19 5/17/98 11:54p Allender
110 * only clear flying controls when in mission
112 * 18 5/17/98 11:34p Allender
113 * deal with resetting player controls better
115 * 17 5/17/98 6:32p Dave
116 * Make sure clients/servers aren't kicked out of the debriefing when team
117 * captains leave a game. Fixed chatbox off-by-one error. Fixed image
118 * xfer/pilot info popup stuff.
120 * 16 5/15/98 5:15p Dave
121 * Fix a standalone resetting bug.Tweaked PXO interface. Display captaincy
122 * status for team vs. team. Put in asserts to check for invalid team vs.
125 * 15 5/15/98 12:09a Dave
126 * New tracker api code. New game tracker code. Finished up first run of
127 * the PXO screen. Fixed a few game server list exceptions.
129 * 14 5/14/98 12:40a Dave
130 * Still more additions to the PXO screen. Updated tracker code.
132 * 13 5/09/98 7:16p Dave
133 * Put in CD checking. Put in standalone host password. Made pilot into
136 * 12 5/08/98 5:05p Dave
137 * Go to the join game screen when quitting multiplayer. Fixed mission
138 * text chat bugs. Put mission type symbols on the create game list.
139 * Started updating standalone gui controls.
141 * 11 5/07/98 6:26p Dave
142 * Fix strange boundary conditions which arise when players die/respawn
143 * while the game is being ended. Spiff up the chatbox doskey thing a bit.
145 * 10 5/07/98 3:29p Jim
146 * Make sure standalone doesn't display a popup when ending a game.
148 * 9 5/05/98 5:02p Dave
149 * Fix end-of-campaign sequencing to work right. Make all individual
150 * missions of a campaign replayable.
152 * 8 5/04/98 10:39p Dave
153 * Put in endgame sequencing. Need to check campaign situations.
154 * Realigned ship info on team select screen.
156 * 7 5/04/98 1:43p Dave
157 * Fixed up a standalone resetting problem. Fixed multiplayer stats
158 * collection for clients. Make sure all multiplayer ui screens have the
159 * correct palette at all times.
161 * 6 5/03/98 7:04p Dave
162 * Make team vs. team work mores smoothly with standalone. Change how host
163 * interacts with standalone for picking missions. Put in a time limit for
164 * ingame join ship select. Fix ingame join ship select screen for Vasudan
167 * 5 4/30/98 5:12p Dave
168 * Fixed game polling code for joining clients. Reworked some file xfer
171 * 4 4/30/98 12:13a Allender
172 * reset control info and afterburner when entering the quit game code.
173 * Prevents odd things from happening while the popup is up.
175 * 3 4/28/98 5:10p Dave
176 * Fixed multi_quit_game() client side sequencing problem. Turn off
177 * afterburners when ending multiplayer mission. Begin integration of mt
178 * API from Kevin Bentley.
180 * 2 4/23/98 1:28a Dave
181 * Seemingly nailed the current_primary_bank and current_secondary_bank -1
182 * problem. Made sure non-critical button presses are _never_ sent to the
185 * 1 4/22/98 5:50p Dave
191 // #include <windows.h>
195 #include "freespace.h"
196 #include "gamesequence.h"
198 #include "popupdead.h"
199 #include "multi_endgame.h"
200 #include "multimsgs.h"
202 #include "multiutil.h"
203 #include "multi_pmsg.h"
206 // ----------------------------------------------------------------------------------------------------------
207 // Put all functions/data related to leaving a netgame, handling players leaving, handling the server leaving,
208 // and notifying the user of all of these actions, here.
212 // ----------------------------------------------------------------------------------------------------------
213 // MULTI ENDGAME DEFINES/VARS
217 // set when the server/client has ended the game on some notification or error and is waiting for clients to leave
218 #define MULTI_ENDGAME_SERVER_WAIT 5.0f
219 int Multi_endgame_server_waiting = 0;
220 float Multi_endgame_server_wait_stamp = -1.0f;
221 int Multi_endgame_client_waiting = 0;
223 // error/notification codes (taken from parameters to multi_quit_game(...)
224 int Multi_endgame_notify_code;
225 int Multi_endgame_error_code;
226 int Multi_endgame_wsa_error;
228 // for reentrancy problems on standalone
229 int Multi_endgame_processing;
231 // ----------------------------------------------------------------------------------------------------------
232 // MULTI ENDGAME FORWARD DECLARATIONS
235 // called when a given netgame is about to end completely
236 void multi_endgame_cleanup();
238 // throw up a popup with the given notification code and optional winsock code
239 void multi_endgame_popup(int notify_code,int error_code,int wsa_error = -1);
241 // called when server is waiting for clients to disconnect
242 int multi_endgame_server_ok_to_leave();
244 // check to see if we need to be warping out (strange transition possibilities)
245 void multi_endgame_check_for_warpout();
248 // ----------------------------------------------------------------------------------------------------------
249 // MULTI ENDGAME FUNCTIONS
252 // initialize the endgame processor (call when joining/starting a new netgame)
253 void multi_endgame_init()
255 // set this so that the server/client knows he hasn't tried to end the game
256 Multi_endgame_server_waiting = 0;
257 Multi_endgame_client_waiting = 0;
259 // reset the timestamp used when server is waiting for all other clients to leave.
260 Multi_endgame_server_wait_stamp = -1.0f;
262 // initialiaze all endgame notify and error codes
263 Multi_endgame_notify_code = -1;
264 Multi_endgame_error_code = -1;
265 Multi_endgame_wsa_error = -1;
267 // for reentrancy problems in to endgame_process
268 Multi_endgame_processing = 0;
271 // process all endgame related events
272 void multi_endgame_process()
274 if ( Multi_endgame_processing )
277 Multi_endgame_processing = 1;
279 // check to see if we need to be warping out (strange transition possibilities)
280 multi_endgame_check_for_warpout();
282 // if we're the server of the game
283 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
284 // if we're not waiting for clients to leave, do nothing
285 if(!Multi_endgame_server_waiting){
286 Multi_endgame_processing = 0;
290 // if a popup is already active, do nothing
292 Multi_endgame_processing = 0;
296 // otherwise popup until things are hunky-dory
297 if(!multi_endgame_server_ok_to_leave()){
298 if(Game_mode & GM_STANDALONE_SERVER){
299 while(!multi_endgame_server_ok_to_leave()){
300 // run networking, etc.
301 game_set_frametime(-1);
302 game_do_state_common(gameseq_get_state());
305 popup_till_condition( multi_endgame_server_ok_to_leave , XSTR("&Cancel",645), XSTR("Waiting for clients to disconnect",646));
309 // mark myself as not waiting and get the hell out
310 multi_endgame_cleanup();
312 // if we're not waiting to leave the game, do nothing
313 if(!Multi_endgame_client_waiting){
314 Multi_endgame_processing = 0;
318 // otherwise, check to see if there is a popup active
320 Multi_endgame_processing = 0;
324 // if not, then we are good to leave
325 multi_endgame_cleanup();
328 Multi_endgame_processing = 0;
331 // if the game has been flagged as ended (ie, its going to be reset)
332 int multi_endgame_ending()
334 return (Multi_endgame_client_waiting || Multi_endgame_server_waiting);
338 int Multi_quit_game = 0;
339 // general quit function, with optional notification, error, and winsock error codes
340 int multi_quit_game(int prompt, int notify_code, int err_code, int wsa_error)
342 int ret_val,quit_already;
344 // check for reentrancy
349 // if we're not connected or have not net-player
350 if((Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_CONNECTED)){
359 // reset my control info so that I don't continually do whacky stuff. This is ugly
360 //player_control_reset_ci( &Player->ci );
361 if ( Game_mode & GM_IN_MISSION ) {
362 memset(&Player->ci, 0, sizeof(Player->ci) );
363 Player->ci.afterburner_stop = 1;
364 physics_read_flying_controls( &Player_obj->orient, &Player_obj->phys_info, &(Player->ci), flFrametime);
367 // CASE 1 - response to a user request
368 // if there is no associated notification or error code, don't override the prompt argument
369 if((err_code == -1) && (notify_code == -1)){
370 // if we're the server and we're already waiting for clients to leave, don't do anything
371 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_server_waiting){
376 // if we're the client and we're already waiting to leave, don't do anythin
377 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_client_waiting){
382 // see if we should be prompting the host for confirmation
383 if((prompt==PROMPT_HOST || prompt==PROMPT_ALL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
386 p_flags = PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_BODY_BIG;
387 if ( Game_mode & GM_IN_MISSION )
388 p_flags |= PF_RUN_STATE;
390 ret_val = popup(p_flags,2,POPUP_CANCEL,POPUP_OK,XSTR("Warning - quitting will end the game for all players!",647));
392 // check for host cancel
393 if((ret_val == 0) || (ret_val == -1)){
398 // set this so that under certain circumstances, we don't call the popup below us as well
402 // see if we should be prompting the client for confirmation
403 if((prompt==PROMPT_CLIENT || prompt==PROMPT_ALL) && !quit_already){
404 ret_val = popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_BODY_BIG,2,POPUP_NO,POPUP_YES,XSTR("Are you sure you want to quit?",648));
406 // check for host cancel
407 if((ret_val == 0) || (ret_val == -1)){
414 // if i'm the server of the game, tell all clients that i'm leaving, then wait
415 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
416 send_netgame_end_error_packet(MULTI_END_NOTIFY_SERVER_LEFT,MULTI_END_ERROR_NONE);
418 // set the waiting flag and the waiting timestamp
419 Multi_endgame_server_waiting = 1;
420 Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
422 // if i'm the client, quit now
424 multi_endgame_cleanup();
427 // CASE 2 - response to an error code or packet from the server
428 // this is the case where we're being forced to quit the game because of some error or other notification
430 // if i'm the server, send a packet to the clients telling them that I'm leaving and why
431 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && !Multi_endgame_server_waiting){
432 // if we're in the debrief state, mark down that the server has left the game
433 if(((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) && !(Game_mode & GM_STANDALONE_SERVER)){
434 multi_debrief_server_left();
436 // add a message to the chatbox
437 multi_display_chat_msg(XSTR("<Team captains have left>",649),0,0);
439 // set ourselves to be "not quitting"
442 // tell the users, the game has ended
443 send_netgame_end_error_packet(notify_code,err_code);
447 send_netgame_end_error_packet(notify_code,err_code);
450 Multi_endgame_notify_code = notify_code;
451 Multi_endgame_error_code = err_code;
452 Multi_endgame_wsa_error = wsa_error;
454 // by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
455 Multi_endgame_server_waiting = 1;
456 Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
458 // if i'm the client, set the error codes and leave the game now
459 else if(!Multi_endgame_client_waiting){
460 // if we're in the debrief state, mark down that the server has left the game
461 if((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
462 multi_debrief_server_left();
464 // add a message to the chatbox
465 multi_display_chat_msg(XSTR("<The server has ended the game>",650),0,0);
467 // shut our reliable socket to the server down
468 psnet_rel_close_socket(&Net_player->reliable_socket);
469 Net_player->reliable_socket = INVALID_SOCKET;
471 // remove our do-notworking flag
472 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
478 Multi_endgame_notify_code = notify_code;
479 Multi_endgame_error_code = err_code;
480 Multi_endgame_wsa_error = wsa_error;
482 // by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
483 Multi_endgame_client_waiting = 1;
487 // unset the reentrancy flag
494 // ----------------------------------------------------------------------------------------------------------
495 // MULTI ENDGAME FORWARD DEFINITIONS
498 // called when a given netgame is about to end completely
499 void multi_endgame_cleanup()
503 send_leave_game_packet();
505 // flush all outgoing io, force all packets through
506 multi_io_send_buffered_packets();
508 // mark myself as disconnected
509 if(!(Game_mode & GM_STANDALONE_SERVER)){
510 Net_player->flags &= ~(NETINFO_FLAG_CONNECTED|NETINFO_FLAG_DO_NETWORKING);
513 // this is a semi-hack so that if we're the master and we're quitting, we don't get an assert
514 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Player_obj != NULL)){
515 Player_obj->flags &= ~(OF_PLAYER_SHIP);
516 obj_set_flags( Player_obj, Player_obj->flags | OF_COULD_BE_PLAYER );
519 // shut my socket down (will also let the server know i've received any notifications/error from him)
520 // psnet_rel_close_socket( &(Net_player->reliable_socket) );
522 // 11/18/98 - DB, changed the above to kill all sockets. Its the safest thing to do
523 for(idx=0; idx<MAX_PLAYERS; idx++){
524 psnet_rel_close_socket(&Net_players[idx].reliable_socket);
525 Net_players[idx].reliable_socket = INVALID_SOCKET;
528 // set the game quitting flag in our local netgame info - this will _insure_ that even if we miss a packet or
529 // there is some sequencing error, the next time through the multi_do_frame() loop, the game will be ended
530 // Netgame.flags |= (NG_FLAG_QUITTING | NG_FLAG_ENDED);
532 // close all open SPX/TCP reliable sockets
533 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
535 // do it for all players, since we're leaving anyway.
536 for(idx=0;idx<MAX_PLAYERS;idx++){
537 // 6/25/98 -- MWA delete all players from the game
539 if ( &Net_players[idx] != Net_player ) {
540 delete_player( idx );
545 // if we're currently in the pause state, pop back into gameplay first
546 if(gameseq_get_state() == GS_STATE_MULTI_PAUSED){
550 if(Game_mode & GM_STANDALONE_SERVER){
551 // multi_standalone_quit_game();
552 multi_standalone_reset_all();
554 Player->flags |= PLAYER_FLAGS_IS_MULTI;
556 // if we're in Parallax Online mode, log back in there
557 gameseq_post_event(GS_EVENT_MULTI_JOIN_GAME);
559 // if we have an error code, bring up the discon popup
560 if((Multi_endgame_notify_code != -1) || (Multi_endgame_error_code != -1) && !(Game_mode & GM_STANDALONE_SERVER)){
561 multi_endgame_popup(Multi_endgame_notify_code,Multi_endgame_error_code,Multi_endgame_wsa_error);
566 extern CFILE *obj_stream;
567 if(obj_stream != NULL){
573 // unload the multiplayer common interface palette
574 multi_common_unload_palette();
576 // reinitialize endgame stuff
577 // multi_endgame_init();
580 // throw up a popup with the given notification code and optional winsock code
581 void multi_endgame_popup(int notify_code,int error_code,int wsa_error)
584 int flags = PF_USE_AFFIRMATIVE_ICON;
586 // if there is a popup already active, just kill it
588 // if there is already a popup active, kill it
589 popup_kill_any_active();
593 // if there is a winsock error code, stick it on the end of the text
595 sprintf(err_msg,NOX("WSAERROR : %d\n\n"),wsa_error);
596 flags |= PF_TITLE_RED;
601 // setup the error message string
602 if(notify_code != MULTI_END_NOTIFY_NONE){
604 case MULTI_END_NOTIFY_KICKED :
605 strcat(err_msg,XSTR("You have been kicked",651));
607 case MULTI_END_NOTIFY_SERVER_LEFT:
608 strcat(err_msg,XSTR("The server has left the game",652));
610 case MULTI_END_NOTIFY_FILE_REJECTED:
611 strcat(err_msg,XSTR("Your mission file has been rejected by the server",653));
613 case MULTI_END_NOTIFY_EARLY_END:
614 strcat(err_msg,XSTR("The game has ended while you were ingame joining",654));
616 case MULTI_END_NOTIFY_INGAME_TIMEOUT:
617 strcat(err_msg,XSTR("You have waited too long to select a ship",655));
619 case MULTI_END_NOTIFY_KICKED_BAD_XFER:
620 strcat(err_msg,XSTR("You were kicked because mission file xfer failed",998));
622 case MULTI_END_NOTIFY_KICKED_CANT_XFER:
623 strcat(err_msg,XSTR("You were kicked because you do not have the builtin mission",999));
624 strcat(err_msg, NOX(" "));
625 strcat(err_msg, Game_current_mission_filename);
627 case MULTI_END_NOTIFY_KICKED_INGAME_ENDED:
628 strcat(err_msg,XSTR("You were kicked because you were ingame joining a game that has ended",1000));
635 case MULTI_END_ERROR_CONTACT_LOST :
636 strcat(err_msg,XSTR("Contact with server has been lost",656));
638 case MULTI_END_ERROR_CONNECT_FAIL :
639 strcat(err_msg,XSTR("Failed to connect to server on reliable socket",657));
641 case MULTI_END_ERROR_LOAD_FAIL :
642 strcat(err_msg,XSTR("Failed to load mission file properly",658));
644 case MULTI_END_ERROR_INGAME_SHIP :
645 strcat(err_msg,XSTR("Unable to create ingame join player ship",659));
647 case MULTI_END_ERROR_INGAME_BOGUS :
648 strcat(err_msg,XSTR("Recevied bogus packet data while ingame joining",660));
650 case MULTI_END_ERROR_STRANS_FAIL :
651 strcat(err_msg,XSTR("Server transfer failed (obsolete)",661));
653 case MULTI_END_ERROR_SHIP_ASSIGN:
654 strcat(err_msg,XSTR("Server encountered errors trying to assign players to ships",662));
656 case MULTI_END_ERROR_HOST_LEFT:
657 strcat(err_msg,XSTR("Host has left the game, aborting...",663));
659 case MULTI_END_ERROR_XFER_FAIL:
660 strcat(err_msg,XSTR("There was an error receiving the mission file!",665));
662 case MULTI_END_ERROR_WAVE_COUNT:
663 strcat(err_msg,XSTR("The player wings Alpha, Beta, Gamma, and Zeta must have only 1 wave. One of these wings currently has more than 1 wave.", 987));
665 case MULTI_END_ERROR_TEAM0_EMPTY:
666 strcat(err_msg,XSTR("All players from team 1 have left the game", 1466));
668 case MULTI_END_ERROR_TEAM1_EMPTY:
669 strcat(err_msg,XSTR("All players from team 2 have left the game", 1467));
671 case MULTI_END_ERROR_CAPTAIN_LEFT:
672 strcat(err_msg,XSTR("Team captain(s) have left the game, aborting...",664));
680 popup(flags,1,POPUP_OK,err_msg);
684 // called when server is waiting for clients to disconnect
685 int multi_endgame_server_ok_to_leave()
687 int idx,clients_gone;
689 // check to see if our client disconnect timestamp has elapsed
690 if ( Multi_endgame_server_wait_stamp > 0.0f ) {
691 Multi_endgame_server_wait_stamp -= flFrametime;
692 if ( Multi_endgame_server_wait_stamp <= 0.0f ) {
697 // check to see if all clients have disconnected
699 for(idx=0;idx<MAX_PLAYERS;idx++){
700 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
706 // all conditions passed
710 // check to see if we need to be warping out (strange transition possibilities)
711 void multi_endgame_check_for_warpout()
713 int need_to_warpout = 0;
715 // if we're not in the process of warping out - do nothing
716 if(!(Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
720 // determine if sufficient warping-out conditions exist
721 if((Game_mode & GM_IN_MISSION) && // if i'm still in the mission
722 ((Netgame.game_state == NETGAME_STATE_ENDGAME) || // if the netgame ended
723 (Netgame.game_state == NETGAME_STATE_DEBRIEF)) // if the netgame is now in the debriefing state
728 // if we need to be warping out but are stuck in a dead popup, cancel it
729 if(need_to_warpout && (popupdead_is_active() || (Net_player->flags & NETINFO_FLAG_RESPAWNING) || (Net_player->flags & NETINFO_FLAG_OBSERVER)) ){
730 // flush all active pushed state
731 multi_handle_state_special();
733 // begin the warpout process
734 gameseq_post_event(GS_EVENT_DEBRIEF);
736 // if text input mode is active, clear it
737 multi_msg_text_flush();