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 1.3 2002/06/09 04:41:23 relnev
17 * added copyright header
19 * Revision 1.2 2002/05/26 20:22:48 theoddone33
20 * Most of network/ works
22 * Revision 1.1.1.1 2002/05/03 03:28:10 root
26 * 22 8/27/99 12:32a Dave
27 * Allow the user to specify a local port through the launcher.
29 * 21 8/22/99 1:19p Dave
30 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
31 * which d3d cards are detected.
33 * 20 8/04/99 6:01p Dave
34 * Oops. Make sure standalones log in.
36 * 19 7/09/99 9:51a Dave
37 * Added thick polyline code.
39 * 18 5/03/99 8:32p Dave
40 * New version of multi host options screen.
42 * 17 4/25/99 7:43p Dave
43 * Misc small bug fixes. Made sun draw properly.
45 * 16 4/20/99 6:39p Dave
46 * Almost done with artillery targeting. Added support for downloading
47 * images on the PXO screen.
49 * 15 3/10/99 6:50p Dave
50 * Changed the way we buffer packets for all clients. Optimized turret
51 * fired packets. Did some weapon firing optimizations.
53 * 14 3/09/99 6:24p Dave
54 * More work on object update revamping. Identified several sources of
55 * unnecessary bandwidth.
57 * 13 3/08/99 7:03p Dave
58 * First run of new object update system. Looks very promising.
60 * 12 2/21/99 6:01p Dave
61 * Fixed standalone WSS packets.
63 * 11 2/19/99 2:55p Dave
64 * Temporary checking to report the winner of a squad war match.
66 * 10 2/12/99 6:16p Dave
67 * Pre-mission Squad War code is 95% done.
69 * 9 2/11/99 3:08p Dave
70 * PXO refresh button. Very preliminary squad war support.
72 * 8 11/20/98 11:16a Dave
73 * Fixed up IPX support a bit. Making sure that switching modes and
74 * loading/saving pilot files maintains proper state.
76 * 7 11/19/98 4:19p Dave
77 * Put IPX sockets back in psnet. Consolidated all multiplayer config
80 * 6 11/19/98 8:03a Dave
81 * Full support for D3-style reliable sockets. Revamped packet lag/loss
82 * system, made it receiver side and at the lowest possible level.
84 * 5 11/17/98 11:12a Dave
85 * Removed player identification by address. Now assign explicit id #'s.
87 * 4 10/13/98 9:29a Dave
88 * Started neatening up freespace.h. Many variables renamed and
89 * reorganized. Added AlphaColors.[h,cpp]
91 * 3 10/07/98 6:27p Dave
92 * Globalized mission and campaign file extensions. Removed Silent Threat
93 * special code. Moved \cache \players and \multidata into the \data
96 * 2 10/07/98 10:53a Dave
99 * 1 10/07/98 10:50a Dave
101 * 20 9/10/98 1:17p Dave
102 * Put in code to flag missions and campaigns as being MD or not in Fred
103 * and Freespace. Put in multiplayer support for filtering out MD
104 * missions. Put in multiplayer popups for warning of non-valid missions.
106 * 19 7/07/98 2:49p Dave
109 * 18 6/04/98 11:04a Allender
110 * object update level stuff. Don't reset to high when becoming an
111 * observer of any type. default to low when guy is a dialup customer
113 * 17 5/24/98 3:45a Dave
114 * Minor object update fixes. Justify channel information on PXO. Add a
115 * bunch of configuration stuff for the standalone.
117 * 16 5/19/98 1:35a Dave
118 * Tweaked pxo interface. Added rankings url to pxo.cfg. Make netplayer
119 * local options update dynamically in netgames.
121 * 15 5/08/98 5:05p Dave
122 * Go to the join game screen when quitting multiplayer. Fixed mission
123 * text chat bugs. Put mission type symbols on the create game list.
124 * Started updating standalone gui controls.
126 * 14 5/06/98 12:36p Dave
127 * Make sure clients can leave the debrief screen easily at all times. Fix
128 * respawn count problem.
130 * 13 5/03/98 7:04p Dave
131 * Make team vs. team work mores smoothly with standalone. Change how host
132 * interacts with standalone for picking missions. Put in a time limit for
133 * ingame join ship select. Fix ingame join ship select screen for Vasudan
136 * 12 5/03/98 2:52p Dave
137 * Removed multiplayer furball mode.
139 * 11 4/23/98 6:18p Dave
140 * Store ETS values between respawns. Put kick feature in the text
141 * messaging system. Fixed text messaging system so that it doesn't
142 * process or trigger ship controls. Other UI fixes.
144 * 10 4/22/98 5:53p Dave
145 * Large reworking of endgame sequencing. Updated multi host options
146 * screen for new artwork. Put in checks for host or team captains leaving
149 * 9 4/16/98 11:39p Dave
150 * Put in first run of new multiplayer options screen. Still need to
151 * complete final tab.
153 * 8 4/13/98 4:50p Dave
154 * Maintain status of weapon bank/links through respawns. Put # players on
155 * create game mission list. Make observer not have engine sounds. Make
156 * oberver pivot point correct. Fixed respawn value getting reset every
157 * time host options screen started.
159 * 7 4/09/98 11:01p Dave
160 * Put in new multi host options screen. Tweaked multiplayer options a
163 * 6 4/09/98 5:43p Dave
164 * Remove all command line processing from the demo. Began work fixing up
165 * the new multi host options screen.
167 * 5 4/06/98 6:37p Dave
168 * Put in max_observers netgame server option. Make sure host is always
169 * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS
170 * can always join but need to be kicked before commit can happen. Put in
171 * support for server ending a game and notifying clients of a special
174 * 4 4/04/98 4:22p Dave
175 * First rev of UDP reliable sockets is done. Seems to work well if not
178 * 3 4/03/98 1:03a Dave
179 * First pass at unreliable guaranteed delivery packets.
181 * 2 3/31/98 4:51p Dave
182 * Removed medals screen and multiplayer buttons from demo version. Put in
183 * new pilot popup screen. Make ships in mp team vs. team have proper team
184 * ids. Make mp respawns a permanent option saved in the player file.
186 * 1 3/30/98 6:24p Dave
196 #include "osregistry.h"
198 #include "multimsgs.h"
199 #include "freespace.h"
200 #include "stand_gui.h"
201 #include "multiutil.h"
202 #include "multi_voice.h"
203 #include "multi_options.h"
204 #include "multi_team.h"
206 // ----------------------------------------------------------------------------------
207 // MULTI OPTIONS DEFINES/VARS
211 #define MULTI_OPTION_SERVER 0 // server update follows
212 #define MULTI_OPTION_LOCAL 1 // local netplayer options follow
213 #define MULTI_OPTION_START_GAME 2 // host's start game options on the standalone server
214 #define MULTI_OPTION_MISSION 3 // host's mission selection stuff on a standalone server
217 #define MULTI_CFG_FILE NOX("multi.cfg")
218 multi_global_options Multi_options_g;
220 char Multi_options_proxy[512] = "";
221 ushort Multi_options_proxy_port = 0;
223 // ----------------------------------------------------------------------------------
224 // MULTI OPTIONS FUNCTIONS
227 // load in the config file
228 #define NEXT_TOKEN() do { tok = strtok(NULL, "\n"); if(tok != NULL){ drop_leading_white_space(tok); drop_trailing_white_space(tok); } } while(0);
229 #define SETTING(s) ( !stricmp(tok, s) )
230 void multi_options_read_config()
236 // set default value for the global multi options
237 memset(&Multi_options_g, 0, sizeof(multi_global_options));
238 Multi_options_g.protocol = NET_TCP;
240 // do we have a forced port via commandline or registry?
241 ushort forced_port = (ushort)os_config_read_uint(NULL, "ForcePort", 0);
242 Multi_options_g.port = (Cmdline_network_port >= 0) ? (ushort)Cmdline_network_port : forced_port == 0 ? (ushort)DEFAULT_GAME_PORT : forced_port;
244 Multi_options_g.log = (Cmdline_multi_log) ? 1 : 0;
245 Multi_options_g.datarate_cap = OO_HIGH_RATE_DEFAULT;
246 strcpy(Multi_options_g.user_tracker_ip, "");
247 strcpy(Multi_options_g.game_tracker_ip, "");
248 strcpy(Multi_options_g.pxo_ip, "");
249 strcpy(Multi_options_g.pxo_rank_url, "");
250 strcpy(Multi_options_g.pxo_create_url, "");
251 strcpy(Multi_options_g.pxo_verify_url, "");
252 strcpy(Multi_options_g.pxo_banner_url, "");
255 Multi_options_g.std_max_players = -1;
256 Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
257 Multi_options_g.std_voice = 1;
258 memset(Multi_options_g.std_passwd, 0, STD_PASSWD_LEN);
259 memset(Multi_options_g.std_pname, 0, STD_NAME_LEN);
260 Multi_options_g.std_framecap = 30;
262 // read in the config file
263 in = cfopen(MULTI_CFG_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
265 // if we failed to open the config file, user default settings
267 nprintf(("Network","Failed to open network config file, using default settings\n"));
272 // read in the game info
276 // parse the first line
277 tok = strtok(str," \t");
281 drop_leading_white_space(tok);
282 drop_trailing_white_space(tok);
287 // all possible options
288 // only standalone cares about the following options
297 if(SETTING("+name")){
298 // set the standalone server's permanent name
301 strncpy(Multi_options_g.std_pname, tok, STD_NAME_LEN);
304 if(SETTING("+no_voice")){
305 // standalone won't allow voice transmission
306 Multi_options_g.std_voice = 0;
308 if(SETTING("+max_players")){
309 // set the max # of players on the standalone
312 if(!((atoi(tok) < 1) || (atoi(tok) > MAX_PLAYERS))){
313 Multi_options_g.std_max_players = atoi(tok);
324 if(SETTING("+passwd")){
325 // set the standalone host password
328 strncpy(Multi_options_g.std_passwd, tok, STD_PASSWD_LEN);
334 extern HWND Multi_std_host_passwd;
335 SetWindowText(Multi_std_host_passwd, Multi_options_g.std_passwd);
339 if(SETTING("+low_update")){
340 // set standalone to low updates
341 Multi_options_g.std_datarate = OBJ_UPDATE_LOW;
343 if(SETTING("+med_update")){
344 // set standalone to medium updates
345 Multi_options_g.std_datarate = OBJ_UPDATE_MEDIUM;
347 if(SETTING("+high_update")){
348 // set standalone to high updates
349 Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
351 if(SETTING("+lan_update")){
352 // set standalone to high updates
353 Multi_options_g.std_datarate = OBJ_UPDATE_LAN;
357 // common to all modes
358 if(SETTING("+user_server")){
359 // ip addr of user tracker
362 strcpy(Multi_options_g.user_tracker_ip, tok);
365 if(SETTING("+game_server")){
366 // ip addr of game tracker
369 strcpy(Multi_options_g.game_tracker_ip, tok);
372 if(SETTING("+chat_server")){
373 // ip addr of pxo chat server
376 strcpy(Multi_options_g.pxo_ip, tok);
379 if(SETTING("+rank_url")){
380 // url of pilot rankings page
383 strcpy(Multi_options_g.pxo_rank_url, tok);
386 if(SETTING("+create_url")){
387 // url of pxo account create page
390 strcpy(Multi_options_g.pxo_create_url, tok);
393 if(SETTING("+verify_url")){
394 // url of pxo account verify page
397 strcpy(Multi_options_g.pxo_verify_url, tok);
400 if(SETTING("+banner_url")){
401 // url of pxo account verify page
404 strcpy(Multi_options_g.pxo_banner_url, tok);
407 if(SETTING("+datarate")){
408 // set the max datarate for high updates
411 if(atoi(tok) >= 4000){
412 Multi_options_g.datarate_cap = atoi(tok);
416 if(SETTING("+http_proxy")){
417 // get the proxy server
420 char *ip = strtok(tok, ":");
422 strcpy(Multi_options_proxy, ip);
424 ip = strtok(NULL, "");
426 Multi_options_proxy_port = (ushort)atoi(ip);
428 strcpy(Multi_options_proxy, "");
434 // close the config file
439 // set netgame defaults
440 // NOTE : should be used when creating a newpilot
441 void multi_options_set_netgame_defaults(multi_server_options *options)
443 // any player can do squadmate messaging
444 options->squad_set = MSO_SQUAD_ANY;
446 // only the host can end the game
447 options->endgame_set = MSO_END_HOST;
449 // allow ingame file xfer and custom pilot pix
450 options->flags = (MSO_FLAG_INGAME_XFER | MSO_FLAG_ACCEPT_PIX);
452 // set the default time limit to be -1 (no limit)
453 options->mission_time_limit = fl2f(-1.0f);
455 // set the default max kills for a mission
456 options->kill_limit = 9999;
458 // set the default # of respawns
459 options->respawn = 2;
461 // set the default # of max observers
462 options->max_observers = 2;
464 // set the default netgame qos
465 options->voice_qos = 10;
467 // set the default token timeout
468 options->voice_token_wait = 2000; // he must wait 2 seconds between voice gets
470 // set the default max voice record time
471 options->voice_record_time = 5000;
474 // set local netplayer defaults
475 // NOTE : should be used when creating a newpilot
476 void multi_options_set_local_defaults(multi_local_options *options)
478 // accept pix by default and broadcast on the local subnet
479 options->flags = (MLO_FLAG_ACCEPT_PIX | MLO_FLAG_LOCAL_BROADCAST);
481 // set the object update level based on the type of network connection specified by the user
482 // at install (or launcher) time.
483 if ( Psnet_connection == NETWORK_CONNECTION_DIALUP ) {
484 options->obj_update_level = OBJ_UPDATE_LOW;
486 options->obj_update_level = OBJ_UPDATE_HIGH;
490 // fill in the passed netgame options struct with the data from my player file data (only host/server should do this)
491 void multi_options_netgame_load(multi_server_options *options)
494 memcpy(options,&Player->m_server_options,sizeof(multi_server_options));
498 // fill in the passed local options struct with the data from my player file data (all machines except standalone should do this)
499 void multi_options_local_load(multi_local_options *options, net_player *pxo_pl)
502 memcpy(options,&Player->m_local_options,sizeof(multi_local_options));
505 // stuff pxo squad info
507 strcpy(pxo_pl->p_info.pxo_squad_name, Multi_tracker_squad_name);
511 // update everyone on the current netgame options
512 void multi_options_update_netgame()
514 ubyte data[MAX_PACKET_SIZE],code;
517 Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
519 // build the header and add the opcode
520 BUILD_HEADER(OPTIONS_UPDATE);
521 code = MULTI_OPTION_SERVER;
524 // add the netgame options
525 ADD_DATA(Netgame.options);
528 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
529 multi_io_send_to_all_reliable(data, packet_size);
531 multi_io_send_reliable(Net_player, data, packet_size);
535 // update everyone with my local settings
536 void multi_options_update_local()
538 ubyte data[MAX_PACKET_SIZE],code;
541 // if i'm the server, don't do anything
542 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
546 // build the header and add the opcode
547 BUILD_HEADER(OPTIONS_UPDATE);
548 code = MULTI_OPTION_LOCAL;
551 // add the netgame options
552 ADD_DATA(Net_player->p_info.options);
555 multi_io_send_reliable(Net_player, data, packet_size);
558 // update the standalone with the settings I have picked at the "start game" screen
559 void multi_options_update_start_game(netgame_info *ng)
561 ubyte data[MAX_PACKET_SIZE],code;
564 // should be a host on a standalone
565 Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
568 BUILD_HEADER(OPTIONS_UPDATE);
569 code = MULTI_OPTION_START_GAME;
572 // add the start game options
573 ADD_STRING(ng->name);
575 ADD_DATA(ng->security);
577 // add mode-specific data
579 case NG_MODE_PASSWORD:
580 ADD_STRING(ng->passwd);
582 case NG_MODE_RANK_ABOVE:
583 case NG_MODE_RANK_BELOW:
584 ADD_DATA(ng->rank_base);
588 // send to the standalone server
589 multi_io_send_reliable(Net_player, data, packet_size);
592 // update the standalone with the mission settings I have picked (mission filename, etc)
593 void multi_options_update_mission(netgame_info *ng, int campaign_mode)
595 ubyte data[MAX_PACKET_SIZE],code;
598 // should be a host on a standalone
599 Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
602 BUILD_HEADER(OPTIONS_UPDATE);
603 code = MULTI_OPTION_MISSION;
606 // type (coop or team vs. team)
607 ADD_DATA(ng->type_flags);
610 ADD_DATA(ng->respawn);
612 // add the mission/campaign filename
613 code = (ubyte)campaign_mode;
616 ADD_STRING(ng->campaign_name);
618 ADD_STRING(ng->mission_name);
621 // send to the server
622 multi_io_send_reliable(Net_player, data, packet_size);
626 // ----------------------------------------------------------------------------------
627 // MULTI OPTIONS FUNCTIONS
630 // process an incoming multi options packet
631 void multi_options_process_packet(unsigned char *data, header *hinfo)
634 multi_local_options bogus;
635 int idx,player_index;
637 int offset = HEADER_LENGTH;
639 // find out who is sending this data
640 player_index = find_player_id(hinfo->id);
642 // get the packet code
645 // get the start game options
646 case MULTI_OPTION_START_GAME:
647 Assert(Game_mode & GM_STANDALONE_SERVER);
649 // get the netgame name
650 GET_STRING(Netgame.name);
652 // get the netgame mode
653 GET_DATA(Netgame.mode);
655 // get the security #
656 GET_DATA(Netgame.security);
658 // get mode specific data
659 switch(Netgame.mode){
660 case NG_MODE_PASSWORD:
661 GET_STRING(Netgame.passwd);
663 case NG_MODE_RANK_ABOVE:
664 case NG_MODE_RANK_BELOW:
665 GET_DATA(Netgame.rank_base);
669 // update standalone stuff
670 std_connect_set_gamename(Netgame.name);
671 std_multi_update_netgame_info_controls();
674 // get mission choice options
675 case MULTI_OPTION_MISSION:
677 char title[NAME_LENGTH+1];
678 int campaign_type,max_players;
680 memset(&ng,0,sizeof(netgame_info));
682 Assert(Game_mode & GM_STANDALONE_SERVER);
684 // coop or team vs. team mode
685 GET_DATA(ng.type_flags);
686 if((ng.type_flags & NG_TYPE_TEAM) && !(Netgame.type_flags & NG_TYPE_TEAM)){
689 // if squad war was switched on
690 if((ng.type_flags & NG_TYPE_SW) && !(Netgame.type_flags & NG_TYPE_SW)){
691 mprintf(("STANDALONE TURNED ON SQUAD WAR!!\n"));
693 Netgame.type_flags = ng.type_flags;
696 GET_DATA(Netgame.respawn);
704 GET_STRING(ng.campaign_name);
706 // set the netgame max players here if the filename has changed
707 if(strcmp(Netgame.campaign_name,ng.campaign_name)){
708 memset(title,0,NAME_LENGTH+1);
709 if(!mission_campaign_get_info(ng.campaign_name,title,&campaign_type,&max_players)){
710 Netgame.max_players = 0;
712 Netgame.max_players = max_players;
715 strcpy(Netgame.campaign_name,ng.campaign_name);
718 Netgame.campaign_mode = 1;
720 // put brackets around the campaign name
721 if(Game_mode & GM_STANDALONE_SERVER){
723 strcat(str,Netgame.campaign_name);
725 std_multi_set_standalone_mission_name(str);
730 GET_STRING(ng.mission_name);
732 if(strcmp(Netgame.mission_name,ng.mission_name)){
733 if(strlen(ng.mission_name)){
734 Netgame.max_players = mission_parse_get_multi_mission_info( ng.mission_name );
736 // setting this to -1 will prevent us from being seen on the network
737 Netgame.max_players = -1;
739 strcpy(Netgame.mission_name,ng.mission_name);
740 strcpy(Game_current_mission_filename,Netgame.mission_name);
743 Netgame.campaign_mode = 0;
745 // set the mission name
746 if(Game_mode & GM_STANDALONE_SERVER){
747 std_multi_set_standalone_mission_name(Netgame.mission_name);
751 send_netgame_update_packet();
754 // get the netgame options
755 case MULTI_OPTION_SERVER:
756 GET_DATA(Netgame.options);
758 // if we're a standalone set for no sound, do so here
759 if((Game_mode & GM_STANDALONE_SERVER) && !Multi_options_g.std_voice){
760 Netgame.options.flags |= MSO_FLAG_NO_VOICE;
762 // maybe update the quality of sound
763 multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time);
766 // set the skill level
767 Game_skill_level = Netgame.options.skill_level;
769 if((Game_mode & GM_STANDALONE_SERVER) && !(Game_mode & GM_CAMPAIGN_MODE)){
770 Netgame.respawn = Netgame.options.respawn;
773 // if we have the "temp closed" flag toggle
774 if(Netgame.options.flags & MLO_FLAG_TEMP_CLOSED){
775 Netgame.flags ^= NG_FLAG_TEMP_CLOSED;
777 Netgame.options.flags &= ~(MLO_FLAG_TEMP_CLOSED);
779 // if i'm the standalone server, I should rebroadcast to all other players
780 if(Game_mode & GM_STANDALONE_SERVER){
781 for(idx=0;idx<MAX_PLAYERS;idx++){
782 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (&Net_players[idx] != &Net_players[player_index]) ){
783 multi_io_send_reliable(&Net_players[idx], data, offset);
787 send_netgame_update_packet();
791 // local netplayer options
792 case MULTI_OPTION_LOCAL:
793 if(player_index == -1){
796 GET_DATA(Net_players[player_index].p_info.options);