2 * $Logfile: /Freespace2/code/Network/multi_options.cpp $
8 * Revision 1.1 2002/05/03 03:28:10 root
12 * 22 8/27/99 12:32a Dave
13 * Allow the user to specify a local port through the launcher.
15 * 21 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 * 20 8/04/99 6:01p Dave
20 * Oops. Make sure standalones log in.
22 * 19 7/09/99 9:51a Dave
23 * Added thick polyline code.
25 * 18 5/03/99 8:32p Dave
26 * New version of multi host options screen.
28 * 17 4/25/99 7:43p Dave
29 * Misc small bug fixes. Made sun draw properly.
31 * 16 4/20/99 6:39p Dave
32 * Almost done with artillery targeting. Added support for downloading
33 * images on the PXO screen.
35 * 15 3/10/99 6:50p Dave
36 * Changed the way we buffer packets for all clients. Optimized turret
37 * fired packets. Did some weapon firing optimizations.
39 * 14 3/09/99 6:24p Dave
40 * More work on object update revamping. Identified several sources of
41 * unnecessary bandwidth.
43 * 13 3/08/99 7:03p Dave
44 * First run of new object update system. Looks very promising.
46 * 12 2/21/99 6:01p Dave
47 * Fixed standalone WSS packets.
49 * 11 2/19/99 2:55p Dave
50 * Temporary checking to report the winner of a squad war match.
52 * 10 2/12/99 6:16p Dave
53 * Pre-mission Squad War code is 95% done.
55 * 9 2/11/99 3:08p Dave
56 * PXO refresh button. Very preliminary squad war support.
58 * 8 11/20/98 11:16a Dave
59 * Fixed up IPX support a bit. Making sure that switching modes and
60 * loading/saving pilot files maintains proper state.
62 * 7 11/19/98 4:19p Dave
63 * Put IPX sockets back in psnet. Consolidated all multiplayer config
66 * 6 11/19/98 8:03a Dave
67 * Full support for D3-style reliable sockets. Revamped packet lag/loss
68 * system, made it receiver side and at the lowest possible level.
70 * 5 11/17/98 11:12a Dave
71 * Removed player identification by address. Now assign explicit id #'s.
73 * 4 10/13/98 9:29a Dave
74 * Started neatening up freespace.h. Many variables renamed and
75 * reorganized. Added AlphaColors.[h,cpp]
77 * 3 10/07/98 6:27p Dave
78 * Globalized mission and campaign file extensions. Removed Silent Threat
79 * special code. Moved \cache \players and \multidata into the \data
82 * 2 10/07/98 10:53a Dave
85 * 1 10/07/98 10:50a Dave
87 * 20 9/10/98 1:17p Dave
88 * Put in code to flag missions and campaigns as being MD or not in Fred
89 * and Freespace. Put in multiplayer support for filtering out MD
90 * missions. Put in multiplayer popups for warning of non-valid missions.
92 * 19 7/07/98 2:49p Dave
95 * 18 6/04/98 11:04a Allender
96 * object update level stuff. Don't reset to high when becoming an
97 * observer of any type. default to low when guy is a dialup customer
99 * 17 5/24/98 3:45a Dave
100 * Minor object update fixes. Justify channel information on PXO. Add a
101 * bunch of configuration stuff for the standalone.
103 * 16 5/19/98 1:35a Dave
104 * Tweaked pxo interface. Added rankings url to pxo.cfg. Make netplayer
105 * local options update dynamically in netgames.
107 * 15 5/08/98 5:05p Dave
108 * Go to the join game screen when quitting multiplayer. Fixed mission
109 * text chat bugs. Put mission type symbols on the create game list.
110 * Started updating standalone gui controls.
112 * 14 5/06/98 12:36p Dave
113 * Make sure clients can leave the debrief screen easily at all times. Fix
114 * respawn count problem.
116 * 13 5/03/98 7:04p Dave
117 * Make team vs. team work mores smoothly with standalone. Change how host
118 * interacts with standalone for picking missions. Put in a time limit for
119 * ingame join ship select. Fix ingame join ship select screen for Vasudan
122 * 12 5/03/98 2:52p Dave
123 * Removed multiplayer furball mode.
125 * 11 4/23/98 6:18p Dave
126 * Store ETS values between respawns. Put kick feature in the text
127 * messaging system. Fixed text messaging system so that it doesn't
128 * process or trigger ship controls. Other UI fixes.
130 * 10 4/22/98 5:53p Dave
131 * Large reworking of endgame sequencing. Updated multi host options
132 * screen for new artwork. Put in checks for host or team captains leaving
135 * 9 4/16/98 11:39p Dave
136 * Put in first run of new multiplayer options screen. Still need to
137 * complete final tab.
139 * 8 4/13/98 4:50p Dave
140 * Maintain status of weapon bank/links through respawns. Put # players on
141 * create game mission list. Make observer not have engine sounds. Make
142 * oberver pivot point correct. Fixed respawn value getting reset every
143 * time host options screen started.
145 * 7 4/09/98 11:01p Dave
146 * Put in new multi host options screen. Tweaked multiplayer options a
149 * 6 4/09/98 5:43p Dave
150 * Remove all command line processing from the demo. Began work fixing up
151 * the new multi host options screen.
153 * 5 4/06/98 6:37p Dave
154 * Put in max_observers netgame server option. Make sure host is always
155 * defaulted to alpha 1 or zeta 1. Changed create game so that MAX_PLAYERS
156 * can always join but need to be kicked before commit can happen. Put in
157 * support for server ending a game and notifying clients of a special
160 * 4 4/04/98 4:22p Dave
161 * First rev of UDP reliable sockets is done. Seems to work well if not
164 * 3 4/03/98 1:03a Dave
165 * First pass at unreliable guaranteed delivery packets.
167 * 2 3/31/98 4:51p Dave
168 * Removed medals screen and multiplayer buttons from demo version. Put in
169 * new pilot popup screen. Make ships in mp team vs. team have proper team
170 * ids. Make mp respawns a permanent option saved in the player file.
172 * 1 3/30/98 6:24p Dave
180 #include "osregistry.h"
182 #include "multimsgs.h"
183 #include "freespace.h"
184 #include "stand_gui.h"
185 #include "multiutil.h"
186 #include "multi_voice.h"
187 #include "multi_options.h"
188 #include "multi_team.h"
190 // ----------------------------------------------------------------------------------
191 // MULTI OPTIONS DEFINES/VARS
195 #define MULTI_OPTION_SERVER 0 // server update follows
196 #define MULTI_OPTION_LOCAL 1 // local netplayer options follow
197 #define MULTI_OPTION_START_GAME 2 // host's start game options on the standalone server
198 #define MULTI_OPTION_MISSION 3 // host's mission selection stuff on a standalone server
201 #define MULTI_CFG_FILE NOX("multi.cfg")
202 multi_global_options Multi_options_g;
204 char Multi_options_proxy[512] = "";
205 ushort Multi_options_proxy_port = 0;
207 // ----------------------------------------------------------------------------------
208 // MULTI OPTIONS FUNCTIONS
211 // load in the config file
212 #define NEXT_TOKEN() do { tok = strtok(NULL, "\n"); if(tok != NULL){ drop_leading_white_space(tok); drop_trailing_white_space(tok); } } while(0);
213 #define SETTING(s) ( !stricmp(tok, s) )
214 void multi_options_read_config()
220 // set default value for the global multi options
221 memset(&Multi_options_g, 0, sizeof(multi_global_options));
222 Multi_options_g.protocol = NET_TCP;
224 // do we have a forced port via commandline or registry?
225 ushort forced_port = (ushort)os_config_read_uint(NULL, "ForcePort", 0);
226 Multi_options_g.port = (Cmdline_network_port >= 0) ? (ushort)Cmdline_network_port : forced_port == 0 ? (ushort)DEFAULT_GAME_PORT : forced_port;
228 Multi_options_g.log = (Cmdline_multi_log) ? 1 : 0;
229 Multi_options_g.datarate_cap = OO_HIGH_RATE_DEFAULT;
230 strcpy(Multi_options_g.user_tracker_ip, "");
231 strcpy(Multi_options_g.game_tracker_ip, "");
232 strcpy(Multi_options_g.pxo_ip, "");
233 strcpy(Multi_options_g.pxo_rank_url, "");
234 strcpy(Multi_options_g.pxo_create_url, "");
235 strcpy(Multi_options_g.pxo_verify_url, "");
236 strcpy(Multi_options_g.pxo_banner_url, "");
239 Multi_options_g.std_max_players = -1;
240 Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
241 Multi_options_g.std_voice = 1;
242 memset(Multi_options_g.std_passwd, 0, STD_PASSWD_LEN);
243 memset(Multi_options_g.std_pname, 0, STD_NAME_LEN);
244 Multi_options_g.std_framecap = 30;
246 // read in the config file
247 in = cfopen(MULTI_CFG_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
249 // if we failed to open the config file, user default settings
251 nprintf(("Network","Failed to open network config file, using default settings\n"));
256 // read in the game info
260 // parse the first line
261 tok = strtok(str," \t");
265 drop_leading_white_space(tok);
266 drop_trailing_white_space(tok);
271 // all possible options
272 // only standalone cares about the following options
281 if(SETTING("+name")){
282 // set the standalone server's permanent name
285 strncpy(Multi_options_g.std_pname, tok, STD_NAME_LEN);
288 if(SETTING("+no_voice")){
289 // standalone won't allow voice transmission
290 Multi_options_g.std_voice = 0;
292 if(SETTING("+max_players")){
293 // set the max # of players on the standalone
296 if(!((atoi(tok) < 1) || (atoi(tok) > MAX_PLAYERS))){
297 Multi_options_g.std_max_players = atoi(tok);
308 if(SETTING("+passwd")){
309 // set the standalone host password
312 strncpy(Multi_options_g.std_passwd, tok, STD_PASSWD_LEN);
315 extern HWND Multi_std_host_passwd;
316 SetWindowText(Multi_std_host_passwd, Multi_options_g.std_passwd);
319 if(SETTING("+low_update")){
320 // set standalone to low updates
321 Multi_options_g.std_datarate = OBJ_UPDATE_LOW;
323 if(SETTING("+med_update")){
324 // set standalone to medium updates
325 Multi_options_g.std_datarate = OBJ_UPDATE_MEDIUM;
327 if(SETTING("+high_update")){
328 // set standalone to high updates
329 Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
331 if(SETTING("+lan_update")){
332 // set standalone to high updates
333 Multi_options_g.std_datarate = OBJ_UPDATE_LAN;
337 // common to all modes
338 if(SETTING("+user_server")){
339 // ip addr of user tracker
342 strcpy(Multi_options_g.user_tracker_ip, tok);
345 if(SETTING("+game_server")){
346 // ip addr of game tracker
349 strcpy(Multi_options_g.game_tracker_ip, tok);
352 if(SETTING("+chat_server")){
353 // ip addr of pxo chat server
356 strcpy(Multi_options_g.pxo_ip, tok);
359 if(SETTING("+rank_url")){
360 // url of pilot rankings page
363 strcpy(Multi_options_g.pxo_rank_url, tok);
366 if(SETTING("+create_url")){
367 // url of pxo account create page
370 strcpy(Multi_options_g.pxo_create_url, tok);
373 if(SETTING("+verify_url")){
374 // url of pxo account verify page
377 strcpy(Multi_options_g.pxo_verify_url, tok);
380 if(SETTING("+banner_url")){
381 // url of pxo account verify page
384 strcpy(Multi_options_g.pxo_banner_url, tok);
387 if(SETTING("+datarate")){
388 // set the max datarate for high updates
391 if(atoi(tok) >= 4000){
392 Multi_options_g.datarate_cap = atoi(tok);
396 if(SETTING("+http_proxy")){
397 // get the proxy server
400 char *ip = strtok(tok, ":");
402 strcpy(Multi_options_proxy, ip);
404 ip = strtok(NULL, "");
406 Multi_options_proxy_port = (ushort)atoi(ip);
408 strcpy(Multi_options_proxy, "");
414 // close the config file
419 // set netgame defaults
420 // NOTE : should be used when creating a newpilot
421 void multi_options_set_netgame_defaults(multi_server_options *options)
423 // any player can do squadmate messaging
424 options->squad_set = MSO_SQUAD_ANY;
426 // only the host can end the game
427 options->endgame_set = MSO_END_HOST;
429 // allow ingame file xfer and custom pilot pix
430 options->flags = (MSO_FLAG_INGAME_XFER | MSO_FLAG_ACCEPT_PIX);
432 // set the default time limit to be -1 (no limit)
433 options->mission_time_limit = fl2f(-1.0f);
435 // set the default max kills for a mission
436 options->kill_limit = 9999;
438 // set the default # of respawns
439 options->respawn = 2;
441 // set the default # of max observers
442 options->max_observers = 2;
444 // set the default netgame qos
445 options->voice_qos = 10;
447 // set the default token timeout
448 options->voice_token_wait = 2000; // he must wait 2 seconds between voice gets
450 // set the default max voice record time
451 options->voice_record_time = 5000;
454 // set local netplayer defaults
455 // NOTE : should be used when creating a newpilot
456 void multi_options_set_local_defaults(multi_local_options *options)
458 // accept pix by default and broadcast on the local subnet
459 options->flags = (MLO_FLAG_ACCEPT_PIX | MLO_FLAG_LOCAL_BROADCAST);
461 // set the object update level based on the type of network connection specified by the user
462 // at install (or launcher) time.
463 if ( Psnet_connection == NETWORK_CONNECTION_DIALUP ) {
464 options->obj_update_level = OBJ_UPDATE_LOW;
466 options->obj_update_level = OBJ_UPDATE_HIGH;
470 // fill in the passed netgame options struct with the data from my player file data (only host/server should do this)
471 void multi_options_netgame_load(multi_server_options *options)
474 memcpy(options,&Player->m_server_options,sizeof(multi_server_options));
478 // fill in the passed local options struct with the data from my player file data (all machines except standalone should do this)
479 void multi_options_local_load(multi_local_options *options, net_player *pxo_pl)
482 memcpy(options,&Player->m_local_options,sizeof(multi_local_options));
485 // stuff pxo squad info
487 strcpy(pxo_pl->p_info.pxo_squad_name, Multi_tracker_squad_name);
491 // update everyone on the current netgame options
492 void multi_options_update_netgame()
494 ubyte data[MAX_PACKET_SIZE],code;
497 Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);
499 // build the header and add the opcode
500 BUILD_HEADER(OPTIONS_UPDATE);
501 code = MULTI_OPTION_SERVER;
504 // add the netgame options
505 ADD_DATA(Netgame.options);
508 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
509 multi_io_send_to_all_reliable(data, packet_size);
511 multi_io_send_reliable(Net_player, data, packet_size);
515 // update everyone with my local settings
516 void multi_options_update_local()
518 ubyte data[MAX_PACKET_SIZE],code;
521 // if i'm the server, don't do anything
522 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
526 // build the header and add the opcode
527 BUILD_HEADER(OPTIONS_UPDATE);
528 code = MULTI_OPTION_LOCAL;
531 // add the netgame options
532 ADD_DATA(Net_player->p_info.options);
535 multi_io_send_reliable(Net_player, data, packet_size);
538 // update the standalone with the settings I have picked at the "start game" screen
539 void multi_options_update_start_game(netgame_info *ng)
541 ubyte data[MAX_PACKET_SIZE],code;
544 // should be a host on a standalone
545 Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
548 BUILD_HEADER(OPTIONS_UPDATE);
549 code = MULTI_OPTION_START_GAME;
552 // add the start game options
553 ADD_STRING(ng->name);
555 ADD_DATA(ng->security);
557 // add mode-specific data
559 case NG_MODE_PASSWORD:
560 ADD_STRING(ng->passwd);
562 case NG_MODE_RANK_ABOVE:
563 case NG_MODE_RANK_BELOW:
564 ADD_DATA(ng->rank_base);
568 // send to the standalone server
569 multi_io_send_reliable(Net_player, data, packet_size);
572 // update the standalone with the mission settings I have picked (mission filename, etc)
573 void multi_options_update_mission(netgame_info *ng, int campaign_mode)
575 ubyte data[MAX_PACKET_SIZE],code;
578 // should be a host on a standalone
579 Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));
582 BUILD_HEADER(OPTIONS_UPDATE);
583 code = MULTI_OPTION_MISSION;
586 // type (coop or team vs. team)
587 ADD_DATA(ng->type_flags);
590 ADD_DATA(ng->respawn);
592 // add the mission/campaign filename
593 code = (ubyte)campaign_mode;
596 ADD_STRING(ng->campaign_name);
598 ADD_STRING(ng->mission_name);
601 // send to the server
602 multi_io_send_reliable(Net_player, data, packet_size);
606 // ----------------------------------------------------------------------------------
607 // MULTI OPTIONS FUNCTIONS
610 // process an incoming multi options packet
611 void multi_options_process_packet(unsigned char *data, header *hinfo)
614 multi_local_options bogus;
615 int idx,player_index;
617 int offset = HEADER_LENGTH;
619 // find out who is sending this data
620 player_index = find_player_id(hinfo->id);
622 // get the packet code
625 // get the start game options
626 case MULTI_OPTION_START_GAME:
627 Assert(Game_mode & GM_STANDALONE_SERVER);
629 // get the netgame name
630 GET_STRING(Netgame.name);
632 // get the netgame mode
633 GET_DATA(Netgame.mode);
635 // get the security #
636 GET_DATA(Netgame.security);
638 // get mode specific data
639 switch(Netgame.mode){
640 case NG_MODE_PASSWORD:
641 GET_STRING(Netgame.passwd);
643 case NG_MODE_RANK_ABOVE:
644 case NG_MODE_RANK_BELOW:
645 GET_DATA(Netgame.rank_base);
649 // update standalone stuff
650 std_connect_set_gamename(Netgame.name);
651 std_multi_update_netgame_info_controls();
654 // get mission choice options
655 case MULTI_OPTION_MISSION:
657 char title[NAME_LENGTH+1];
658 int campaign_type,max_players;
660 memset(&ng,0,sizeof(netgame_info));
662 Assert(Game_mode & GM_STANDALONE_SERVER);
664 // coop or team vs. team mode
665 GET_DATA(ng.type_flags);
666 if((ng.type_flags & NG_TYPE_TEAM) && !(Netgame.type_flags & NG_TYPE_TEAM)){
669 // if squad war was switched on
670 if((ng.type_flags & NG_TYPE_SW) && !(Netgame.type_flags & NG_TYPE_SW)){
671 mprintf(("STANDALONE TURNED ON SQUAD WAR!!\n"));
673 Netgame.type_flags = ng.type_flags;
676 GET_DATA(Netgame.respawn);
684 GET_STRING(ng.campaign_name);
686 // set the netgame max players here if the filename has changed
687 if(strcmp(Netgame.campaign_name,ng.campaign_name)){
688 memset(title,0,NAME_LENGTH+1);
689 if(!mission_campaign_get_info(ng.campaign_name,title,&campaign_type,&max_players)){
690 Netgame.max_players = 0;
692 Netgame.max_players = max_players;
695 strcpy(Netgame.campaign_name,ng.campaign_name);
698 Netgame.campaign_mode = 1;
700 // put brackets around the campaign name
701 if(Game_mode & GM_STANDALONE_SERVER){
703 strcat(str,Netgame.campaign_name);
705 std_multi_set_standalone_mission_name(str);
710 GET_STRING(ng.mission_name);
712 if(strcmp(Netgame.mission_name,ng.mission_name)){
713 if(strlen(ng.mission_name)){
714 Netgame.max_players = mission_parse_get_multi_mission_info( ng.mission_name );
716 // setting this to -1 will prevent us from being seen on the network
717 Netgame.max_players = -1;
719 strcpy(Netgame.mission_name,ng.mission_name);
720 strcpy(Game_current_mission_filename,Netgame.mission_name);
723 Netgame.campaign_mode = 0;
725 // set the mission name
726 if(Game_mode & GM_STANDALONE_SERVER){
727 std_multi_set_standalone_mission_name(Netgame.mission_name);
731 send_netgame_update_packet();
734 // get the netgame options
735 case MULTI_OPTION_SERVER:
736 GET_DATA(Netgame.options);
738 // if we're a standalone set for no sound, do so here
739 if((Game_mode & GM_STANDALONE_SERVER) && !Multi_options_g.std_voice){
740 Netgame.options.flags |= MSO_FLAG_NO_VOICE;
742 // maybe update the quality of sound
743 multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time);
746 // set the skill level
747 Game_skill_level = Netgame.options.skill_level;
749 if((Game_mode & GM_STANDALONE_SERVER) && !(Game_mode & GM_CAMPAIGN_MODE)){
750 Netgame.respawn = Netgame.options.respawn;
753 // if we have the "temp closed" flag toggle
754 if(Netgame.options.flags & MLO_FLAG_TEMP_CLOSED){
755 Netgame.flags ^= NG_FLAG_TEMP_CLOSED;
757 Netgame.options.flags &= ~(MLO_FLAG_TEMP_CLOSED);
759 // if i'm the standalone server, I should rebroadcast to all other players
760 if(Game_mode & GM_STANDALONE_SERVER){
761 for(idx=0;idx<MAX_PLAYERS;idx++){
762 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (&Net_players[idx] != &Net_players[player_index]) ){
763 multi_io_send_reliable(&Net_players[idx], data, offset);
767 send_netgame_update_packet();
771 // local netplayer options
772 case MULTI_OPTION_LOCAL:
773 if(player_index == -1){
776 GET_DATA(Net_players[player_index].p_info.options);