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clean up Windows #include's and use winsock2
[taylor/freespace2.git] / src / network / multi.cpp
1 /*
2  * Copyright (C) Volition, Inc. 1999.  All rights reserved.
3  *
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
6  * the source.
7  */
8
9 /*
10  * $Logfile: /Freespace2/code/Network/Multi.cpp $
11  * $Revision$
12  * $Date$
13  * $Author$
14  *
15  * C file that contains high-level multiplayer functions
16  *
17  * $Log$
18  * Revision 1.5  2002/06/09 04:41:23  relnev
19  * added copyright header
20  *
21  * Revision 1.4  2002/05/27 00:40:47  theoddone33
22  * Fix net_addr vs net_addr_t
23  *
24  * Revision 1.3  2002/05/26 20:22:48  theoddone33
25  * Most of network/ works
26  *
27  * Revision 1.2  2002/05/07 03:16:47  theoddone33
28  * The Great Newline Fix
29  *
30  * Revision 1.1.1.1  2002/05/03 03:28:10  root
31  * Initial import.
32  *
33  * 
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
37  * 
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
41  * client and server.
42  * 
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.
46  * 
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.
50  * 
51  * 43    8/19/99 10:59a Dave
52  * Packet loss detection.
53  * 
54  * 42    8/16/99 4:05p Dave
55  * Big honking checkin.
56  * 
57  * 41    8/06/99 12:34a Dave
58  * Be more careful about resetting timestamps.
59  * 
60  * 40    8/04/99 2:24a Dave
61  * Fixed escort gauge ordering for dogfight.
62  * 
63  * 39    7/26/99 5:50p Dave
64  * Revised ingame join. Better? We'll see....
65  * 
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.
69  * 
70  * 37    7/06/99 4:24p Dave
71  * Mid-level checkin. Starting on some potentially cool multiplayer
72  * smoothness crap.
73  * 
74  * 36    7/03/99 5:50p Dave
75  * Make rotated bitmaps draw properly in padlock views.
76  * 
77  * 35    6/21/99 7:24p Dave
78  * netplayer pain packet. Added type E unmoving beams.
79  * 
80  * 34    6/07/99 9:51p Dave
81  * Consolidated all multiplayer ports into one.
82  * 
83  * 33    6/04/99 9:52a Dave
84  * Fixed some rendering problems.
85  * 
86  * 32    5/22/99 6:05p Dave
87  * Fixed a few localization # problems.
88  * 
89  * 31    5/22/99 5:35p Dave
90  * Debrief and chatbox screens. Fixed small hi-res HUD bug.
91  * 
92  * 30    5/14/99 1:59p Andsager
93  * Multiplayer message for subsystem cargo revealed.
94  * 
95  * 29    4/29/99 2:29p Dave
96  * Made flak work much better in multiplayer.
97  * 
98  * 28    4/28/99 11:13p Dave
99  * Temporary checkin of artillery code.
100  * 
101  * 27    4/25/99 7:43p Dave
102  * Misc small bug fixes. Made sun draw properly.
103  * 
104  * 26    4/25/99 3:02p Dave
105  * Build defines for the E3 build.
106  * 
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.
110  * 
111  * 24    4/09/99 2:21p Dave
112  * Multiplayer beta stuff. CD checking.
113  * 
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.
117  * 
118  * 23    3/11/99 5:53p Dave
119  * More network optimization. Spliced in Dell OEM planet bitmap crap.
120  * 
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.
124  * 
125  * 21    3/09/99 6:24p Dave
126  * More work on object update revamping. Identified several sources of
127  * unnecessary bandwidth.
128  * 
129  * 20    3/08/99 7:03p Dave
130  * First run of new object update system. Looks very promising.
131  * 
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)
135  * 
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.
139  * 
140  * 17    2/23/99 2:29p Dave
141  * First run of oldschool dogfight mode. 
142  * 
143  * 16    2/19/99 2:55p Dave
144  * Temporary checking to report the winner of a squad war match.
145  * 
146  * 15    2/17/99 2:10p Dave
147  * First full run of squad war. All freespace and tracker side stuff
148  * works.
149  * 
150  * 14    2/12/99 6:16p Dave
151  * Pre-mission Squad War code is 95% done.
152  * 
153  * 13    2/11/99 3:08p Dave
154  * PXO refresh button. Very preliminary squad war support.
155  * 
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 :(
159  * 
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.
164  * 
165  * 10    12/14/98 12:13p Dave
166  * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
167  * Need to test now.
168  * 
169  * 9     12/03/98 5:22p Dave
170  * Ported over Freespace 1 multiplayer ships.tbl and weapons.tbl
171  * checksumming.
172  * 
173  * 8     11/19/98 4:19p Dave
174  * Put IPX sockets back in psnet. Consolidated all multiplayer config
175  * files into one.
176  * 
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.
180  * 
181  * 6     11/17/98 11:12a Dave
182  * Removed player identification by address. Now assign explicit id #'s.
183  * 
184  * 5     11/12/98 12:13a Dave
185  * Tidied code up for multiplayer test. Put in network support for flak
186  * guns.
187  *  
188  *
189  * $NoKeywords: $
190  */
191
192 #ifndef PLAT_UNIX
193 #include <winsock2.h>
194 #endif
195
196 #include "pstypes.h"
197 #include "multi.h"
198 #include "multiutil.h"
199 #include "multimsgs.h"
200 #include "psnet.h"
201 #include "linklist.h"
202 #include "object.h"
203 #include "ship.h"
204 #include "hud.h"
205 #include "timer.h"
206 #include "player.h"
207 #include "missionload.h"
208 #include "missionparse.h"
209 #include "missionshipchoice.h"
210 #include "gamesequence.h"
211 #include "freespace.h"
212 #include "osapi.h"
213 #include "math.h"
214 #include "mouse.h"
215 #include "stats.h"
216 #include "stand_server.h"
217 #include "multi_xfer.h"
218 #include "multiui.h"
219 #include "key.h"
220 #include "multilag.h"
221 #include "multiutil.h"
222 #include "multi_ingame.h"
223 #include "bmpman.h"
224 #include "popup.h"
225 #include "cmdline.h"
226 #include "chatbox.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"
244 #include "osregistry.h"
245 #include "multi_fstracker.h"
246
247
248 // ----------------------------------------------------------------------------------------
249 // Basic module scope defines
250 //
251 //
252
253 // timestamp defines
254 // #define NETGAME_SEND_TIME                                                            1000                                    // time between sending netgame update packets
255 // #define STATE_SEND_TIME                                                                      1000                                    // time between sending netplayer state packets
256 // #define GAMEINFO_SEND_TIME                                                           3000                                    // time between sending game information packets
257 // #define PING_SEND_TIME                                                                       2000                                    // time between player pings
258 // #define INGAME_UPDATE_TIME                                                           1000                                    // time limit between ingame join operations
259 #define NETGAME_SEND_TIME                                                               2                                               // time between sending netgame update packets
260 #define STATE_SEND_TIME                                                                 2                                               // time between sending netplayer state packets
261 #define GAMEINFO_SEND_TIME                                                              3                                               // time between sending game information packets
262 #define PING_SEND_TIME                                                                  2                                               // time between player pings
263 #define BYTES_SENT_TIME                                                                 5                                               // every five seconds
264
265 // netplayer stuff
266 #define CULL_ZOMBIE_TIME                                                                1000                                    //      zombies are checked for at this interval (in milliseconds)
267
268 // object update stuff
269 #define SEND_POS_INTERVAL                                                               30                                              // min time in milliseconds between sending position updates
270
271 // local network buffer stuff
272 #define MAX_NET_BUFFER                                                                  (1024 * 16)                     // define and variable declaration for our local tcp buffer
273 #define NUM_REENTRANT_LEVELS                                                    3
274
275 // time (in fixed seconds) to put up dialog about no contect from server
276 #define MULTI_SERVER_MAX_TIMEOUT                                                (F1_0 * 4)                                      // after this number of milliseoncds, stop client simulation
277 #define MULTI_SERVER_MAX_TIMEOUT_LARGE                          (F1_0 * 40)                                     // done anytime not in mission
278 #define MULTI_SERVER_WAIT_TIME                                          (F1_0 * 60)                                     // wait 60 seconds to reconnect with the server
279 #define MULTI_SERVER_GONE                                                               1
280 #define MULTI_SERVER_ALIVE                                                              2
281
282 #define DISCONNECT_TIMEOUT                                                              (F1_0 * 10)                                     // 10 seconds to timeout someone who cannot connnect
283
284 // define for when to show "slow network" icon
285 #define MULTI_SERVER_SLOW_PING_TIME                                     700                                     // when average ping time to server reaches this -- display hud icon
286
287 // update times for clients ships based on object update level
288 #define MULTI_CLIENT_UPDATE_TIME                                                333
289
290 int Multi_display_netinfo = 1;
291
292 // ----------------------------------------------------------------------------------------
293 // Multiplayer vars
294 //
295 //
296
297 // net player vars              
298 net_player Net_players[MAX_PLAYERS];                                                    // array of all netplayers in the game
299 net_player *Net_player;                                                                                         // pointer to console's net_player entry
300
301 // network object management
302 ushort Next_ship_signature;                                                                             // next permanent network signature to assign to an object
303 ushort Next_asteroid_signature;                                                                 // next signature for an asteroid
304 ushort Next_non_perm_signature;                                                                 // next non-permanent network signature to assign to an object
305 ushort Next_debris_signature;                                                                           // next debris signature
306
307 // netgame vars
308 netgame_info Netgame;                                                                                           // netgame information
309 int Multi_mission_loaded = 0;                                                                           // flag, so that we dont' load the mission more than once client side
310 int Ingame_join_net_signature = -1;                                                             // signature for the player obj for use when joining ingame
311 int Multi_button_info_ok = 0;                                                                           // flag saying it is ok to apply critical button info on a client machine
312 int Multi_button_info_id = 0;                                                                           // identifier of the stored button info to be applying
313
314 // low level networking vars
315 const int HEADER_LENGTH = 1;                                                                                                    // 1 byte (packet type)
316
317 // misc data
318 active_game* Active_game_head;                                                                  // linked list of active games displayed on Join screen
319 int Active_game_count;                                                                                          // for interface screens as well
320 CFILE* Multi_chat_stream;                                                                                       // for streaming multiplayer chat strings to a file
321 int Multi_has_cd = 0;                                                                                           // if this machine has a cd or not (call multi_common_verify_cd() to set this)
322 int Multi_connection_speed;                                                                             // connection speed of this machine.
323 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
324 short Multi_id_num = 0;                                                                                         // for assigning player id #'s
325
326 // permanent server list
327 server_item* Game_server_head;                                                          // list of permanent game servers to be querying
328
329 // timestamp data
330 time_t Netgame_send_time = -1;                                                  // timestamp used to send netgame info to players before misison starts
331 time_t State_send_time = -1;                                                            // timestamp used to send state information to the host before a mission starts
332 time_t Gameinfo_send_time = -1;                                                 // timestamp used by master to send game information to clients
333 time_t Next_ping_time = -1;                                                             // when we should next ping all
334 int Multi_server_check_count = 0;                                       // var to keep track of reentrancy when checking server status
335 time_t Next_bytes_time = -1;                                                            // bytes sent
336
337 // how often each player gets updated
338 int Multi_client_update_times[MAX_PLAYERS];     // client update packet timestamp
339
340 // local network buffer data
341 static ubyte net_buffer[NUM_REENTRANT_LEVELS][MAX_NET_BUFFER];
342 static ubyte Multi_read_count;
343
344 int Multi_restr_query_timestamp = -1;
345 join_request Multi_restr_join_request;
346 net_addr_t Multi_restr_addr;                            
347 int Multi_join_restr_mode = -1;
348
349 SDL_COMPILE_TIME_ASSERT(addr, sizeof(Multi_restr_addr.addr) == IP_ADDRESS_LENGTH);
350
351 static fix Multi_server_wait_start;                             // variable to hold start time when waiting to reestablish with server
352
353 // non API master tracker vars
354 char Multi_tracker_login[100] = "";
355 char Multi_tracker_passwd[100] = "";
356 char Multi_tracker_squad_name[100] = "";
357 int Multi_tracker_id = -1;
358 char Multi_tracker_id_string[255];
359
360 // current file checksum
361 ushort Multi_current_file_checksum = 0;
362 int Multi_current_file_length = -1;
363
364
365 // -------------------------------------------------------------------------------------------------
366 //      multi_init() is called only once, at game start-up.  Get player address + port, initialize the
367 // network players list.
368 //
369 //
370
371 void multi_init()
372 {
373         int idx;
374         const char *ptr = NULL;
375
376         // read in config file
377         multi_options_read_config();
378
379         SDL_assert( Net_player == NULL );
380         Multi_id_num = 0;
381
382         // clear out all netplayers
383         memset(Net_players, 0, sizeof(net_player) * MAX_PLAYERS);
384         for(idx=0; idx<MAX_PLAYERS; idx++){
385                 Net_players[idx].reliable_socket = INVALID_SOCKET;
386         }
387
388         // initialize the local netplayer
389         Net_player = &Net_players[0];   
390         Net_player->tracker_player_id = Multi_tracker_id;
391         Net_player->player = Player;
392         Net_player->flags = 0;  
393         Net_player->s_info.xfer_handle = -1;
394         Net_player->player_id = multi_get_new_id();
395         Net_player->client_cinfo_seq = 0;
396         Net_player->client_server_seq = 0;              
397
398         // get our connection speed
399         Multi_connection_speed = multi_get_connection_speed();                  
400         
401         // initialize other stuff
402         multi_log_init();
403
404         // load up common multiplayer icons
405         multi_load_common_icons();      
406
407
408         // attempt to load up master tracker registry info (login and password)
409         Multi_tracker_id = -1;
410
411         // pxo login and password
412         ptr = os_config_read_string("PXO", "Login", NULL);
413
414         if (ptr) {
415                 SDL_strlcpy(Multi_tracker_login, ptr, SDL_arraysize(Multi_tracker_login));
416         } else {
417                 nprintf(("Network", "Error reading in PXO login data\n"));
418                 SDL_zero(Multi_tracker_login);
419         }
420
421         ptr = os_config_read_string("PXO", "Password", NULL);
422
423         if (ptr) {
424                 SDL_strlcpy(Multi_tracker_passwd, ptr, SDL_arraysize(Multi_tracker_passwd));
425         } else {
426                 nprintf(("Network", "Error reading PXO password\n"));
427                 SDL_zero(Multi_tracker_passwd);
428         }
429
430         // pxo squad name
431         ptr = os_config_read_string("PXO", "SquadName", NULL);
432
433         if (ptr) {
434                 SDL_strlcpy(Multi_tracker_squad_name, ptr, SDL_arraysize(Multi_tracker_squad_name));
435         } else {
436                 nprintf(("Network", "Error reading in PXO squad name\n"));
437                 SDL_zero(Multi_tracker_squad_name);
438         }
439 }
440
441 // this is an important function which re-initializes any variables required in multiplayer games. 
442 // Always make sure globals you add are re-initialized here !!!!
443 void multi_vars_init()
444 {
445         // initialize this variable right away.  Used in game_level_init for init'ing the player
446         Next_ship_signature = SHIP_SIG_MIN;             
447         Next_asteroid_signature = ASTEROID_SIG_MIN;
448         Next_non_perm_signature = NPERM_SIG_MIN;   
449         Next_debris_signature = DEBRIS_SIG_MIN;
450         
451         // server-client critical stuff
452         Multi_button_info_ok = 0;
453         Multi_button_info_id = 0;
454
455         // Ingame join stuff
456         Ingame_join_net_signature = -1;
457
458         // Netgame stuff
459         Netgame.game_state = NETGAME_STATE_FORMING;     
460
461         // team select stuff
462         Multi_ts_inited = 0;    
463
464         // load send stuff
465         Multi_mission_loaded = 0;   // client side              
466
467         // restricted game stuff
468         Multi_restr_query_timestamp = -1;       
469
470         // respawn stuff        
471         Multi_server_check_count = 0;
472
473         // reentrant variable
474         Multi_read_count = 0;
475
476         // unset the "have cd" var
477         // NOTE: we unset this here because we are going to be calling multi_common_verify_cd() 
478         //       immediately after this (in multi_level_init() to re-check the status)
479         Multi_has_cd = 0;
480
481         // current file checksum
482         Multi_current_file_checksum = 0;
483         Multi_current_file_length = -1;
484
485         Active_game_head = NULL;
486         Game_server_head = NULL;
487
488         // only the server should ever care about this
489         Multi_id_num = 0;
490 }
491
492 // -------------------------------------------------------------------------------------------------
493 //      multi_level_init() is called whenever the player starts a multiplayer game
494 //
495 //
496
497 void multi_level_init() 
498 {
499         int idx;
500
501         // NETLOG
502         ml_string(NOX("multi_level_init()"));
503
504         // initialize the Net_players array
505         for(idx=0;idx<MAX_PLAYERS;idx++) {
506                 // close all sockets down just for good measure
507                 psnet_rel_close_socket(&Net_players[idx].reliable_socket);
508
509                 memset(&Net_players[idx],0,sizeof(net_player));
510                 Net_players[idx].reliable_socket = INVALID_SOCKET;
511
512                 Net_players[idx].s_info.xfer_handle = -1;
513                 Net_players[idx].p_info.team = 0;
514         }
515
516         // initialize the Players array
517         for(idx=0;idx<MAX_PLAYERS;idx++){
518                 if(Player == &Players[idx]){
519                         continue;
520                 }
521                 memset(&Players[idx],0,sizeof(player));
522         }
523
524         multi_vars_init();      
525
526         // initialize the fake lag/loss system
527 #ifdef MULTI_USE_LAG
528         multi_lag_init();
529 #endif
530
531         // initialize the kick system
532         multi_kick_init();
533
534         // initialize all file xfer stuff
535         multi_xfer_init(multi_file_xfer_notify);
536
537         // close the chatbox (if one exists)
538         chatbox_close();        
539
540         // reset the data xfer system
541         multi_data_reset();
542
543         // initialize the voice system
544         multi_voice_init();
545
546         // intialize the pause system
547         multi_pause_reset();
548
549         // initialize endgame stuff
550         multi_endgame_init();
551
552         // initialize respawning
553         multi_respawn_init();
554
555         // initialize all netgame timestamps
556    multi_reset_timestamps();
557
558         // flush psnet sockets
559         psnet_flush();
560 }
561
562 // multi_check_listen() calls low level psnet routine to see if we have a connection from a client we
563 // should accept.
564 void multi_check_listen()
565 {
566         int i;
567         net_addr_t addr;
568         PSNET_SOCKET_RELIABLE sock = INVALID_SOCKET;
569
570         // call psnet routine which calls select to see if we need to check for a connect from a client
571         // by passing addr, we are telling check_for_listen to do the accept and return who it was from in
572         // addr.  The
573         sock = psnet_rel_check_for_listen(&addr);
574         if ( sock != INVALID_SOCKET ) {
575                 // be sure that my address and the server address are set correctly.
576                 if ( !psnet_same(&Psnet_my_addr, &Net_player->p_info.addr) ){
577                         Net_player->p_info.addr = Psnet_my_addr;
578                 }
579
580                 if ( !psnet_same(&Psnet_my_addr, &(Netgame.server_addr)) ){
581                         Netgame.server_addr = Psnet_my_addr;
582                 }
583
584                 // the connection was accepted in check_for_listen.  Find the netplayer whose address we connected
585                 // with and assign the socket descriptor
586                 for (i = 0; i < MAX_PLAYERS; i++ ) {
587                         if ( (Net_players[i].flags & NETINFO_FLAG_CONNECTED) && (!memcmp(&(addr.addr), &(Net_players[i].p_info.addr.addr), IP_ADDRESS_LENGTH)) ) {
588                                 // mark this flag so we know he's "fully" connected
589                                 Net_players[i].flags |= NETINFO_FLAG_RELIABLE_CONNECTED;
590                                 Net_players[i].reliable_socket = sock;
591
592                                 // send player information to the joiner
593                                 send_accept_player_data( &Net_players[i], (Net_players[i].flags & NETINFO_FLAG_INGAME_JOIN)?1:0 );
594
595                                 // send a netgame update so the new client has all the necessary settings
596                                 send_netgame_update_packet();   
597
598                                 // if this is a team vs. team game, send an update
599                                 if(Netgame.type_flags & NG_TYPE_TEAM){
600                                         multi_team_send_update();
601                                 }
602
603                                 // NETLOG
604                                 ml_printf(NOX("Accepted TCP connection from %s"), Net_players[i].player == NULL ? NOX("Unknown") : Net_players[i].player->callsign);                            
605                                 break;
606                         }
607                 }
608
609                 // if we didn't find a player, close the socket
610                 if ( i == MAX_PLAYERS ) {
611                         nprintf(("Network", "Got accept on my listen socket, but unknown player.  Closing socket.\n"));
612                         psnet_rel_close_socket(&sock);
613                 }
614         }
615 }
616
617 // returns true is server hasn't been heard from in N seconds. false otherwise
618 int multi_client_server_dead()
619 {
620         fix this_time, last_time, max;
621
622         // get the last time we have heard from the server.  If greater than some default, then maybe
623         // display some icon on the HUD indicating slow network connection.  if greater than some higher
624         // max, stop simulating on the client side until we hear from the server again.
625         this_time = timer_get_fixed_seconds();
626         last_time = Netgame.server->last_heard_time;
627         // check for wrap!  must return 0
628         if ( last_time > this_time )
629                 return 0;
630
631         this_time -= last_time;
632
633         // if in mission, use the smaller timeout value.  Outside of mission, use a large one.
634         if ( MULTI_IN_MISSION ){
635                 max = MULTI_SERVER_MAX_TIMEOUT;
636         } else {
637                 max = MULTI_SERVER_MAX_TIMEOUT_LARGE;
638         }
639
640         if ( this_time > max){
641                 return 1;
642         } else {
643                 return 0;
644         }
645 }
646
647 void multi_process_incoming();          // prototype for function later in this module
648
649 // function to process network data in hopes of getting info back from server
650 int multi_client_wait_on_server()
651 {
652         int is_dead;
653
654         is_dead = multi_client_server_dead();
655
656         // if the server is back alive, tell our popup
657         if ( !is_dead ){
658                 return MULTI_SERVER_ALIVE;
659         }
660
661         // on release version -- keep popup active for 60 seconds, then bail
662 #ifdef NDEBUG
663         fix this_time = timer_get_fixed_seconds();
664         // if the timer wrapped:
665         if ( this_time < Multi_server_wait_start ) {
666                 Multi_server_wait_start = timer_get_fixed_seconds();
667                 return FALSE;
668         }
669         // check to see if timeout expired
670         this_time -= Multi_server_wait_start;
671         if ( this_time > MULTI_SERVER_WAIT_TIME ){
672                 return MULTI_SERVER_GONE;
673         }
674 #endif
675
676         return FALSE;
677 }
678
679 // function called by multiplayer clients to stop simulating when they have not heard from the server
680 // in a while.
681 void multi_client_check_server()
682 {
683         int rval;
684
685         SDL_assert( MULTIPLAYER_CLIENT );       
686
687         // this function can get called while in the popup code below.  So we include this check as a
688         // reentrancy check.
689         if ( Multi_server_check_count )
690                 return;
691
692         // make sure we have a valid server
693         if(Netgame.server == NULL){
694                 return;
695         }
696
697         Multi_server_check_count++;
698         if(multi_client_server_dead()){
699                 Netgame.flags |= NG_FLAG_SERVER_LOST;
700         } else {
701                 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
702         }
703
704         if(Netgame.flags & NG_FLAG_SERVER_LOST) {
705                 if(!(Game_mode & GM_IN_MISSION) && !popup_active()){    
706                         // need to start a popup
707                         Multi_server_wait_start = timer_get_fixed_seconds();
708                         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) );
709                         
710                         if ( !rval || (rval == MULTI_SERVER_GONE) ) {                           
711                                 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);                                                              
712                         }
713                         Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
714                 }
715         }
716
717         Multi_server_check_count--;
718 }
719
720
721 // -------------------------------------------------------------------------------------------------
722 //      process_packet_normal() will determine what sort of packet it is, and send it to the appropriate spot.
723 //      Prelimiary verification of the magic number and checksum are done here.  
724 //
725
726 void process_packet_normal(ubyte* data, header *header_info)
727 {
728         switch ( data[0] ) {
729
730                 case JOIN:
731                         process_join_packet(data, header_info);
732                         break;
733
734                 case GAME_CHAT:
735                         process_game_chat_packet( data, header_info );
736                         break;
737
738                 case NOTIFY_NEW_PLAYER:
739                         process_new_player_packet(data, header_info);
740                         break;
741
742                 case HUD_MSG:
743                         process_hud_message(data, header_info);
744                         break;
745
746                 case MISSION_MESSAGE:
747                         process_mission_message_packet( data, header_info );
748                         break;
749
750                 case LEAVE_GAME:
751                         process_leave_game_packet(data, header_info);
752                         break;
753
754                 case GAME_QUERY:
755                         process_game_query(data, header_info);
756                         break;
757
758                 case GAME_ACTIVE:
759                         process_game_active_packet(data, header_info);
760                         break;
761
762                 case GAME_INFO:
763                         process_game_info_packet( data, header_info );
764                         break;          
765
766                 case SECONDARY_FIRED_AI:
767                         process_secondary_fired_packet(data, header_info, 0);
768                         break;          
769
770                 case SECONDARY_FIRED_PLR:
771                         process_secondary_fired_packet(data, header_info, 1);
772                         break;
773
774                 case COUNTERMEASURE_FIRED:
775                         process_countermeasure_fired_packet( data, header_info );
776                         break;          
777
778                 case FIRE_TURRET_WEAPON:
779                         process_turret_fired_packet( data, header_info );
780                         break;
781
782                 case GAME_UPDATE:
783                         process_netgame_update_packet( data, header_info );
784                         break;
785
786                 case UPDATE_DESCRIPT:
787                         process_netgame_descript_packet( data, header_info );
788                         break;
789
790                 case NETPLAYER_UPDATE:
791                         process_netplayer_update_packet( data, header_info );
792                         break;
793
794                 case ACCEPT :
795                         process_accept_packet(data, header_info);
796                         break;                          
797
798                 case OBJECT_UPDATE:
799                         multi_oo_process_update(data, header_info);
800                         break;
801
802                 case SHIP_KILL:
803                         process_ship_kill_packet( data, header_info );
804                         break;
805
806                 case WING_CREATE:
807                         process_wing_create_packet( data, header_info );
808                         break;
809                         
810                 case SHIP_CREATE:
811                         process_ship_create_packet( data, header_info );
812                         break;
813
814                 case SHIP_DEPART:
815                         process_ship_depart_packet( data, header_info );
816                         break;
817
818                 case MISSION_LOG_ENTRY:
819                         process_mission_log_packet( data, header_info );
820                         break;          
821
822                 case PING:
823                         process_ping_packet(data, header_info);
824                         break;
825
826                 case PONG:
827                         process_pong_packet(data, header_info);
828                         break;          
829
830                 case XFER_PACKET:
831                         SDL_assert(header_info->id >= 0);
832                         int np_index;
833                         PSNET_SOCKET_RELIABLE sock;
834                         sock = INVALID_SOCKET;
835
836                         // if I'm the server of the game, find out who this came from                   
837                         if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
838                                 np_index = find_player_id(header_info->id);
839                                 if(np_index >= 0){
840                                         sock = Net_players[np_index].reliable_socket;
841                                 }
842                         }
843                         // otherwise always use my own socket
844                         else if(Net_player != NULL){
845                                 sock = Net_player->reliable_socket;
846                         }
847                         
848                         header_info->bytes_processed = multi_xfer_process_packet(data + HEADER_LENGTH, sock) + HEADER_LENGTH;
849                         break;
850
851                 case MISSION_REQUEST:
852                         process_mission_request_packet(data,header_info);
853                         break;
854
855                 case MISSION_ITEM:
856                         process_mission_item_packet(data,header_info);
857                         break;          
858
859                 case MULTI_PAUSE_REQUEST:
860                         process_multi_pause_packet(data, header_info);
861                         break;          
862
863                 case INGAME_NAK:
864                         process_ingame_nak(data, header_info);
865                         break;
866
867                 case SHIPS_INGAME_PACKET:
868                         process_ingame_ships_packet(data, header_info);
869                         break;
870
871                 case WINGS_INGAME_PACKET:
872                         process_ingame_wings_packet(data, header_info);
873                         break;
874
875                 case MISSION_END:
876                         process_endgame_packet(data, header_info);
877                         break;
878                 
879                 case OBSERVER_UPDATE:
880                         process_observer_update_packet(data, header_info);
881                         break;
882
883                 case NETPLAYER_SLOTS_P:
884                         process_netplayer_slot_packet(data, header_info);
885                         break;
886
887                 case SHIP_STATUS_CHANGE:
888                         process_ship_status_packet(data, header_info);
889                         break;
890
891                 case PLAYER_ORDER_PACKET:
892                         process_player_order_packet(data, header_info);
893                         break;
894
895                 case INGAME_SHIP_UPDATE:
896                         process_ingame_ship_update_packet(data, header_info);
897                         break;
898
899                 case INGAME_SHIP_REQUEST:
900                         process_ingame_ship_request_packet(data, header_info);
901                         break;
902                 
903                 case FILE_SIG_INFO:
904                         process_file_sig_packet(data, header_info);
905                         break;
906
907                 case RESPAWN_NOTICE:
908                         multi_respawn_process_packet(data,header_info);                 
909                         break;
910
911                 case SUBSYSTEM_DESTROYED:
912                         process_subsystem_destroyed_packet( data, header_info );
913                         break;
914
915                 case LOAD_MISSION_NOW :
916                         process_netplayer_load_packet(data, header_info);
917                         break;
918
919                 case FILE_SIG_REQUEST :
920                         process_file_sig_request(data, header_info);
921                         break;
922
923                 case JUMP_INTO_GAME:
924                         process_jump_into_mission_packet(data, header_info);
925                         break;          
926
927                 case CLIENT_REPAIR_INFO:
928                         process_repair_info_packet(data,header_info);
929                         break;
930
931                 case MISSION_SYNC_DATA:
932                         process_mission_sync_packet(data,header_info);
933                         break;
934
935                 case STORE_MISSION_STATS:
936                         process_store_stats_packet(data, header_info);
937                         break;
938
939                 case DEBRIS_UPDATE:
940                         process_debris_update_packet(data, header_info);
941                         break;          
942
943                 case SHIP_WSTATE_CHANGE:
944                         process_ship_weapon_change( data, header_info );
945                         break;
946
947                 case WSS_UPDATE_PACKET:
948                         process_wss_update_packet(data, header_info);
949                         break;
950
951                 case WSS_REQUEST_PACKET:
952                         process_wss_request_packet( data, header_info );
953                         break;  
954
955                 case FIRING_INFO:
956                         process_firing_info_packet( data, header_info );
957                         break;          
958
959                 case CARGO_REVEALED:
960                         process_cargo_revealed_packet( data, header_info);
961                         break;          
962
963                 case SUBSYS_CARGO_REVEALED:
964                         process_subsystem_cargo_revealed_packet( data, header_info);
965                         break;          
966
967                 case MISSION_GOAL_INFO:
968                         process_mission_goal_info_packet(data, header_info);
969                         break;
970
971                 case KICK_PLAYER:
972                         process_player_kick_packet(data, header_info);
973                         break;
974
975                 case PLAYER_SETTINGS:
976                         process_player_settings_packet(data, header_info);
977                         break;
978
979                 case DENY:
980                         process_deny_packet(data, header_info);
981                         break;
982
983                 case POST_SYNC_DATA:
984                         process_post_sync_data_packet(data, header_info);
985                         break;
986
987                 case WSS_SLOTS_DATA:
988                         process_wss_slots_data_packet(data,header_info);
989                         break;
990
991                 case SHIELD_EXPLOSION:
992                         process_shield_explosion_packet( data, header_info );
993                         break;
994
995                 case PLAYER_STATS:
996                         process_player_stats_block_packet(data, header_info);
997                         break;
998
999                 case SLOT_UPDATE:
1000                         process_pslot_update_packet(data,header_info);
1001                         break;
1002
1003                 case AI_INFO_UPDATE:
1004                         process_ai_info_update_packet( data, header_info );
1005                         break;          
1006
1007                 case CAMPAIGN_UPDATE :
1008                         multi_campaign_process_update(data,header_info);
1009                         break;
1010
1011                 case CAMPAIGN_UPDATE_INGAME:
1012                         multi_campaign_process_ingame_start(data,header_info);
1013                         break;
1014
1015                 case VOICE_PACKET :
1016                         multi_voice_process_packet(data,header_info);
1017                         break;
1018
1019                 case TEAM_UPDATE :
1020                         multi_team_process_packet(data,header_info);
1021                         break;
1022
1023                 case ASTEROID_INFO:
1024                         process_asteroid_info(data, header_info);
1025                         break;          
1026
1027                 case HOST_RESTR_QUERY:
1028                         process_host_restr_packet(data, header_info);
1029                         break;
1030
1031                 case OPTIONS_UPDATE:
1032                         multi_options_process_packet(data,header_info);
1033                         break;
1034
1035                 case SQUADMSG_PLAYER:
1036                         multi_msg_process_squadmsg_packet(data,header_info);
1037                         break;
1038
1039                 case NETGAME_END_ERROR:
1040                         process_netgame_end_error_packet(data,header_info);
1041                         break;
1042
1043                 case COUNTERMEASURE_SUCCESS:
1044                         process_countermeasure_success_packet( data, header_info );
1045                         break;
1046
1047                 case CLIENT_UPDATE:
1048                         process_client_update_packet(data, header_info);
1049                         break;
1050
1051                 case COUNTDOWN:
1052                         process_countdown_packet(data, header_info);
1053                         break;
1054
1055                 case DEBRIEF_INFO:
1056                         process_debrief_info( data, header_info );
1057                         break;
1058
1059                 case ACCEPT_PLAYER_DATA:
1060                         process_accept_player_data( data, header_info );
1061                         break;                          
1062
1063                 case HOMING_WEAPON_UPDATE:
1064                         process_homing_weapon_info( data, header_info );
1065                         break;          
1066
1067                 case EMP_EFFECT:
1068                         process_emp_effect(data, header_info);
1069                         break;
1070
1071                 case REINFORCEMENT_AVAIL:
1072                         process_reinforcement_avail( data, header_info );
1073                         break;
1074
1075                 case CHANGE_IFF:
1076                         process_change_iff_packet(data, header_info);
1077                         break;
1078
1079                 case PRIMARY_FIRED_NEW:
1080                         process_NEW_primary_fired_packet(data, header_info);
1081                         break;
1082
1083                 case COUNTERMEASURE_NEW:
1084                         process_NEW_countermeasure_fired_packet(data, header_info);
1085                         break;
1086
1087                 case BEAM_FIRED:
1088                         process_beam_fired_packet(data, header_info);
1089                         break;          
1090                         
1091                 case SW_STD_QUERY:
1092                         process_sw_query_packet(data, header_info);
1093                         break;
1094
1095                 case EVENT_UPDATE:
1096                         process_event_update_packet(data, header_info);
1097                         break;
1098
1099                 case OBJECT_UPDATE_NEW:                 
1100                         multi_oo_process_update(data, header_info);
1101                         break;
1102
1103                 case WEAPON_DET:
1104                         process_weapon_detonate_packet(data, header_info);
1105                         break;
1106
1107                 case FLAK_FIRED:
1108                         process_flak_fired_packet(data, header_info);
1109                         break;
1110
1111                 case NETPLAYER_PAIN:
1112                         process_player_pain_packet(data, header_info);
1113                         break;
1114
1115                 case LIGHTNING_PACKET:
1116                         process_lightning_packet(data, header_info);
1117                         break;
1118
1119                 case BYTES_SENT:
1120                         process_bytes_recvd_packet(data, header_info);
1121                         break;
1122
1123                 case TRANSFER_HOST:
1124                         process_host_captain_change_packet(data, header_info);
1125                         break;
1126
1127                 case SELF_DESTRUCT:
1128                         process_self_destruct_packet(data, header_info);
1129                         break;
1130
1131                 default:
1132                         nprintf(("Network", "Received packet with unknown type %d\n", data[0] ));
1133                         header_info->bytes_processed = 10000;
1134                         break;
1135
1136         } // end switch
1137 }
1138
1139
1140
1141 // Takes a bunch of messages, check them for validity,
1142 // and pass them to multi_process_data. 
1143 //  --------------------^
1144 // this should be process_packet() I think, or with the new code
1145 // process_tracker_packet() as defined in MultiTracker.[h,cpp]
1146 void multi_process_bigdata(ubyte *data, int len, net_addr_t *from_addr, int reliable)
1147 {
1148         int type, bytes_processed;
1149         int player_num;
1150         header header_info;
1151         ubyte *buf;     
1152
1153         // the only packets we will process from an unknown player are GAME_QUERY, GAME_INFO, JOIN, PING, PONG, ACCEPT, and GAME_ACTIVE packets
1154         player_num = find_player(from_addr);            
1155
1156         // find the player who sent the message and mark the last_heard time for this player
1157         // check to see if netplayer is null (it may be in cases such as getting lists of games from the tracker)
1158         if(player_num >= 0){
1159                 Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
1160         }
1161
1162         // store fields that were passed along in the message
1163         // store header information that was captured from the network-layer header
1164         memcpy(header_info.addr, from_addr->addr, IP_ADDRESS_LENGTH);
1165         header_info.port = from_addr->port;     
1166         if(player_num >= 0){
1167                 header_info.id = Net_players[player_num].player_id;
1168         } else {
1169                 header_info.id = -1;
1170         }   
1171
1172         bytes_processed = 0;
1173         while( (bytes_processed >= 0) && (bytes_processed < len) )  {
1174
1175       buf = &(data[bytes_processed]);
1176
1177       type = buf[0];
1178
1179                 // if its coming from an unknown source, there are only certain packets we will actually process
1180                 if((player_num == -1) && !multi_is_valid_unknown_packet((ubyte)type)){
1181                         return ;
1182                 }               
1183
1184                 if ( (type<0) || (type > MAX_TYPE_ID )) {
1185                         nprintf( ("Network", "multi_process_bigdata: Invalid packet type %d!\n", type ));
1186                         return;
1187                 }               
1188
1189                 // perform any special processing checks here           
1190                 process_packet_normal(buf,&header_info);
1191                  
1192                 // MWA -- magic number was removed from header on 8/4/97.  Replaced with bytes_processed
1193                 // variable which gets stuffed whenever a packet is processed.
1194                 bytes_processed += header_info.bytes_processed;
1195         }
1196
1197         // if this is not reliable data and we have a valid player
1198         if(Net_player != NULL){
1199                 if(!MULTIPLAYER_MASTER && !reliable && (Game_mode & GM_IN_MISSION)){
1200                         Net_player->cl_bytes_recvd += len;
1201                 }
1202         }
1203 }
1204
1205 // process all reliable socket details
1206 void multi_process_reliable_details()
1207 {
1208         int idx;
1209         int sock_status;
1210
1211         // run reliable sockets
1212 #ifdef PSNET2
1213         psnet_rel_work();
1214 #endif
1215         
1216         // server operations
1217         if ( MULTIPLAYER_MASTER ){
1218                 // listen for new reliable socket connections
1219                 multi_check_listen();           
1220
1221                 // check for any broken sockets and delete any players
1222                 for(idx=0; idx<MAX_PLAYERS; idx++){
1223                         // players who _should_ be validly connected
1224                         if((idx != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[idx])){                            
1225                                 // if this guy's socket is broken or disconnected, kill him
1226                                 sock_status = psnet_rel_get_status(Net_players[idx].reliable_socket);
1227                                 if((sock_status == RNF_UNUSED) || (sock_status == RNF_BROKEN) || (sock_status == RNF_DISCONNECTED)){
1228                                         ml_string("Shutting down rel socket because of disconnect!");
1229                                         delete_player(idx);
1230                                 }
1231
1232                                 // if we're still waiting for this guy to connect on his reliable socket and he's timed out, boot him
1233                                 if(Net_players[idx].s_info.reliable_connect_time != -1){
1234                                         // if he's connected
1235                                         if(Net_players[idx].reliable_socket != INVALID_SOCKET){
1236                                                 Net_players[idx].s_info.reliable_connect_time = -1;
1237                                         } 
1238                                         // if he's timed out
1239                                         else if(((time(NULL) - Net_players[idx].s_info.reliable_connect_time) > MULTI_RELIABLE_CONNECT_WAIT) && (Net_players[idx].reliable_socket == INVALID_SOCKET)){
1240                                                 ml_string("Player timed out while connecting on reliable socket!");
1241                                                 delete_player(idx);
1242                                         }
1243                                 }                       
1244                         }
1245                 }
1246         }       
1247         // clients should detect broken sockets
1248         else {
1249                 extern unsigned int Serverconn;
1250                 if(Serverconn != 0xffffffff){
1251                         int status = psnet_rel_get_status(Serverconn);
1252                         if(status == RNF_BROKEN){
1253                                 mprintf(("CLIENT SOCKET DISCONNECTED"));
1254
1255                                 // quit the game
1256                                 if(!multi_endgame_ending()){
1257                                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1258                                 }
1259                         }
1260                 }
1261         }
1262 }
1263
1264 // multi_process_incoming reads incoming data off the unreliable and reliable ports and sends
1265 // the data to process_big_data
1266 void multi_process_incoming()
1267 {
1268         int size;
1269         ubyte *data, *savep;
1270         net_addr_t from_addr;   
1271
1272         SDL_assert( Multi_read_count < NUM_REENTRANT_LEVELS );
1273         savep = net_buffer[Multi_read_count];
1274
1275         Multi_read_count++;
1276
1277         data = savep;
1278
1279         // get the other net players data
1280         while( (size = psnet_get(data, &from_addr))>0 ) {
1281                 // ingame joiners will ignore UDP packets until they are have picked a ship and are in the mission
1282                 if( (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) && (Net_player->state != NETPLAYER_STATE_INGAME_SHIP_SELECT) ){
1283                         //nprintf(("Network","Tossing UDP like a good little ingame joiner...\n"));
1284                 } 
1285                 // otherwise process incoming data normally
1286                 else {
1287                         multi_process_bigdata(data, size, &from_addr, 0);
1288                 }
1289         } // end while
1290
1291         // read reliable sockets for data
1292         data = savep;
1293         int idx;
1294
1295         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1296                 for (idx=0;idx<MAX_PLAYERS;idx++) {
1297                         if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id)){
1298                                 while( (size = psnet_rel_get(Net_players[idx].reliable_socket, data, MAX_NET_BUFFER)) > 0){
1299                                         multi_process_bigdata(data, size, &Net_players[idx].p_info.addr, 1);
1300                                 }
1301                         }
1302                 }
1303         } else {
1304                 // if I'm not the master of the game, read reliable data from my connection with the server
1305                 if((Net_player->reliable_socket != INVALID_SOCKET) && (Net_player->reliable_socket != 0)){
1306                         while( (size = psnet_rel_get(Net_player->reliable_socket,data, MAX_NET_BUFFER)) > 0){                           
1307                                 multi_process_bigdata(data, size, &Netgame.server_addr, 1);
1308                         }
1309                 }
1310         }
1311                 
1312         Multi_read_count--;
1313 }
1314
1315 // -------------------------------------------------------------------------------------------------
1316 //      multi_do_frame() is called once per game loop do update all the multiplayer objects, and send
1317 // the player data to all the other net players.
1318 //
1319 //
1320
1321 int eye_tog = 1;
1322 DCF(eye_tog, "")
1323 {
1324         eye_tog = !eye_tog;
1325         if(eye_tog){
1326                 dc_printf("proper eye stuff on\n");
1327         } else {
1328                 dc_printf("proper eye stuff off\n");
1329         }
1330 }
1331
1332 void multi_do_frame()
1333 {       
1334         PSNET_TOP_LAYER_PROCESS();
1335
1336         // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1337         // function calls
1338         if((Net_player != NULL) && eye_tog){
1339                 player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1340         }
1341
1342         // send all buffered packets from the previous frame
1343         multi_io_send_buffered_packets();
1344
1345         // datarate tracking
1346         multi_rate_process();
1347
1348         // always process any pending endgame details
1349         multi_endgame_process();                
1350
1351         // process all reliable socket details, including :
1352         // 1.) Listening for new pending reliable connections (server)
1353         // 2.) Checking for broken sockets (server/client)
1354         // 3.) Checking for clients who haven't fully connected
1355         multi_process_reliable_details();       
1356
1357         // get the other net players data
1358         multi_process_incoming();               
1359
1360         // process object update datarate stuff (for clients and server both)
1361         multi_oo_rate_process();
1362
1363         // clients should check when last time they heard from sever was -- if too long, then
1364         // pause the simulation so wait for it to possibly come back
1365         if ( (MULTIPLAYER_CLIENT) && (Net_player->flags & NETINFO_FLAG_CONNECTED) ){
1366                 multi_client_check_server();
1367         }
1368
1369         // everybody pings all the time 
1370         if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1371                 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) ){
1372                         send_netplayer_update_packet();
1373                 }
1374                 
1375                 // ping everyone
1376                 multi_ping_send_all();
1377                 Next_ping_time = time(NULL);
1378         }       
1379         
1380         // if I am the master, and we are not yet actually playing the mission, send off netgame
1381         // status to all other players in the game.  If I am not the master of the game, and we
1382         // are not in the game, then send out my netplayer status to the host
1383         if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && !(Game_mode & GM_IN_MISSION)){     
1384                 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {                     
1385                         if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
1386                                 send_netgame_update_packet();                           
1387                                 
1388                                 Netgame_send_time = time(NULL);
1389                         }               
1390                 } else {
1391                         if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
1392                                 // observers shouldn't send an update state packet
1393                                 if ( !(Net_player->flags & NETINFO_FLAG_OBSERVER) ){
1394                                         send_netplayer_update_packet();
1395                                 }                               
1396                                 
1397                                 State_send_time = time(NULL);
1398                         }
1399                 }
1400         }
1401         else if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && (Game_mode & GM_IN_MISSION) ) {       
1402                 // if I am connected and am in the mission, do things that need to be done on a regular basis
1403                 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1404                         if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
1405                                 send_game_info_packet();
1406                                 
1407                                 Gameinfo_send_time = time(NULL);
1408                         }
1409                         
1410                         // for any potential respawns
1411                         multi_respawn_handle_invul_players();
1412                         multi_respawn_check_ai();
1413
1414                         // for any potential ingame joiners
1415                         multi_handle_ingame_joiners();
1416                 } else {
1417                         // the clients need to do some processing of stuff as well                      
1418                 }
1419         }
1420
1421         // check to see if we're waiting on confirmation for a restricted ingame join
1422         if(Multi_restr_query_timestamp != -1){
1423                 // if it has elapsed, unset the ingame join flag
1424                 if(timestamp_elapsed(Multi_restr_query_timestamp)){
1425                         Multi_restr_query_timestamp = -1;
1426                         Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);             
1427                 }       
1428         }
1429
1430         // while in the mission, send my PlayerControls to the host so that he can process
1431         // my movement
1432         if ( Game_mode & GM_IN_MISSION ) {
1433                 // tickers
1434                 extern void oo_update_time();
1435                 oo_update_time();
1436
1437
1438                 if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){                                    
1439                         if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1440                                 // if the rate limiting system says its ok
1441                                 if(multi_oo_cirate_can_send()){
1442                                         // send my observer position/object update
1443                                         send_observer_update_packet();
1444                                 }
1445                         } else if ( !(Player_ship->flags & SF_DEPARTING ) ){                            
1446                                 // if the rate limiting system says its ok
1447                                 if(multi_oo_cirate_can_send()){
1448                                         // use the new method
1449                                         multi_oo_send_control_info();
1450                                 }                               
1451                         }
1452
1453                         // bytes received info
1454                         if( (Next_bytes_time < 0) || ((time(NULL) - Next_bytes_time) > BYTES_SENT_TIME) ){
1455                                 if(Net_player != NULL){
1456                                         send_bytes_recvd_packet(Net_player);
1457
1458                                         // reset bytes recvd
1459                                         Net_player->cl_bytes_recvd = 0;
1460                                 }
1461
1462                                 // reset timestamp
1463                                 Next_bytes_time = time(NULL);                           
1464                         }
1465                 } else {                        
1466                         // sending new objects from here is dependent on having objects only created after
1467                         // the game is done moving the objects.  I think that I can enforce this.                               
1468                         multi_oo_process();                     
1469
1470                         // evaluate whether the time limit has been reached or max kills has been reached
1471                         // Commented out by Sandeep 4/12/98, was causing problems with testing.
1472                         if( ((f2fl(Netgame.options.mission_time_limit) > 0.0f) && (Missiontime > Netgame.options.mission_time_limit)) ||
1473                                  multi_kill_limit_reached() ) {
1474
1475                                 // make sure we don't do this more than once
1476                                 if(Netgame.game_state == NETGAME_STATE_IN_MISSION){                             
1477                                         multi_handle_end_mission_request();                                                                     
1478                                 }
1479                         }                       
1480                 }                       
1481         }
1482
1483         // periodically send a client update packet to all clients
1484         if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1485                 int idx;
1486                 for(idx=0;idx<MAX_PLAYERS;idx++){
1487                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1488                                 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1489                                         
1490                                         send_client_update_packet(&Net_players[idx]);
1491                                         
1492                                         Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1493                                 }
1494                         }
1495                 }
1496         }       
1497
1498         // process any kicked player details
1499         multi_kick_process();
1500
1501         // do any file xfer details
1502         multi_xfer_do();
1503
1504         // process any player data details (wav files, pilot pics, etc)
1505         multi_data_do();
1506
1507         // do any voice details
1508         multi_voice_process();
1509
1510         // process any player messaging details
1511         multi_msg_process();            
1512
1513         // process any tracker messages
1514         multi_fs_tracker_process();
1515
1516         // if on the standalone, do any gui stuff
1517         if(Game_mode & GM_STANDALONE_SERVER){
1518                 std_do_gui_frame();
1519         }       
1520
1521         // dogfight nonstandalone players should recalc the escort list every frame
1522         if(!(Game_mode & GM_STANDALONE_SERVER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && MULTI_IN_MISSION){
1523                 hud_setup_escort_list(0);
1524         }
1525 }
1526
1527 // -------------------------------------------------------------------------------------------------
1528 //      multi_pause_do_frame() is called once per game loop do update all the multiplayer objects, and send
1529 // the player data to all the other net players when the multiplayer game is paused. It only will do 
1530 // checking for a few specialized packets (MULTI_UNPAUSE, etc)
1531 //
1532
1533 void multi_pause_do_frame()
1534 {
1535         PSNET_TOP_LAYER_PROCESS();
1536
1537         // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1538         // function calls
1539         // if((Net_player != NULL) && eye_tog){
1540                 // player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1541         // }
1542
1543         // send all buffered packets from the previous frame
1544         multi_io_send_buffered_packets();
1545
1546         // always process any pending endgame details
1547         multi_endgame_process();                
1548
1549         // process all reliable socket details, including :
1550         // 1.) Listening for new pending reliable connections (server)
1551         // 2.) Checking for broken sockets (server/client)
1552         // 3.) Checking for clients who haven't fully connected
1553         multi_process_reliable_details();       
1554
1555         // these timestamps and handlers shoul be evaluated in the pause state
1556         if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1557                 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
1558                         send_game_info_packet();
1559                         
1560                         Gameinfo_send_time = time(NULL);
1561                 }                               
1562         }
1563
1564         // everybody pings all the time
1565         if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1566                 multi_ping_send_all();
1567                 
1568                 Next_ping_time = time(NULL);
1569         }
1570
1571         // periodically send a client update packet to all clients
1572         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1573                 int idx;
1574
1575                 for(idx=0;idx<MAX_PLAYERS;idx++){
1576                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){                     
1577                                 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1578                                         
1579                                         send_client_update_packet(&Net_players[idx]);
1580                                         
1581                                         Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1582                                 }
1583                         }                               
1584                 }
1585
1586                 // for any potential ingame joiners
1587                 multi_handle_ingame_joiners();
1588         }       
1589
1590         // do any file xfer details
1591         multi_xfer_do();
1592
1593         // process any player data details (wav files, pilot pics, etc)
1594         multi_data_do();
1595
1596         // get the other net players data
1597         multi_process_incoming();       
1598
1599         // do any voice details
1600         multi_voice_process();
1601
1602         // process any player messaging details
1603         multi_msg_process();
1604
1605         // process any kicked player details
1606         multi_kick_process();
1607
1608         // process any pending endgame details
1609         multi_endgame_process();
1610
1611         // process object update stuff (for clients and server both)
1612         if(MULTIPLAYER_MASTER){
1613                 multi_oo_process();
1614         }
1615
1616         // if on the standalone, do any gui stuff
1617         if(Game_mode & GM_STANDALONE_SERVER){
1618                 std_do_gui_frame();
1619         }
1620 }
1621
1622
1623 // --------------------------------------------------------------------------------
1624 // standalone_main_init()  the standalone equivalent of the main menu
1625 //
1626
1627 extern int sock_inited;
1628 float frame_time = (float)1.0/(float)30.0;
1629
1630 void standalone_main_init()
1631 {
1632    std_debug_set_standalone_state_string("Main Init");   
1633
1634         Game_mode = (GM_STANDALONE_SERVER | GM_MULTIPLAYER);    
1635
1636         // NETLOG
1637         ml_string(NOX("Standalone server initializing"));
1638
1639         // read in config file
1640         // multi_options_read_config();   
1641
1642         // if we failed to startup on our desired protocol, fail        
1643         if ( !Tcp_active ) {
1644                 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);
1645                 exit(1);
1646         }
1647
1648         // set the protocol
1649         Multi_options_g.protocol = NET_TCP;
1650         psnet_use_protocol(Multi_options_g.protocol);   
1651
1652         // clear out the Netgame structure and start filling in the values
1653         // NOTE : these values are not incredibly important since they will be overwritten by the host when he joins
1654         memset( &Netgame, 0, sizeof(Netgame) ); 
1655         Netgame.game_state = NETGAME_STATE_FORMING;             // game is currently starting up
1656         Netgame.security = 0;
1657         Netgame.server_addr = Psnet_my_addr;
1658                 
1659         // reinitialize all systems     
1660         multi_level_init();     
1661
1662         // intialize endgame stuff
1663         multi_endgame_init();
1664
1665         // clear the file xfer system
1666         multi_xfer_reset();
1667         multi_xfer_force_dir(CF_TYPE_MULTI_CACHE);
1668
1669         // reset timer
1670         timestamp_reset();
1671
1672         // setup the netplayer for the standalone
1673         Net_player = &Net_players[0];   
1674         Net_player->tracker_player_id = -1;
1675         Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_MISSION_OK);
1676         Net_player->state = NETPLAYER_STATE_WAITING;
1677         Net_player->player = Player;
1678         SDL_strlcpy(Player->callsign, "server", SDL_arraysize(Player->callsign));
1679         Net_player->p_info.addr = Psnet_my_addr;
1680         Net_player->s_info.xfer_handle = -1;    
1681         Net_player->player_id = multi_get_new_id();     
1682         Netgame.server = Net_player; 
1683
1684         // maybe flag the game as having a hacked ships.tbl
1685         if(!Game_ships_tbl_valid){
1686                 Netgame.flags |= NG_FLAG_HACKED_SHIPS_TBL;
1687         }
1688         // maybe flag the game as having a hacked weapons.tbl
1689         if(!Game_weapons_tbl_valid){
1690                 Netgame.flags |= NG_FLAG_HACKED_WEAPONS_TBL;
1691         }
1692
1693         // hacked data
1694         if(game_hacked_data()){
1695                 Net_player->flags |= NETINFO_FLAG_HAXOR;
1696         }
1697
1698         // setup debug flags
1699         Netgame.debug_flags = 0;
1700         /*
1701         if(!Cmdline_server_firing){
1702                 Netgame.debug_flags |= NETD_FLAG_CLIENT_FIRING;
1703         }
1704         if(!Cmdline_client_dodamage){
1705                 Netgame.debug_flags |= NETD_FLAG_CLIENT_NODAMAGE;
1706         }
1707         */
1708
1709         // setup the default game name for the standalone
1710         std_connect_set_gamename(NULL);
1711
1712         // set netgame default options
1713         multi_options_set_netgame_defaults(&Netgame.options);
1714
1715         // set local netplayer default options
1716         multi_options_set_local_defaults(&Net_player->p_info.options);
1717
1718         // set our object update level from the standalone default      
1719         Net_player->p_info.options.obj_update_level = Multi_options_g.std_datarate;
1720         switch(Net_player->p_info.options.obj_update_level){
1721         case OBJ_UPDATE_LOW:
1722                 nprintf(("Network","STANDALONE USING LOW UPDATES\n"));
1723                 break;
1724         case OBJ_UPDATE_MEDIUM:
1725                 nprintf(("Network","STANDALONE USING MEDIUM UPDATES\n"));
1726                 break;
1727         case OBJ_UPDATE_HIGH:
1728                 nprintf(("Network","STANDALONE USING HIGH UPDATE\n"));
1729                 break;
1730         case OBJ_UPDATE_LAN:
1731                 nprintf(("Network","STANDALONE USING LAN UPDATE\n"));
1732                 break;
1733         }
1734         
1735         // clear out various things
1736         psnet_flush();
1737         game_flush();
1738         ship_init();
1739
1740         // login to game tracker
1741         std_tracker_login();
1742
1743         std_debug_set_standalone_state_string("Main Do");
1744         std_set_standalone_fps((float)0);
1745         std_multi_set_standalone_missiontime((float)0);
1746
1747         // load my missions and campaigns
1748         multi_create_list_load_missions();
1749         multi_create_list_load_campaigns();
1750
1751         SDL_zero(The_mission);
1752
1753         // if this is a tracker game, validate missions
1754         if(MULTI_IS_TRACKER_GAME){
1755                 multi_update_valid_missions();
1756         }
1757 }
1758
1759
1760 // --------------------------------------------------------------------------------
1761 // standalone_main_do()
1762 //
1763
1764 // DESCRIPTION : the standalone server will wait in this state until the host of the game 
1765 //               is "Waiting". That is, his state==NETPLAYER_STATE_WAITING, and he has finished
1766 //               doing everything and wants to play the game. Once this happens, we will jump
1767 //               into GS_STATE_MULTI_SERVER_WAIT
1768
1769 void standalone_main_do()
1770 {
1771    SDL_Delay(10);  // since nothing will really be going on here, we can afford to give some time
1772                // back to the operating system.
1773
1774         // kind of a do-nothing spin state.
1775         // The standalone will eventually move into the GS_STATE_MULTI_MISSION_SYNC state when a host connects and
1776         // attempts to start a game
1777 }
1778
1779 // --------------------------------------------------------------------------------
1780 // standalone_main_close()
1781 //
1782
1783 void standalone_main_close()
1784 {
1785    std_debug_set_standalone_state_string("Main Close"); 
1786 }
1787
1788 void multi_standalone_reset_all()
1789 {       
1790         int idx;
1791
1792         // NETLOG
1793         ml_string(NOX("Standalone resetting"));
1794         
1795         // shut all game stuff down
1796         game_level_close();
1797
1798         // reinitialize the gui
1799         std_reset_standalone_gui();     
1800
1801         // close down all sockets
1802         for(idx=0;idx<MAX_PLAYERS;idx++){
1803
1804                 // 6/25/98 -- MWA -- call delete_player here to remove the player.  This closes down the socket
1805                 // and marks the player as not connected anymore.  It is probably cleaner to do this.
1806                 if ( &Net_players[idx] != Net_player ) {
1807                         delete_player( idx );
1808                 }               
1809         }
1810                 
1811         // make sure we go to the proper state. 
1812         if(gameseq_get_state() == GS_STATE_STANDALONE_MAIN){
1813                 standalone_main_init();
1814         }
1815         gameseq_post_event(GS_EVENT_STANDALONE_MAIN);   
1816 }
1817
1818 // --------------------------------------------------------------------------------
1819 // multi_server_wait_init()  do stuff like setting the status bits correctly
1820 //
1821
1822 void multi_standalone_wait_init()
1823 {       
1824         std_debug_set_standalone_state_string("Wait Do");
1825         std_multi_add_goals();   // fill in the goals for the mission into the tree view
1826         multi_reset_timestamps();
1827
1828         // create the bogus standalone object
1829         multi_create_standalone_object();
1830 }
1831
1832
1833 // --------------------------------------------------------------------------------
1834 // multi_server_wait_do_frame() wait for everyone to log in or the host to send commands
1835 // 
1836
1837 // DESCRIPTION : we will be in this state once the host of the game is waiting for everyone
1838 //               to be finished and ready to go, at which point, we will will tell everyone
1839 //               to enter the game, and we will start simulating ourselves. Note that most of
1840 //               this code is lifted from multi_wait_do_frame()
1841 void multi_standalone_wait_do()
1842 {
1843 }
1844
1845 // --------------------------------------------------------------------------------
1846 // multi_server_wait_close() cleanup
1847 //
1848
1849 void multi_standalone_wait_close()
1850 {
1851         std_debug_set_standalone_state_string("Wait Close / Game Play");
1852         
1853         // all players should reset sequencing
1854         int idx;
1855         for(idx=0;idx<MAX_PLAYERS;idx++){
1856                 if(Net_player->flags & NETINFO_FLAG_CONNECTED){
1857                         Net_players[idx].client_cinfo_seq = 0;
1858                         Net_players[idx].client_server_seq = 0; 
1859                 }
1860         }
1861 }
1862
1863
1864 // this is an artificial state which will push the standalone into the main state without it having to go through 
1865 // the init function (which would disconnect everyone and generally just screw things up)
1866 // it will also eventually do tracker stats update
1867 extern int Multi_debrief_server_framecount;
1868 void multi_standalone_postgame_init()   
1869 {
1870         std_debug_set_standalone_state_string("Postgame / Send Stats");
1871
1872         // NETLOG
1873         ml_string(NOX("Standlone entering postgame"));
1874
1875         mission_goal_fail_incomplete();
1876
1877         // handle campaign stuff
1878         if ( Game_mode & GM_CAMPAIGN_MODE ) {
1879                 // MUST store goals and events first - may be used to evaluate next mission
1880                 // store goals and events
1881                 mission_campaign_store_goals_and_events();
1882
1883                 // evaluate next mission
1884                 mission_campaign_eval_next_mission();
1885         }       
1886
1887         // always set my state to be "DEBRIEF_ACCEPT"
1888         Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT;     
1889
1890         // mark stats as not being store yet
1891         Netgame.flags &= ~(NG_FLAG_STORED_MT_STATS);
1892
1893         Multi_debrief_server_framecount = 0;
1894
1895         // reset network timestamps
1896         multi_reset_timestamps();
1897 }
1898
1899 void multi_standalone_postgame_do()
1900 {
1901         // wait until everyone is in the debriefing
1902         if((Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check(NETPLAYER_STATE_DEBRIEF, 1)){           
1903                 Netgame.game_state = NETGAME_STATE_DEBRIEF;
1904                 send_netgame_update_packet();
1905                 debrief_multi_server_stuff();
1906         }
1907         
1908         // process server debriefing details
1909         if(Netgame.game_state == NETGAME_STATE_DEBRIEF){
1910                 multi_debrief_server_process();
1911         }
1912 }
1913
1914 void multi_standalone_postgame_close()
1915 {
1916 }
1917
1918 void multi_reset_timestamps()
1919 {
1920         int i;
1921
1922         for ( i = 0 ; i < MAX_PLAYERS; i++ ){
1923                 Multi_client_update_times[i] = -1;
1924         }
1925         Netgame_send_time = -1;
1926         Gameinfo_send_time = -1;        
1927         Next_ping_time = -1;
1928         State_send_time = -1;
1929         Next_bytes_time = -1;
1930
1931         chatbox_reset_timestamps();
1932
1933         // do for all players so that ingame joiners work properly.
1934         for (i = 0; i < MAX_PLAYERS; i++ ) {
1935                 Players[i].update_dumbfire_time = timestamp(0);
1936                 Players[i].update_lock_time = timestamp(0);
1937
1938                 Net_players[i].s_info.voice_token_timestamp = -1;
1939         }
1940
1941         // reset standalone gui timestamps (these are not game critical, so there is not much danger)
1942         std_reset_timestamps();
1943
1944         // initialize all object update timestamps
1945         multi_oo_gameplay_init();
1946 }
1947
1948 // netgame debug flags for debug console stuff
1949 DCF(netd, "change/list netgame debug flags")
1950 {
1951         dc_get_arg(ARG_INT);
1952         
1953         // if we got an integer, and we're the server, change flags
1954         if((Dc_arg_type & ARG_INT) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Dc_arg_int <= 7)){
1955                 Netgame.debug_flags ^= (1<<Dc_arg_int);
1956         }
1957
1958         // display network flags
1959         dc_printf("BITS\n");
1960         // dc_printf("1 - Client side firing (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING ? 1 : 0);
1961         // dc_printf("2 - Client nodamage (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE ? 1 : 0);
1962 }
1963
1964 // display any multiplayer/networking information here
1965 void multi_display_netinfo()
1966 {
1967         int sx = gr_screen.max_w - 200;
1968         int sy = 20;
1969         int idx;
1970
1971         // not multiplayer
1972         if(!(Game_mode & GM_MULTIPLAYER)){
1973                 return;
1974         }
1975
1976         gr_set_color_fast(&Color_normal);
1977
1978         // server or client
1979         if(MULTIPLAYER_MASTER){
1980                 gr_string(sx, sy, "SERVER"); sy += 10;
1981
1982                 for(idx=0; idx<MAX_PLAYERS; idx++){
1983                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Net_players[idx].player != NULL)){
1984                                 if(Net_players[idx].sv_last_pl < 0){
1985                                         gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, 0); sy += 10;
1986                                 } else {
1987                                         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;
1988                                 }
1989                         }
1990                 }
1991         } else {
1992                 gr_string(sx, sy, "CLIENT"); sy += 10;
1993
1994                 // display PL
1995                 if(Net_player != NULL){
1996                         if(Net_player->cl_last_pl < 0){
1997                                 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, 0);// sy += 10;
1998                         } else {
1999                                 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, Net_player->cl_last_pl);// sy += 10;
2000                         }
2001                 }
2002         }
2003 }