2 * $Logfile: /Freespace2/code/Network/Multi.cpp $
7 * C file that contains high-level multiplayer functions
10 * Revision 1.3 2002/05/26 20:22:48 theoddone33
11 * Most of network/ works
13 * Revision 1.2 2002/05/07 03:16:47 theoddone33
14 * The Great Newline Fix
16 * Revision 1.1.1.1 2002/05/03 03:28:10 root
20 * 47 9/15/99 1:45a Dave
21 * Don't init joystick on standalone. Fixed campaign mode on standalone.
22 * Fixed no-score-report problem in TvT
24 * 46 8/24/99 1:49a Dave
25 * Fixed client-side afterburner stuttering. Added checkbox for no version
26 * checking on PXO join. Made button info passing more friendly between
29 * 45 8/22/99 5:53p Dave
30 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
31 * instead of ship designations for multiplayer players.
33 * 44 8/22/99 1:19p Dave
34 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
35 * which d3d cards are detected.
37 * 43 8/19/99 10:59a Dave
38 * Packet loss detection.
40 * 42 8/16/99 4:05p Dave
41 * Big honking checkin.
43 * 41 8/06/99 12:34a Dave
44 * Be more careful about resetting timestamps.
46 * 40 8/04/99 2:24a Dave
47 * Fixed escort gauge ordering for dogfight.
49 * 39 7/26/99 5:50p Dave
50 * Revised ingame join. Better? We'll see....
52 * 38 7/08/99 10:53a Dave
53 * New multiplayer interpolation scheme. Not 100% done yet, but still
54 * better than the old way.
56 * 37 7/06/99 4:24p Dave
57 * Mid-level checkin. Starting on some potentially cool multiplayer
60 * 36 7/03/99 5:50p Dave
61 * Make rotated bitmaps draw properly in padlock views.
63 * 35 6/21/99 7:24p Dave
64 * netplayer pain packet. Added type E unmoving beams.
66 * 34 6/07/99 9:51p Dave
67 * Consolidated all multiplayer ports into one.
69 * 33 6/04/99 9:52a Dave
70 * Fixed some rendering problems.
72 * 32 5/22/99 6:05p Dave
73 * Fixed a few localization # problems.
75 * 31 5/22/99 5:35p Dave
76 * Debrief and chatbox screens. Fixed small hi-res HUD bug.
78 * 30 5/14/99 1:59p Andsager
79 * Multiplayer message for subsystem cargo revealed.
81 * 29 4/29/99 2:29p Dave
82 * Made flak work much better in multiplayer.
84 * 28 4/28/99 11:13p Dave
85 * Temporary checkin of artillery code.
87 * 27 4/25/99 7:43p Dave
88 * Misc small bug fixes. Made sun draw properly.
90 * 26 4/25/99 3:02p Dave
91 * Build defines for the E3 build.
93 * 25 4/12/99 10:07p Dave
94 * Made network startup more forgiving. Added checkmarks to dogfight
95 * screen for players who hit commit.
97 * 24 4/09/99 2:21p Dave
98 * Multiplayer beta stuff. CD checking.
100 * 23 3/19/99 9:51a Dave
101 * Checkin to repair massive source safe crash. Also added support for
102 * pof-style nebulae, and some new weapons code.
104 * 23 3/11/99 5:53p Dave
105 * More network optimization. Spliced in Dell OEM planet bitmap crap.
107 * 22 3/10/99 6:50p Dave
108 * Changed the way we buffer packets for all clients. Optimized turret
109 * fired packets. Did some weapon firing optimizations.
111 * 21 3/09/99 6:24p Dave
112 * More work on object update revamping. Identified several sources of
113 * unnecessary bandwidth.
115 * 20 3/08/99 7:03p Dave
116 * First run of new object update system. Looks very promising.
118 * 19 3/02/99 4:40p Jasons
119 * Be more careful when calling server-lost-contact popup (make sure other
120 * popups aren't active)
122 * 18 3/01/99 7:39p Dave
123 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
124 * don't mix respawn points.
126 * 17 2/23/99 2:29p Dave
127 * First run of oldschool dogfight mode.
129 * 16 2/19/99 2:55p Dave
130 * Temporary checking to report the winner of a squad war match.
132 * 15 2/17/99 2:10p Dave
133 * First full run of squad war. All freespace and tracker side stuff
136 * 14 2/12/99 6:16p Dave
137 * Pre-mission Squad War code is 95% done.
139 * 13 2/11/99 3:08p Dave
140 * PXO refresh button. Very preliminary squad war support.
142 * 12 1/14/99 12:48a Dave
143 * Todo list bug fixes. Made a pass at putting briefing icons back into
144 * FRED. Sort of works :(
146 * 11 1/12/99 5:45p Dave
147 * Moved weapon pipeline in multiplayer to almost exclusively client side.
148 * Very good results. Bandwidth goes down, playability goes up for crappy
149 * connections. Fixed object update problem for ship subsystems.
151 * 10 12/14/98 12:13p Dave
152 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
155 * 9 12/03/98 5:22p Dave
156 * Ported over Freespace 1 multiplayer ships.tbl and weapons.tbl
159 * 8 11/19/98 4:19p Dave
160 * Put IPX sockets back in psnet. Consolidated all multiplayer config
163 * 7 11/19/98 8:03a Dave
164 * Full support for D3-style reliable sockets. Revamped packet lag/loss
165 * system, made it receiver side and at the lowest possible level.
167 * 6 11/17/98 11:12a Dave
168 * Removed player identification by address. Now assign explicit id #'s.
170 * 5 11/12/98 12:13a Dave
171 * Tidied code up for multiplayer test. Put in network support for flak
184 #include "multiutil.h"
185 #include "multimsgs.h"
187 #include "linklist.h"
193 #include "missionload.h"
194 #include "missionparse.h"
195 #include "missionshipchoice.h"
196 #include "gamesequence.h"
197 #include "freespace.h"
202 #include "stand_gui.h"
203 #include "multi_xfer.h"
206 #include "multilag.h"
207 #include "multiutil.h"
208 #include "multi_ingame.h"
213 #include "multiteamselect.h"
214 #include "multi_data.h"
215 #include "multi_kick.h"
216 #include "multi_campaign.h"
217 #include "multi_voice.h"
218 #include "multi_team.h"
219 #include "multi_respawn.h"
220 #include "multi_pmsg.h"
221 #include "multi_endgame.h"
222 #include "missiondebrief.h"
223 #include "multi_pause.h"
224 #include "multi_obj.h"
225 #include "missiongoals.h"
226 #include "multi_log.h"
227 #include "multi_rate.h"
228 #include "hudescort.h"
229 #include "alphacolors.h"
231 // ----------------------------------------------------------------------------------------
232 // Basic module scope defines
237 // #define NETGAME_SEND_TIME 1000 // time between sending netgame update packets
238 // #define STATE_SEND_TIME 1000 // time between sending netplayer state packets
239 // #define GAMEINFO_SEND_TIME 3000 // time between sending game information packets
240 // #define PING_SEND_TIME 2000 // time between player pings
241 // #define INGAME_UPDATE_TIME 1000 // time limit between ingame join operations
242 #define NETGAME_SEND_TIME 2 // time between sending netgame update packets
243 #define STATE_SEND_TIME 2 // time between sending netplayer state packets
244 #define GAMEINFO_SEND_TIME 3 // time between sending game information packets
245 #define PING_SEND_TIME 2 // time between player pings
246 #define BYTES_SENT_TIME 5 // every five seconds
249 #define CULL_ZOMBIE_TIME 1000 // zombies are checked for at this interval (in milliseconds)
251 // object update stuff
252 #define SEND_POS_INTERVAL 30 // min time in milliseconds between sending position updates
254 // local network buffer stuff
255 #define MAX_NET_BUFFER (1024 * 16) // define and variable declaration for our local tcp buffer
256 #define NUM_REENTRANT_LEVELS 3
258 // time (in fixed seconds) to put up dialog about no contect from server
259 #define MULTI_SERVER_MAX_TIMEOUT (F1_0 * 4) // after this number of milliseoncds, stop client simulation
260 #define MULTI_SERVER_MAX_TIMEOUT_LARGE (F1_0 * 40) // done anytime not in mission
261 #define MULTI_SERVER_WAIT_TIME (F1_0 * 60) // wait 60 seconds to reconnect with the server
262 #define MULTI_SERVER_GONE 1
263 #define MULTI_SERVER_ALIVE 2
265 #define DISCONNECT_TIMEOUT (F1_0 * 10) // 10 seconds to timeout someone who cannot connnect
267 // define for when to show "slow network" icon
268 #define MULTI_SERVER_SLOW_PING_TIME 700 // when average ping time to server reaches this -- display hud icon
270 // update times for clients ships based on object update level
271 #define MULTI_CLIENT_UPDATE_TIME 333
273 int Multi_display_netinfo = 1;
275 // ----------------------------------------------------------------------------------------
281 net_player Net_players[MAX_PLAYERS]; // array of all netplayers in the game
282 net_player *Net_player; // pointer to console's net_player entry
284 // network object management
285 ushort Next_ship_signature; // next permanent network signature to assign to an object
286 ushort Next_asteroid_signature; // next signature for an asteroid
287 ushort Next_non_perm_signature; // next non-permanent network signature to assign to an object
288 ushort Next_debris_signature; // next debris signature
291 netgame_info Netgame; // netgame information
292 int Multi_mission_loaded = 0; // flag, so that we dont' load the mission more than once client side
293 int Ingame_join_net_signature = -1; // signature for the player obj for use when joining ingame
294 int Multi_button_info_ok = 0; // flag saying it is ok to apply critical button info on a client machine
295 int Multi_button_info_id = 0; // identifier of the stored button info to be applying
297 // low level networking vars
298 int ADDRESS_LENGTH; // will be 6 for IPX, 4 for IP
299 int PORT_LENGTH; // will be 2 for IPX, 2 for IP
300 int HEADER_LENGTH; // 1 byte (packet type)
303 active_game* Active_game_head; // linked list of active games displayed on Join screen
304 int Active_game_count; // for interface screens as well
305 CFILE* Multi_chat_stream; // for streaming multiplayer chat strings to a file
306 int Multi_has_cd = 0; // if this machine has a cd or not (call multi_common_verify_cd() to set this)
307 int Multi_connection_speed; // connection speed of this machine.
308 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
309 short Multi_id_num = 0; // for assigning player id #'s
311 // permanent server list
312 server_item* Game_server_head; // list of permanent game servers to be querying
315 int Netgame_send_time = -1; // timestamp used to send netgame info to players before misison starts
316 int State_send_time = -1; // timestamp used to send state information to the host before a mission starts
317 int Gameinfo_send_time = -1; // timestamp used by master to send game information to clients
318 int Next_ping_time = -1; // when we should next ping all
319 int Multi_server_check_count = 0; // var to keep track of reentrancy when checking server status
320 int Next_bytes_time = -1; // bytes sent
322 // how often each player gets updated
323 int Multi_client_update_times[MAX_PLAYERS]; // client update packet timestamp
325 // local network buffer data
326 LOCAL ubyte net_buffer[NUM_REENTRANT_LEVELS][MAX_NET_BUFFER];
327 LOCAL ubyte Multi_read_count;
329 int Multi_restr_query_timestamp = -1;
330 join_request Multi_restr_join_request;
331 net_addr Multi_restr_addr;
332 int Multi_join_restr_mode = -1;
334 LOCAL fix Multi_server_wait_start; // variable to hold start time when waiting to reestablish with server
336 // non API master tracker vars
337 char Multi_tracker_login[100] = "";
338 char Multi_tracker_passwd[100] = "";
339 char Multi_tracker_squad_name[100] = "";
340 int Multi_tracker_id = -1;
341 char Multi_tracker_id_string[255];
343 // current file checksum
344 ushort Multi_current_file_checksum = 0;
345 int Multi_current_file_length = -1;
348 // -------------------------------------------------------------------------------------------------
349 // multi_init() is called only once, at game start-up. Get player address + port, initialize the
350 // network players list.
358 // read in config file
359 multi_options_read_config();
361 Assert( Net_player == NULL );
364 // clear out all netplayers
365 memset(Net_players, 0, sizeof(net_player) * MAX_PLAYERS);
366 for(idx=0; idx<MAX_PLAYERS; idx++){
367 Net_players[idx].reliable_socket = INVALID_SOCKET;
370 // initialize the local netplayer
371 Net_player = &Net_players[0];
372 Net_player->tracker_player_id = Multi_tracker_id;
373 Net_player->player = Player;
374 Net_player->flags = 0;
375 Net_player->s_info.xfer_handle = -1;
376 Net_player->player_id = multi_get_new_id();
377 Net_player->client_cinfo_seq = 0;
378 Net_player->client_server_seq = 0;
380 // get our connection speed
381 Multi_connection_speed = multi_get_connection_speed();
383 // initialize other stuff
386 // load up common multiplayer icons
387 multi_load_common_icons();
390 // this is an important function which re-initializes any variables required in multiplayer games.
391 // Always make sure globals you add are re-initialized here !!!!
392 void multi_vars_init()
394 // initialize this variable right away. Used in game_level_init for init'ing the player
395 Next_ship_signature = SHIP_SIG_MIN;
396 Next_asteroid_signature = ASTEROID_SIG_MIN;
397 Next_non_perm_signature = NPERM_SIG_MIN;
398 Next_debris_signature = DEBRIS_SIG_MIN;
400 // server-client critical stuff
401 Multi_button_info_ok = 0;
402 Multi_button_info_id = 0;
405 Ingame_join_net_signature = -1;
408 Netgame.game_state = NETGAME_STATE_FORMING;
414 Multi_mission_loaded = 0; // client side
416 // restricted game stuff
417 Multi_restr_query_timestamp = -1;
420 Multi_server_check_count = 0;
422 // reentrant variable
423 Multi_read_count = 0;
425 // unset the "have cd" var
426 // NOTE: we unset this here because we are going to be calling multi_common_verify_cd()
427 // immediately after this (in multi_level_init() to re-check the status)
430 // current file checksum
431 Multi_current_file_checksum = 0;
432 Multi_current_file_length = -1;
434 Active_game_head = NULL;
435 Game_server_head = NULL;
437 // only the server should ever care about this
441 // -------------------------------------------------------------------------------------------------
442 // multi_level_init() is called whenever the player starts a multiplayer game
446 void multi_level_init()
451 ml_string(NOX("multi_level_init()"));
453 // initialize the Net_players array
454 for(idx=0;idx<MAX_PLAYERS;idx++) {
455 // close all sockets down just for good measure
456 psnet_rel_close_socket(&Net_players[idx].reliable_socket);
458 memset(&Net_players[idx],0,sizeof(net_player));
459 Net_players[idx].reliable_socket = INVALID_SOCKET;
461 Net_players[idx].s_info.xfer_handle = -1;
462 Net_players[idx].p_info.team = 0;
465 // initialize the Players array
466 for(idx=0;idx<MAX_PLAYERS;idx++){
467 if(Player == &Players[idx]){
470 memset(&Players[idx],0,sizeof(player));
475 // initialize the fake lag/loss system
480 // initialize the kick system
483 // initialize all file xfer stuff
484 multi_xfer_init(multi_file_xfer_notify);
486 // close the chatbox (if one exists)
489 // reset the data xfer system
492 // initialize the voice system
495 // intialize the pause system
498 // initialize endgame stuff
499 multi_endgame_init();
501 // initialize respawning
502 multi_respawn_init();
504 // initialize all netgame timestamps
505 multi_reset_timestamps();
507 // flush psnet sockets
511 // multi_check_listen() calls low level psnet routine to see if we have a connection from a client we
513 void multi_check_listen()
517 PSNET_SOCKET_RELIABLE sock = INVALID_SOCKET;
519 // call psnet routine which calls select to see if we need to check for a connect from a client
520 // by passing addr, we are telling check_for_listen to do the accept and return who it was from in
522 sock = psnet_rel_check_for_listen(&addr);
523 if ( sock != INVALID_SOCKET ) {
524 // be sure that my address and the server address are set correctly.
525 if ( !psnet_same(&Psnet_my_addr, &Net_player->p_info.addr) ){
526 Net_player->p_info.addr = Psnet_my_addr;
529 if ( !psnet_same(&Psnet_my_addr, &(Netgame.server_addr)) ){
530 Netgame.server_addr = Psnet_my_addr;
533 // the connection was accepted in check_for_listen. Find the netplayer whose address we connected
534 // with and assign the socket descriptor
535 for (i = 0; i < MAX_PLAYERS; i++ ) {
536 if ( (Net_players[i].flags & NETINFO_FLAG_CONNECTED) && (!memcmp(&(addr.addr), &(Net_players[i].p_info.addr.addr), 6)) ) {
537 // mark this flag so we know he's "fully" connected
538 Net_players[i].flags |= NETINFO_FLAG_RELIABLE_CONNECTED;
539 Net_players[i].reliable_socket = sock;
541 // send player information to the joiner
542 send_accept_player_data( &Net_players[i], (Net_players[i].flags & NETINFO_FLAG_INGAME_JOIN)?1:0 );
544 // send a netgame update so the new client has all the necessary settings
545 send_netgame_update_packet();
547 // if this is a team vs. team game, send an update
548 if(Netgame.type_flags & NG_TYPE_TEAM){
549 multi_team_send_update();
553 ml_printf(NOX("Accepted TCP connection from %s"), Net_players[i].player == NULL ? NOX("Unknown") : Net_players[i].player->callsign);
558 // if we didn't find a player, close the socket
559 if ( i == MAX_PLAYERS ) {
560 nprintf(("Network", "Got accept on my listen socket, but unknown player. Closing socket.\n"));
561 psnet_rel_close_socket(&sock);
566 // returns true is server hasn't been heard from in N seconds. false otherwise
567 int multi_client_server_dead()
569 fix this_time, last_time, max;
571 // get the last time we have heard from the server. If greater than some default, then maybe
572 // display some icon on the HUD indicating slow network connection. if greater than some higher
573 // max, stop simulating on the client side until we hear from the server again.
574 this_time = timer_get_fixed_seconds();
575 last_time = Netgame.server->last_heard_time;
576 // check for wrap! must return 0
577 if ( last_time > this_time )
580 this_time -= last_time;
582 // if in mission, use the smaller timeout value. Outside of mission, use a large one.
583 if ( MULTI_IN_MISSION ){
584 max = MULTI_SERVER_MAX_TIMEOUT;
586 max = MULTI_SERVER_MAX_TIMEOUT_LARGE;
589 if ( this_time > max){
596 void multi_process_incoming(); // prototype for function later in this module
598 // function to process network data in hopes of getting info back from server
599 int multi_client_wait_on_server()
603 is_dead = multi_client_server_dead();
605 // if the server is back alive, tell our popup
607 return MULTI_SERVER_ALIVE;
610 // on release version -- keep popup active for 60 seconds, then bail
612 fix this_time = timer_get_fixed_seconds();
613 // if the timer wrapped:
614 if ( this_time < Multi_server_wait_start ) {
615 Multi_server_wait_start = timer_get_fixed_seconds();
618 // check to see if timeout expired
619 this_time -= Multi_server_wait_start;
620 if ( this_time > MULTI_SERVER_WAIT_TIME ){
621 return MULTI_SERVER_GONE;
628 // function called by multiplayer clients to stop simulating when they have not heard from the server
630 void multi_client_check_server()
634 Assert( MULTIPLAYER_CLIENT );
636 // this function can get called while in the popup code below. So we include this check as a
638 if ( Multi_server_check_count )
641 // make sure we have a valid server
642 if(Netgame.server == NULL){
646 Multi_server_check_count++;
647 if(multi_client_server_dead()){
648 Netgame.flags |= NG_FLAG_SERVER_LOST;
650 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
653 if(Netgame.flags & NG_FLAG_SERVER_LOST) {
654 if(!(Game_mode & GM_IN_MISSION) && !popup_active()){
655 // need to start a popup
656 Multi_server_wait_start = timer_get_fixed_seconds();
657 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) );
659 if ( !rval || (rval == MULTI_SERVER_GONE) ) {
660 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
662 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
666 Multi_server_check_count--;
670 // -------------------------------------------------------------------------------------------------
671 // process_packet_normal() will determine what sort of packet it is, and send it to the appropriate spot.
672 // Prelimiary verification of the magic number and checksum are done here.
675 void process_packet_normal(ubyte* data, header *header_info)
680 process_join_packet(data, header_info);
684 process_game_chat_packet( data, header_info );
687 case NOTIFY_NEW_PLAYER:
688 process_new_player_packet(data, header_info);
692 process_hud_message(data, header_info);
695 case MISSION_MESSAGE:
696 process_mission_message_packet( data, header_info );
700 process_leave_game_packet(data, header_info);
704 process_game_query(data, header_info);
708 process_game_active_packet(data, header_info);
712 process_game_info_packet( data, header_info );
715 case SECONDARY_FIRED_AI:
716 process_secondary_fired_packet(data, header_info, 0);
719 case SECONDARY_FIRED_PLR:
720 process_secondary_fired_packet(data, header_info, 1);
723 case COUNTERMEASURE_FIRED:
724 process_countermeasure_fired_packet( data, header_info );
727 case FIRE_TURRET_WEAPON:
728 process_turret_fired_packet( data, header_info );
732 process_netgame_update_packet( data, header_info );
735 case UPDATE_DESCRIPT:
736 process_netgame_descript_packet( data, header_info );
739 case NETPLAYER_UPDATE:
740 process_netplayer_update_packet( data, header_info );
744 process_accept_packet(data, header_info);
748 multi_oo_process_update(data, header_info);
752 process_ship_kill_packet( data, header_info );
756 process_wing_create_packet( data, header_info );
760 process_ship_create_packet( data, header_info );
764 process_ship_depart_packet( data, header_info );
767 case MISSION_LOG_ENTRY:
768 process_mission_log_packet( data, header_info );
772 process_ping_packet(data, header_info);
776 process_pong_packet(data, header_info);
780 Assert(header_info->id >= 0);
782 PSNET_SOCKET_RELIABLE sock;
783 sock = INVALID_SOCKET;
785 // if I'm the server of the game, find out who this came from
786 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
787 np_index = find_player_id(header_info->id);
789 sock = Net_players[np_index].reliable_socket;
792 // otherwise always use my own socket
793 else if(Net_player != NULL){
794 sock = Net_player->reliable_socket;
797 header_info->bytes_processed = multi_xfer_process_packet(data + HEADER_LENGTH, sock) + HEADER_LENGTH;
800 case MISSION_REQUEST:
801 process_mission_request_packet(data,header_info);
805 process_mission_item_packet(data,header_info);
808 case MULTI_PAUSE_REQUEST:
809 process_multi_pause_packet(data, header_info);
813 process_ingame_nak(data, header_info);
816 case SHIPS_INGAME_PACKET:
817 process_ingame_ships_packet(data, header_info);
820 case WINGS_INGAME_PACKET:
821 process_ingame_wings_packet(data, header_info);
825 process_endgame_packet(data, header_info);
828 case OBSERVER_UPDATE:
829 process_observer_update_packet(data, header_info);
832 case NETPLAYER_SLOTS_P:
833 process_netplayer_slot_packet(data, header_info);
836 case SHIP_STATUS_CHANGE:
837 process_ship_status_packet(data, header_info);
840 case PLAYER_ORDER_PACKET:
841 process_player_order_packet(data, header_info);
844 case INGAME_SHIP_UPDATE:
845 process_ingame_ship_update_packet(data, header_info);
848 case INGAME_SHIP_REQUEST:
849 process_ingame_ship_request_packet(data, header_info);
853 process_file_sig_packet(data, header_info);
857 multi_respawn_process_packet(data,header_info);
860 case SUBSYSTEM_DESTROYED:
861 process_subsystem_destroyed_packet( data, header_info );
864 case LOAD_MISSION_NOW :
865 process_netplayer_load_packet(data, header_info);
868 case FILE_SIG_REQUEST :
869 process_file_sig_request(data, header_info);
873 process_jump_into_mission_packet(data, header_info);
876 case CLIENT_REPAIR_INFO:
877 process_repair_info_packet(data,header_info);
880 case MISSION_SYNC_DATA:
881 process_mission_sync_packet(data,header_info);
884 case STORE_MISSION_STATS:
885 process_store_stats_packet(data, header_info);
889 process_debris_update_packet(data, header_info);
892 case SHIP_WSTATE_CHANGE:
893 process_ship_weapon_change( data, header_info );
896 case WSS_UPDATE_PACKET:
897 process_wss_update_packet(data, header_info);
900 case WSS_REQUEST_PACKET:
901 process_wss_request_packet( data, header_info );
905 process_firing_info_packet( data, header_info );
909 process_cargo_revealed_packet( data, header_info);
912 case SUBSYS_CARGO_REVEALED:
913 process_subsystem_cargo_revealed_packet( data, header_info);
916 case MISSION_GOAL_INFO:
917 process_mission_goal_info_packet(data, header_info);
921 process_player_kick_packet(data, header_info);
924 case PLAYER_SETTINGS:
925 process_player_settings_packet(data, header_info);
929 process_deny_packet(data, header_info);
933 process_post_sync_data_packet(data, header_info);
937 process_wss_slots_data_packet(data,header_info);
940 case SHIELD_EXPLOSION:
941 process_shield_explosion_packet( data, header_info );
945 process_player_stats_block_packet(data, header_info);
949 process_pslot_update_packet(data,header_info);
953 process_ai_info_update_packet( data, header_info );
956 case CAMPAIGN_UPDATE :
957 multi_campaign_process_update(data,header_info);
960 case CAMPAIGN_UPDATE_INGAME:
961 multi_campaign_process_ingame_start(data,header_info);
965 multi_voice_process_packet(data,header_info);
969 multi_team_process_packet(data,header_info);
973 process_asteroid_info(data, header_info);
976 case HOST_RESTR_QUERY:
977 process_host_restr_packet(data, header_info);
981 multi_options_process_packet(data,header_info);
984 case SQUADMSG_PLAYER:
985 multi_msg_process_squadmsg_packet(data,header_info);
988 case NETGAME_END_ERROR:
989 process_netgame_end_error_packet(data,header_info);
992 case COUNTERMEASURE_SUCCESS:
993 process_countermeasure_success_packet( data, header_info );
997 process_client_update_packet(data, header_info);
1001 process_countdown_packet(data, header_info);
1005 process_debrief_info( data, header_info );
1008 case ACCEPT_PLAYER_DATA:
1009 process_accept_player_data( data, header_info );
1012 case HOMING_WEAPON_UPDATE:
1013 process_homing_weapon_info( data, header_info );
1017 process_emp_effect(data, header_info);
1020 case REINFORCEMENT_AVAIL:
1021 process_reinforcement_avail( data, header_info );
1025 process_change_iff_packet(data, header_info);
1028 case PRIMARY_FIRED_NEW:
1029 process_NEW_primary_fired_packet(data, header_info);
1032 case COUNTERMEASURE_NEW:
1033 process_NEW_countermeasure_fired_packet(data, header_info);
1037 process_beam_fired_packet(data, header_info);
1041 process_sw_query_packet(data, header_info);
1045 process_event_update_packet(data, header_info);
1048 case OBJECT_UPDATE_NEW:
1049 multi_oo_process_update(data, header_info);
1053 process_weapon_detonate_packet(data, header_info);
1057 process_flak_fired_packet(data, header_info);
1060 case NETPLAYER_PAIN:
1061 process_player_pain_packet(data, header_info);
1064 case LIGHTNING_PACKET:
1065 process_lightning_packet(data, header_info);
1069 process_bytes_recvd_packet(data, header_info);
1073 process_host_captain_change_packet(data, header_info);
1077 process_self_destruct_packet(data, header_info);
1081 nprintf(("Network", "Received packet with unknown type %d\n", data[0] ));
1082 header_info->bytes_processed = 10000;
1090 // Takes a bunch of messages, check them for validity,
1091 // and pass them to multi_process_data.
1092 // --------------------^
1093 // this should be process_packet() I think, or with the new code
1094 // process_tracker_packet() as defined in MultiTracker.[h,cpp]
1095 void multi_process_bigdata(ubyte *data, int len, net_addr *from_addr, int reliable)
1097 int type, bytes_processed;
1102 // the only packets we will process from an unknown player are GAME_QUERY, GAME_INFO, JOIN, PING, PONG, ACCEPT, and GAME_ACTIVE packets
1103 player_num = find_player(from_addr);
1105 // find the player who sent the message and mark the last_heard time for this player
1106 // check to see if netplayer is null (it may be in cases such as getting lists of games from the tracker)
1107 if(player_num >= 0){
1108 Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
1111 // store fields that were passed along in the message
1112 // store header information that was captured from the network-layer header
1113 memcpy(header_info.addr, from_addr->addr, 6);
1114 memcpy(header_info.net_id, from_addr->net_id, 4);
1115 header_info.port = from_addr->port;
1116 if(player_num >= 0){
1117 header_info.id = Net_players[player_num].player_id;
1119 header_info.id = -1;
1122 bytes_processed = 0;
1123 while( (bytes_processed >= 0) && (bytes_processed < len) ) {
1125 buf = &(data[bytes_processed]);
1129 // if its coming from an unknown source, there are only certain packets we will actually process
1130 if((player_num == -1) && !multi_is_valid_unknown_packet((ubyte)type)){
1134 if ( (type<0) || (type > MAX_TYPE_ID )) {
1135 nprintf( ("Network", "multi_process_bigdata: Invalid packet type %d!\n", type ));
1139 // perform any special processing checks here
1140 process_packet_normal(buf,&header_info);
1142 // MWA -- magic number was removed from header on 8/4/97. Replaced with bytes_processed
1143 // variable which gets stuffed whenever a packet is processed.
1144 bytes_processed += header_info.bytes_processed;
1147 // if this is not reliable data and we have a valid player
1148 if(Net_player != NULL){
1149 if(!MULTIPLAYER_MASTER && !reliable && (Game_mode & GM_IN_MISSION)){
1150 Net_player->cl_bytes_recvd += len;
1155 // process all reliable socket details
1156 void multi_process_reliable_details()
1161 // run reliable sockets
1166 // server operations
1167 if ( MULTIPLAYER_MASTER ){
1168 // listen for new reliable socket connections
1169 multi_check_listen();
1171 // check for any broken sockets and delete any players
1172 for(idx=0; idx<MAX_PLAYERS; idx++){
1173 // players who _should_ be validly connected
1174 if((idx != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[idx])){
1175 // if this guy's socket is broken or disconnected, kill him
1176 sock_status = psnet_rel_get_status(Net_players[idx].reliable_socket);
1177 if((sock_status == RNF_UNUSED) || (sock_status == RNF_BROKEN) || (sock_status == RNF_DISCONNECTED)){
1178 ml_string("Shutting down rel socket because of disconnect!");
1182 // if we're still waiting for this guy to connect on his reliable socket and he's timed out, boot him
1183 if(Net_players[idx].s_info.reliable_connect_time != -1){
1184 // if he's connected
1185 if(Net_players[idx].reliable_socket != INVALID_SOCKET){
1186 Net_players[idx].s_info.reliable_connect_time = -1;
1188 // if he's timed out
1189 else if(((time(NULL) - Net_players[idx].s_info.reliable_connect_time) > MULTI_RELIABLE_CONNECT_WAIT) && (Net_players[idx].reliable_socket == INVALID_SOCKET)){
1190 ml_string("Player timed out while connecting on reliable socket!");
1197 // clients should detect broken sockets
1199 extern unsigned int Serverconn;
1200 if(Serverconn != 0xffffffff){
1201 int status = psnet_rel_get_status(Serverconn);
1202 if(status == RNF_BROKEN){
1203 mprintf(("CLIENT SOCKET DISCONNECTED"));
1206 if(!multi_endgame_ending()){
1207 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1214 // multi_process_incoming reads incoming data off the unreliable and reliable ports and sends
1215 // the data to process_big_data
1216 void multi_process_incoming()
1219 ubyte *data, *savep;
1222 Assert( Multi_read_count < NUM_REENTRANT_LEVELS );
1223 savep = net_buffer[Multi_read_count];
1229 // get the other net players data
1230 while( (size = psnet_get(data, &from_addr))>0 ) {
1231 // ingame joiners will ignore UDP packets until they are have picked a ship and are in the mission
1232 if( (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) && (Net_player->state != NETPLAYER_STATE_INGAME_SHIP_SELECT) ){
1233 //nprintf(("Network","Tossing UDP like a good little ingame joiner...\n"));
1235 // otherwise process incoming data normally
1237 multi_process_bigdata(data, size, &from_addr, 0);
1241 // read reliable sockets for data
1245 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1246 for (idx=0;idx<MAX_PLAYERS;idx++) {
1247 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id)){
1248 while( (size = psnet_rel_get(Net_players[idx].reliable_socket, data, MAX_NET_BUFFER)) > 0){
1249 multi_process_bigdata(data, size, &Net_players[idx].p_info.addr, 1);
1254 // if I'm not the master of the game, read reliable data from my connection with the server
1255 if((Net_player->reliable_socket != INVALID_SOCKET) && (Net_player->reliable_socket != 0)){
1256 while( (size = psnet_rel_get(Net_player->reliable_socket,data, MAX_NET_BUFFER)) > 0){
1257 multi_process_bigdata(data, size, &Netgame.server_addr, 1);
1265 // -------------------------------------------------------------------------------------------------
1266 // multi_do_frame() is called once per game loop do update all the multiplayer objects, and send
1267 // the player data to all the other net players.
1276 dc_printf("proper eye stuff on\n");
1278 dc_printf("proper eye stuff off\n");
1282 void multi_do_frame()
1284 PSNET_TOP_LAYER_PROCESS();
1286 // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1288 if((Net_player != NULL) && eye_tog){
1289 player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1292 // send all buffered packets from the previous frame
1293 multi_io_send_buffered_packets();
1295 // datarate tracking
1296 multi_rate_process();
1298 // always process any pending endgame details
1299 multi_endgame_process();
1301 // process all reliable socket details, including :
1302 // 1.) Listening for new pending reliable connections (server)
1303 // 2.) Checking for broken sockets (server/client)
1304 // 3.) Checking for clients who haven't fully connected
1305 multi_process_reliable_details();
1307 // get the other net players data
1308 multi_process_incoming();
1310 // process object update datarate stuff (for clients and server both)
1311 multi_oo_rate_process();
1313 // clients should check when last time they heard from sever was -- if too long, then
1314 // pause the simulation so wait for it to possibly come back
1315 if ( (MULTIPLAYER_CLIENT) && (Net_player->flags & NETINFO_FLAG_CONNECTED) ){
1316 multi_client_check_server();
1319 // everybody pings all the time
1320 if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1321 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) ){
1322 send_netplayer_update_packet();
1326 multi_ping_send_all();
1327 Next_ping_time = time(NULL);
1330 // if I am the master, and we are not yet actually playing the mission, send off netgame
1331 // status to all other players in the game. If I am not the master of the game, and we
1332 // are not in the game, then send out my netplayer status to the host
1333 if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && !(Game_mode & GM_IN_MISSION)){
1334 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1335 if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
1336 send_netgame_update_packet();
1338 Netgame_send_time = time(NULL);
1341 if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
1342 // observers shouldn't send an update state packet
1343 if ( !(Net_player->flags & NETINFO_FLAG_OBSERVER) ){
1344 send_netplayer_update_packet();
1347 State_send_time = time(NULL);
1351 else if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && (Game_mode & GM_IN_MISSION) ) {
1352 // if I am connected and am in the mission, do things that need to be done on a regular basis
1353 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1354 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
1355 send_game_info_packet();
1357 Gameinfo_send_time = time(NULL);
1360 // for any potential respawns
1361 multi_respawn_handle_invul_players();
1362 multi_respawn_check_ai();
1364 // for any potential ingame joiners
1365 multi_handle_ingame_joiners();
1367 // the clients need to do some processing of stuff as well
1371 // check to see if we're waiting on confirmation for a restricted ingame join
1372 if(Multi_restr_query_timestamp != -1){
1373 // if it has elapsed, unset the ingame join flag
1374 if(timestamp_elapsed(Multi_restr_query_timestamp)){
1375 Multi_restr_query_timestamp = -1;
1376 Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
1380 // while in the mission, send my PlayerControls to the host so that he can process
1382 if ( Game_mode & GM_IN_MISSION ) {
1384 extern void oo_update_time();
1388 if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1389 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1390 // if the rate limiting system says its ok
1391 if(multi_oo_cirate_can_send()){
1392 // send my observer position/object update
1393 send_observer_update_packet();
1395 } else if ( !(Player_ship->flags & SF_DEPARTING ) ){
1396 // if the rate limiting system says its ok
1397 if(multi_oo_cirate_can_send()){
1398 // use the new method
1399 multi_oo_send_control_info();
1403 // bytes received info
1404 if( (Next_bytes_time < 0) || ((time(NULL) - Next_bytes_time) > BYTES_SENT_TIME) ){
1405 if(Net_player != NULL){
1406 send_bytes_recvd_packet(Net_player);
1408 // reset bytes recvd
1409 Net_player->cl_bytes_recvd = 0;
1413 Next_bytes_time = time(NULL);
1416 // sending new objects from here is dependent on having objects only created after
1417 // the game is done moving the objects. I think that I can enforce this.
1420 // evaluate whether the time limit has been reached or max kills has been reached
1421 // Commented out by Sandeep 4/12/98, was causing problems with testing.
1422 if( ((f2fl(Netgame.options.mission_time_limit) > 0.0f) && (Missiontime > Netgame.options.mission_time_limit)) ||
1423 multi_kill_limit_reached() ) {
1425 // make sure we don't do this more than once
1426 if(Netgame.game_state == NETGAME_STATE_IN_MISSION){
1427 multi_handle_end_mission_request();
1433 // periodically send a client update packet to all clients
1434 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1436 for(idx=0;idx<MAX_PLAYERS;idx++){
1437 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1438 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1440 send_client_update_packet(&Net_players[idx]);
1442 Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1448 // process any kicked player details
1449 multi_kick_process();
1451 // do any file xfer details
1454 // process any player data details (wav files, pilot pics, etc)
1457 // do any voice details
1458 multi_voice_process();
1460 // process any player messaging details
1461 multi_msg_process();
1463 // if on the standalone, do any gui stuff
1464 if(Game_mode & GM_STANDALONE_SERVER){
1468 // dogfight nonstandalone players should recalc the escort list every frame
1469 if(!(Game_mode & GM_STANDALONE_SERVER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && MULTI_IN_MISSION){
1470 hud_setup_escort_list(0);
1474 // -------------------------------------------------------------------------------------------------
1475 // multi_pause_do_frame() is called once per game loop do update all the multiplayer objects, and send
1476 // the player data to all the other net players when the multiplayer game is paused. It only will do
1477 // checking for a few specialized packets (MULTI_UNPAUSE, etc)
1480 void multi_pause_do_frame()
1482 PSNET_TOP_LAYER_PROCESS();
1484 // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1486 // if((Net_player != NULL) && eye_tog){
1487 // player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1490 // send all buffered packets from the previous frame
1491 multi_io_send_buffered_packets();
1493 // always process any pending endgame details
1494 multi_endgame_process();
1496 // process all reliable socket details, including :
1497 // 1.) Listening for new pending reliable connections (server)
1498 // 2.) Checking for broken sockets (server/client)
1499 // 3.) Checking for clients who haven't fully connected
1500 multi_process_reliable_details();
1502 // these timestamps and handlers shoul be evaluated in the pause state
1503 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1504 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
1505 send_game_info_packet();
1507 Gameinfo_send_time = time(NULL);
1511 // everybody pings all the time
1512 if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1513 multi_ping_send_all();
1515 Next_ping_time = time(NULL);
1518 // periodically send a client update packet to all clients
1519 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1522 for(idx=0;idx<MAX_PLAYERS;idx++){
1523 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1524 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1526 send_client_update_packet(&Net_players[idx]);
1528 Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1533 // for any potential ingame joiners
1534 multi_handle_ingame_joiners();
1537 // do any file xfer details
1540 // process any player data details (wav files, pilot pics, etc)
1543 // get the other net players data
1544 multi_process_incoming();
1546 // do any voice details
1547 multi_voice_process();
1549 // process any player messaging details
1550 multi_msg_process();
1552 // process any kicked player details
1553 multi_kick_process();
1555 // process any pending endgame details
1556 multi_endgame_process();
1558 // process object update stuff (for clients and server both)
1559 if(MULTIPLAYER_MASTER){
1563 // if on the standalone, do any gui stuff
1564 if(Game_mode & GM_STANDALONE_SERVER){
1570 // --------------------------------------------------------------------------------
1571 // standalone_main_init() the standalone equivalent of the main menu
1574 extern int sock_inited;
1575 float frame_time = (float)1.0/(float)30.0;
1577 void standalone_main_init()
1579 std_debug_set_standalone_state_string("Main Init");
1581 Game_mode = (GM_STANDALONE_SERVER | GM_MULTIPLAYER);
1584 ml_string(NOX("Standalone server initializing"));
1586 // read in config file
1587 // multi_options_read_config();
1589 // if we failed to startup on our desired protocol, fail
1590 if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){
1592 MessageBox((HWND)os_get_window(), XSTR( "You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.", 1402), "Error", MB_OK);
1594 fprintf (stderr, "ERROR: You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.\n");
1598 if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
1600 MessageBox((HWND)os_get_window(), XSTR("You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.", 362), "Error", MB_OK);
1602 fprintf (stderr, "ERROR: You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.\n");
1608 #ifdef MULTIPLAYER_BETA_BUILD
1609 Multi_options_g.protocol = NET_TCP;
1610 psnet_use_protocol(Multi_options_g.protocol);
1612 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;
1613 PORT_LENGTH = IP_PORT_LENGTH;
1615 psnet_use_protocol(Multi_options_g.protocol);
1616 switch (Multi_options_g.protocol) {
1618 ADDRESS_LENGTH = IPX_ADDRESS_LENGTH;
1619 PORT_LENGTH = IPX_PORT_LENGTH;
1623 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;
1624 PORT_LENGTH = IP_PORT_LENGTH;
1634 // clear out the Netgame structure and start filling in the values
1635 // NOTE : these values are not incredibly important since they will be overwritten by the host when he joins
1636 memset( &Netgame, 0, sizeof(Netgame) );
1637 Netgame.game_state = NETGAME_STATE_FORMING; // game is currently starting up
1638 Netgame.security = 0;
1639 Netgame.server_addr = Psnet_my_addr;
1641 memset(&The_mission,0,sizeof(The_mission));
1643 // reinitialize all systems
1646 // intialize endgame stuff
1647 multi_endgame_init();
1649 // clear the file xfer system
1651 multi_xfer_force_dir(CF_TYPE_MULTI_CACHE);
1656 // setup the netplayer for the standalone
1657 Net_player = &Net_players[0];
1658 Net_player->tracker_player_id = -1;
1659 Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_MISSION_OK);
1660 Net_player->state = NETPLAYER_STATE_WAITING;
1661 Net_player->player = Player;
1662 strcpy(Player->callsign, "server");
1663 Net_player->p_info.addr = Psnet_my_addr;
1664 Net_player->s_info.xfer_handle = -1;
1665 Net_player->player_id = multi_get_new_id();
1666 Netgame.server = Net_player;
1668 // maybe flag the game as having a hacked ships.tbl
1669 if(!Game_ships_tbl_valid){
1670 Netgame.flags |= NG_FLAG_HACKED_SHIPS_TBL;
1672 // maybe flag the game as having a hacked weapons.tbl
1673 if(!Game_weapons_tbl_valid){
1674 Netgame.flags |= NG_FLAG_HACKED_WEAPONS_TBL;
1678 if(game_hacked_data()){
1679 Net_player->flags |= NETINFO_FLAG_HAXOR;
1682 // setup debug flags
1683 Netgame.debug_flags = 0;
1685 if(!Cmdline_server_firing){
1686 Netgame.debug_flags |= NETD_FLAG_CLIENT_FIRING;
1688 if(!Cmdline_client_dodamage){
1689 Netgame.debug_flags |= NETD_FLAG_CLIENT_NODAMAGE;
1693 // setup the default game name for the standalone
1694 std_connect_set_gamename(NULL);
1696 // set netgame default options
1697 multi_options_set_netgame_defaults(&Netgame.options);
1699 // set local netplayer default options
1700 multi_options_set_local_defaults(&Net_player->p_info.options);
1702 // set our object update level from the standalone default
1703 Net_player->p_info.options.obj_update_level = Multi_options_g.std_datarate;
1704 switch(Net_player->p_info.options.obj_update_level){
1705 case OBJ_UPDATE_LOW:
1706 nprintf(("Network","STANDALONE USING LOW UPDATES\n"));
1708 case OBJ_UPDATE_MEDIUM:
1709 nprintf(("Network","STANDALONE USING MEDIUM UPDATES\n"));
1711 case OBJ_UPDATE_HIGH:
1712 nprintf(("Network","STANDALONE USING HIGH UPDATE\n"));
1714 case OBJ_UPDATE_LAN:
1715 nprintf(("Network","STANDALONE USING LAN UPDATE\n"));
1719 // clear out various things
1724 std_debug_set_standalone_state_string("Main Do");
1725 std_set_standalone_fps((float)0);
1726 std_multi_set_standalone_missiontime((float)0);
1728 // load my missions and campaigns
1729 multi_create_list_load_missions();
1730 multi_create_list_load_campaigns();
1732 // if this is a tracker game, validate missions
1733 if(MULTI_IS_TRACKER_GAME){
1734 multi_update_valid_missions();
1739 // --------------------------------------------------------------------------------
1740 // standalone_main_do()
1743 // DESCRIPTION : the standalone server will wait in this state until the host of the game
1744 // is "Waiting". That is, his state==NETPLAYER_STATE_WAITING, and he has finished
1745 // doing everything and wants to play the game. Once this happens, we will jump
1746 // into GS_STATE_MULTI_SERVER_WAIT
1748 void standalone_main_do()
1750 Sleep(10); // since nothing will really be going on here, we can afford to give some time
1751 // back to the operating system.
1753 // kind of a do-nothing spin state.
1754 // The standalone will eventually move into the GS_STATE_MULTI_MISSION_SYNC state when a host connects and
1755 // attempts to start a game
1758 // --------------------------------------------------------------------------------
1759 // standalone_main_close()
1762 void standalone_main_close()
1764 std_debug_set_standalone_state_string("Main Close");
1767 void multi_standalone_reset_all()
1772 ml_string(NOX("Standalone resetting"));
1774 // shut all game stuff down
1777 // reinitialize the gui
1778 std_reset_standalone_gui();
1780 // close down all sockets
1781 for(idx=0;idx<MAX_PLAYERS;idx++){
1783 // 6/25/98 -- MWA -- call delete_player here to remove the player. This closes down the socket
1784 // and marks the player as not connected anymore. It is probably cleaner to do this.
1785 if ( &Net_players[idx] != Net_player ) {
1786 delete_player( idx );
1790 // make sure we go to the proper state.
1791 if(gameseq_get_state() == GS_STATE_STANDALONE_MAIN){
1792 standalone_main_init();
1794 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
1797 // --------------------------------------------------------------------------------
1798 // multi_server_wait_init() do stuff like setting the status bits correctly
1801 void multi_standalone_wait_init()
1803 std_debug_set_standalone_state_string("Wait Do");
1804 std_multi_add_goals(); // fill in the goals for the mission into the tree view
1805 multi_reset_timestamps();
1807 // create the bogus standalone object
1808 multi_create_standalone_object();
1812 // --------------------------------------------------------------------------------
1813 // multi_server_wait_do_frame() wait for everyone to log in or the host to send commands
1816 // DESCRIPTION : we will be in this state once the host of the game is waiting for everyone
1817 // to be finished and ready to go, at which point, we will will tell everyone
1818 // to enter the game, and we will start simulating ourselves. Note that most of
1819 // this code is lifted from multi_wait_do_frame()
1820 void multi_standalone_wait_do()
1824 // --------------------------------------------------------------------------------
1825 // multi_server_wait_close() cleanup
1828 void multi_standalone_wait_close()
1830 std_debug_set_standalone_state_string("Wait Close / Game Play");
1832 // all players should reset sequencing
1834 for(idx=0;idx<MAX_PLAYERS;idx++){
1835 if(Net_player->flags & NETINFO_FLAG_CONNECTED){
1836 Net_players[idx].client_cinfo_seq = 0;
1837 Net_players[idx].client_server_seq = 0;
1843 // this is an artificial state which will push the standalone into the main state without it having to go through
1844 // the init function (which would disconnect everyone and generally just screw things up)
1845 // it will also eventually do tracker stats update
1846 extern int Multi_debrief_server_framecount;
1847 void multi_standalone_postgame_init()
1849 std_debug_set_standalone_state_string("Postgame / Send Stats");
1852 ml_string(NOX("Standlone entering postgame"));
1854 mission_goal_fail_incomplete();
1856 // handle campaign stuff
1857 if ( Game_mode & GM_CAMPAIGN_MODE ) {
1858 // MUST store goals and events first - may be used to evaluate next mission
1859 // store goals and events
1860 mission_campaign_store_goals_and_events();
1862 // evaluate next mission
1863 mission_campaign_eval_next_mission();
1866 // always set my state to be "DEBRIEF_ACCEPT"
1867 Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT;
1869 // mark stats as not being store yet
1870 Netgame.flags &= ~(NG_FLAG_STORED_MT_STATS);
1872 Multi_debrief_server_framecount = 0;
1874 // reset network timestamps
1875 multi_reset_timestamps();
1878 void multi_standalone_postgame_do()
1880 // wait until everyone is in the debriefing
1881 if((Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check(NETPLAYER_STATE_DEBRIEF, 1)){
1882 Netgame.game_state = NETGAME_STATE_DEBRIEF;
1883 send_netgame_update_packet();
1884 debrief_multi_server_stuff();
1887 // process server debriefing details
1888 if(Netgame.game_state == NETGAME_STATE_DEBRIEF){
1889 multi_debrief_server_process();
1893 void multi_standalone_postgame_close()
1897 void multi_reset_timestamps()
1901 for ( i = 0 ; i < MAX_PLAYERS; i++ ){
1902 Multi_client_update_times[i] = -1;
1904 Netgame_send_time = -1;
1905 Gameinfo_send_time = -1;
1906 Next_ping_time = -1;
1907 State_send_time = -1;
1908 Next_bytes_time = -1;
1910 chatbox_reset_timestamps();
1912 // do for all players so that ingame joiners work properly.
1913 for (i = 0; i < MAX_PLAYERS; i++ ) {
1914 Players[i].update_dumbfire_time = timestamp(0);
1915 Players[i].update_lock_time = timestamp(0);
1917 Net_players[i].s_info.voice_token_timestamp = -1;
1920 // reset standalone gui timestamps (these are not game critical, so there is not much danger)
1921 std_reset_timestamps();
1923 // initialize all object update timestamps
1924 multi_oo_gameplay_init();
1927 // netgame debug flags for debug console stuff
1928 DCF(netd, "change/list netgame debug flags")
1930 dc_get_arg(ARG_INT);
1932 // if we got an integer, and we're the server, change flags
1933 if((Dc_arg_type & ARG_INT) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Dc_arg_int <= 7)){
1934 Netgame.debug_flags ^= (1<<Dc_arg_int);
1937 // display network flags
1938 dc_printf("BITS\n");
1939 // dc_printf("1 - Client side firing (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING ? 1 : 0);
1940 // dc_printf("2 - Client nodamage (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE ? 1 : 0);
1943 // display any multiplayer/networking information here
1944 void multi_display_netinfo()
1946 int sx = gr_screen.max_w - 200;
1951 if(!(Game_mode & GM_MULTIPLAYER)){
1955 gr_set_color_fast(&Color_normal);
1958 if(MULTIPLAYER_MASTER){
1959 gr_string(sx, sy, "SERVER"); sy += 10;
1961 for(idx=0; idx<MAX_PLAYERS; idx++){
1962 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Net_players[idx].player != NULL)){
1963 if(Net_players[idx].sv_last_pl < 0){
1964 gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, 0); sy += 10;
1966 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;
1971 gr_string(sx, sy, "CLIENT"); sy += 10;
1974 if(Net_player != NULL){
1975 if(Net_player->cl_last_pl < 0){
1976 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, 0); sy += 10;
1978 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, Net_player->cl_last_pl); sy += 10;