2 * $Logfile: /Freespace2/code/Network/Multi.cpp $
7 * C file that contains high-level multiplayer functions
10 * Revision 1.4 2002/05/27 00:40:47 theoddone33
11 * Fix net_addr vs net_addr_t
13 * Revision 1.3 2002/05/26 20:22:48 theoddone33
14 * Most of network/ works
16 * Revision 1.2 2002/05/07 03:16:47 theoddone33
17 * The Great Newline Fix
19 * Revision 1.1.1.1 2002/05/03 03:28:10 root
23 * 47 9/15/99 1:45a Dave
24 * Don't init joystick on standalone. Fixed campaign mode on standalone.
25 * Fixed no-score-report problem in TvT
27 * 46 8/24/99 1:49a Dave
28 * Fixed client-side afterburner stuttering. Added checkbox for no version
29 * checking on PXO join. Made button info passing more friendly between
32 * 45 8/22/99 5:53p Dave
33 * Scoring fixes. Added self destruct key. Put callsigns in the logfile
34 * instead of ship designations for multiplayer players.
36 * 44 8/22/99 1:19p Dave
37 * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
38 * which d3d cards are detected.
40 * 43 8/19/99 10:59a Dave
41 * Packet loss detection.
43 * 42 8/16/99 4:05p Dave
44 * Big honking checkin.
46 * 41 8/06/99 12:34a Dave
47 * Be more careful about resetting timestamps.
49 * 40 8/04/99 2:24a Dave
50 * Fixed escort gauge ordering for dogfight.
52 * 39 7/26/99 5:50p Dave
53 * Revised ingame join. Better? We'll see....
55 * 38 7/08/99 10:53a Dave
56 * New multiplayer interpolation scheme. Not 100% done yet, but still
57 * better than the old way.
59 * 37 7/06/99 4:24p Dave
60 * Mid-level checkin. Starting on some potentially cool multiplayer
63 * 36 7/03/99 5:50p Dave
64 * Make rotated bitmaps draw properly in padlock views.
66 * 35 6/21/99 7:24p Dave
67 * netplayer pain packet. Added type E unmoving beams.
69 * 34 6/07/99 9:51p Dave
70 * Consolidated all multiplayer ports into one.
72 * 33 6/04/99 9:52a Dave
73 * Fixed some rendering problems.
75 * 32 5/22/99 6:05p Dave
76 * Fixed a few localization # problems.
78 * 31 5/22/99 5:35p Dave
79 * Debrief and chatbox screens. Fixed small hi-res HUD bug.
81 * 30 5/14/99 1:59p Andsager
82 * Multiplayer message for subsystem cargo revealed.
84 * 29 4/29/99 2:29p Dave
85 * Made flak work much better in multiplayer.
87 * 28 4/28/99 11:13p Dave
88 * Temporary checkin of artillery code.
90 * 27 4/25/99 7:43p Dave
91 * Misc small bug fixes. Made sun draw properly.
93 * 26 4/25/99 3:02p Dave
94 * Build defines for the E3 build.
96 * 25 4/12/99 10:07p Dave
97 * Made network startup more forgiving. Added checkmarks to dogfight
98 * screen for players who hit commit.
100 * 24 4/09/99 2:21p Dave
101 * Multiplayer beta stuff. CD checking.
103 * 23 3/19/99 9:51a Dave
104 * Checkin to repair massive source safe crash. Also added support for
105 * pof-style nebulae, and some new weapons code.
107 * 23 3/11/99 5:53p Dave
108 * More network optimization. Spliced in Dell OEM planet bitmap crap.
110 * 22 3/10/99 6:50p Dave
111 * Changed the way we buffer packets for all clients. Optimized turret
112 * fired packets. Did some weapon firing optimizations.
114 * 21 3/09/99 6:24p Dave
115 * More work on object update revamping. Identified several sources of
116 * unnecessary bandwidth.
118 * 20 3/08/99 7:03p Dave
119 * First run of new object update system. Looks very promising.
121 * 19 3/02/99 4:40p Jasons
122 * Be more careful when calling server-lost-contact popup (make sure other
123 * popups aren't active)
125 * 18 3/01/99 7:39p Dave
126 * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
127 * don't mix respawn points.
129 * 17 2/23/99 2:29p Dave
130 * First run of oldschool dogfight mode.
132 * 16 2/19/99 2:55p Dave
133 * Temporary checking to report the winner of a squad war match.
135 * 15 2/17/99 2:10p Dave
136 * First full run of squad war. All freespace and tracker side stuff
139 * 14 2/12/99 6:16p Dave
140 * Pre-mission Squad War code is 95% done.
142 * 13 2/11/99 3:08p Dave
143 * PXO refresh button. Very preliminary squad war support.
145 * 12 1/14/99 12:48a Dave
146 * Todo list bug fixes. Made a pass at putting briefing icons back into
147 * FRED. Sort of works :(
149 * 11 1/12/99 5:45p Dave
150 * Moved weapon pipeline in multiplayer to almost exclusively client side.
151 * Very good results. Bandwidth goes down, playability goes up for crappy
152 * connections. Fixed object update problem for ship subsystems.
154 * 10 12/14/98 12:13p Dave
155 * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
158 * 9 12/03/98 5:22p Dave
159 * Ported over Freespace 1 multiplayer ships.tbl and weapons.tbl
162 * 8 11/19/98 4:19p Dave
163 * Put IPX sockets back in psnet. Consolidated all multiplayer config
166 * 7 11/19/98 8:03a Dave
167 * Full support for D3-style reliable sockets. Revamped packet lag/loss
168 * system, made it receiver side and at the lowest possible level.
170 * 6 11/17/98 11:12a Dave
171 * Removed player identification by address. Now assign explicit id #'s.
173 * 5 11/12/98 12:13a Dave
174 * Tidied code up for multiplayer test. Put in network support for flak
187 #include "multiutil.h"
188 #include "multimsgs.h"
190 #include "linklist.h"
196 #include "missionload.h"
197 #include "missionparse.h"
198 #include "missionshipchoice.h"
199 #include "gamesequence.h"
200 #include "freespace.h"
205 #include "stand_gui.h"
206 #include "multi_xfer.h"
209 #include "multilag.h"
210 #include "multiutil.h"
211 #include "multi_ingame.h"
216 #include "multiteamselect.h"
217 #include "multi_data.h"
218 #include "multi_kick.h"
219 #include "multi_campaign.h"
220 #include "multi_voice.h"
221 #include "multi_team.h"
222 #include "multi_respawn.h"
223 #include "multi_pmsg.h"
224 #include "multi_endgame.h"
225 #include "missiondebrief.h"
226 #include "multi_pause.h"
227 #include "multi_obj.h"
228 #include "missiongoals.h"
229 #include "multi_log.h"
230 #include "multi_rate.h"
231 #include "hudescort.h"
232 #include "alphacolors.h"
234 // ----------------------------------------------------------------------------------------
235 // Basic module scope defines
240 // #define NETGAME_SEND_TIME 1000 // time between sending netgame update packets
241 // #define STATE_SEND_TIME 1000 // time between sending netplayer state packets
242 // #define GAMEINFO_SEND_TIME 3000 // time between sending game information packets
243 // #define PING_SEND_TIME 2000 // time between player pings
244 // #define INGAME_UPDATE_TIME 1000 // time limit between ingame join operations
245 #define NETGAME_SEND_TIME 2 // time between sending netgame update packets
246 #define STATE_SEND_TIME 2 // time between sending netplayer state packets
247 #define GAMEINFO_SEND_TIME 3 // time between sending game information packets
248 #define PING_SEND_TIME 2 // time between player pings
249 #define BYTES_SENT_TIME 5 // every five seconds
252 #define CULL_ZOMBIE_TIME 1000 // zombies are checked for at this interval (in milliseconds)
254 // object update stuff
255 #define SEND_POS_INTERVAL 30 // min time in milliseconds between sending position updates
257 // local network buffer stuff
258 #define MAX_NET_BUFFER (1024 * 16) // define and variable declaration for our local tcp buffer
259 #define NUM_REENTRANT_LEVELS 3
261 // time (in fixed seconds) to put up dialog about no contect from server
262 #define MULTI_SERVER_MAX_TIMEOUT (F1_0 * 4) // after this number of milliseoncds, stop client simulation
263 #define MULTI_SERVER_MAX_TIMEOUT_LARGE (F1_0 * 40) // done anytime not in mission
264 #define MULTI_SERVER_WAIT_TIME (F1_0 * 60) // wait 60 seconds to reconnect with the server
265 #define MULTI_SERVER_GONE 1
266 #define MULTI_SERVER_ALIVE 2
268 #define DISCONNECT_TIMEOUT (F1_0 * 10) // 10 seconds to timeout someone who cannot connnect
270 // define for when to show "slow network" icon
271 #define MULTI_SERVER_SLOW_PING_TIME 700 // when average ping time to server reaches this -- display hud icon
273 // update times for clients ships based on object update level
274 #define MULTI_CLIENT_UPDATE_TIME 333
276 int Multi_display_netinfo = 1;
278 // ----------------------------------------------------------------------------------------
284 net_player Net_players[MAX_PLAYERS]; // array of all netplayers in the game
285 net_player *Net_player; // pointer to console's net_player entry
287 // network object management
288 ushort Next_ship_signature; // next permanent network signature to assign to an object
289 ushort Next_asteroid_signature; // next signature for an asteroid
290 ushort Next_non_perm_signature; // next non-permanent network signature to assign to an object
291 ushort Next_debris_signature; // next debris signature
294 netgame_info Netgame; // netgame information
295 int Multi_mission_loaded = 0; // flag, so that we dont' load the mission more than once client side
296 int Ingame_join_net_signature = -1; // signature for the player obj for use when joining ingame
297 int Multi_button_info_ok = 0; // flag saying it is ok to apply critical button info on a client machine
298 int Multi_button_info_id = 0; // identifier of the stored button info to be applying
300 // low level networking vars
301 int ADDRESS_LENGTH; // will be 6 for IPX, 4 for IP
302 int PORT_LENGTH; // will be 2 for IPX, 2 for IP
303 int HEADER_LENGTH; // 1 byte (packet type)
306 active_game* Active_game_head; // linked list of active games displayed on Join screen
307 int Active_game_count; // for interface screens as well
308 CFILE* Multi_chat_stream; // for streaming multiplayer chat strings to a file
309 int Multi_has_cd = 0; // if this machine has a cd or not (call multi_common_verify_cd() to set this)
310 int Multi_connection_speed; // connection speed of this machine.
311 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
312 short Multi_id_num = 0; // for assigning player id #'s
314 // permanent server list
315 server_item* Game_server_head; // list of permanent game servers to be querying
318 int Netgame_send_time = -1; // timestamp used to send netgame info to players before misison starts
319 int State_send_time = -1; // timestamp used to send state information to the host before a mission starts
320 int Gameinfo_send_time = -1; // timestamp used by master to send game information to clients
321 int Next_ping_time = -1; // when we should next ping all
322 int Multi_server_check_count = 0; // var to keep track of reentrancy when checking server status
323 int Next_bytes_time = -1; // bytes sent
325 // how often each player gets updated
326 int Multi_client_update_times[MAX_PLAYERS]; // client update packet timestamp
328 // local network buffer data
329 LOCAL ubyte net_buffer[NUM_REENTRANT_LEVELS][MAX_NET_BUFFER];
330 LOCAL ubyte Multi_read_count;
332 int Multi_restr_query_timestamp = -1;
333 join_request Multi_restr_join_request;
334 net_addr_t Multi_restr_addr;
335 int Multi_join_restr_mode = -1;
337 LOCAL fix Multi_server_wait_start; // variable to hold start time when waiting to reestablish with server
339 // non API master tracker vars
340 char Multi_tracker_login[100] = "";
341 char Multi_tracker_passwd[100] = "";
342 char Multi_tracker_squad_name[100] = "";
343 int Multi_tracker_id = -1;
344 char Multi_tracker_id_string[255];
346 // current file checksum
347 ushort Multi_current_file_checksum = 0;
348 int Multi_current_file_length = -1;
351 // -------------------------------------------------------------------------------------------------
352 // multi_init() is called only once, at game start-up. Get player address + port, initialize the
353 // network players list.
361 // read in config file
362 multi_options_read_config();
364 Assert( Net_player == NULL );
367 // clear out all netplayers
368 memset(Net_players, 0, sizeof(net_player) * MAX_PLAYERS);
369 for(idx=0; idx<MAX_PLAYERS; idx++){
370 Net_players[idx].reliable_socket = INVALID_SOCKET;
373 // initialize the local netplayer
374 Net_player = &Net_players[0];
375 Net_player->tracker_player_id = Multi_tracker_id;
376 Net_player->player = Player;
377 Net_player->flags = 0;
378 Net_player->s_info.xfer_handle = -1;
379 Net_player->player_id = multi_get_new_id();
380 Net_player->client_cinfo_seq = 0;
381 Net_player->client_server_seq = 0;
383 // get our connection speed
384 Multi_connection_speed = multi_get_connection_speed();
386 // initialize other stuff
389 // load up common multiplayer icons
390 multi_load_common_icons();
393 // this is an important function which re-initializes any variables required in multiplayer games.
394 // Always make sure globals you add are re-initialized here !!!!
395 void multi_vars_init()
397 // initialize this variable right away. Used in game_level_init for init'ing the player
398 Next_ship_signature = SHIP_SIG_MIN;
399 Next_asteroid_signature = ASTEROID_SIG_MIN;
400 Next_non_perm_signature = NPERM_SIG_MIN;
401 Next_debris_signature = DEBRIS_SIG_MIN;
403 // server-client critical stuff
404 Multi_button_info_ok = 0;
405 Multi_button_info_id = 0;
408 Ingame_join_net_signature = -1;
411 Netgame.game_state = NETGAME_STATE_FORMING;
417 Multi_mission_loaded = 0; // client side
419 // restricted game stuff
420 Multi_restr_query_timestamp = -1;
423 Multi_server_check_count = 0;
425 // reentrant variable
426 Multi_read_count = 0;
428 // unset the "have cd" var
429 // NOTE: we unset this here because we are going to be calling multi_common_verify_cd()
430 // immediately after this (in multi_level_init() to re-check the status)
433 // current file checksum
434 Multi_current_file_checksum = 0;
435 Multi_current_file_length = -1;
437 Active_game_head = NULL;
438 Game_server_head = NULL;
440 // only the server should ever care about this
444 // -------------------------------------------------------------------------------------------------
445 // multi_level_init() is called whenever the player starts a multiplayer game
449 void multi_level_init()
454 ml_string(NOX("multi_level_init()"));
456 // initialize the Net_players array
457 for(idx=0;idx<MAX_PLAYERS;idx++) {
458 // close all sockets down just for good measure
459 psnet_rel_close_socket(&Net_players[idx].reliable_socket);
461 memset(&Net_players[idx],0,sizeof(net_player));
462 Net_players[idx].reliable_socket = INVALID_SOCKET;
464 Net_players[idx].s_info.xfer_handle = -1;
465 Net_players[idx].p_info.team = 0;
468 // initialize the Players array
469 for(idx=0;idx<MAX_PLAYERS;idx++){
470 if(Player == &Players[idx]){
473 memset(&Players[idx],0,sizeof(player));
478 // initialize the fake lag/loss system
483 // initialize the kick system
486 // initialize all file xfer stuff
487 multi_xfer_init(multi_file_xfer_notify);
489 // close the chatbox (if one exists)
492 // reset the data xfer system
495 // initialize the voice system
498 // intialize the pause system
501 // initialize endgame stuff
502 multi_endgame_init();
504 // initialize respawning
505 multi_respawn_init();
507 // initialize all netgame timestamps
508 multi_reset_timestamps();
510 // flush psnet sockets
514 // multi_check_listen() calls low level psnet routine to see if we have a connection from a client we
516 void multi_check_listen()
520 PSNET_SOCKET_RELIABLE sock = INVALID_SOCKET;
522 // call psnet routine which calls select to see if we need to check for a connect from a client
523 // by passing addr, we are telling check_for_listen to do the accept and return who it was from in
525 sock = psnet_rel_check_for_listen(&addr);
526 if ( sock != INVALID_SOCKET ) {
527 // be sure that my address and the server address are set correctly.
528 if ( !psnet_same(&Psnet_my_addr, &Net_player->p_info.addr) ){
529 Net_player->p_info.addr = Psnet_my_addr;
532 if ( !psnet_same(&Psnet_my_addr, &(Netgame.server_addr)) ){
533 Netgame.server_addr = Psnet_my_addr;
536 // the connection was accepted in check_for_listen. Find the netplayer whose address we connected
537 // with and assign the socket descriptor
538 for (i = 0; i < MAX_PLAYERS; i++ ) {
539 if ( (Net_players[i].flags & NETINFO_FLAG_CONNECTED) && (!memcmp(&(addr.addr), &(Net_players[i].p_info.addr.addr), 6)) ) {
540 // mark this flag so we know he's "fully" connected
541 Net_players[i].flags |= NETINFO_FLAG_RELIABLE_CONNECTED;
542 Net_players[i].reliable_socket = sock;
544 // send player information to the joiner
545 send_accept_player_data( &Net_players[i], (Net_players[i].flags & NETINFO_FLAG_INGAME_JOIN)?1:0 );
547 // send a netgame update so the new client has all the necessary settings
548 send_netgame_update_packet();
550 // if this is a team vs. team game, send an update
551 if(Netgame.type_flags & NG_TYPE_TEAM){
552 multi_team_send_update();
556 ml_printf(NOX("Accepted TCP connection from %s"), Net_players[i].player == NULL ? NOX("Unknown") : Net_players[i].player->callsign);
561 // if we didn't find a player, close the socket
562 if ( i == MAX_PLAYERS ) {
563 nprintf(("Network", "Got accept on my listen socket, but unknown player. Closing socket.\n"));
564 psnet_rel_close_socket(&sock);
569 // returns true is server hasn't been heard from in N seconds. false otherwise
570 int multi_client_server_dead()
572 fix this_time, last_time, max;
574 // get the last time we have heard from the server. If greater than some default, then maybe
575 // display some icon on the HUD indicating slow network connection. if greater than some higher
576 // max, stop simulating on the client side until we hear from the server again.
577 this_time = timer_get_fixed_seconds();
578 last_time = Netgame.server->last_heard_time;
579 // check for wrap! must return 0
580 if ( last_time > this_time )
583 this_time -= last_time;
585 // if in mission, use the smaller timeout value. Outside of mission, use a large one.
586 if ( MULTI_IN_MISSION ){
587 max = MULTI_SERVER_MAX_TIMEOUT;
589 max = MULTI_SERVER_MAX_TIMEOUT_LARGE;
592 if ( this_time > max){
599 void multi_process_incoming(); // prototype for function later in this module
601 // function to process network data in hopes of getting info back from server
602 int multi_client_wait_on_server()
606 is_dead = multi_client_server_dead();
608 // if the server is back alive, tell our popup
610 return MULTI_SERVER_ALIVE;
613 // on release version -- keep popup active for 60 seconds, then bail
615 fix this_time = timer_get_fixed_seconds();
616 // if the timer wrapped:
617 if ( this_time < Multi_server_wait_start ) {
618 Multi_server_wait_start = timer_get_fixed_seconds();
621 // check to see if timeout expired
622 this_time -= Multi_server_wait_start;
623 if ( this_time > MULTI_SERVER_WAIT_TIME ){
624 return MULTI_SERVER_GONE;
631 // function called by multiplayer clients to stop simulating when they have not heard from the server
633 void multi_client_check_server()
637 Assert( MULTIPLAYER_CLIENT );
639 // this function can get called while in the popup code below. So we include this check as a
641 if ( Multi_server_check_count )
644 // make sure we have a valid server
645 if(Netgame.server == NULL){
649 Multi_server_check_count++;
650 if(multi_client_server_dead()){
651 Netgame.flags |= NG_FLAG_SERVER_LOST;
653 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
656 if(Netgame.flags & NG_FLAG_SERVER_LOST) {
657 if(!(Game_mode & GM_IN_MISSION) && !popup_active()){
658 // need to start a popup
659 Multi_server_wait_start = timer_get_fixed_seconds();
660 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) );
662 if ( !rval || (rval == MULTI_SERVER_GONE) ) {
663 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
665 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
669 Multi_server_check_count--;
673 // -------------------------------------------------------------------------------------------------
674 // process_packet_normal() will determine what sort of packet it is, and send it to the appropriate spot.
675 // Prelimiary verification of the magic number and checksum are done here.
678 void process_packet_normal(ubyte* data, header *header_info)
683 process_join_packet(data, header_info);
687 process_game_chat_packet( data, header_info );
690 case NOTIFY_NEW_PLAYER:
691 process_new_player_packet(data, header_info);
695 process_hud_message(data, header_info);
698 case MISSION_MESSAGE:
699 process_mission_message_packet( data, header_info );
703 process_leave_game_packet(data, header_info);
707 process_game_query(data, header_info);
711 process_game_active_packet(data, header_info);
715 process_game_info_packet( data, header_info );
718 case SECONDARY_FIRED_AI:
719 process_secondary_fired_packet(data, header_info, 0);
722 case SECONDARY_FIRED_PLR:
723 process_secondary_fired_packet(data, header_info, 1);
726 case COUNTERMEASURE_FIRED:
727 process_countermeasure_fired_packet( data, header_info );
730 case FIRE_TURRET_WEAPON:
731 process_turret_fired_packet( data, header_info );
735 process_netgame_update_packet( data, header_info );
738 case UPDATE_DESCRIPT:
739 process_netgame_descript_packet( data, header_info );
742 case NETPLAYER_UPDATE:
743 process_netplayer_update_packet( data, header_info );
747 process_accept_packet(data, header_info);
751 multi_oo_process_update(data, header_info);
755 process_ship_kill_packet( data, header_info );
759 process_wing_create_packet( data, header_info );
763 process_ship_create_packet( data, header_info );
767 process_ship_depart_packet( data, header_info );
770 case MISSION_LOG_ENTRY:
771 process_mission_log_packet( data, header_info );
775 process_ping_packet(data, header_info);
779 process_pong_packet(data, header_info);
783 Assert(header_info->id >= 0);
785 PSNET_SOCKET_RELIABLE sock;
786 sock = INVALID_SOCKET;
788 // if I'm the server of the game, find out who this came from
789 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
790 np_index = find_player_id(header_info->id);
792 sock = Net_players[np_index].reliable_socket;
795 // otherwise always use my own socket
796 else if(Net_player != NULL){
797 sock = Net_player->reliable_socket;
800 header_info->bytes_processed = multi_xfer_process_packet(data + HEADER_LENGTH, sock) + HEADER_LENGTH;
803 case MISSION_REQUEST:
804 process_mission_request_packet(data,header_info);
808 process_mission_item_packet(data,header_info);
811 case MULTI_PAUSE_REQUEST:
812 process_multi_pause_packet(data, header_info);
816 process_ingame_nak(data, header_info);
819 case SHIPS_INGAME_PACKET:
820 process_ingame_ships_packet(data, header_info);
823 case WINGS_INGAME_PACKET:
824 process_ingame_wings_packet(data, header_info);
828 process_endgame_packet(data, header_info);
831 case OBSERVER_UPDATE:
832 process_observer_update_packet(data, header_info);
835 case NETPLAYER_SLOTS_P:
836 process_netplayer_slot_packet(data, header_info);
839 case SHIP_STATUS_CHANGE:
840 process_ship_status_packet(data, header_info);
843 case PLAYER_ORDER_PACKET:
844 process_player_order_packet(data, header_info);
847 case INGAME_SHIP_UPDATE:
848 process_ingame_ship_update_packet(data, header_info);
851 case INGAME_SHIP_REQUEST:
852 process_ingame_ship_request_packet(data, header_info);
856 process_file_sig_packet(data, header_info);
860 multi_respawn_process_packet(data,header_info);
863 case SUBSYSTEM_DESTROYED:
864 process_subsystem_destroyed_packet( data, header_info );
867 case LOAD_MISSION_NOW :
868 process_netplayer_load_packet(data, header_info);
871 case FILE_SIG_REQUEST :
872 process_file_sig_request(data, header_info);
876 process_jump_into_mission_packet(data, header_info);
879 case CLIENT_REPAIR_INFO:
880 process_repair_info_packet(data,header_info);
883 case MISSION_SYNC_DATA:
884 process_mission_sync_packet(data,header_info);
887 case STORE_MISSION_STATS:
888 process_store_stats_packet(data, header_info);
892 process_debris_update_packet(data, header_info);
895 case SHIP_WSTATE_CHANGE:
896 process_ship_weapon_change( data, header_info );
899 case WSS_UPDATE_PACKET:
900 process_wss_update_packet(data, header_info);
903 case WSS_REQUEST_PACKET:
904 process_wss_request_packet( data, header_info );
908 process_firing_info_packet( data, header_info );
912 process_cargo_revealed_packet( data, header_info);
915 case SUBSYS_CARGO_REVEALED:
916 process_subsystem_cargo_revealed_packet( data, header_info);
919 case MISSION_GOAL_INFO:
920 process_mission_goal_info_packet(data, header_info);
924 process_player_kick_packet(data, header_info);
927 case PLAYER_SETTINGS:
928 process_player_settings_packet(data, header_info);
932 process_deny_packet(data, header_info);
936 process_post_sync_data_packet(data, header_info);
940 process_wss_slots_data_packet(data,header_info);
943 case SHIELD_EXPLOSION:
944 process_shield_explosion_packet( data, header_info );
948 process_player_stats_block_packet(data, header_info);
952 process_pslot_update_packet(data,header_info);
956 process_ai_info_update_packet( data, header_info );
959 case CAMPAIGN_UPDATE :
960 multi_campaign_process_update(data,header_info);
963 case CAMPAIGN_UPDATE_INGAME:
964 multi_campaign_process_ingame_start(data,header_info);
968 multi_voice_process_packet(data,header_info);
972 multi_team_process_packet(data,header_info);
976 process_asteroid_info(data, header_info);
979 case HOST_RESTR_QUERY:
980 process_host_restr_packet(data, header_info);
984 multi_options_process_packet(data,header_info);
987 case SQUADMSG_PLAYER:
988 multi_msg_process_squadmsg_packet(data,header_info);
991 case NETGAME_END_ERROR:
992 process_netgame_end_error_packet(data,header_info);
995 case COUNTERMEASURE_SUCCESS:
996 process_countermeasure_success_packet( data, header_info );
1000 process_client_update_packet(data, header_info);
1004 process_countdown_packet(data, header_info);
1008 process_debrief_info( data, header_info );
1011 case ACCEPT_PLAYER_DATA:
1012 process_accept_player_data( data, header_info );
1015 case HOMING_WEAPON_UPDATE:
1016 process_homing_weapon_info( data, header_info );
1020 process_emp_effect(data, header_info);
1023 case REINFORCEMENT_AVAIL:
1024 process_reinforcement_avail( data, header_info );
1028 process_change_iff_packet(data, header_info);
1031 case PRIMARY_FIRED_NEW:
1032 process_NEW_primary_fired_packet(data, header_info);
1035 case COUNTERMEASURE_NEW:
1036 process_NEW_countermeasure_fired_packet(data, header_info);
1040 process_beam_fired_packet(data, header_info);
1044 process_sw_query_packet(data, header_info);
1048 process_event_update_packet(data, header_info);
1051 case OBJECT_UPDATE_NEW:
1052 multi_oo_process_update(data, header_info);
1056 process_weapon_detonate_packet(data, header_info);
1060 process_flak_fired_packet(data, header_info);
1063 case NETPLAYER_PAIN:
1064 process_player_pain_packet(data, header_info);
1067 case LIGHTNING_PACKET:
1068 process_lightning_packet(data, header_info);
1072 process_bytes_recvd_packet(data, header_info);
1076 process_host_captain_change_packet(data, header_info);
1080 process_self_destruct_packet(data, header_info);
1084 nprintf(("Network", "Received packet with unknown type %d\n", data[0] ));
1085 header_info->bytes_processed = 10000;
1093 // Takes a bunch of messages, check them for validity,
1094 // and pass them to multi_process_data.
1095 // --------------------^
1096 // this should be process_packet() I think, or with the new code
1097 // process_tracker_packet() as defined in MultiTracker.[h,cpp]
1098 void multi_process_bigdata(ubyte *data, int len, net_addr_t *from_addr, int reliable)
1100 int type, bytes_processed;
1105 // the only packets we will process from an unknown player are GAME_QUERY, GAME_INFO, JOIN, PING, PONG, ACCEPT, and GAME_ACTIVE packets
1106 player_num = find_player(from_addr);
1108 // find the player who sent the message and mark the last_heard time for this player
1109 // check to see if netplayer is null (it may be in cases such as getting lists of games from the tracker)
1110 if(player_num >= 0){
1111 Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
1114 // store fields that were passed along in the message
1115 // store header information that was captured from the network-layer header
1116 memcpy(header_info.addr, from_addr->addr, 6);
1117 memcpy(header_info.net_id, from_addr->net_id, 4);
1118 header_info.port = from_addr->port;
1119 if(player_num >= 0){
1120 header_info.id = Net_players[player_num].player_id;
1122 header_info.id = -1;
1125 bytes_processed = 0;
1126 while( (bytes_processed >= 0) && (bytes_processed < len) ) {
1128 buf = &(data[bytes_processed]);
1132 // if its coming from an unknown source, there are only certain packets we will actually process
1133 if((player_num == -1) && !multi_is_valid_unknown_packet((ubyte)type)){
1137 if ( (type<0) || (type > MAX_TYPE_ID )) {
1138 nprintf( ("Network", "multi_process_bigdata: Invalid packet type %d!\n", type ));
1142 // perform any special processing checks here
1143 process_packet_normal(buf,&header_info);
1145 // MWA -- magic number was removed from header on 8/4/97. Replaced with bytes_processed
1146 // variable which gets stuffed whenever a packet is processed.
1147 bytes_processed += header_info.bytes_processed;
1150 // if this is not reliable data and we have a valid player
1151 if(Net_player != NULL){
1152 if(!MULTIPLAYER_MASTER && !reliable && (Game_mode & GM_IN_MISSION)){
1153 Net_player->cl_bytes_recvd += len;
1158 // process all reliable socket details
1159 void multi_process_reliable_details()
1164 // run reliable sockets
1169 // server operations
1170 if ( MULTIPLAYER_MASTER ){
1171 // listen for new reliable socket connections
1172 multi_check_listen();
1174 // check for any broken sockets and delete any players
1175 for(idx=0; idx<MAX_PLAYERS; idx++){
1176 // players who _should_ be validly connected
1177 if((idx != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[idx])){
1178 // if this guy's socket is broken or disconnected, kill him
1179 sock_status = psnet_rel_get_status(Net_players[idx].reliable_socket);
1180 if((sock_status == RNF_UNUSED) || (sock_status == RNF_BROKEN) || (sock_status == RNF_DISCONNECTED)){
1181 ml_string("Shutting down rel socket because of disconnect!");
1185 // if we're still waiting for this guy to connect on his reliable socket and he's timed out, boot him
1186 if(Net_players[idx].s_info.reliable_connect_time != -1){
1187 // if he's connected
1188 if(Net_players[idx].reliable_socket != INVALID_SOCKET){
1189 Net_players[idx].s_info.reliable_connect_time = -1;
1191 // if he's timed out
1192 else if(((time(NULL) - Net_players[idx].s_info.reliable_connect_time) > MULTI_RELIABLE_CONNECT_WAIT) && (Net_players[idx].reliable_socket == INVALID_SOCKET)){
1193 ml_string("Player timed out while connecting on reliable socket!");
1200 // clients should detect broken sockets
1202 extern unsigned int Serverconn;
1203 if(Serverconn != 0xffffffff){
1204 int status = psnet_rel_get_status(Serverconn);
1205 if(status == RNF_BROKEN){
1206 mprintf(("CLIENT SOCKET DISCONNECTED"));
1209 if(!multi_endgame_ending()){
1210 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1217 // multi_process_incoming reads incoming data off the unreliable and reliable ports and sends
1218 // the data to process_big_data
1219 void multi_process_incoming()
1222 ubyte *data, *savep;
1223 net_addr_t from_addr;
1225 Assert( Multi_read_count < NUM_REENTRANT_LEVELS );
1226 savep = net_buffer[Multi_read_count];
1232 // get the other net players data
1233 while( (size = psnet_get(data, &from_addr))>0 ) {
1234 // ingame joiners will ignore UDP packets until they are have picked a ship and are in the mission
1235 if( (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) && (Net_player->state != NETPLAYER_STATE_INGAME_SHIP_SELECT) ){
1236 //nprintf(("Network","Tossing UDP like a good little ingame joiner...\n"));
1238 // otherwise process incoming data normally
1240 multi_process_bigdata(data, size, &from_addr, 0);
1244 // read reliable sockets for data
1248 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1249 for (idx=0;idx<MAX_PLAYERS;idx++) {
1250 if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id)){
1251 while( (size = psnet_rel_get(Net_players[idx].reliable_socket, data, MAX_NET_BUFFER)) > 0){
1252 multi_process_bigdata(data, size, &Net_players[idx].p_info.addr, 1);
1257 // if I'm not the master of the game, read reliable data from my connection with the server
1258 if((Net_player->reliable_socket != INVALID_SOCKET) && (Net_player->reliable_socket != 0)){
1259 while( (size = psnet_rel_get(Net_player->reliable_socket,data, MAX_NET_BUFFER)) > 0){
1260 multi_process_bigdata(data, size, &Netgame.server_addr, 1);
1268 // -------------------------------------------------------------------------------------------------
1269 // multi_do_frame() is called once per game loop do update all the multiplayer objects, and send
1270 // the player data to all the other net players.
1279 dc_printf("proper eye stuff on\n");
1281 dc_printf("proper eye stuff off\n");
1285 void multi_do_frame()
1287 PSNET_TOP_LAYER_PROCESS();
1289 // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1291 if((Net_player != NULL) && eye_tog){
1292 player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1295 // send all buffered packets from the previous frame
1296 multi_io_send_buffered_packets();
1298 // datarate tracking
1299 multi_rate_process();
1301 // always process any pending endgame details
1302 multi_endgame_process();
1304 // process all reliable socket details, including :
1305 // 1.) Listening for new pending reliable connections (server)
1306 // 2.) Checking for broken sockets (server/client)
1307 // 3.) Checking for clients who haven't fully connected
1308 multi_process_reliable_details();
1310 // get the other net players data
1311 multi_process_incoming();
1313 // process object update datarate stuff (for clients and server both)
1314 multi_oo_rate_process();
1316 // clients should check when last time they heard from sever was -- if too long, then
1317 // pause the simulation so wait for it to possibly come back
1318 if ( (MULTIPLAYER_CLIENT) && (Net_player->flags & NETINFO_FLAG_CONNECTED) ){
1319 multi_client_check_server();
1322 // everybody pings all the time
1323 if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1324 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) ){
1325 send_netplayer_update_packet();
1329 multi_ping_send_all();
1330 Next_ping_time = time(NULL);
1333 // if I am the master, and we are not yet actually playing the mission, send off netgame
1334 // status to all other players in the game. If I am not the master of the game, and we
1335 // are not in the game, then send out my netplayer status to the host
1336 if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && !(Game_mode & GM_IN_MISSION)){
1337 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1338 if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
1339 send_netgame_update_packet();
1341 Netgame_send_time = time(NULL);
1344 if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
1345 // observers shouldn't send an update state packet
1346 if ( !(Net_player->flags & NETINFO_FLAG_OBSERVER) ){
1347 send_netplayer_update_packet();
1350 State_send_time = time(NULL);
1354 else if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && (Game_mode & GM_IN_MISSION) ) {
1355 // if I am connected and am in the mission, do things that need to be done on a regular basis
1356 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1357 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
1358 send_game_info_packet();
1360 Gameinfo_send_time = time(NULL);
1363 // for any potential respawns
1364 multi_respawn_handle_invul_players();
1365 multi_respawn_check_ai();
1367 // for any potential ingame joiners
1368 multi_handle_ingame_joiners();
1370 // the clients need to do some processing of stuff as well
1374 // check to see if we're waiting on confirmation for a restricted ingame join
1375 if(Multi_restr_query_timestamp != -1){
1376 // if it has elapsed, unset the ingame join flag
1377 if(timestamp_elapsed(Multi_restr_query_timestamp)){
1378 Multi_restr_query_timestamp = -1;
1379 Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
1383 // while in the mission, send my PlayerControls to the host so that he can process
1385 if ( Game_mode & GM_IN_MISSION ) {
1387 extern void oo_update_time();
1391 if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1392 if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1393 // if the rate limiting system says its ok
1394 if(multi_oo_cirate_can_send()){
1395 // send my observer position/object update
1396 send_observer_update_packet();
1398 } else if ( !(Player_ship->flags & SF_DEPARTING ) ){
1399 // if the rate limiting system says its ok
1400 if(multi_oo_cirate_can_send()){
1401 // use the new method
1402 multi_oo_send_control_info();
1406 // bytes received info
1407 if( (Next_bytes_time < 0) || ((time(NULL) - Next_bytes_time) > BYTES_SENT_TIME) ){
1408 if(Net_player != NULL){
1409 send_bytes_recvd_packet(Net_player);
1411 // reset bytes recvd
1412 Net_player->cl_bytes_recvd = 0;
1416 Next_bytes_time = time(NULL);
1419 // sending new objects from here is dependent on having objects only created after
1420 // the game is done moving the objects. I think that I can enforce this.
1423 // evaluate whether the time limit has been reached or max kills has been reached
1424 // Commented out by Sandeep 4/12/98, was causing problems with testing.
1425 if( ((f2fl(Netgame.options.mission_time_limit) > 0.0f) && (Missiontime > Netgame.options.mission_time_limit)) ||
1426 multi_kill_limit_reached() ) {
1428 // make sure we don't do this more than once
1429 if(Netgame.game_state == NETGAME_STATE_IN_MISSION){
1430 multi_handle_end_mission_request();
1436 // periodically send a client update packet to all clients
1437 if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1439 for(idx=0;idx<MAX_PLAYERS;idx++){
1440 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1441 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1443 send_client_update_packet(&Net_players[idx]);
1445 Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1451 // process any kicked player details
1452 multi_kick_process();
1454 // do any file xfer details
1457 // process any player data details (wav files, pilot pics, etc)
1460 // do any voice details
1461 multi_voice_process();
1463 // process any player messaging details
1464 multi_msg_process();
1466 // if on the standalone, do any gui stuff
1467 if(Game_mode & GM_STANDALONE_SERVER){
1471 // dogfight nonstandalone players should recalc the escort list every frame
1472 if(!(Game_mode & GM_STANDALONE_SERVER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && MULTI_IN_MISSION){
1473 hud_setup_escort_list(0);
1477 // -------------------------------------------------------------------------------------------------
1478 // multi_pause_do_frame() is called once per game loop do update all the multiplayer objects, and send
1479 // the player data to all the other net players when the multiplayer game is paused. It only will do
1480 // checking for a few specialized packets (MULTI_UNPAUSE, etc)
1483 void multi_pause_do_frame()
1485 PSNET_TOP_LAYER_PROCESS();
1487 // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1489 // if((Net_player != NULL) && eye_tog){
1490 // player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1493 // send all buffered packets from the previous frame
1494 multi_io_send_buffered_packets();
1496 // always process any pending endgame details
1497 multi_endgame_process();
1499 // process all reliable socket details, including :
1500 // 1.) Listening for new pending reliable connections (server)
1501 // 2.) Checking for broken sockets (server/client)
1502 // 3.) Checking for clients who haven't fully connected
1503 multi_process_reliable_details();
1505 // these timestamps and handlers shoul be evaluated in the pause state
1506 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1507 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
1508 send_game_info_packet();
1510 Gameinfo_send_time = time(NULL);
1514 // everybody pings all the time
1515 if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1516 multi_ping_send_all();
1518 Next_ping_time = time(NULL);
1521 // periodically send a client update packet to all clients
1522 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1525 for(idx=0;idx<MAX_PLAYERS;idx++){
1526 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1527 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1529 send_client_update_packet(&Net_players[idx]);
1531 Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1536 // for any potential ingame joiners
1537 multi_handle_ingame_joiners();
1540 // do any file xfer details
1543 // process any player data details (wav files, pilot pics, etc)
1546 // get the other net players data
1547 multi_process_incoming();
1549 // do any voice details
1550 multi_voice_process();
1552 // process any player messaging details
1553 multi_msg_process();
1555 // process any kicked player details
1556 multi_kick_process();
1558 // process any pending endgame details
1559 multi_endgame_process();
1561 // process object update stuff (for clients and server both)
1562 if(MULTIPLAYER_MASTER){
1566 // if on the standalone, do any gui stuff
1567 if(Game_mode & GM_STANDALONE_SERVER){
1573 // --------------------------------------------------------------------------------
1574 // standalone_main_init() the standalone equivalent of the main menu
1577 extern int sock_inited;
1578 float frame_time = (float)1.0/(float)30.0;
1580 void standalone_main_init()
1582 std_debug_set_standalone_state_string("Main Init");
1584 Game_mode = (GM_STANDALONE_SERVER | GM_MULTIPLAYER);
1587 ml_string(NOX("Standalone server initializing"));
1589 // read in config file
1590 // multi_options_read_config();
1592 // if we failed to startup on our desired protocol, fail
1593 if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){
1595 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);
1597 fprintf (stderr, "ERROR: You have selected IPX for multiplayer Freespace, but the IPX protocol was not detected on your machine.\n");
1601 if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){
1603 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);
1605 fprintf (stderr, "ERROR: You have selected TCP/IP for multiplayer Freespace, but the TCP/IP protocol was not detected on your machine.\n");
1611 #ifdef MULTIPLAYER_BETA_BUILD
1612 Multi_options_g.protocol = NET_TCP;
1613 psnet_use_protocol(Multi_options_g.protocol);
1615 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;
1616 PORT_LENGTH = IP_PORT_LENGTH;
1618 psnet_use_protocol(Multi_options_g.protocol);
1619 switch (Multi_options_g.protocol) {
1621 ADDRESS_LENGTH = IPX_ADDRESS_LENGTH;
1622 PORT_LENGTH = IPX_PORT_LENGTH;
1626 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;
1627 PORT_LENGTH = IP_PORT_LENGTH;
1637 // clear out the Netgame structure and start filling in the values
1638 // NOTE : these values are not incredibly important since they will be overwritten by the host when he joins
1639 memset( &Netgame, 0, sizeof(Netgame) );
1640 Netgame.game_state = NETGAME_STATE_FORMING; // game is currently starting up
1641 Netgame.security = 0;
1642 Netgame.server_addr = Psnet_my_addr;
1644 memset(&The_mission,0,sizeof(The_mission));
1646 // reinitialize all systems
1649 // intialize endgame stuff
1650 multi_endgame_init();
1652 // clear the file xfer system
1654 multi_xfer_force_dir(CF_TYPE_MULTI_CACHE);
1659 // setup the netplayer for the standalone
1660 Net_player = &Net_players[0];
1661 Net_player->tracker_player_id = -1;
1662 Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_MISSION_OK);
1663 Net_player->state = NETPLAYER_STATE_WAITING;
1664 Net_player->player = Player;
1665 strcpy(Player->callsign, "server");
1666 Net_player->p_info.addr = Psnet_my_addr;
1667 Net_player->s_info.xfer_handle = -1;
1668 Net_player->player_id = multi_get_new_id();
1669 Netgame.server = Net_player;
1671 // maybe flag the game as having a hacked ships.tbl
1672 if(!Game_ships_tbl_valid){
1673 Netgame.flags |= NG_FLAG_HACKED_SHIPS_TBL;
1675 // maybe flag the game as having a hacked weapons.tbl
1676 if(!Game_weapons_tbl_valid){
1677 Netgame.flags |= NG_FLAG_HACKED_WEAPONS_TBL;
1681 if(game_hacked_data()){
1682 Net_player->flags |= NETINFO_FLAG_HAXOR;
1685 // setup debug flags
1686 Netgame.debug_flags = 0;
1688 if(!Cmdline_server_firing){
1689 Netgame.debug_flags |= NETD_FLAG_CLIENT_FIRING;
1691 if(!Cmdline_client_dodamage){
1692 Netgame.debug_flags |= NETD_FLAG_CLIENT_NODAMAGE;
1696 // setup the default game name for the standalone
1697 std_connect_set_gamename(NULL);
1699 // set netgame default options
1700 multi_options_set_netgame_defaults(&Netgame.options);
1702 // set local netplayer default options
1703 multi_options_set_local_defaults(&Net_player->p_info.options);
1705 // set our object update level from the standalone default
1706 Net_player->p_info.options.obj_update_level = Multi_options_g.std_datarate;
1707 switch(Net_player->p_info.options.obj_update_level){
1708 case OBJ_UPDATE_LOW:
1709 nprintf(("Network","STANDALONE USING LOW UPDATES\n"));
1711 case OBJ_UPDATE_MEDIUM:
1712 nprintf(("Network","STANDALONE USING MEDIUM UPDATES\n"));
1714 case OBJ_UPDATE_HIGH:
1715 nprintf(("Network","STANDALONE USING HIGH UPDATE\n"));
1717 case OBJ_UPDATE_LAN:
1718 nprintf(("Network","STANDALONE USING LAN UPDATE\n"));
1722 // clear out various things
1727 std_debug_set_standalone_state_string("Main Do");
1728 std_set_standalone_fps((float)0);
1729 std_multi_set_standalone_missiontime((float)0);
1731 // load my missions and campaigns
1732 multi_create_list_load_missions();
1733 multi_create_list_load_campaigns();
1735 // if this is a tracker game, validate missions
1736 if(MULTI_IS_TRACKER_GAME){
1737 multi_update_valid_missions();
1742 // --------------------------------------------------------------------------------
1743 // standalone_main_do()
1746 // DESCRIPTION : the standalone server will wait in this state until the host of the game
1747 // is "Waiting". That is, his state==NETPLAYER_STATE_WAITING, and he has finished
1748 // doing everything and wants to play the game. Once this happens, we will jump
1749 // into GS_STATE_MULTI_SERVER_WAIT
1751 void standalone_main_do()
1753 Sleep(10); // since nothing will really be going on here, we can afford to give some time
1754 // back to the operating system.
1756 // kind of a do-nothing spin state.
1757 // The standalone will eventually move into the GS_STATE_MULTI_MISSION_SYNC state when a host connects and
1758 // attempts to start a game
1761 // --------------------------------------------------------------------------------
1762 // standalone_main_close()
1765 void standalone_main_close()
1767 std_debug_set_standalone_state_string("Main Close");
1770 void multi_standalone_reset_all()
1775 ml_string(NOX("Standalone resetting"));
1777 // shut all game stuff down
1780 // reinitialize the gui
1781 std_reset_standalone_gui();
1783 // close down all sockets
1784 for(idx=0;idx<MAX_PLAYERS;idx++){
1786 // 6/25/98 -- MWA -- call delete_player here to remove the player. This closes down the socket
1787 // and marks the player as not connected anymore. It is probably cleaner to do this.
1788 if ( &Net_players[idx] != Net_player ) {
1789 delete_player( idx );
1793 // make sure we go to the proper state.
1794 if(gameseq_get_state() == GS_STATE_STANDALONE_MAIN){
1795 standalone_main_init();
1797 gameseq_post_event(GS_EVENT_STANDALONE_MAIN);
1800 // --------------------------------------------------------------------------------
1801 // multi_server_wait_init() do stuff like setting the status bits correctly
1804 void multi_standalone_wait_init()
1806 std_debug_set_standalone_state_string("Wait Do");
1807 std_multi_add_goals(); // fill in the goals for the mission into the tree view
1808 multi_reset_timestamps();
1810 // create the bogus standalone object
1811 multi_create_standalone_object();
1815 // --------------------------------------------------------------------------------
1816 // multi_server_wait_do_frame() wait for everyone to log in or the host to send commands
1819 // DESCRIPTION : we will be in this state once the host of the game is waiting for everyone
1820 // to be finished and ready to go, at which point, we will will tell everyone
1821 // to enter the game, and we will start simulating ourselves. Note that most of
1822 // this code is lifted from multi_wait_do_frame()
1823 void multi_standalone_wait_do()
1827 // --------------------------------------------------------------------------------
1828 // multi_server_wait_close() cleanup
1831 void multi_standalone_wait_close()
1833 std_debug_set_standalone_state_string("Wait Close / Game Play");
1835 // all players should reset sequencing
1837 for(idx=0;idx<MAX_PLAYERS;idx++){
1838 if(Net_player->flags & NETINFO_FLAG_CONNECTED){
1839 Net_players[idx].client_cinfo_seq = 0;
1840 Net_players[idx].client_server_seq = 0;
1846 // this is an artificial state which will push the standalone into the main state without it having to go through
1847 // the init function (which would disconnect everyone and generally just screw things up)
1848 // it will also eventually do tracker stats update
1849 extern int Multi_debrief_server_framecount;
1850 void multi_standalone_postgame_init()
1852 std_debug_set_standalone_state_string("Postgame / Send Stats");
1855 ml_string(NOX("Standlone entering postgame"));
1857 mission_goal_fail_incomplete();
1859 // handle campaign stuff
1860 if ( Game_mode & GM_CAMPAIGN_MODE ) {
1861 // MUST store goals and events first - may be used to evaluate next mission
1862 // store goals and events
1863 mission_campaign_store_goals_and_events();
1865 // evaluate next mission
1866 mission_campaign_eval_next_mission();
1869 // always set my state to be "DEBRIEF_ACCEPT"
1870 Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT;
1872 // mark stats as not being store yet
1873 Netgame.flags &= ~(NG_FLAG_STORED_MT_STATS);
1875 Multi_debrief_server_framecount = 0;
1877 // reset network timestamps
1878 multi_reset_timestamps();
1881 void multi_standalone_postgame_do()
1883 // wait until everyone is in the debriefing
1884 if((Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check(NETPLAYER_STATE_DEBRIEF, 1)){
1885 Netgame.game_state = NETGAME_STATE_DEBRIEF;
1886 send_netgame_update_packet();
1887 debrief_multi_server_stuff();
1890 // process server debriefing details
1891 if(Netgame.game_state == NETGAME_STATE_DEBRIEF){
1892 multi_debrief_server_process();
1896 void multi_standalone_postgame_close()
1900 void multi_reset_timestamps()
1904 for ( i = 0 ; i < MAX_PLAYERS; i++ ){
1905 Multi_client_update_times[i] = -1;
1907 Netgame_send_time = -1;
1908 Gameinfo_send_time = -1;
1909 Next_ping_time = -1;
1910 State_send_time = -1;
1911 Next_bytes_time = -1;
1913 chatbox_reset_timestamps();
1915 // do for all players so that ingame joiners work properly.
1916 for (i = 0; i < MAX_PLAYERS; i++ ) {
1917 Players[i].update_dumbfire_time = timestamp(0);
1918 Players[i].update_lock_time = timestamp(0);
1920 Net_players[i].s_info.voice_token_timestamp = -1;
1923 // reset standalone gui timestamps (these are not game critical, so there is not much danger)
1924 std_reset_timestamps();
1926 // initialize all object update timestamps
1927 multi_oo_gameplay_init();
1930 // netgame debug flags for debug console stuff
1931 DCF(netd, "change/list netgame debug flags")
1933 dc_get_arg(ARG_INT);
1935 // if we got an integer, and we're the server, change flags
1936 if((Dc_arg_type & ARG_INT) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Dc_arg_int <= 7)){
1937 Netgame.debug_flags ^= (1<<Dc_arg_int);
1940 // display network flags
1941 dc_printf("BITS\n");
1942 // dc_printf("1 - Client side firing (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING ? 1 : 0);
1943 // dc_printf("2 - Client nodamage (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE ? 1 : 0);
1946 // display any multiplayer/networking information here
1947 void multi_display_netinfo()
1949 int sx = gr_screen.max_w - 200;
1954 if(!(Game_mode & GM_MULTIPLAYER)){
1958 gr_set_color_fast(&Color_normal);
1961 if(MULTIPLAYER_MASTER){
1962 gr_string(sx, sy, "SERVER"); sy += 10;
1964 for(idx=0; idx<MAX_PLAYERS; idx++){
1965 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Net_players[idx].player != NULL)){
1966 if(Net_players[idx].sv_last_pl < 0){
1967 gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, 0); sy += 10;
1969 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;
1974 gr_string(sx, sy, "CLIENT"); sy += 10;
1977 if(Net_player != NULL){
1978 if(Net_player->cl_last_pl < 0){
1979 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, 0); sy += 10;
1981 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, Net_player->cl_last_pl); sy += 10;