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1 /*
2  * $Logfile: /Freespace2/code/Network/Multi.cpp $
3  * $Revision$
4  * $Date$
5  * $Author$
6  *
7  * C file that contains high-level multiplayer functions
8  *
9  * $Log$
10  * Revision 1.2  2002/05/07 03:16:47  theoddone33
11  * The Great Newline Fix
12  *
13  * Revision 1.1.1.1  2002/05/03 03:28:10  root
14  * Initial import.
15  *
16  * 
17  * 47    9/15/99 1:45a Dave
18  * Don't init joystick on standalone. Fixed campaign mode on standalone.
19  * Fixed no-score-report problem in TvT
20  * 
21  * 46    8/24/99 1:49a Dave
22  * Fixed client-side afterburner stuttering. Added checkbox for no version
23  * checking on PXO join. Made button info passing more friendly between
24  * client and server.
25  * 
26  * 45    8/22/99 5:53p Dave
27  * Scoring fixes. Added self destruct key. Put callsigns in the logfile
28  * instead of ship designations for multiplayer players.
29  * 
30  * 44    8/22/99 1:19p Dave
31  * Fixed up http proxy code. Cleaned up scoring code. Reverse the order in
32  * which d3d cards are detected.
33  * 
34  * 43    8/19/99 10:59a Dave
35  * Packet loss detection.
36  * 
37  * 42    8/16/99 4:05p Dave
38  * Big honking checkin.
39  * 
40  * 41    8/06/99 12:34a Dave
41  * Be more careful about resetting timestamps.
42  * 
43  * 40    8/04/99 2:24a Dave
44  * Fixed escort gauge ordering for dogfight.
45  * 
46  * 39    7/26/99 5:50p Dave
47  * Revised ingame join. Better? We'll see....
48  * 
49  * 38    7/08/99 10:53a Dave
50  * New multiplayer interpolation scheme. Not 100% done yet, but still
51  * better than the old way.
52  * 
53  * 37    7/06/99 4:24p Dave
54  * Mid-level checkin. Starting on some potentially cool multiplayer
55  * smoothness crap.
56  * 
57  * 36    7/03/99 5:50p Dave
58  * Make rotated bitmaps draw properly in padlock views.
59  * 
60  * 35    6/21/99 7:24p Dave
61  * netplayer pain packet. Added type E unmoving beams.
62  * 
63  * 34    6/07/99 9:51p Dave
64  * Consolidated all multiplayer ports into one.
65  * 
66  * 33    6/04/99 9:52a Dave
67  * Fixed some rendering problems.
68  * 
69  * 32    5/22/99 6:05p Dave
70  * Fixed a few localization # problems.
71  * 
72  * 31    5/22/99 5:35p Dave
73  * Debrief and chatbox screens. Fixed small hi-res HUD bug.
74  * 
75  * 30    5/14/99 1:59p Andsager
76  * Multiplayer message for subsystem cargo revealed.
77  * 
78  * 29    4/29/99 2:29p Dave
79  * Made flak work much better in multiplayer.
80  * 
81  * 28    4/28/99 11:13p Dave
82  * Temporary checkin of artillery code.
83  * 
84  * 27    4/25/99 7:43p Dave
85  * Misc small bug fixes. Made sun draw properly.
86  * 
87  * 26    4/25/99 3:02p Dave
88  * Build defines for the E3 build.
89  * 
90  * 25    4/12/99 10:07p Dave
91  * Made network startup more forgiving. Added checkmarks to dogfight
92  * screen for players who hit commit.
93  * 
94  * 24    4/09/99 2:21p Dave
95  * Multiplayer beta stuff. CD checking.
96  * 
97  * 23    3/19/99 9:51a Dave
98  * Checkin to repair massive source safe crash. Also added support for
99  * pof-style nebulae, and some new weapons code.
100  * 
101  * 23    3/11/99 5:53p Dave
102  * More network optimization. Spliced in Dell OEM planet bitmap crap.
103  * 
104  * 22    3/10/99 6:50p Dave
105  * Changed the way we buffer packets for all clients. Optimized turret
106  * fired packets. Did some weapon firing optimizations.
107  * 
108  * 21    3/09/99 6:24p Dave
109  * More work on object update revamping. Identified several sources of
110  * unnecessary bandwidth.
111  * 
112  * 20    3/08/99 7:03p Dave
113  * First run of new object update system. Looks very promising.
114  * 
115  * 19    3/02/99 4:40p Jasons
116  * Be more careful when calling server-lost-contact popup (make sure other
117  * popups aren't active)
118  * 
119  * 18    3/01/99 7:39p Dave
120  * Added prioritizing ship respawns. Also fixed respawns in TvT so teams
121  * don't mix respawn points.
122  * 
123  * 17    2/23/99 2:29p Dave
124  * First run of oldschool dogfight mode. 
125  * 
126  * 16    2/19/99 2:55p Dave
127  * Temporary checking to report the winner of a squad war match.
128  * 
129  * 15    2/17/99 2:10p Dave
130  * First full run of squad war. All freespace and tracker side stuff
131  * works.
132  * 
133  * 14    2/12/99 6:16p Dave
134  * Pre-mission Squad War code is 95% done.
135  * 
136  * 13    2/11/99 3:08p Dave
137  * PXO refresh button. Very preliminary squad war support.
138  * 
139  * 12    1/14/99 12:48a Dave
140  * Todo list bug fixes. Made a pass at putting briefing icons back into
141  * FRED. Sort of works :(
142  * 
143  * 11    1/12/99 5:45p Dave
144  * Moved weapon pipeline in multiplayer to almost exclusively client side.
145  * Very good results. Bandwidth goes down, playability goes up for crappy
146  * connections. Fixed object update problem for ship subsystems.
147  * 
148  * 10    12/14/98 12:13p Dave
149  * Spiffed up xfer system a bit. Put in support for squad logo file xfer.
150  * Need to test now.
151  * 
152  * 9     12/03/98 5:22p Dave
153  * Ported over Freespace 1 multiplayer ships.tbl and weapons.tbl
154  * checksumming.
155  * 
156  * 8     11/19/98 4:19p Dave
157  * Put IPX sockets back in psnet. Consolidated all multiplayer config
158  * files into one.
159  * 
160  * 7     11/19/98 8:03a Dave
161  * Full support for D3-style reliable sockets. Revamped packet lag/loss
162  * system, made it receiver side and at the lowest possible level.
163  * 
164  * 6     11/17/98 11:12a Dave
165  * Removed player identification by address. Now assign explicit id #'s.
166  * 
167  * 5     11/12/98 12:13a Dave
168  * Tidied code up for multiplayer test. Put in network support for flak
169  * guns.
170  *  
171  *
172  * $NoKeywords: $
173  */
174
175 #include <winsock.h>
176
177 #include "pstypes.h"
178 #include "multi.h"
179 #include "multiutil.h"
180 #include "multimsgs.h"
181 #include "psnet.h"
182 #include "linklist.h"
183 #include "object.h"
184 #include "ship.h"
185 #include "hud.h"
186 #include "timer.h"
187 #include "player.h"
188 #include "missionload.h"
189 #include "missionparse.h"
190 #include "missionshipchoice.h"
191 #include "gamesequence.h"
192 #include "freespace.h"
193 #include "osapi.h"
194 #include "math.h"
195 #include "mouse.h"
196 #include "stats.h"
197 #include "stand_gui.h"
198 #include "multi_xfer.h"
199 #include "multiui.h"
200 #include "key.h"
201 #include "multilag.h"
202 #include "multiutil.h"
203 #include "multi_ingame.h"
204 #include "bmpman.h"
205 #include "popup.h"
206 #include "cmdline.h"
207 #include "chatbox.h"
208 #include "multiteamselect.h"
209 #include "multi_data.h"
210 #include "multi_kick.h"
211 #include "multi_campaign.h"
212 #include "multi_voice.h"
213 #include "multi_team.h"
214 #include "multi_respawn.h"
215 #include "multi_pmsg.h"
216 #include "multi_endgame.h"
217 #include "missiondebrief.h"
218 #include "multi_pause.h"
219 #include "multi_obj.h"
220 #include "missiongoals.h"
221 #include "multi_log.h"
222 #include "multi_rate.h"
223 #include "hudescort.h"
224 #include "alphacolors.h"
225
226 // ----------------------------------------------------------------------------------------
227 // Basic module scope defines
228 //
229 //
230
231 // timestamp defines
232 // #define NETGAME_SEND_TIME                                                            1000                                    // time between sending netgame update packets
233 // #define STATE_SEND_TIME                                                                      1000                                    // time between sending netplayer state packets
234 // #define GAMEINFO_SEND_TIME                                                           3000                                    // time between sending game information packets
235 // #define PING_SEND_TIME                                                                       2000                                    // time between player pings
236 // #define INGAME_UPDATE_TIME                                                           1000                                    // time limit between ingame join operations
237 #define NETGAME_SEND_TIME                                                               2                                               // time between sending netgame update packets
238 #define STATE_SEND_TIME                                                                 2                                               // time between sending netplayer state packets
239 #define GAMEINFO_SEND_TIME                                                              3                                               // time between sending game information packets
240 #define PING_SEND_TIME                                                                  2                                               // time between player pings
241 #define BYTES_SENT_TIME                                                                 5                                               // every five seconds
242
243 // netplayer stuff
244 #define CULL_ZOMBIE_TIME                                                                1000                                    //      zombies are checked for at this interval (in milliseconds)
245
246 // object update stuff
247 #define SEND_POS_INTERVAL                                                               30                                              // min time in milliseconds between sending position updates
248
249 // local network buffer stuff
250 #define MAX_NET_BUFFER                                                                  (1024 * 16)                     // define and variable declaration for our local tcp buffer
251 #define NUM_REENTRANT_LEVELS                                                    3
252
253 // time (in fixed seconds) to put up dialog about no contect from server
254 #define MULTI_SERVER_MAX_TIMEOUT                                                (F1_0 * 4)                                      // after this number of milliseoncds, stop client simulation
255 #define MULTI_SERVER_MAX_TIMEOUT_LARGE                          (F1_0 * 40)                                     // done anytime not in mission
256 #define MULTI_SERVER_WAIT_TIME                                          (F1_0 * 60)                                     // wait 60 seconds to reconnect with the server
257 #define MULTI_SERVER_GONE                                                               1
258 #define MULTI_SERVER_ALIVE                                                              2
259
260 #define DISCONNECT_TIMEOUT                                                              (F1_0 * 10)                                     // 10 seconds to timeout someone who cannot connnect
261
262 // define for when to show "slow network" icon
263 #define MULTI_SERVER_SLOW_PING_TIME                                     700                                     // when average ping time to server reaches this -- display hud icon
264
265 // update times for clients ships based on object update level
266 #define MULTI_CLIENT_UPDATE_TIME                                                333
267
268 int Multi_display_netinfo = 1;
269
270 // ----------------------------------------------------------------------------------------
271 // Multiplayer vars
272 //
273 //
274
275 // net player vars              
276 net_player Net_players[MAX_PLAYERS];                                                    // array of all netplayers in the game
277 net_player *Net_player;                                                                                         // pointer to console's net_player entry
278
279 // network object management
280 ushort Next_ship_signature;                                                                             // next permanent network signature to assign to an object
281 ushort Next_asteroid_signature;                                                                 // next signature for an asteroid
282 ushort Next_non_perm_signature;                                                                 // next non-permanent network signature to assign to an object
283 ushort Next_debris_signature;                                                                           // next debris signature
284
285 // netgame vars
286 netgame_info Netgame;                                                                                           // netgame information
287 int Multi_mission_loaded = 0;                                                                           // flag, so that we dont' load the mission more than once client side
288 int Ingame_join_net_signature = -1;                                                             // signature for the player obj for use when joining ingame
289 int Multi_button_info_ok = 0;                                                                           // flag saying it is ok to apply critical button info on a client machine
290 int Multi_button_info_id = 0;                                                                           // identifier of the stored button info to be applying
291
292 // low level networking vars
293 int ADDRESS_LENGTH;                                                                                                     // will be 6 for IPX, 4 for IP
294 int PORT_LENGTH;                                                                                                                // will be 2 for IPX, 2 for IP
295 int HEADER_LENGTH;                                                                                                      // 1 byte (packet type)
296
297 // misc data
298 active_game* Active_game_head;                                                                  // linked list of active games displayed on Join screen
299 int Active_game_count;                                                                                          // for interface screens as well
300 CFILE* Multi_chat_stream;                                                                                       // for streaming multiplayer chat strings to a file
301 int Multi_has_cd = 0;                                                                                           // if this machine has a cd or not (call multi_common_verify_cd() to set this)
302 int Multi_connection_speed;                                                                             // connection speed of this machine.
303 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
304 short Multi_id_num = 0;                                                                                         // for assigning player id #'s
305
306 // permanent server list
307 server_item* Game_server_head;                                                          // list of permanent game servers to be querying
308
309 // timestamp data
310 int Netgame_send_time = -1;                                                     // timestamp used to send netgame info to players before misison starts
311 int State_send_time = -1;                                                               // timestamp used to send state information to the host before a mission starts
312 int Gameinfo_send_time = -1;                                                    // timestamp used by master to send game information to clients
313 int Next_ping_time = -1;                                                                // when we should next ping all
314 int Multi_server_check_count = 0;                                       // var to keep track of reentrancy when checking server status
315 int Next_bytes_time = -1;                                                               // bytes sent
316
317 // how often each player gets updated
318 int Multi_client_update_times[MAX_PLAYERS];     // client update packet timestamp
319
320 // local network buffer data
321 LOCAL ubyte net_buffer[NUM_REENTRANT_LEVELS][MAX_NET_BUFFER];
322 LOCAL ubyte Multi_read_count;
323
324 int Multi_restr_query_timestamp = -1;
325 join_request Multi_restr_join_request;
326 net_addr Multi_restr_addr;                              
327 int Multi_join_restr_mode = -1;
328
329 LOCAL fix Multi_server_wait_start;                              // variable to hold start time when waiting to reestablish with server
330
331 // non API master tracker vars
332 char Multi_tracker_login[100] = "";
333 char Multi_tracker_passwd[100] = "";
334 char Multi_tracker_squad_name[100] = "";
335 int Multi_tracker_id = -1;
336 char Multi_tracker_id_string[255];
337
338 // current file checksum
339 ushort Multi_current_file_checksum = 0;
340 int Multi_current_file_length = -1;
341
342
343 // -------------------------------------------------------------------------------------------------
344 //      multi_init() is called only once, at game start-up.  Get player address + port, initialize the
345 // network players list.
346 //
347 //
348
349 void multi_init()
350 {
351         int idx;
352
353         // read in config file
354         multi_options_read_config();
355
356         Assert( Net_player == NULL );
357         Multi_id_num = 0;
358
359         // clear out all netplayers
360         memset(Net_players, 0, sizeof(net_player) * MAX_PLAYERS);
361         for(idx=0; idx<MAX_PLAYERS; idx++){
362                 Net_players[idx].reliable_socket = INVALID_SOCKET;
363         }
364
365         // initialize the local netplayer
366         Net_player = &Net_players[0];   
367         Net_player->tracker_player_id = Multi_tracker_id;
368         Net_player->player = Player;
369         Net_player->flags = 0;  
370         Net_player->s_info.xfer_handle = -1;
371         Net_player->player_id = multi_get_new_id();
372         Net_player->client_cinfo_seq = 0;
373         Net_player->client_server_seq = 0;              
374
375         // get our connection speed
376         Multi_connection_speed = multi_get_connection_speed();                  
377         
378         // initialize other stuff
379         multi_log_init();
380
381         // load up common multiplayer icons
382         multi_load_common_icons();      
383 }
384
385 // this is an important function which re-initializes any variables required in multiplayer games. 
386 // Always make sure globals you add are re-initialized here !!!!
387 void multi_vars_init()
388 {
389         // initialize this variable right away.  Used in game_level_init for init'ing the player
390         Next_ship_signature = SHIP_SIG_MIN;             
391         Next_asteroid_signature = ASTEROID_SIG_MIN;
392         Next_non_perm_signature = NPERM_SIG_MIN;   
393         Next_debris_signature = DEBRIS_SIG_MIN;
394         
395         // server-client critical stuff
396         Multi_button_info_ok = 0;
397         Multi_button_info_id = 0;
398
399         // Ingame join stuff
400         Ingame_join_net_signature = -1;
401
402         // Netgame stuff
403         Netgame.game_state = NETGAME_STATE_FORMING;     
404
405         // team select stuff
406         Multi_ts_inited = 0;    
407
408         // load send stuff
409         Multi_mission_loaded = 0;   // client side              
410
411         // restricted game stuff
412         Multi_restr_query_timestamp = -1;       
413
414         // respawn stuff        
415         Multi_server_check_count = 0;
416
417         // reentrant variable
418         Multi_read_count = 0;
419
420         // unset the "have cd" var
421         // NOTE: we unset this here because we are going to be calling multi_common_verify_cd() 
422         //       immediately after this (in multi_level_init() to re-check the status)
423         Multi_has_cd = 0;
424
425         // current file checksum
426         Multi_current_file_checksum = 0;
427         Multi_current_file_length = -1;
428
429         Active_game_head = NULL;
430         Game_server_head = NULL;
431
432         // only the server should ever care about this
433         Multi_id_num = 0;
434 }
435
436 // -------------------------------------------------------------------------------------------------
437 //      multi_level_init() is called whenever the player starts a multiplayer game
438 //
439 //
440
441 void multi_level_init() 
442 {
443         int idx;
444
445         // NETLOG
446         ml_string(NOX("multi_level_init()"));
447
448         // initialize the Net_players array
449         for(idx=0;idx<MAX_PLAYERS;idx++) {
450                 // close all sockets down just for good measure
451                 psnet_rel_close_socket(&Net_players[idx].reliable_socket);
452
453                 memset(&Net_players[idx],0,sizeof(net_player));
454                 Net_players[idx].reliable_socket = INVALID_SOCKET;
455
456                 Net_players[idx].s_info.xfer_handle = -1;
457                 Net_players[idx].p_info.team = 0;
458         }
459
460         // initialize the Players array
461         for(idx=0;idx<MAX_PLAYERS;idx++){
462                 if(Player == &Players[idx]){
463                         continue;
464                 }
465                 memset(&Players[idx],0,sizeof(player));
466         }
467
468         multi_vars_init();      
469
470         // initialize the fake lag/loss system
471 #ifdef MULTI_USE_LAG
472         multi_lag_init();
473 #endif
474
475         // initialize the kick system
476         multi_kick_init();
477
478         // initialize all file xfer stuff
479         multi_xfer_init(multi_file_xfer_notify);
480
481         // close the chatbox (if one exists)
482         chatbox_close();        
483
484         // reset the data xfer system
485         multi_data_reset();
486
487         // initialize the voice system
488         multi_voice_init();
489
490         // intialize the pause system
491         multi_pause_reset();
492
493         // initialize endgame stuff
494         multi_endgame_init();
495
496         // initialize respawning
497         multi_respawn_init();
498
499         // initialize all netgame timestamps
500    multi_reset_timestamps();
501
502         // flush psnet sockets
503         psnet_flush();
504 }
505
506 // multi_check_listen() calls low level psnet routine to see if we have a connection from a client we
507 // should accept.
508 void multi_check_listen()
509 {
510         int i;
511         net_addr addr;
512         PSNET_SOCKET_RELIABLE sock = INVALID_SOCKET;
513
514         // call psnet routine which calls select to see if we need to check for a connect from a client
515         // by passing addr, we are telling check_for_listen to do the accept and return who it was from in
516         // addr.  The
517         sock = psnet_rel_check_for_listen(&addr);
518         if ( sock != INVALID_SOCKET ) {
519                 // be sure that my address and the server address are set correctly.
520                 if ( !psnet_same(&Psnet_my_addr, &Net_player->p_info.addr) ){
521                         Net_player->p_info.addr = Psnet_my_addr;
522                 }
523
524                 if ( !psnet_same(&Psnet_my_addr, &(Netgame.server_addr)) ){
525                         Netgame.server_addr = Psnet_my_addr;
526                 }
527
528                 // the connection was accepted in check_for_listen.  Find the netplayer whose address we connected
529                 // with and assign the socket descriptor
530                 for (i = 0; i < MAX_PLAYERS; i++ ) {
531                         if ( (Net_players[i].flags & NETINFO_FLAG_CONNECTED) && (!memcmp(&(addr.addr), &(Net_players[i].p_info.addr.addr), 6)) ) {
532                                 // mark this flag so we know he's "fully" connected
533                                 Net_players[i].flags |= NETINFO_FLAG_RELIABLE_CONNECTED;
534                                 Net_players[i].reliable_socket = sock;
535
536                                 // send player information to the joiner
537                                 send_accept_player_data( &Net_players[i], (Net_players[i].flags & NETINFO_FLAG_INGAME_JOIN)?1:0 );
538
539                                 // send a netgame update so the new client has all the necessary settings
540                                 send_netgame_update_packet();   
541
542                                 // if this is a team vs. team game, send an update
543                                 if(Netgame.type_flags & NG_TYPE_TEAM){
544                                         multi_team_send_update();
545                                 }
546
547                                 // NETLOG
548                                 ml_printf(NOX("Accepted TCP connection from %s"), Net_players[i].player == NULL ? NOX("Unknown") : Net_players[i].player->callsign);                            
549                                 break;
550                         }
551                 }
552
553                 // if we didn't find a player, close the socket
554                 if ( i == MAX_PLAYERS ) {
555                         nprintf(("Network", "Got accept on my listen socket, but unknown player.  Closing socket.\n"));
556                         psnet_rel_close_socket(&sock);
557                 }
558         }
559 }
560
561 // returns true is server hasn't been heard from in N seconds. false otherwise
562 int multi_client_server_dead()
563 {
564         fix this_time, last_time, max;
565
566         // get the last time we have heard from the server.  If greater than some default, then maybe
567         // display some icon on the HUD indicating slow network connection.  if greater than some higher
568         // max, stop simulating on the client side until we hear from the server again.
569         this_time = timer_get_fixed_seconds();
570         last_time = Netgame.server->last_heard_time;
571         // check for wrap!  must return 0
572         if ( last_time > this_time )
573                 return 0;
574
575         this_time -= last_time;
576
577         // if in mission, use the smaller timeout value.  Outside of mission, use a large one.
578         if ( MULTI_IN_MISSION ){
579                 max = MULTI_SERVER_MAX_TIMEOUT;
580         } else {
581                 max = MULTI_SERVER_MAX_TIMEOUT_LARGE;
582         }
583
584         if ( this_time > max){
585                 return 1;
586         } else {
587                 return 0;
588         }
589 }
590
591 void multi_process_incoming();          // prototype for function later in this module
592
593 // function to process network data in hopes of getting info back from server
594 int multi_client_wait_on_server()
595 {
596         int is_dead;
597
598         is_dead = multi_client_server_dead();
599
600         // if the server is back alive, tell our popup
601         if ( !is_dead ){
602                 return MULTI_SERVER_ALIVE;
603         }
604
605         // on release version -- keep popup active for 60 seconds, then bail
606 #ifdef NDEBUG
607         fix this_time = timer_get_fixed_seconds();
608         // if the timer wrapped:
609         if ( this_time < Multi_server_wait_start ) {
610                 Multi_server_wait_start = timer_get_fixed_seconds();
611                 return FALSE;
612         }
613         // check to see if timeout expired
614         this_time -= Multi_server_wait_start;
615         if ( this_time > MULTI_SERVER_WAIT_TIME ){
616                 return MULTI_SERVER_GONE;
617         }
618 #endif
619
620         return FALSE;
621 }
622
623 // function called by multiplayer clients to stop simulating when they have not heard from the server
624 // in a while.
625 void multi_client_check_server()
626 {
627         int rval;
628
629         Assert( MULTIPLAYER_CLIENT );   
630
631         // this function can get called while in the popup code below.  So we include this check as a
632         // reentrancy check.
633         if ( Multi_server_check_count )
634                 return;
635
636         // make sure we have a valid server
637         if(Netgame.server == NULL){
638                 return;
639         }
640
641         Multi_server_check_count++;
642         if(multi_client_server_dead()){
643                 Netgame.flags |= NG_FLAG_SERVER_LOST;
644         } else {
645                 Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
646         }
647
648         if(Netgame.flags & NG_FLAG_SERVER_LOST) {
649                 if(!(Game_mode & GM_IN_MISSION) && !popup_active()){    
650                         // need to start a popup
651                         Multi_server_wait_start = timer_get_fixed_seconds();
652                         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) );
653                         
654                         if ( !rval || (rval == MULTI_SERVER_GONE) ) {                           
655                                 multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);                                                              
656                         }
657                         Netgame.flags &= ~(NG_FLAG_SERVER_LOST);
658                 }
659         }
660
661         Multi_server_check_count--;
662 }
663
664
665 // -------------------------------------------------------------------------------------------------
666 //      process_packet_normal() will determine what sort of packet it is, and send it to the appropriate spot.
667 //      Prelimiary verification of the magic number and checksum are done here.  
668 //
669
670 void process_packet_normal(ubyte* data, header *header_info)
671 {
672         switch ( data[0] ) {
673
674                 case JOIN:
675                         process_join_packet(data, header_info);
676                         break;
677
678                 case GAME_CHAT:
679                         process_game_chat_packet( data, header_info );
680                         break;
681
682                 case NOTIFY_NEW_PLAYER:
683                         process_new_player_packet(data, header_info);
684                         break;
685
686                 case HUD_MSG:
687                         process_hud_message(data, header_info);
688                         break;
689
690                 case MISSION_MESSAGE:
691                         process_mission_message_packet( data, header_info );
692                         break;
693
694                 case LEAVE_GAME:
695                         process_leave_game_packet(data, header_info);
696                         break;
697
698                 case GAME_QUERY:
699                         process_game_query(data, header_info);
700                         break;
701
702                 case GAME_ACTIVE:
703                         process_game_active_packet(data, header_info);
704                         break;
705
706                 case GAME_INFO:
707                         process_game_info_packet( data, header_info );
708                         break;          
709
710                 case SECONDARY_FIRED_AI:
711                         process_secondary_fired_packet(data, header_info, 0);
712                         break;          
713
714                 case SECONDARY_FIRED_PLR:
715                         process_secondary_fired_packet(data, header_info, 1);
716                         break;
717
718                 case COUNTERMEASURE_FIRED:
719                         process_countermeasure_fired_packet( data, header_info );
720                         break;          
721
722                 case FIRE_TURRET_WEAPON:
723                         process_turret_fired_packet( data, header_info );
724                         break;
725
726                 case GAME_UPDATE:
727                         process_netgame_update_packet( data, header_info );
728                         break;
729
730                 case UPDATE_DESCRIPT:
731                         process_netgame_descript_packet( data, header_info );
732                         break;
733
734                 case NETPLAYER_UPDATE:
735                         process_netplayer_update_packet( data, header_info );
736                         break;
737
738                 case ACCEPT :
739                         process_accept_packet(data, header_info);
740                         break;                          
741
742                 case OBJECT_UPDATE:
743                         multi_oo_process_update(data, header_info);
744                         break;
745
746                 case SHIP_KILL:
747                         process_ship_kill_packet( data, header_info );
748                         break;
749
750                 case WING_CREATE:
751                         process_wing_create_packet( data, header_info );
752                         break;
753                         
754                 case SHIP_CREATE:
755                         process_ship_create_packet( data, header_info );
756                         break;
757
758                 case SHIP_DEPART:
759                         process_ship_depart_packet( data, header_info );
760                         break;
761
762                 case MISSION_LOG_ENTRY:
763                         process_mission_log_packet( data, header_info );
764                         break;          
765
766                 case PING:
767                         process_ping_packet(data, header_info);
768                         break;
769
770                 case PONG:
771                         process_pong_packet(data, header_info);
772                         break;          
773
774                 case XFER_PACKET:
775                         Assert(header_info->id >= 0);
776                         int np_index;
777                         PSNET_SOCKET_RELIABLE sock;
778                         sock = INVALID_SOCKET;
779
780                         // if I'm the server of the game, find out who this came from                   
781                         if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
782                                 np_index = find_player_id(header_info->id);
783                                 if(np_index >= 0){
784                                         sock = Net_players[np_index].reliable_socket;
785                                 }
786                         }
787                         // otherwise always use my own socket
788                         else if(Net_player != NULL){
789                                 sock = Net_player->reliable_socket;
790                         }
791                         
792                         header_info->bytes_processed = multi_xfer_process_packet(data + HEADER_LENGTH, sock) + HEADER_LENGTH;
793                         break;
794
795                 case MISSION_REQUEST:
796                         process_mission_request_packet(data,header_info);
797                         break;
798
799                 case MISSION_ITEM:
800                         process_mission_item_packet(data,header_info);
801                         break;          
802
803                 case MULTI_PAUSE_REQUEST:
804                         process_multi_pause_packet(data, header_info);
805                         break;          
806
807                 case INGAME_NAK:
808                         process_ingame_nak(data, header_info);
809                         break;
810
811                 case SHIPS_INGAME_PACKET:
812                         process_ingame_ships_packet(data, header_info);
813                         break;
814
815                 case WINGS_INGAME_PACKET:
816                         process_ingame_wings_packet(data, header_info);
817                         break;
818
819                 case MISSION_END:
820                         process_endgame_packet(data, header_info);
821                         break;
822                 
823                 case OBSERVER_UPDATE:
824                         process_observer_update_packet(data, header_info);
825                         break;
826
827                 case NETPLAYER_SLOTS_P:
828                         process_netplayer_slot_packet(data, header_info);
829                         break;
830
831                 case SHIP_STATUS_CHANGE:
832                         process_ship_status_packet(data, header_info);
833                         break;
834
835                 case PLAYER_ORDER_PACKET:
836                         process_player_order_packet(data, header_info);
837                         break;
838
839                 case INGAME_SHIP_UPDATE:
840                         process_ingame_ship_update_packet(data, header_info);
841                         break;
842
843                 case INGAME_SHIP_REQUEST:
844                         process_ingame_ship_request_packet(data, header_info);
845                         break;
846                 
847                 case FILE_SIG_INFO:
848                         process_file_sig_packet(data, header_info);
849                         break;
850
851                 case RESPAWN_NOTICE:
852                         multi_respawn_process_packet(data,header_info);                 
853                         break;
854
855                 case SUBSYSTEM_DESTROYED:
856                         process_subsystem_destroyed_packet( data, header_info );
857                         break;
858
859                 case LOAD_MISSION_NOW :
860                         process_netplayer_load_packet(data, header_info);
861                         break;
862
863                 case FILE_SIG_REQUEST :
864                         process_file_sig_request(data, header_info);
865                         break;
866
867                 case JUMP_INTO_GAME:
868                         process_jump_into_mission_packet(data, header_info);
869                         break;          
870
871                 case CLIENT_REPAIR_INFO:
872                         process_repair_info_packet(data,header_info);
873                         break;
874
875                 case MISSION_SYNC_DATA:
876                         process_mission_sync_packet(data,header_info);
877                         break;
878
879                 case STORE_MISSION_STATS:
880                         process_store_stats_packet(data, header_info);
881                         break;
882
883                 case DEBRIS_UPDATE:
884                         process_debris_update_packet(data, header_info);
885                         break;          
886
887                 case SHIP_WSTATE_CHANGE:
888                         process_ship_weapon_change( data, header_info );
889                         break;
890
891                 case WSS_UPDATE_PACKET:
892                         process_wss_update_packet(data, header_info);
893                         break;
894
895                 case WSS_REQUEST_PACKET:
896                         process_wss_request_packet( data, header_info );
897                         break;  
898
899                 case FIRING_INFO:
900                         process_firing_info_packet( data, header_info );
901                         break;          
902
903                 case CARGO_REVEALED:
904                         process_cargo_revealed_packet( data, header_info);
905                         break;          
906
907                 case SUBSYS_CARGO_REVEALED:
908                         process_subsystem_cargo_revealed_packet( data, header_info);
909                         break;          
910
911                 case MISSION_GOAL_INFO:
912                         process_mission_goal_info_packet(data, header_info);
913                         break;
914
915                 case KICK_PLAYER:
916                         process_player_kick_packet(data, header_info);
917                         break;
918
919                 case PLAYER_SETTINGS:
920                         process_player_settings_packet(data, header_info);
921                         break;
922
923                 case DENY:
924                         process_deny_packet(data, header_info);
925                         break;
926
927                 case POST_SYNC_DATA:
928                         process_post_sync_data_packet(data, header_info);
929                         break;
930
931                 case WSS_SLOTS_DATA:
932                         process_wss_slots_data_packet(data,header_info);
933                         break;
934
935                 case SHIELD_EXPLOSION:
936                         process_shield_explosion_packet( data, header_info );
937                         break;
938
939                 case PLAYER_STATS:
940                         process_player_stats_block_packet(data, header_info);
941                         break;
942
943                 case SLOT_UPDATE:
944                         process_pslot_update_packet(data,header_info);
945                         break;
946
947                 case AI_INFO_UPDATE:
948                         process_ai_info_update_packet( data, header_info );
949                         break;          
950
951                 case CAMPAIGN_UPDATE :
952                         multi_campaign_process_update(data,header_info);
953                         break;
954
955                 case CAMPAIGN_UPDATE_INGAME:
956                         multi_campaign_process_ingame_start(data,header_info);
957                         break;
958
959                 case VOICE_PACKET :
960                         multi_voice_process_packet(data,header_info);
961                         break;
962
963                 case TEAM_UPDATE :
964                         multi_team_process_packet(data,header_info);
965                         break;
966
967                 case ASTEROID_INFO:
968                         process_asteroid_info(data, header_info);
969                         break;          
970
971                 case HOST_RESTR_QUERY:
972                         process_host_restr_packet(data, header_info);
973                         break;
974
975                 case OPTIONS_UPDATE:
976                         multi_options_process_packet(data,header_info);
977                         break;
978
979                 case SQUADMSG_PLAYER:
980                         multi_msg_process_squadmsg_packet(data,header_info);
981                         break;
982
983                 case NETGAME_END_ERROR:
984                         process_netgame_end_error_packet(data,header_info);
985                         break;
986
987                 case COUNTERMEASURE_SUCCESS:
988                         process_countermeasure_success_packet( data, header_info );
989                         break;
990
991                 case CLIENT_UPDATE:
992                         process_client_update_packet(data, header_info);
993                         break;
994
995                 case COUNTDOWN:
996                         process_countdown_packet(data, header_info);
997                         break;
998
999                 case DEBRIEF_INFO:
1000                         process_debrief_info( data, header_info );
1001                         break;
1002
1003                 case ACCEPT_PLAYER_DATA:
1004                         process_accept_player_data( data, header_info );
1005                         break;                          
1006
1007                 case HOMING_WEAPON_UPDATE:
1008                         process_homing_weapon_info( data, header_info );
1009                         break;          
1010
1011                 case EMP_EFFECT:
1012                         process_emp_effect(data, header_info);
1013                         break;
1014
1015                 case REINFORCEMENT_AVAIL:
1016                         process_reinforcement_avail( data, header_info );
1017                         break;
1018
1019                 case CHANGE_IFF:
1020                         process_change_iff_packet(data, header_info);
1021                         break;
1022
1023                 case PRIMARY_FIRED_NEW:
1024                         process_NEW_primary_fired_packet(data, header_info);
1025                         break;
1026
1027                 case COUNTERMEASURE_NEW:
1028                         process_NEW_countermeasure_fired_packet(data, header_info);
1029                         break;
1030
1031                 case BEAM_FIRED:
1032                         process_beam_fired_packet(data, header_info);
1033                         break;          
1034                         
1035                 case SW_STD_QUERY:
1036                         process_sw_query_packet(data, header_info);
1037                         break;
1038
1039                 case EVENT_UPDATE:
1040                         process_event_update_packet(data, header_info);
1041                         break;
1042
1043                 case OBJECT_UPDATE_NEW:                 
1044                         multi_oo_process_update(data, header_info);
1045                         break;
1046
1047                 case WEAPON_DET:
1048                         process_weapon_detonate_packet(data, header_info);
1049                         break;
1050
1051                 case FLAK_FIRED:
1052                         process_flak_fired_packet(data, header_info);
1053                         break;
1054
1055                 case NETPLAYER_PAIN:
1056                         process_player_pain_packet(data, header_info);
1057                         break;
1058
1059                 case LIGHTNING_PACKET:
1060                         process_lightning_packet(data, header_info);
1061                         break;
1062
1063                 case BYTES_SENT:
1064                         process_bytes_recvd_packet(data, header_info);
1065                         break;
1066
1067                 case TRANSFER_HOST:
1068                         process_host_captain_change_packet(data, header_info);
1069                         break;
1070
1071                 case SELF_DESTRUCT:
1072                         process_self_destruct_packet(data, header_info);
1073                         break;
1074
1075                 default:
1076                         nprintf(("Network", "Received packet with unknown type %d\n", data[0] ));
1077                         header_info->bytes_processed = 10000;
1078                         break;
1079
1080         } // end switch
1081 }
1082
1083
1084
1085 // Takes a bunch of messages, check them for validity,
1086 // and pass them to multi_process_data. 
1087 //  --------------------^
1088 // this should be process_packet() I think, or with the new code
1089 // process_tracker_packet() as defined in MultiTracker.[h,cpp]
1090 void multi_process_bigdata(ubyte *data, int len, net_addr *from_addr, int reliable)
1091 {
1092         int type, bytes_processed;
1093         int player_num;
1094         header header_info;
1095         ubyte *buf;     
1096
1097         // the only packets we will process from an unknown player are GAME_QUERY, GAME_INFO, JOIN, PING, PONG, ACCEPT, and GAME_ACTIVE packets
1098         player_num = find_player(from_addr);            
1099
1100         // find the player who sent the message and mark the last_heard time for this player
1101         // check to see if netplayer is null (it may be in cases such as getting lists of games from the tracker)
1102         if(player_num >= 0){
1103                 Net_players[player_num].last_heard_time = timer_get_fixed_seconds();
1104         }
1105
1106         // store fields that were passed along in the message
1107         // store header information that was captured from the network-layer header
1108         memcpy(header_info.addr, from_addr->addr, 6);
1109         memcpy(header_info.net_id, from_addr->net_id, 4);
1110         header_info.port = from_addr->port;     
1111         if(player_num >= 0){
1112                 header_info.id = Net_players[player_num].player_id;
1113         } else {
1114                 header_info.id = -1;
1115         }   
1116
1117         bytes_processed = 0;
1118         while( (bytes_processed >= 0) && (bytes_processed < len) )  {
1119
1120       buf = &(data[bytes_processed]);
1121
1122       type = buf[0];
1123
1124                 // if its coming from an unknown source, there are only certain packets we will actually process
1125                 if((player_num == -1) && !multi_is_valid_unknown_packet((ubyte)type)){
1126                         return ;
1127                 }               
1128
1129                 if ( (type<0) || (type > MAX_TYPE_ID )) {
1130                         nprintf( ("Network", "multi_process_bigdata: Invalid packet type %d!\n", type ));
1131                         return;
1132                 }               
1133
1134                 // perform any special processing checks here           
1135                 process_packet_normal(buf,&header_info);
1136                  
1137                 // MWA -- magic number was removed from header on 8/4/97.  Replaced with bytes_processed
1138                 // variable which gets stuffed whenever a packet is processed.
1139                 bytes_processed += header_info.bytes_processed;
1140         }
1141
1142         // if this is not reliable data and we have a valid player
1143         if(Net_player != NULL){
1144                 if(!MULTIPLAYER_MASTER && !reliable && (Game_mode & GM_IN_MISSION)){
1145                         Net_player->cl_bytes_recvd += len;
1146                 }
1147         }
1148 }
1149
1150 // process all reliable socket details
1151 void multi_process_reliable_details()
1152 {
1153         int idx;
1154         int sock_status;
1155
1156         // run reliable sockets
1157 #ifdef PSNET2
1158         psnet_rel_work();
1159 #endif
1160         
1161         // server operations
1162         if ( MULTIPLAYER_MASTER ){
1163                 // listen for new reliable socket connections
1164                 multi_check_listen();           
1165
1166                 // check for any broken sockets and delete any players
1167                 for(idx=0; idx<MAX_PLAYERS; idx++){
1168                         // players who _should_ be validly connected
1169                         if((idx != MY_NET_PLAYER_NUM) && MULTI_CONNECTED(Net_players[idx])){                            
1170                                 // if this guy's socket is broken or disconnected, kill him
1171                                 sock_status = psnet_rel_get_status(Net_players[idx].reliable_socket);
1172                                 if((sock_status == RNF_UNUSED) || (sock_status == RNF_BROKEN) || (sock_status == RNF_DISCONNECTED)){
1173                                         ml_string("Shutting down rel socket because of disconnect!");
1174                                         delete_player(idx);
1175                                 }
1176
1177                                 // if we're still waiting for this guy to connect on his reliable socket and he's timed out, boot him
1178                                 if(Net_players[idx].s_info.reliable_connect_time != -1){
1179                                         // if he's connected
1180                                         if(Net_players[idx].reliable_socket != INVALID_SOCKET){
1181                                                 Net_players[idx].s_info.reliable_connect_time = -1;
1182                                         } 
1183                                         // if he's timed out
1184                                         else if(((time(NULL) - Net_players[idx].s_info.reliable_connect_time) > MULTI_RELIABLE_CONNECT_WAIT) && (Net_players[idx].reliable_socket == INVALID_SOCKET)){
1185                                                 ml_string("Player timed out while connecting on reliable socket!");
1186                                                 delete_player(idx);
1187                                         }
1188                                 }                       
1189                         }
1190                 }
1191         }       
1192         // clients should detect broken sockets
1193         else {
1194                 extern unsigned int Serverconn;
1195                 if(Serverconn != 0xffffffff){
1196                         int status = psnet_rel_get_status(Serverconn);
1197                         if(status == RNF_BROKEN){
1198                                 mprintf(("CLIENT SOCKET DISCONNECTED"));
1199
1200                                 // quit the game
1201                                 if(!multi_endgame_ending()){
1202                                         multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
1203                                 }
1204                         }
1205                 }
1206         }
1207 }
1208
1209 // multi_process_incoming reads incoming data off the unreliable and reliable ports and sends
1210 // the data to process_big_data
1211 void multi_process_incoming()
1212 {
1213         int size;
1214         ubyte *data, *savep;
1215         net_addr from_addr;     
1216
1217         Assert( Multi_read_count < NUM_REENTRANT_LEVELS );
1218         savep = net_buffer[Multi_read_count];
1219
1220         Multi_read_count++;
1221
1222         data = savep;
1223
1224         // get the other net players data
1225         while( (size = psnet_get(data, &from_addr))>0 ) {
1226                 // ingame joiners will ignore UDP packets until they are have picked a ship and are in the mission
1227                 if( (Net_player->flags & NETINFO_FLAG_INGAME_JOIN) && (Net_player->state != NETPLAYER_STATE_INGAME_SHIP_SELECT) ){
1228                         //nprintf(("Network","Tossing UDP like a good little ingame joiner...\n"));
1229                 } 
1230                 // otherwise process incoming data normally
1231                 else {
1232                         multi_process_bigdata(data, size, &from_addr, 0);
1233                 }
1234         } // end while
1235
1236         // read reliable sockets for data
1237         data = savep;
1238         int idx;
1239
1240         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1241                 for (idx=0;idx<MAX_PLAYERS;idx++) {
1242                         if((Net_players[idx].flags & NETINFO_FLAG_CONNECTED) && (Net_player != NULL) && (Net_player->player_id != Net_players[idx].player_id)){
1243                                 while( (size = psnet_rel_get(Net_players[idx].reliable_socket, data, MAX_NET_BUFFER)) > 0){
1244                                         multi_process_bigdata(data, size, &Net_players[idx].p_info.addr, 1);
1245                                 }
1246                         }
1247                 }
1248         } else {
1249                 // if I'm not the master of the game, read reliable data from my connection with the server
1250                 if((Net_player->reliable_socket != INVALID_SOCKET) && (Net_player->reliable_socket != 0)){
1251                         while( (size = psnet_rel_get(Net_player->reliable_socket,data, MAX_NET_BUFFER)) > 0){                           
1252                                 multi_process_bigdata(data, size, &Netgame.server_addr, 1);
1253                         }
1254                 }
1255         }
1256                 
1257         Multi_read_count--;
1258 }
1259
1260 // -------------------------------------------------------------------------------------------------
1261 //      multi_do_frame() is called once per game loop do update all the multiplayer objects, and send
1262 // the player data to all the other net players.
1263 //
1264 //
1265
1266 int eye_tog = 1;
1267 DCF(eye_tog, "")
1268 {
1269         eye_tog = !eye_tog;
1270         if(eye_tog){
1271                 dc_printf("proper eye stuff on\n");
1272         } else {
1273                 dc_printf("proper eye stuff off\n");
1274         }
1275 }
1276
1277 void multi_do_frame()
1278 {       
1279         PSNET_TOP_LAYER_PROCESS();
1280
1281         // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1282         // function calls
1283         if((Net_player != NULL) && eye_tog){
1284                 player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1285         }
1286
1287         // send all buffered packets from the previous frame
1288         multi_io_send_buffered_packets();
1289
1290         // datarate tracking
1291         multi_rate_process();
1292
1293         // always process any pending endgame details
1294         multi_endgame_process();                
1295
1296         // process all reliable socket details, including :
1297         // 1.) Listening for new pending reliable connections (server)
1298         // 2.) Checking for broken sockets (server/client)
1299         // 3.) Checking for clients who haven't fully connected
1300         multi_process_reliable_details();       
1301
1302         // get the other net players data
1303         multi_process_incoming();               
1304
1305         // process object update datarate stuff (for clients and server both)
1306         multi_oo_rate_process();
1307
1308         // clients should check when last time they heard from sever was -- if too long, then
1309         // pause the simulation so wait for it to possibly come back
1310         if ( (MULTIPLAYER_CLIENT) && (Net_player->flags & NETINFO_FLAG_CONNECTED) ){
1311                 multi_client_check_server();
1312         }
1313
1314         // everybody pings all the time 
1315         if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1316                 if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) ){
1317                         send_netplayer_update_packet();
1318                 }
1319                 
1320                 // ping everyone
1321                 multi_ping_send_all();
1322                 Next_ping_time = time(NULL);            
1323         }       
1324         
1325         // if I am the master, and we are not yet actually playing the mission, send off netgame
1326         // status to all other players in the game.  If I am not the master of the game, and we
1327         // are not in the game, then send out my netplayer status to the host
1328         if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && !(Game_mode & GM_IN_MISSION)){     
1329                 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {                     
1330                         if ( (Netgame_send_time < 0) || ((time(NULL) - Netgame_send_time) > NETGAME_SEND_TIME) ) {
1331                                 send_netgame_update_packet();                           
1332                                 
1333                                 Netgame_send_time = time(NULL);
1334                         }               
1335                 } else {
1336                         if ( (State_send_time < 0) || ((time(NULL) - State_send_time) > STATE_SEND_TIME) ){
1337                                 // observers shouldn't send an update state packet
1338                                 if ( !(Net_player->flags & NETINFO_FLAG_OBSERVER) ){
1339                                         send_netplayer_update_packet();
1340                                 }                               
1341                                 
1342                                 State_send_time = time(NULL);
1343                         }
1344                 }
1345         }
1346         else if ( (Net_player->flags & NETINFO_FLAG_CONNECTED) && (Game_mode & GM_IN_MISSION) ) {       
1347                 // if I am connected and am in the mission, do things that need to be done on a regular basis
1348                 if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1349                         if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME)){
1350                                 send_game_info_packet();
1351                                 
1352                                 Gameinfo_send_time = time(NULL);
1353                         }
1354                         
1355                         // for any potential respawns
1356                         multi_respawn_handle_invul_players();
1357                         multi_respawn_check_ai();
1358
1359                         // for any potential ingame joiners
1360                         multi_handle_ingame_joiners();
1361                 } else {
1362                         // the clients need to do some processing of stuff as well                      
1363                 }
1364         }
1365
1366         // check to see if we're waiting on confirmation for a restricted ingame join
1367         if(Multi_restr_query_timestamp != -1){
1368                 // if it has elapsed, unset the ingame join flag
1369                 if(timestamp_elapsed(Multi_restr_query_timestamp)){
1370                         Multi_restr_query_timestamp = -1;
1371                         Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);             
1372                 }       
1373         }
1374
1375         // while in the mission, send my PlayerControls to the host so that he can process
1376         // my movement
1377         if ( Game_mode & GM_IN_MISSION ) {
1378                 // tickers
1379                 extern void oo_update_time();
1380                 oo_update_time();
1381
1382
1383                 if ( !(Net_player->flags & NETINFO_FLAG_AM_MASTER)){                                    
1384                         if(Net_player->flags & NETINFO_FLAG_OBSERVER){
1385                                 // if the rate limiting system says its ok
1386                                 if(multi_oo_cirate_can_send()){
1387                                         // send my observer position/object update
1388                                         send_observer_update_packet();
1389                                 }
1390                         } else if ( !(Player_ship->flags & SF_DEPARTING ) ){                            
1391                                 // if the rate limiting system says its ok
1392                                 if(multi_oo_cirate_can_send()){
1393                                         // use the new method
1394                                         multi_oo_send_control_info();
1395                                 }                               
1396                         }
1397
1398                         // bytes received info
1399                         if( (Next_bytes_time < 0) || ((time(NULL) - Next_bytes_time) > BYTES_SENT_TIME) ){
1400                                 if(Net_player != NULL){
1401                                         send_bytes_recvd_packet(Net_player);
1402
1403                                         // reset bytes recvd
1404                                         Net_player->cl_bytes_recvd = 0;
1405                                 }
1406
1407                                 // reset timestamp
1408                                 Next_bytes_time = time(NULL);                           
1409                         }
1410                 } else {                        
1411                         // sending new objects from here is dependent on having objects only created after
1412                         // the game is done moving the objects.  I think that I can enforce this.                               
1413                         multi_oo_process();                     
1414
1415                         // evaluate whether the time limit has been reached or max kills has been reached
1416                         // Commented out by Sandeep 4/12/98, was causing problems with testing.
1417                         if( ((f2fl(Netgame.options.mission_time_limit) > 0.0f) && (Missiontime > Netgame.options.mission_time_limit)) ||
1418                                  multi_kill_limit_reached() ) {
1419
1420                                 // make sure we don't do this more than once
1421                                 if(Netgame.game_state == NETGAME_STATE_IN_MISSION){                             
1422                                         multi_handle_end_mission_request();                                                                     
1423                                 }
1424                         }                       
1425                 }                       
1426         }
1427
1428         // periodically send a client update packet to all clients
1429         if((Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER)){
1430                 int idx;
1431                 for(idx=0;idx<MAX_PLAYERS;idx++){
1432                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
1433                                 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1434                                         
1435                                         send_client_update_packet(&Net_players[idx]);
1436                                         
1437                                         Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1438                                 }
1439                         }
1440                 }
1441         }       
1442
1443         // process any kicked player details
1444         multi_kick_process();
1445
1446         // do any file xfer details
1447         multi_xfer_do();
1448
1449         // process any player data details (wav files, pilot pics, etc)
1450         multi_data_do();
1451
1452         // do any voice details
1453         multi_voice_process();
1454
1455         // process any player messaging details
1456         multi_msg_process();            
1457         
1458         // if on the standalone, do any gui stuff
1459         if(Game_mode & GM_STANDALONE_SERVER){
1460                 std_do_gui_frame();
1461         }       
1462
1463         // dogfight nonstandalone players should recalc the escort list every frame
1464         if(!(Game_mode & GM_STANDALONE_SERVER) && (Netgame.type_flags & NG_TYPE_DOGFIGHT) && MULTI_IN_MISSION){
1465                 hud_setup_escort_list(0);
1466         }
1467 }
1468
1469 // -------------------------------------------------------------------------------------------------
1470 //      multi_pause_do_frame() is called once per game loop do update all the multiplayer objects, and send
1471 // the player data to all the other net players when the multiplayer game is paused. It only will do 
1472 // checking for a few specialized packets (MULTI_UNPAUSE, etc)
1473 //
1474
1475 void multi_pause_do_frame()
1476 {
1477         PSNET_TOP_LAYER_PROCESS();
1478
1479         // always set the local player eye position/orientation here so we know its valid throughout all multiplayer
1480         // function calls
1481         // if((Net_player != NULL) && eye_tog){
1482                 // player_get_eye(&Net_player->s_info.eye_pos, &Net_player->s_info.eye_orient);
1483         // }
1484
1485         // send all buffered packets from the previous frame
1486         multi_io_send_buffered_packets();
1487
1488         // always process any pending endgame details
1489         multi_endgame_process();                
1490
1491         // process all reliable socket details, including :
1492         // 1.) Listening for new pending reliable connections (server)
1493         // 2.) Checking for broken sockets (server/client)
1494         // 3.) Checking for clients who haven't fully connected
1495         multi_process_reliable_details();       
1496
1497         // these timestamps and handlers shoul be evaluated in the pause state
1498         if ( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
1499                 if ( (Gameinfo_send_time < 0) || ((time(NULL) - Gameinfo_send_time) > GAMEINFO_SEND_TIME) ){
1500                         send_game_info_packet();
1501                         
1502                         Gameinfo_send_time = time(NULL);
1503                 }                               
1504         }
1505
1506         // everybody pings all the time
1507         if((Next_ping_time < 0) || ((time(NULL) - Next_ping_time) > PING_SEND_TIME) ){
1508                 multi_ping_send_all();
1509                 
1510                 Next_ping_time = time(NULL);
1511         }
1512
1513         // periodically send a client update packet to all clients
1514         if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
1515                 int idx;
1516
1517                 for(idx=0;idx<MAX_PLAYERS;idx++){
1518                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){                     
1519                                 if((Multi_client_update_times[idx] < 0) || timestamp_elapsed_safe(Multi_client_update_times[idx], 1000)){
1520                                         
1521                                         send_client_update_packet(&Net_players[idx]);
1522                                         
1523                                         Multi_client_update_times[idx] = timestamp(MULTI_CLIENT_UPDATE_TIME);
1524                                 }
1525                         }                               
1526                 }
1527
1528                 // for any potential ingame joiners
1529                 multi_handle_ingame_joiners();
1530         }       
1531
1532         // do any file xfer details
1533         multi_xfer_do();
1534
1535         // process any player data details (wav files, pilot pics, etc)
1536         multi_data_do();
1537
1538         // get the other net players data
1539         multi_process_incoming();       
1540
1541         // do any voice details
1542         multi_voice_process();
1543
1544         // process any player messaging details
1545         multi_msg_process();
1546
1547         // process any kicked player details
1548         multi_kick_process();
1549
1550         // process any pending endgame details
1551         multi_endgame_process();
1552
1553         // process object update stuff (for clients and server both)
1554         if(MULTIPLAYER_MASTER){
1555                 multi_oo_process();
1556         }
1557
1558         // if on the standalone, do any gui stuff
1559         if(Game_mode & GM_STANDALONE_SERVER){
1560                 std_do_gui_frame();
1561         }
1562 }
1563
1564
1565 // --------------------------------------------------------------------------------
1566 // standalone_main_init()  the standalone equivalent of the main menu
1567 //
1568
1569 extern int sock_inited;
1570 float frame_time = (float)1.0/(float)30.0;
1571
1572 void standalone_main_init()
1573 {
1574    std_debug_set_standalone_state_string("Main Init");   
1575
1576         Game_mode = (GM_STANDALONE_SERVER | GM_MULTIPLAYER);    
1577
1578         // NETLOG
1579         ml_string(NOX("Standalone server initializing"));
1580
1581         // read in config file
1582         // multi_options_read_config();   
1583
1584         // if we failed to startup on our desired protocol, fail        
1585         if((Multi_options_g.protocol == NET_IPX) && !Ipx_active){                                               
1586                 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);
1587                 exit(1);
1588         } 
1589         if((Multi_options_g.protocol == NET_TCP) && !Tcp_active){               
1590                 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);
1591                 exit(1);
1592         }
1593         
1594         // set the protocol
1595 #ifdef MULTIPLAYER_BETA_BUILD
1596         Multi_options_g.protocol = NET_TCP;
1597         psnet_use_protocol(Multi_options_g.protocol);   
1598
1599         ADDRESS_LENGTH = IP_ADDRESS_LENGTH;             
1600         PORT_LENGTH = IP_PORT_LENGTH;                   
1601 #else
1602         psnet_use_protocol(Multi_options_g.protocol);
1603         switch (Multi_options_g.protocol) {
1604         case NET_IPX:
1605                 ADDRESS_LENGTH = IPX_ADDRESS_LENGTH;
1606                 PORT_LENGTH = IPX_PORT_LENGTH;
1607                 break;
1608
1609         case NET_TCP:
1610                 ADDRESS_LENGTH = IP_ADDRESS_LENGTH;             
1611                 PORT_LENGTH = IP_PORT_LENGTH;                   
1612                 break;
1613
1614         default:
1615                 Int3();
1616         } // end switch
1617 #endif
1618
1619         HEADER_LENGTH = 1;              
1620         
1621         // clear out the Netgame structure and start filling in the values
1622         // NOTE : these values are not incredibly important since they will be overwritten by the host when he joins
1623         memset( &Netgame, 0, sizeof(Netgame) ); 
1624         Netgame.game_state = NETGAME_STATE_FORMING;             // game is currently starting up
1625         Netgame.security = 0;
1626         Netgame.server_addr = Psnet_my_addr;
1627
1628         memset(&The_mission,0,sizeof(The_mission));
1629                 
1630         // reinitialize all systems     
1631         multi_level_init();     
1632
1633         // intialize endgame stuff
1634         multi_endgame_init();
1635
1636         // clear the file xfer system
1637         multi_xfer_reset();
1638         multi_xfer_force_dir(CF_TYPE_MULTI_CACHE);
1639
1640         // reset timer
1641         timestamp_reset();
1642
1643         // setup the netplayer for the standalone
1644         Net_player = &Net_players[0];   
1645         Net_player->tracker_player_id = -1;
1646         Net_player->flags |= (NETINFO_FLAG_AM_MASTER | NETINFO_FLAG_CONNECTED | NETINFO_FLAG_DO_NETWORKING | NETINFO_FLAG_MISSION_OK);
1647         Net_player->state = NETPLAYER_STATE_WAITING;
1648         Net_player->player = Player;
1649         strcpy(Player->callsign, "server");
1650         Net_player->p_info.addr = Psnet_my_addr;
1651         Net_player->s_info.xfer_handle = -1;    
1652         Net_player->player_id = multi_get_new_id();     
1653         Netgame.server = Net_player; 
1654
1655         // maybe flag the game as having a hacked ships.tbl
1656         if(!Game_ships_tbl_valid){
1657                 Netgame.flags |= NG_FLAG_HACKED_SHIPS_TBL;
1658         }
1659         // maybe flag the game as having a hacked weapons.tbl
1660         if(!Game_weapons_tbl_valid){
1661                 Netgame.flags |= NG_FLAG_HACKED_WEAPONS_TBL;
1662         }
1663
1664         // hacked data
1665         if(game_hacked_data()){
1666                 Net_player->flags |= NETINFO_FLAG_HAXOR;
1667         }
1668
1669         // setup debug flags
1670         Netgame.debug_flags = 0;
1671         /*
1672         if(!Cmdline_server_firing){
1673                 Netgame.debug_flags |= NETD_FLAG_CLIENT_FIRING;
1674         }
1675         if(!Cmdline_client_dodamage){
1676                 Netgame.debug_flags |= NETD_FLAG_CLIENT_NODAMAGE;
1677         }
1678         */
1679
1680         // setup the default game name for the standalone
1681         std_connect_set_gamename(NULL);
1682
1683         // set netgame default options
1684         multi_options_set_netgame_defaults(&Netgame.options);
1685
1686         // set local netplayer default options
1687         multi_options_set_local_defaults(&Net_player->p_info.options);
1688
1689         // set our object update level from the standalone default      
1690         Net_player->p_info.options.obj_update_level = Multi_options_g.std_datarate;
1691         switch(Net_player->p_info.options.obj_update_level){
1692         case OBJ_UPDATE_LOW:
1693                 nprintf(("Network","STANDALONE USING LOW UPDATES\n"));
1694                 break;
1695         case OBJ_UPDATE_MEDIUM:
1696                 nprintf(("Network","STANDALONE USING MEDIUM UPDATES\n"));
1697                 break;
1698         case OBJ_UPDATE_HIGH:
1699                 nprintf(("Network","STANDALONE USING HIGH UPDATE\n"));
1700                 break;
1701         case OBJ_UPDATE_LAN:
1702                 nprintf(("Network","STANDALONE USING LAN UPDATE\n"));
1703                 break;
1704         }
1705         
1706         // clear out various things
1707         psnet_flush();
1708         game_flush();
1709         ship_init();
1710
1711         std_debug_set_standalone_state_string("Main Do");
1712         std_set_standalone_fps((float)0);
1713         std_multi_set_standalone_missiontime((float)0);
1714
1715         // load my missions and campaigns
1716         multi_create_list_load_missions();
1717         multi_create_list_load_campaigns();
1718
1719         // if this is a tracker game, validate missions
1720         if(MULTI_IS_TRACKER_GAME){
1721                 multi_update_valid_missions();
1722         }
1723 }
1724
1725
1726 // --------------------------------------------------------------------------------
1727 // standalone_main_do()
1728 //
1729
1730 // DESCRIPTION : the standalone server will wait in this state until the host of the game 
1731 //               is "Waiting". That is, his state==NETPLAYER_STATE_WAITING, and he has finished
1732 //               doing everything and wants to play the game. Once this happens, we will jump
1733 //               into GS_STATE_MULTI_SERVER_WAIT
1734
1735 void standalone_main_do()
1736 {
1737    Sleep(10);  // since nothing will really be going on here, we can afford to give some time
1738                // back to the operating system.
1739
1740         // kind of a do-nothing spin state.
1741         // The standalone will eventually move into the GS_STATE_MULTI_MISSION_SYNC state when a host connects and
1742         // attempts to start a game
1743 }
1744
1745 // --------------------------------------------------------------------------------
1746 // standalone_main_close()
1747 //
1748
1749 void standalone_main_close()
1750 {
1751    std_debug_set_standalone_state_string("Main Close"); 
1752 }
1753
1754 void multi_standalone_reset_all()
1755 {       
1756         int idx;
1757
1758         // NETLOG
1759         ml_string(NOX("Standalone resetting"));
1760         
1761         // shut all game stuff down
1762         game_level_close();
1763
1764         // reinitialize the gui
1765         std_reset_standalone_gui();     
1766
1767         // close down all sockets
1768         for(idx=0;idx<MAX_PLAYERS;idx++){
1769
1770                 // 6/25/98 -- MWA -- call delete_player here to remove the player.  This closes down the socket
1771                 // and marks the player as not connected anymore.  It is probably cleaner to do this.
1772                 if ( &Net_players[idx] != Net_player ) {
1773                         delete_player( idx );
1774                 }               
1775         }
1776                 
1777         // make sure we go to the proper state. 
1778         if(gameseq_get_state() == GS_STATE_STANDALONE_MAIN){
1779                 standalone_main_init();
1780         }
1781         gameseq_post_event(GS_EVENT_STANDALONE_MAIN);   
1782 }
1783
1784 // --------------------------------------------------------------------------------
1785 // multi_server_wait_init()  do stuff like setting the status bits correctly
1786 //
1787
1788 void multi_standalone_wait_init()
1789 {       
1790         std_debug_set_standalone_state_string("Wait Do");
1791         std_multi_add_goals();   // fill in the goals for the mission into the tree view
1792         multi_reset_timestamps();
1793
1794         // create the bogus standalone object
1795         multi_create_standalone_object();
1796 }
1797
1798
1799 // --------------------------------------------------------------------------------
1800 // multi_server_wait_do_frame() wait for everyone to log in or the host to send commands
1801 // 
1802
1803 // DESCRIPTION : we will be in this state once the host of the game is waiting for everyone
1804 //               to be finished and ready to go, at which point, we will will tell everyone
1805 //               to enter the game, and we will start simulating ourselves. Note that most of
1806 //               this code is lifted from multi_wait_do_frame()
1807 void multi_standalone_wait_do()
1808 {
1809 }
1810
1811 // --------------------------------------------------------------------------------
1812 // multi_server_wait_close() cleanup
1813 //
1814
1815 void multi_standalone_wait_close()
1816 {
1817         std_debug_set_standalone_state_string("Wait Close / Game Play");
1818         
1819         // all players should reset sequencing
1820         int idx;
1821         for(idx=0;idx<MAX_PLAYERS;idx++){
1822                 if(Net_player->flags & NETINFO_FLAG_CONNECTED){
1823                         Net_players[idx].client_cinfo_seq = 0;
1824                         Net_players[idx].client_server_seq = 0; 
1825                 }
1826         }
1827 }
1828
1829
1830 // this is an artificial state which will push the standalone into the main state without it having to go through 
1831 // the init function (which would disconnect everyone and generally just screw things up)
1832 // it will also eventually do tracker stats update
1833 extern int Multi_debrief_server_framecount;
1834 void multi_standalone_postgame_init()   
1835 {
1836         std_debug_set_standalone_state_string("Postgame / Send Stats");
1837
1838         // NETLOG
1839         ml_string(NOX("Standlone entering postgame"));
1840
1841         mission_goal_fail_incomplete();
1842
1843         // handle campaign stuff
1844         if ( Game_mode & GM_CAMPAIGN_MODE ) {
1845                 // MUST store goals and events first - may be used to evaluate next mission
1846                 // store goals and events
1847                 mission_campaign_store_goals_and_events();
1848
1849                 // evaluate next mission
1850                 mission_campaign_eval_next_mission();
1851         }       
1852
1853         // always set my state to be "DEBRIEF_ACCEPT"
1854         Net_player->state = NETPLAYER_STATE_DEBRIEF_ACCEPT;     
1855
1856         // mark stats as not being store yet
1857         Netgame.flags &= ~(NG_FLAG_STORED_MT_STATS);
1858
1859         Multi_debrief_server_framecount = 0;
1860
1861         // reset network timestamps
1862         multi_reset_timestamps();
1863 }
1864
1865 void multi_standalone_postgame_do()
1866 {
1867         // wait until everyone is in the debriefing
1868         if((Netgame.game_state != NETGAME_STATE_DEBRIEF) && multi_netplayer_state_check(NETPLAYER_STATE_DEBRIEF, 1)){           
1869                 Netgame.game_state = NETGAME_STATE_DEBRIEF;
1870                 send_netgame_update_packet();
1871                 debrief_multi_server_stuff();
1872         }
1873         
1874         // process server debriefing details
1875         if(Netgame.game_state == NETGAME_STATE_DEBRIEF){
1876                 multi_debrief_server_process();
1877         }
1878 }
1879
1880 void multi_standalone_postgame_close()
1881 {
1882 }
1883
1884 void multi_reset_timestamps()
1885 {
1886         int i;
1887
1888         for ( i = 0 ; i < MAX_PLAYERS; i++ ){
1889                 Multi_client_update_times[i] = -1;
1890         }
1891         Netgame_send_time = -1;
1892         Gameinfo_send_time = -1;        
1893         Next_ping_time = -1;
1894         State_send_time = -1;
1895         Next_bytes_time = -1;
1896
1897         chatbox_reset_timestamps();
1898
1899         // do for all players so that ingame joiners work properly.
1900         for (i = 0; i < MAX_PLAYERS; i++ ) {
1901                 Players[i].update_dumbfire_time = timestamp(0);
1902                 Players[i].update_lock_time = timestamp(0);
1903
1904                 Net_players[i].s_info.voice_token_timestamp = -1;
1905         }
1906
1907         // reset standalone gui timestamps (these are not game critical, so there is not much danger)
1908         std_reset_timestamps();
1909
1910         // initialize all object update timestamps
1911         multi_oo_gameplay_init();
1912 }
1913
1914 // netgame debug flags for debug console stuff
1915 DCF(netd, "change/list netgame debug flags")
1916 {
1917         dc_get_arg(ARG_INT);
1918         
1919         // if we got an integer, and we're the server, change flags
1920         if((Dc_arg_type & ARG_INT) && (Net_player != NULL) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Dc_arg_int <= 7)){
1921                 Netgame.debug_flags ^= (1<<Dc_arg_int);
1922         }
1923
1924         // display network flags
1925         dc_printf("BITS\n");
1926         // dc_printf("1 - Client side firing (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_FIRING ? 1 : 0);
1927         // dc_printf("2 - Client nodamage (%d)\n", Netgame.debug_flags & NETD_FLAG_CLIENT_NODAMAGE ? 1 : 0);
1928 }
1929
1930 // display any multiplayer/networking information here
1931 void multi_display_netinfo()
1932 {
1933         int sx = gr_screen.max_w - 200;
1934         int sy = 20;
1935         int idx;
1936
1937         // not multiplayer
1938         if(!(Game_mode & GM_MULTIPLAYER)){
1939                 return;
1940         }
1941
1942         gr_set_color_fast(&Color_normal);
1943
1944         // server or client
1945         if(MULTIPLAYER_MASTER){
1946                 gr_string(sx, sy, "SERVER"); sy += 10;
1947
1948                 for(idx=0; idx<MAX_PLAYERS; idx++){
1949                         if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Net_players[idx].player != NULL)){
1950                                 if(Net_players[idx].sv_last_pl < 0){
1951                                         gr_printf(sx, sy, "%s : %d, %d pl", Net_players[idx].player->callsign, Net_players[idx].sv_bytes_sent, 0); sy += 10;
1952                                 } else {
1953                                         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;
1954                                 }
1955                         }
1956                 }
1957         } else {
1958                 gr_string(sx, sy, "CLIENT"); sy += 10;
1959
1960                 // display PL
1961                 if(Net_player != NULL){
1962                         if(Net_player->cl_last_pl < 0){
1963                                 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, 0); sy += 10;
1964                         } else {
1965                                 gr_printf(sx, sy, "PL : %d %d pl\n", Net_player->cl_bytes_recvd, Net_player->cl_last_pl); sy += 10;
1966                         }
1967                 }
1968         }
1969 }