ref: 6a2d4763a9080cf88ca9f0b588b8187963eeacf5
dir: /src/doom/d_net.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 2005 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
// DESCRIPTION:
// DOOM Network game communication and protocol,
// all OS independend parts.
//
//-----------------------------------------------------------------------------
#include <stdlib.h>
#include "doomfeatures.h"
#include "d_main.h"
#include "m_argv.h"
#include "m_menu.h"
#include "i_system.h"
#include "i_timer.h"
#include "i_video.h"
#include "g_game.h"
#include "doomdef.h"
#include "doomstat.h"
#include "deh_main.h"
#include "net_client.h"
#include "net_gui.h"
#include "net_io.h"
#include "net_query.h"
#include "net_server.h"
#include "net_sdl.h"
#include "net_loop.h"
// The complete set of data for a particular tic.
typedef struct
{
ticcmd_t cmds[MAXPLAYERS];
boolean ingame[MAXPLAYERS];
} ticcmd_set_t;
//
// NETWORKING
//
// gametic is the tic about to (or currently being) run
// maketic is the tic that hasn't had control made for it yet
// recvtic is the latest tic received from the server.
//
// a gametic cannot be run until ticcmds are received for it
// from all players.
//
ticcmd_set_t ticdata[BACKUPTICS];
ticcmd_t *netcmds;
int maketic;
int recvtic;
// Used for original sync code.
static int skiptics = 0;
// Reduce the bandwidth needed by sampling game input less and transmitting
// less. If ticdup is 2, sample half normal, 3 = one third normal, etc.
int ticdup;
// Send this many extra (backup) tics in each packet.
int extratics;
// Amount to offset the timer for game sync.
fixed_t offsetms;
// Use new client syncronisation code
boolean new_sync = true;
// 35 fps clock adjusted by offsetms milliseconds
static int GetAdjustedTime(void)
{
int time_ms;
time_ms = I_GetTimeMS();
if (new_sync)
{
// Use the adjustments from net_client.c only if we are
// using the new sync mode.
time_ms += (offsetms / FRACUNIT);
}
return (time_ms * TICRATE) / 1000;
}
//
// NetUpdate
// Builds ticcmds for console player,
// sends out a packet
//
int lasttime;
void NetUpdate (void)
{
int nowtime;
int newtics;
int i;
int gameticdiv;
// If we are running with singletics (timing a demo), this
// is all done separately.
if (singletics)
return;
#ifdef FEATURE_MULTIPLAYER
// Run network subsystems
NET_CL_Run();
NET_SV_Run();
#endif
// check time
nowtime = GetAdjustedTime() / ticdup;
newtics = nowtime - lasttime;
lasttime = nowtime;
if (skiptics <= newtics)
{
newtics -= skiptics;
skiptics = 0;
}
else
{
skiptics -= newtics;
newtics = 0;
}
// build new ticcmds for console player
gameticdiv = gametic/ticdup;
for (i=0 ; i<newtics ; i++)
{
ticcmd_t cmd;
I_StartTic ();
D_ProcessEvents ();
// Always run the menu
M_Ticker ();
if (drone)
{
// In drone mode, do not generate any ticcmds.
continue;
}
if (new_sync)
{
// If playing single player, do not allow tics to buffer
// up very far
if ((!netgame || demoplayback) && maketic - gameticdiv > 2)
break;
// Never go more than ~200ms ahead
if (maketic - gameticdiv > 8)
break;
}
else
{
if (maketic - gameticdiv >= 5)
break;
}
//printf ("mk:%i ",maketic);
G_BuildTiccmd(&cmd);
#ifdef FEATURE_MULTIPLAYER
if (netgame && !demoplayback)
{
NET_CL_SendTiccmd(&cmd, maketic);
}
#endif
ticdata[maketic % BACKUPTICS].cmds[consoleplayer] = cmd;
ticdata[maketic % BACKUPTICS].ingame[consoleplayer] = true;
++maketic;
}
}
// Called when a player leaves the game
static void D_PlayerQuitGame(player_t *player)
{
static char exitmsg[80];
unsigned int player_num;
player_num = player - players;
// Do this the same way as Vanilla Doom does, to allow dehacked
// replacements of this message
strncpy(exitmsg, DEH_String("Player 1 left the game"), sizeof(exitmsg));
exitmsg[sizeof(exitmsg) - 1] = '\0';
exitmsg[7] += player_num;
playeringame[player_num] = false;
players[consoleplayer].message = exitmsg;
// TODO: check if it is sensible to do this:
if (demorecording)
{
G_CheckDemoStatus ();
}
}
static void D_Disconnected(void)
{
// In drone mode, the game cannot continue once disconnected.
if (drone)
{
I_Error("Disconnected from server in drone mode.");
}
// disconnected from server
printf("Disconnected from server.\n");
}
//
// Invoked by the network engine when a complete set of ticcmds is
// available.
//
void D_ReceiveTic(ticcmd_t *ticcmds, boolean *players_mask)
{
int i;
// Disconnected from server?
if (ticcmds == NULL && players_mask == NULL)
{
D_Disconnected();
return;
}
for (i = 0; i < MAXPLAYERS; ++i)
{
if (!drone && i == consoleplayer)
{
// This is us. Don't overwrite it.
}
else
{
ticdata[recvtic % BACKUPTICS].cmds[i] = ticcmds[i];
ticdata[recvtic % BACKUPTICS].ingame[i] = players_mask[i];
}
}
++recvtic;
}
//
// Start game loop
//
// Called after the screen is set but before the game starts running.
//
void D_StartGameLoop(void)
{
lasttime = GetAdjustedTime() / ticdup;
}
// Load game settings from the specified structure and
// set global variables.
static void LoadGameSettings(net_gamesettings_t *settings)
{
unsigned int i;
deathmatch = settings->deathmatch;
ticdup = settings->ticdup;
extratics = settings->extratics;
startepisode = settings->episode;
startmap = settings->map;
startskill = settings->skill;
startloadgame = settings->loadgame;
lowres_turn = settings->lowres_turn;
nomonsters = settings->nomonsters;
fastparm = settings->fast_monsters;
respawnparm = settings->respawn_monsters;
timelimit = settings->timelimit;
if (lowres_turn)
{
printf("NOTE: Turning resolution is reduced; this is probably "
"because there is a client recording a Vanilla demo.\n");
}
new_sync = settings->new_sync;
if (new_sync == false)
{
printf("Syncing netgames like Vanilla Doom.\n");
}
netgame = true;
autostart = true;
if (!drone)
{
consoleplayer = settings->consoleplayer;
}
else
{
consoleplayer = 0;
}
for (i=0; i<MAXPLAYERS; ++i)
{
playeringame[i] = i < settings->num_players;
}
}
// Save the game settings from global variables to the specified
// game settings structure.
static void SaveGameSettings(net_gamesettings_t *settings,
net_connect_data_t *connect_data)
{
int i;
// Fill in game settings structure with appropriate parameters
// for the new game
settings->deathmatch = deathmatch;
settings->episode = startepisode;
settings->map = startmap;
settings->skill = startskill;
settings->loadgame = startloadgame;
settings->gameversion = gameversion;
settings->nomonsters = nomonsters;
settings->fast_monsters = fastparm;
settings->respawn_monsters = respawnparm;
settings->timelimit = timelimit;
settings->lowres_turn = M_CheckParm("-record") > 0
&& M_CheckParm("-longtics") == 0;
//!
// @category net
//
// Use original game sync code.
//
if (M_CheckParm("-oldsync") > 0)
settings->new_sync = 0;
else
settings->new_sync = 1;
//!
// @category net
// @arg <n>
//
// Send n extra tics in every packet as insurance against dropped
// packets.
//
i = M_CheckParm("-extratics");
if (i > 0)
settings->extratics = atoi(myargv[i+1]);
else
settings->extratics = 1;
//!
// @category net
// @arg <n>
//
// Reduce the resolution of the game by a factor of n, reducing
// the amount of network bandwidth needed.
//
i = M_CheckParm("-dup");
if (i > 0)
settings->ticdup = atoi(myargv[i+1]);
else
settings->ticdup = 1;
//
// Connect data
//
// Game type fields:
connect_data->gamemode = gamemode;
connect_data->gamemission = gamemission;
// Drone mode?
connect_data->drone = M_CheckParm("-drone") > 0;
// Are we recording a demo? Possibly set lowres turn mode
connect_data->lowres_turn = settings->lowres_turn;
}
void D_InitSinglePlayerGame(void)
{
int i;
// default values for single player
consoleplayer = 0;
netgame = false;
ticdup = 1;
extratics = 1;
lowres_turn = false;
offsetms = 0;
for (i=0; i<MAXPLAYERS; i++)
{
playeringame[i] = false;
}
recvtic = 0;
playeringame[0] = true;
}
boolean D_InitNetGame(net_connect_data_t *connect_data,
net_gamesettings_t *settings)
{
net_addr_t *addr = NULL;
int i;
#ifdef FEATURE_MULTIPLAYER
//!
// @category net
//
// Start a multiplayer server, listening for connections.
//
if (M_CheckParm("-server") > 0)
{
NET_SV_Init();
NET_SV_AddModule(&net_loop_server_module);
NET_SV_AddModule(&net_sdl_module);
net_loop_client_module.InitClient();
addr = net_loop_client_module.ResolveAddress(NULL);
}
else
{
//!
// @category net
//
// Automatically search the local LAN for a multiplayer
// server and join it.
//
i = M_CheckParm("-autojoin");
if (i > 0)
{
addr = NET_FindLANServer();
NET_SV_RegisterWithMaster();
if (addr == NULL)
{
I_Error("No server found on local LAN");
}
}
//!
// @arg <address>
// @category net
//
// Connect to a multiplayer server running on the given
// address.
//
i = M_CheckParm("-connect");
if (i > 0)
{
net_sdl_module.InitClient();
addr = net_sdl_module.ResolveAddress(myargv[i+1]);
if (addr == NULL)
{
I_Error("Unable to resolve '%s'\n", myargv[i+1]);
}
}
}
if (addr != NULL)
{
if (M_CheckParm("-drone") > 0)
{
connect_data->drone = true;
}
//!
// @category net
//
// Run as the left screen in three screen mode.
//
if (M_CheckParm("-left") > 0)
{
viewangleoffset = ANG90;
connect_data->drone = true;
}
//!
// @category net
//
// Run as the right screen in three screen mode.
//
if (M_CheckParm("-right") > 0)
{
viewangleoffset = ANG270;
connect_data->drone = true;
}
if (!NET_CL_Connect(addr, connect_data))
{
I_Error("D_CheckNetGame: Failed to connect to %s\n",
NET_AddrToString(addr));
}
printf("D_CheckNetGame: Connected to %s\n", NET_AddrToString(addr));
// Wait for game start message received from server.
NET_WaitForStart(settings);
// Read the game settings that were received.
NET_CL_GetSettings(settings);
return true;
}
#endif
return false;
}
//
// D_CheckNetGame
// Works out player numbers among the net participants
//
extern int viewangleoffset;
void D_CheckNetGame (void)
{
net_connect_data_t connect_data;
net_gamesettings_t settings;
// Call D_QuitNetGame on exit
I_AtExit(D_QuitNetGame, true);
SaveGameSettings(&settings, &connect_data);
if (D_InitNetGame(&connect_data, &settings))
{
LoadGameSettings(&settings);
}
else
{
D_InitSinglePlayerGame();
}
DEH_printf("startskill %i deathmatch: %i startmap: %i startepisode: %i\n",
startskill, deathmatch, startmap, startepisode);
DEH_printf("player %i of %i (%i nodes)\n",
consoleplayer+1, settings.num_players, settings.num_players);
// Show players here; the server might have specified a time limit
if (timelimit > 0 && deathmatch)
{
// Gross hack to work like Vanilla:
if (timelimit == 20 && M_CheckParm("-avg"))
{
DEH_printf("Austin Virtual Gaming: Levels will end "
"after 20 minutes\n");
}
else
{
DEH_printf("Levels will end after %d minute", timelimit);
if (timelimit > 1)
printf("s");
printf(".\n");
}
}
}
//
// D_QuitNetGame
// Called before quitting to leave a net game
// without hanging the other players
//
void D_QuitNetGame (void)
{
#ifdef FEATURE_MULTIPLAYER
NET_SV_Shutdown();
NET_CL_Disconnect();
#endif
}
static int GetLowTic(void)
{
int lowtic;
lowtic = maketic;
#ifdef FEATURE_MULTIPLAYER
if (net_client_connected)
{
if (drone || recvtic < lowtic)
{
lowtic = recvtic;
}
}
#endif
return lowtic;
}
int frametics[4];
int frameon;
int frameskip[4];
int oldnettics;
static void OldNetSync(void)
{
unsigned int i;
unsigned int keyplayer = -1;
frameon++;
// ideally maketic should be 1 - 3 tics above lowtic
// if we are consistantly slower, speed up time
for (i=0 ; i<MAXPLAYERS ; i++)
{
// TODO: playeringame should not be used here.
if (playeringame[i])
{
keyplayer = i;
break;
}
}
if (keyplayer < 0)
{
// If there are no players, we can never advance anyway
return;
}
if (consoleplayer == keyplayer)
{
// the key player does not adapt
}
else
{
if (maketic <= recvtic)
{
lasttime--;
// printf ("-");
}
frameskip[frameon & 3] = oldnettics > recvtic;
oldnettics = maketic;
if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
{
skiptics = 1;
// printf ("+");
}
}
}
// Returns true if there are players in the game:
static boolean PlayersInGame(void)
{
boolean result = false;
unsigned int i;
// If we are connected to a server, check if there are any players
// in the game.
if (net_client_connected)
{
for (i = 0; i < MAXPLAYERS; ++i)
{
result = result || playeringame[i];
}
}
// Whether single or multi-player, unless we are running as a drone,
// we are in the game.
if (!drone)
{
result = true;
}
return result;
}
// When using ticdup, certain values must be cleared out when running
// the duplicate ticcmds.
static void TicdupSquash(ticcmd_set_t *set)
{
ticcmd_t *cmd;
unsigned int i;
for (i = 0; i < MAXPLAYERS ; ++i)
{
cmd = &set->cmds[i];
cmd->chatchar = 0;
if (cmd->buttons & BT_SPECIAL)
cmd->buttons = 0;
}
}
static void D_RunTic(ticcmd_set_t *set)
{
extern boolean advancedemo;
unsigned int i;
// Check for player quits.
for (i = 0; i < MAXPLAYERS; ++i)
{
if (playeringame[i] && !set->ingame[i])
{
D_PlayerQuitGame(&players[i]);
}
}
netcmds = set->cmds;
// check that there are players in the game. if not, we cannot
// run a tic.
if (advancedemo)
D_DoAdvanceDemo ();
G_Ticker ();
}
// When running in single player mode, clear all the ingame[] array
// except the consoleplayer.
static void SinglePlayerClear(ticcmd_set_t *set)
{
unsigned int i;
for (i = 0; i < MAXPLAYERS; ++i)
{
if (i != consoleplayer)
{
set->ingame[i] = false;
}
}
}
//
// TryRunTics
//
void TryRunTics (void)
{
int i;
int lowtic;
int entertic;
static int oldentertics;
int realtics;
int availabletics;
int counts;
// get real tics
entertic = I_GetTime() / ticdup;
realtics = entertic - oldentertics;
oldentertics = entertic;
// get available tics
NetUpdate ();
lowtic = GetLowTic();
availabletics = lowtic - gametic/ticdup;
// decide how many tics to run
if (new_sync)
{
counts = availabletics;
}
else
{
// decide how many tics to run
if (realtics < availabletics-1)
counts = realtics+1;
else if (realtics < availabletics)
counts = realtics;
else
counts = availabletics;
if (counts < 1)
counts = 1;
if (net_client_connected)
{
OldNetSync();
}
}
if (counts < 1)
counts = 1;
// wait for new tics if needed
while (!PlayersInGame() || lowtic < gametic/ticdup + counts)
{
NetUpdate ();
lowtic = GetLowTic();
if (lowtic < gametic/ticdup)
I_Error ("TryRunTics: lowtic < gametic");
// Don't stay in this loop forever. The menu is still running,
// so return to update the screen
if (I_GetTime() / ticdup - entertic > 0)
{
return;
}
I_Sleep(1);
}
// run the count * ticdup dics
while (counts--)
{
ticcmd_set_t *set;
if (!PlayersInGame())
{
return;
}
set = &ticdata[(gametic / ticdup) % BACKUPTICS];
if (!net_client_connected)
{
SinglePlayerClear(set);
}
for (i=0 ; i<ticdup ; i++)
{
if (gametic/ticdup > lowtic)
I_Error ("gametic>lowtic");
D_RunTic(set);
gametic++;
// modify command for duplicated tics
TicdupSquash(set);
}
NetUpdate (); // check for new console commands
}
}