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authorSimon Howard2006-01-21 14:16:49 +0000
committerSimon Howard2006-01-21 14:16:49 +0000
commit27055f4b7a9cbb63c5b7e4b77e556c8d13781bdb (patch)
tree65b10a4404e694dbcd02b5e2d58560a4ae42b32f
parentcc79c48602735f7daabd01f67d0038f1967830ba (diff)
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Add first game data sending code. Check the client version when connecting.
Subversion-branch: /trunk/chocolate-doom Subversion-revision: 312
-rw-r--r--src/net_client.c79
-rw-r--r--src/net_defs.h9
-rw-r--r--src/net_server.c21
3 files changed, 106 insertions, 3 deletions
diff --git a/src/net_client.c b/src/net_client.c
index 6d69ea46..ed24c239 100644
--- a/src/net_client.c
+++ b/src/net_client.c
@@ -1,7 +1,7 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
-// $Id: net_client.c 295 2006-01-14 02:06:48Z fraggle $
+// $Id: net_client.c 312 2006-01-21 14:16:49Z fraggle $
//
// Copyright(C) 2005 Simon Howard
//
@@ -21,6 +21,9 @@
// 02111-1307, USA.
//
// $Log$
+// Revision 1.22 2006/01/21 14:16:49 fraggle
+// Add first game data sending code. Check the client version when connecting.
+//
// Revision 1.21 2006/01/14 02:06:48 fraggle
// Include the game version in the settings structure.
//
@@ -101,6 +104,7 @@
#include <stdlib.h>
+#include "config.h"
#include "doomdef.h"
#include "doomstat.h"
#include "i_system.h"
@@ -159,6 +163,14 @@ boolean net_waiting_for_start = false;
char *net_player_name = NULL;
+// The last ticcmd constructed
+
+static ticcmd_t last_ticcmd;
+
+// Buffer of ticcmd diffs being sent to the server
+
+static net_ticdiff_t ticcmd_send_queue[NET_TICCMD_QUEUE_SIZE];
+
// Shut down the client code, etc. Invoked after a disconnect.
static void NET_CL_Shutdown(void)
@@ -189,6 +201,10 @@ void NET_CL_StartGame(void)
settings.skill = startskill;
settings.gameversion = gameversion;
+ // Start from a ticcmd of all zeros
+
+ memset(&last_ticcmd, 0, sizeof(ticcmd_t));
+
// Send packet
packet = NET_Conn_NewReliable(&client_connection,
@@ -197,6 +213,66 @@ void NET_CL_StartGame(void)
NET_WriteSettings(packet, &settings);
}
+// Add a new ticcmd to the send queue
+
+void NET_CL_SendTiccmd(ticcmd_t *ticcmd, int maketic)
+{
+ net_ticdiff_t diff;
+ net_packet_t *packet;
+ int start, end;
+ int i;
+
+ // Calculate the difference to the last ticcmd
+
+ NET_TiccmdDiff(&last_ticcmd, ticcmd, &diff);
+
+ // Store in the send queue
+
+ ticcmd_send_queue[maketic % NET_TICCMD_QUEUE_SIZE] = diff;
+
+ last_ticcmd = *ticcmd;
+
+ // We need to generate a new packet containing the new ticcmd to send
+ // to the server. Work out which ticcmds we are sending.
+
+// start = maketic - extratics;
+
+ if (start < 0)
+ start = 0;
+
+ end = maketic;
+
+ // Build a new packet to send to the server
+
+ packet = NET_NewPacket(512);
+ NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA);
+
+ // Write the start tic and number of tics. Send only the low byte
+ // of start - it can be inferred by the server.
+
+ NET_WriteInt8(packet, start & 0xff);
+ NET_WriteInt8(packet, end - start + 1);
+
+ // TODO: Include ticcmd construction time for sync.
+
+ // Add the tics.
+
+ for (i=start; i<=end; ++i)
+ {
+ NET_WriteTiccmdDiff(packet,
+ &ticcmd_send_queue[i % NET_TICCMD_QUEUE_SIZE],
+ false);
+ }
+
+ // Send the packet
+
+ NET_Conn_SendPacket(&client_connection, packet);
+
+ // All done!
+
+ NET_FreePacket(packet);
+}
+
// data received while we are waiting for the game to start
static void NET_CL_ParseWaitingData(net_packet_t *packet)
@@ -388,6 +464,7 @@ static void NET_CL_SendSYN(void)
NET_WriteInt16(packet, gamemode);
NET_WriteInt16(packet, gamemission);
NET_WriteString(packet, net_player_name);
+ NET_WriteString(packet, PACKAGE_STRING);
NET_Conn_SendPacket(&client_connection, packet);
NET_FreePacket(packet);
}
diff --git a/src/net_defs.h b/src/net_defs.h
index be4ad0df..310bb4ec 100644
--- a/src/net_defs.h
+++ b/src/net_defs.h
@@ -1,7 +1,7 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
-// $Id: net_defs.h 295 2006-01-14 02:06:48Z fraggle $
+// $Id: net_defs.h 312 2006-01-21 14:16:49Z fraggle $
//
// Copyright(C) 2005 Simon Howard
//
@@ -21,6 +21,9 @@
// 02111-1307, USA.
//
// $Log$
+// Revision 1.10 2006/01/21 14:16:49 fraggle
+// Add first game data sending code. Check the client version when connecting.
+//
// Revision 1.9 2006/01/14 02:06:48 fraggle
// Include the game version in the settings structure.
//
@@ -119,6 +122,10 @@ struct _net_addr_s
void *handle;
};
+// number of ticcmds to store in send queues
+
+#define NET_TICCMD_QUEUE_SIZE 64
+
// magic number sent when connecting to check this is a valid client
#define NET_MAGIC_NUMBER 3436803284U
diff --git a/src/net_server.c b/src/net_server.c
index 31ea03ea..a84c53a2 100644
--- a/src/net_server.c
+++ b/src/net_server.c
@@ -1,7 +1,7 @@
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
-// $Id: net_server.c 285 2006-01-12 02:18:59Z fraggle $
+// $Id: net_server.c 312 2006-01-21 14:16:49Z fraggle $
//
// Copyright(C) 2005 Simon Howard
//
@@ -21,6 +21,9 @@
// 02111-1307, USA.
//
// $Log$
+// Revision 1.22 2006/01/21 14:16:49 fraggle
+// Add first game data sending code. Check the client version when connecting.
+//
// Revision 1.21 2006/01/12 02:18:59 fraggle
// Only start new games when in the waiting-for-start state.
//
@@ -105,6 +108,8 @@
#include <stdlib.h>
#include <string.h>
+#include "config.h"
+
#include "doomdef.h"
#include "doomstat.h"
#include "i_system.h"
@@ -268,6 +273,7 @@ static void NET_SV_ParseSYN(net_packet_t *packet,
unsigned int magic;
unsigned int cl_gamemode, cl_gamemission;
char *player_name;
+ char *client_version;
int i;
// read the magic number
@@ -300,6 +306,13 @@ static void NET_SV_ParseSYN(net_packet_t *packet,
{
return;
}
+
+ client_version = NET_ReadString(packet);
+
+ if (client_version == NULL)
+ {
+ return;
+ }
// received a valid SYN
@@ -358,6 +371,12 @@ static void NET_SV_ParseSYN(net_packet_t *packet,
return;
}
+ if (strcmp(client_version, PACKAGE_STRING) != 0)
+ {
+ NET_SV_SendReject(addr, "Different versions cannot play a network game!");
+ return;
+ }
+
// Adopt the game mode and mission of the first connecting client
if (num_clients == 0)