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authorSimon Howard2010-02-01 19:13:33 +0000
committerSimon Howard2010-02-01 19:13:33 +0000
commitb9d4e0c10b4ef3322947d2b5ed648544986b557c (patch)
tree84ba6f0105450ef291f1a7df9764fc1c0f22df5c /src/strife/d_net.c
parentde6f6af80635f0f20d7cb75722dc04b00dd2d746 (diff)
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Create strife directory as a copy of doom directory, change Makefile.am
to build libstrife.a rather than libdoom.a, add chocolate-strife to src/Makefile.am. Subversion-branch: /branches/strife-branch Subversion-revision: 1840
Diffstat (limited to 'src/strife/d_net.c')
-rw-r--r--src/strife/d_net.c627
1 files changed, 627 insertions, 0 deletions
diff --git a/src/strife/d_net.c b/src/strife/d_net.c
new file mode 100644
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--- /dev/null
+++ b/src/strife/d_net.c
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+// 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 "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"
+
+
+//
+// NETWORKING
+//
+// gametic is the tic about to (or currently being) run
+// maketic is the tick that hasn't had control made for it yet
+// nettics[] has the maketics for all players
+//
+// a gametic cannot be run until nettics[] > gametic for all players
+//
+
+ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
+int nettics[MAXPLAYERS];
+
+int maketic;
+
+// Used for original sync code.
+
+int lastnettic;
+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 net_cl_new_sync = true;
+
+// Connected but not participating in the game (observer)
+
+boolean drone = false;
+
+// 35 fps clock adjusted by offsetms milliseconds
+
+static int GetAdjustedTime(void)
+{
+ int time_ms;
+
+ time_ms = I_GetTimeMS();
+
+ if (net_cl_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 (net_cl_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
+ netcmds[consoleplayer][maketic % BACKUPTICS] = cmd;
+
+ ++maketic;
+ nettics[consoleplayer] = maketic;
+ }
+}
+
+//
+// Start game loop
+//
+// Called after the screen is set but before the game starts running.
+//
+
+void D_StartGameLoop(void)
+{
+ lasttime = GetAdjustedTime() / ticdup;
+}
+
+
+//
+// D_CheckNetGame
+// Works out player numbers among the net participants
+//
+extern int viewangleoffset;
+
+void D_CheckNetGame (void)
+{
+ int i;
+ int num_players;
+
+ // Call D_QuitNetGame on exit
+
+ I_AtExit(D_QuitNetGame, true);
+
+ // 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;
+ nettics[i] = 0;
+ }
+
+ playeringame[0] = true;
+
+#ifdef FEATURE_MULTIPLAYER
+
+ {
+ net_addr_t *addr = NULL;
+
+ //!
+ // @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();
+
+ 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)
+ {
+ drone = true;
+ }
+
+ //!
+ // @category net
+ //
+ // Run as the left screen in three screen mode.
+ //
+
+ if (M_CheckParm("-left") > 0)
+ {
+ viewangleoffset = ANG90;
+ drone = true;
+ }
+
+ //!
+ // @category net
+ //
+ // Run as the right screen in three screen mode.
+ //
+
+ if (M_CheckParm("-right") > 0)
+ {
+ viewangleoffset = ANG270;
+ drone = true;
+ }
+
+ if (!NET_CL_Connect(addr))
+ {
+ I_Error("D_CheckNetGame: Failed to connect to %s\n",
+ NET_AddrToString(addr));
+ }
+
+ printf("D_CheckNetGame: Connected to %s\n", NET_AddrToString(addr));
+
+ NET_WaitForStart();
+ }
+ }
+
+#endif
+
+ num_players = 0;
+
+ for (i=0; i<MAXPLAYERS; ++i)
+ {
+ if (playeringame[i])
+ ++num_players;
+ }
+
+ printf (DEH_String("startskill %i deathmatch: %i startmap: %i startepisode: %i\n"),
+ startskill, deathmatch, startmap, startepisode);
+
+ printf(DEH_String("player %i of %i (%i nodes)\n"),
+ consoleplayer+1, num_players, num_players);
+
+ // Show players here; the server might have specified a time limit
+
+ if (timelimit > 0)
+ {
+ printf(DEH_String("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)
+{
+ if (debugfile)
+ fclose (debugfile);
+
+#ifdef FEATURE_MULTIPLAYER
+
+ NET_SV_Shutdown();
+ NET_CL_Disconnect();
+
+#endif
+
+}
+
+// Returns true if there are currently any players in the game.
+
+static boolean PlayersInGame(void)
+{
+ int i;
+
+ for (i=0; i<MAXPLAYERS; ++i)
+ {
+ if (playeringame[i])
+ {
+ return true;
+ }
+ }
+
+ return false;
+}
+
+static int GetLowTic(void)
+{
+ int lowtic;
+
+#ifdef FEATURE_MULTIPLAYER
+ if (net_client_connected)
+ {
+ int i;
+
+ lowtic = INT_MAX;
+
+ for (i=0; i<MAXPLAYERS; ++i)
+ {
+ if (playeringame[i])
+ {
+ if (nettics[i] < lowtic)
+ lowtic = nettics[i];
+ }
+ }
+ }
+ else
+#endif
+ {
+ lowtic = maketic;
+ }
+
+ return lowtic;
+}
+
+//
+// TryRunTics
+//
+int oldnettics;
+int frametics[4];
+int frameon;
+int frameskip[4];
+int oldnettics;
+
+extern boolean advancedemo;
+
+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 (net_cl_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;
+
+ frameon++;
+
+ if (!demoplayback)
+ {
+ int keyplayer = -1;
+
+ // ideally maketic should be 1 - 3 tics above lowtic
+ // if we are consistantly slower, speed up time
+
+ for (i=0 ; i<MAXPLAYERS ; i++)
+ {
+ 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 <= nettics[keyplayer])
+ {
+ lasttime--;
+ // printf ("-");
+ }
+
+ frameskip[frameon & 3] = (oldnettics > nettics[keyplayer]);
+ oldnettics = maketic;
+
+ if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
+ {
+ skiptics = 1;
+ // printf ("+");
+ }
+ }
+ }
+ }
+
+ 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--)
+ {
+ for (i=0 ; i<ticdup ; i++)
+ {
+ // check that there are players in the game. if not, we cannot
+ // run a tic.
+
+ if (!PlayersInGame())
+ {
+ return;
+ }
+
+ if (gametic/ticdup > lowtic)
+ I_Error ("gametic>lowtic");
+ if (advancedemo)
+ D_DoAdvanceDemo ();
+
+ G_Ticker ();
+ gametic++;
+
+ // modify command for duplicated tics
+ if (i != ticdup-1)
+ {
+ ticcmd_t *cmd;
+ int buf;
+ int j;
+
+ buf = (gametic/ticdup)%BACKUPTICS;
+ for (j=0 ; j<MAXPLAYERS ; j++)
+ {
+ cmd = &netcmds[j][buf];
+ cmd->chatchar = 0;
+ if (cmd->buttons & BT_SPECIAL)
+ cmd->buttons = 0;
+ }
+ }
+ }
+ NetUpdate (); // check for new console commands
+ }
+}
+