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-rw-r--r--src/doom/d_net.c770
1 files changed, 538 insertions, 232 deletions
diff --git a/src/doom/d_net.c b/src/doom/d_net.c
index 464922d4..dd1ec563 100644
--- a/src/doom/d_net.c
+++ b/src/doom/d_net.c
@@ -25,7 +25,7 @@
//
//-----------------------------------------------------------------------------
-
+#include <stdlib.h>
#include "doomfeatures.h"
@@ -49,26 +49,34 @@
#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 tick that hasn't had control made for it yet
-// nettics[] has the maketics for all players
+// 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 nettics[] > gametic for all players
+// a gametic cannot be run until ticcmds are received for it
+// from all players.
//
-ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS];
-int nettics[MAXPLAYERS];
+ticcmd_set_t ticdata[BACKUPTICS];
+ticcmd_t *netcmds;
int maketic;
+int recvtic;
// Used for original sync code.
-int lastnettic;
-int skiptics = 0;
+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.
@@ -85,11 +93,7 @@ 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;
+boolean new_sync = true;
// 35 fps clock adjusted by offsetms milliseconds
@@ -99,7 +103,7 @@ static int GetAdjustedTime(void)
time_ms = I_GetTimeMS();
- if (net_cl_new_sync)
+ if (new_sync)
{
// Use the adjustments from net_client.c only if we are
// using the new sync mode.
@@ -177,7 +181,7 @@ void NetUpdate (void)
continue;
}
- if (net_cl_new_sync)
+ if (new_sync)
{
// If playing single player, do not allow tics to buffer
// up very far
@@ -200,20 +204,95 @@ void NetUpdate (void)
G_BuildTiccmd(&cmd);
#ifdef FEATURE_MULTIPLAYER
-
- if (netgame && !demoplayback)
+
+ if (net_client_connected)
{
NET_CL_SendTiccmd(&cmd, maketic);
}
#endif
- netcmds[consoleplayer][maketic % BACKUPTICS] = cmd;
+ ticdata[maketic % BACKUPTICS].cmds[consoleplayer] = cmd;
+ ticdata[maketic % BACKUPTICS].ingame[consoleplayer] = true;
++maketic;
- nettics[consoleplayer] = 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
//
@@ -225,169 +304,340 @@ void D_StartGameLoop(void)
lasttime = GetAdjustedTime() / ticdup;
}
+// Load game settings from the specified structure and
+// set global variables.
-//
-// D_CheckNetGame
-// Works out player numbers among the net participants
-//
-extern int viewangleoffset;
+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");
+ }
-void D_CheckNetGame (void)
+ new_sync = settings->new_sync;
+
+ if (new_sync == false)
+ {
+ printf("Syncing netgames like Vanilla Doom.\n");
+ }
+
+ 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;
- int num_players;
- // Call D_QuitNetGame on exit
+ // 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_CheckParmWithArgs("-extratics", 1);
+
+ if (i > 0)
+ settings->extratics = atoi(myargv[i+1]);
+ else
+ settings->extratics = 1;
- I_AtExit(D_QuitNetGame, true);
+ //!
+ // @category net
+ // @arg <n>
+ //
+ // Reduce the resolution of the game by a factor of n, reducing
+ // the amount of network bandwidth needed.
+ //
+
+ i = M_CheckParmWithArgs("-dup", 1);
+
+ 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(net_gamesettings_t *settings)
+{
// default values for single player
- consoleplayer = 0;
+ settings->consoleplayer = 0;
+ settings->num_players = 1;
+
netgame = false;
- ticdup = 1;
- extratics = 1;
- lowres_turn = false;
- offsetms = 0;
-
- for (i=0; i<MAXPLAYERS; i++)
+
+ //!
+ // @category net
+ //
+ // Start the game playing as though in a netgame with a single
+ // player. This can also be used to play back single player netgame
+ // demos.
+ //
+
+ if (M_CheckParm("-solo-net") > 0)
{
- playeringame[i] = false;
- nettics[i] = 0;
+ netgame = true;
}
+}
+
+boolean D_InitNetGame(net_connect_data_t *connect_data,
+ net_gamesettings_t *settings)
+{
+ net_addr_t *addr = NULL;
+ int i;
- playeringame[0] = true;
#ifdef FEATURE_MULTIPLAYER
+ //!
+ // @category net
+ //
+ // Start a multiplayer server, listening for connections.
+ //
+
+ if (M_CheckParm("-server") > 0)
{
- net_addr_t *addr = NULL;
+ NET_SV_Init();
+ NET_SV_AddModule(&net_loop_server_module);
+ NET_SV_AddModule(&net_sdl_module);
+ NET_SV_RegisterWithMaster();
- //!
+ net_loop_client_module.InitClient();
+ addr = net_loop_client_module.ResolveAddress(NULL);
+ }
+ else
+ {
+ //!
// @category net
//
- // Start a multiplayer server, listening for connections.
+ // Automatically search the local LAN for a multiplayer
+ // server and join it.
//
- if (M_CheckParm("-server") > 0)
+ i = M_CheckParm("-autojoin");
+
+ if (i > 0)
{
- NET_SV_Init();
- NET_SV_AddModule(&net_loop_server_module);
- NET_SV_AddModule(&net_sdl_module);
+ addr = NET_FindLANServer();
- net_loop_client_module.InitClient();
- addr = net_loop_client_module.ResolveAddress(NULL);
+ if (addr == NULL)
+ {
+ I_Error("No server found on local LAN");
+ }
}
- else
- {
- //!
- // @category net
- //
- // Automatically search the local LAN for a multiplayer
- // server and join it.
- //
- i = M_CheckParm("-autojoin");
+ //!
+ // @arg <address>
+ // @category net
+ //
+ // Connect to a multiplayer server running on the given
+ // address.
+ //
+
+ i = M_CheckParmWithArgs("-connect", 1);
- if (i > 0)
- {
- addr = NET_FindLANServer();
+ if (i > 0)
+ {
+ net_sdl_module.InitClient();
+ addr = net_sdl_module.ResolveAddress(myargv[i+1]);
- if (addr == NULL)
- {
- I_Error("No server found on local LAN");
- }
+ if (addr == NULL)
+ {
+ I_Error("Unable to resolve '%s'\n", myargv[i+1]);
}
+ }
+ }
- //!
- // @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)
+ {
+ if (M_CheckParm("-drone") > 0)
+ {
+ connect_data->drone = true;
+ }
- if (addr == NULL)
- {
- I_Error("Unable to resolve '%s'\n", myargv[i+1]);
- }
- }
+ //!
+ // @category net
+ //
+ // Run as the left screen in three screen mode.
+ //
+
+ if (M_CheckParm("-left") > 0)
+ {
+ viewangleoffset = ANG90;
+ connect_data->drone = true;
}
- if (addr != NULL)
+ //!
+ // @category net
+ //
+ // Run as the right screen in three screen mode.
+ //
+
+ if (M_CheckParm("-right") > 0)
{
- if (M_CheckParm("-drone") > 0)
- {
- drone = true;
- }
+ viewangleoffset = ANG270;
+ connect_data->drone = true;
+ }
- //!
- // @category net
- //
- // Run as the left screen in three screen mode.
- //
+ if (!NET_CL_Connect(addr, connect_data))
+ {
+ I_Error("D_CheckNetGame: Failed to connect to %s\n",
+ NET_AddrToString(addr));
+ }
- if (M_CheckParm("-left") > 0)
- {
- viewangleoffset = ANG90;
- drone = true;
- }
+ printf("D_CheckNetGame: Connected to %s\n", NET_AddrToString(addr));
- //!
- // @category net
- //
- // Run as the right screen in three screen mode.
- //
+ // Wait for game start message received from server.
- if (M_CheckParm("-right") > 0)
- {
- viewangleoffset = ANG270;
- drone = true;
- }
+ NET_WaitForStart(settings);
- if (!NET_CL_Connect(addr))
- {
- I_Error("D_CheckNetGame: Failed to connect to %s\n",
- NET_AddrToString(addr));
- }
+ // Read the game settings that were received.
- printf("D_CheckNetGame: Connected to %s\n", NET_AddrToString(addr));
+ NET_CL_GetSettings(settings);
- NET_WaitForStart();
- }
+ return true;
}
#endif
- num_players = 0;
+ 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;
- for (i=0; i<MAXPLAYERS; ++i)
+ offsetms = 0;
+ recvtic = 0;
+
+ // Call D_QuitNetGame on exit
+
+ I_AtExit(D_QuitNetGame, true);
+
+ SaveGameSettings(&settings, &connect_data);
+
+ if (D_InitNetGame(&connect_data, &settings))
{
- if (playeringame[i])
- ++num_players;
+ netgame = true;
+ autostart = true;
}
+ else
+ {
+ D_InitSinglePlayerGame(&settings);
+ }
+
+ LoadGameSettings(&settings);
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, num_players, num_players);
+ consoleplayer+1, settings.num_players, settings.num_players);
// Show players here; the server might have specified a time limit
- if (timelimit > 0)
+ if (timelimit > 0 && deathmatch)
{
- DEH_printf("Levels will end after %d minute", timelimit);
- if (timelimit > 1)
- printf("s");
- printf(".\n");
+ // 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");
+ }
}
}
@@ -399,9 +649,6 @@ void D_CheckNetGame (void)
//
void D_QuitNetGame (void)
{
- if (debugfile)
- fclose (debugfile);
-
#ifdef FEATURE_MULTIPLAYER
NET_SV_Shutdown();
@@ -411,62 +658,172 @@ void D_QuitNetGame (void)
}
-// Returns true if there are currently any players in the game.
+static int GetLowTic(void)
+{
+ int lowtic;
-static boolean PlayersInGame(void)
+ 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)
{
- int i;
+ unsigned int i;
+ unsigned int keyplayer = -1;
- for (i=0; i<MAXPLAYERS; ++i)
+ 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])
{
- return true;
+ keyplayer = i;
+ break;
}
}
- return false;
+ 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 ("+");
+ }
+ }
}
-static int GetLowTic(void)
+// Returns true if there are players in the game:
+
+static boolean PlayersInGame(void)
{
- int lowtic;
+ boolean result = false;
+ unsigned int i;
+
+ // If we are connected to a server, check if there are any players
+ // in the game.
-#ifdef FEATURE_MULTIPLAYER
if (net_client_connected)
{
- int i;
-
- lowtic = INT_MAX;
-
- for (i=0; i<MAXPLAYERS; ++i)
+ for (i = 0; i < MAXPLAYERS; ++i)
{
- if (playeringame[i])
- {
- if (nettics[i] < lowtic)
- lowtic = nettics[i];
- }
+ result = result || playeringame[i];
}
}
- else
-#endif
+
+ // Whether single or multi-player, unless we are running as a drone,
+ // we are in the game.
+
+ if (!drone)
{
- lowtic = maketic;
+ result = true;
}
- return lowtic;
+ 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
//
-int oldnettics;
-int frametics[4];
-int frameon;
-int frameskip[4];
-int oldnettics;
-
-extern boolean advancedemo;
void TryRunTics (void)
{
@@ -492,7 +849,7 @@ void TryRunTics (void)
// decide how many tics to run
- if (net_cl_new_sync)
+ if (new_sync)
{
counts = availabletics;
}
@@ -509,52 +866,9 @@ void TryRunTics (void)
if (counts < 1)
counts = 1;
- frameon++;
-
- if (!demoplayback)
+ if (net_client_connected)
{
- 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 ("+");
- }
- }
+ OldNetSync();
}
}
@@ -586,41 +900,33 @@ void TryRunTics (void)
// 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++)
{
- // 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 ();
+ if (gametic/ticdup > lowtic)
+ I_Error ("gametic>lowtic");
- G_Ticker ();
+ D_RunTic(set);
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;
- }
- }
+
+ TicdupSquash(set);
}
+
NetUpdate (); // check for new console commands
}
}