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-rw-r--r--src/doom/d_net.c677
1 files changed, 6 insertions, 671 deletions
diff --git a/src/doom/d_net.c b/src/doom/d_net.c
index 68a804aa..fc804ea3 100644
--- a/src/doom/d_net.c
+++ b/src/doom/d_net.c
@@ -41,668 +41,7 @@
#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"
-
-typedef struct
-{
- void (*BuildTiccmd)(ticcmd_t *cmd);
- void (*RunTic)(ticcmd_t *cmds, boolean *ingame);
- void (*RunMenu)();
-} loop_interface_t;
-
-// 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];
-
-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;
-
-// Callback functions for loop code.
-
-static loop_interface_t *loop_interface = NULL;
-
-// 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
-
- loop_interface->RunMenu();
-
- 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 (!net_client_connected && 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);
- loop_interface->BuildTiccmd(&cmd);
-
-#ifdef FEATURE_MULTIPLAYER
-
- if (net_client_connected)
- {
- NET_CL_SendTiccmd(&cmd, maketic);
- }
-
-#endif
- ticdata[maketic % BACKUPTICS].cmds[consoleplayer] = cmd;
- ticdata[maketic % BACKUPTICS].ingame[consoleplayer] = true;
-
- ++maketic;
- }
-}
-
-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;
-}
-
-boolean D_InitNetGame(net_connect_data_t *connect_data,
- net_gamesettings_t *settings)
-{
- net_addr_t *addr = NULL;
- boolean result = false;
- int i;
-
- //!
- // @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;
-
- //!
- // @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;
-
-#ifdef FEATURE_MULTIPLAYER
-
- //!
- // @category net
- //
- // Start a multiplayer server, listening for connections.
- //
-
- if (M_CheckParm("-server") > 0
- || M_CheckParm("-privateserver") > 0)
- {
- 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
- //
- // 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_CheckParmWithArgs("-connect", 1);
-
- 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;
- }
-
- 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);
-
- result = true;
- }
-
-#endif
-
- new_sync = settings->new_sync;
-
- if (new_sync == false)
- {
- printf("Syncing netgames like Vanilla Doom.\n");
- }
-
- return result;
-}
-
-
-//
-// 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;
-}
-
-static int frameon;
-static int frameskip[4];
-static 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;
- }
-}
-
-// 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");
-
- loop_interface->RunTic(set->cmds, set->ingame);
- gametic++;
-
- // modify command for duplicated tics
-
- TicdupSquash(set);
- }
-
- NetUpdate (); // check for new console commands
- }
-}
-
-void D_RegisterLoopCallbacks(loop_interface_t *i)
-{
- loop_interface = i;
-}
-
-//----------------------------------------------------------------------
+#include "d_loop.h"
ticcmd_t *netcmds;
@@ -761,6 +100,7 @@ static void RunTic(ticcmd_t *cmds, boolean *ingame)
}
static loop_interface_t doom_loop_interface = {
+ D_ProcessEvents,
G_BuildTiccmd,
RunTic,
M_Ticker
@@ -770,13 +110,13 @@ static loop_interface_t doom_loop_interface = {
// Load game settings from the specified structure and
// set global variables.
-static void LoadGameSettings(net_gamesettings_t *settings)
+static void LoadGameSettings(net_gamesettings_t *settings,
+ net_connect_data_t *connect_data)
{
unsigned int i;
deathmatch = settings->deathmatch;
ticdup = settings->ticdup;
- extratics = settings->extratics;
startepisode = settings->episode;
startmap = settings->map;
startskill = settings->skill;
@@ -793,7 +133,7 @@ static void LoadGameSettings(net_gamesettings_t *settings)
"because there is a client recording a Vanilla demo.\n");
}
- if (!drone)
+ if (!connect_data->drone)
{
consoleplayer = settings->consoleplayer;
}
@@ -905,9 +245,6 @@ void D_CheckNetGame (void)
net_connect_data_t connect_data;
net_gamesettings_t settings;
- offsetms = 0;
- recvtic = 0;
-
D_RegisterLoopCallbacks(&doom_loop_interface);
// Call D_QuitNetGame on exit
@@ -926,7 +263,7 @@ void D_CheckNetGame (void)
D_InitSinglePlayerGame(&settings);
}
- LoadGameSettings(&settings);
+ LoadGameSettings(&settings, &connect_data);
DEH_printf("startskill %i deathmatch: %i startmap: %i startepisode: %i\n",
startskill, deathmatch, startmap, startepisode);
@@ -955,5 +292,3 @@ void D_CheckNetGame (void)
}
}
-//----------------------------------------------------------------------
-