// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: d_net.c 544 2006-05-29 20:55:20Z fraggle $ // // 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. // // $Log$ // Revision 1.22 2006/02/24 19:14:22 fraggle // Remove redundant stuff relating to the old network code // // Revision 1.21 2006/02/23 23:42:00 fraggle // Replace -client with -connect which takes a hostname/ip to connect to. // // Revision 1.20 2006/02/23 20:22:57 fraggle // Do not allow tics to buffer up in single player (stops the gun instantly // appearing on level start) // // Revision 1.19 2006/02/23 19:12:43 fraggle // Set maketic-gametic lag back to 1 second. // // Revision 1.18 2006/02/23 19:12:01 fraggle // Add lowres_turn to indicate whether we generate angleturns which are // 8-bit as opposed to 16-bit. This is used when recording demos without // -longtics enabled. Sync this option between clients in a netgame, so // that if one player is recording a Vanilla demo, all clients record // in lowres. // // Revision 1.17 2006/02/19 13:42:27 fraggle // Move tic number expansion code to common code. Parse game data packets // received from the server. // Strip down d_net.[ch] to work through the new networking code. Remove // game sync code. // Remove i_net.[ch] as it is no longer needed. // Working networking! // // Revision 1.16 2006/01/13 23:56:00 fraggle // Add text-mode I/O functions. // Use text-mode screen for the waiting screen. // // Revision 1.15 2006/01/02 21:04:10 fraggle // Create NET_SV_Shutdown function to shut down the server. Call it // when quitting the game. Print the IP of the server correctly when // connecting. // // Revision 1.14 2006/01/02 20:14:29 fraggle // Add a "-client" option to test connecting to a local server. // // Revision 1.13 2006/01/02 00:17:42 fraggle // Encapsulate the event queue code properly. Add a D_PopEvent function // to read a new event from the event queue. // // Revision 1.12 2006/01/02 00:00:08 fraggle // Neater prefixes: NET_Client -> NET_CL_. NET_Server -> NET_SV_. // // Revision 1.11 2006/01/01 23:54:31 fraggle // Client disconnect code // // Revision 1.10 2006/01/01 23:53:15 fraggle // Remove GS_WAITINGSTART gamestate. This will be independent of the main // loop to avoid interfering with the main game code too much. // // Revision 1.9 2005/12/30 18:58:22 fraggle // Fix client code to correctly send reply to server on connection. // Add "waiting screen" while waiting for the game to start. // Hook in the new networking code into the main game code. // // Revision 1.8 2005/09/22 13:13:47 fraggle // Remove external statistics driver support (-statcopy): // nonfunctional on modern systems and never used. // Fix for systems where sizeof(int) != sizeof(void *) // // Revision 1.7 2005/09/08 22:10:40 fraggle // Delay calls so we don't use the entire CPU // // Revision 1.6 2005/09/04 18:44:22 fraggle // shut up compiler warnings // // Revision 1.5 2005/08/31 21:24:24 fraggle // Remove the last traces of NORMALUNIX // // Revision 1.4 2005/08/04 22:55:07 fraggle // Use DOOM_VERSION to define the Doom version (don't conflict with // automake's config.h). Display GPL message instead of anti-piracy // messages. // // Revision 1.3 2005/07/23 19:17:11 fraggle // Use ANSI-standard limit constants. Remove LINUX define. // // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:50 fraggle // Initial import // // // DESCRIPTION: // DOOM Network game communication and protocol, // all OS independend parts. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: d_net.c 544 2006-05-29 20:55:20Z fraggle $"; #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" #define FPS 35 // // 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; int lastnettic; int skiptics; int ticdup; int extratics; fixed_t offsetms; void D_ProcessEvents (void); void G_BuildTiccmd (ticcmd_t *cmd); void D_DoAdvanceDemo (void); // 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 * FPS) / 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 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; // default values for single player consoleplayer = 0; netgame = false; ticdup = 1; extratics = 1; lowres_turn = false; offsetms = 0; for (i=0; i 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 { i = M_CheckParm("-autojoin"); if (i > 0) { addr = NET_FindLANServer(); if (addr == NULL) { I_Error("No server found on local LAN"); } } 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 (!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 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 } static int GetLowTic(void) { int i; int lowtic; if (demoplayback) { lowtic = maketic; } else { lowtic = INT_MAX; for (i=0; i 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 (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 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 ; jchatchar = 0; if (cmd->buttons & BT_SPECIAL) cmd->buttons = 0; } } } NetUpdate (); // check for new console commands } }