// 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 #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" // 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]; ticcmd_t *netcmds; 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; // 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 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 ticdata[maketic % BACKUPTICS].cmds[consoleplayer] = cmd; ticdata[maketic % BACKUPTICS].ingame[consoleplayer] = true; ++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 // // Called after the screen is set but before the game starts running. // void D_StartGameLoop(void) { lasttime = GetAdjustedTime() / ticdup; } // Load game settings from the specified structure and // set global variables. 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"); } new_sync = settings->new_sync; if (new_sync == false) { printf("Syncing netgames like Vanilla Doom.\n"); } netgame = true; autostart = true; if (!drone) { consoleplayer = settings->consoleplayer; } else { consoleplayer = 0; } for (i=0; inum_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; // 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 // // Send n extra tics in every packet as insurance against dropped // packets. // i = M_CheckParm("-extratics"); if (i > 0) settings->extratics = atoi(myargv[i+1]); else settings->extratics = 1; //! // @category net // @arg // // Reduce the resolution of the game by a factor of n, reducing // the amount of network bandwidth needed. // i = M_CheckParm("-dup"); 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(void) { int i; // 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 { //! // @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
// @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) { connect_data->drone = true; } //! // @category net // // Run as the left screen in three screen mode. // if (M_CheckParm("-left") > 0) { viewangleoffset = ANG90; connect_data->drone = true; } //! // @category net // // Run as the right screen in three screen mode. // if (M_CheckParm("-right") > 0) { viewangleoffset = ANG270; 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); return true; } #endif 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; // Call D_QuitNetGame on exit I_AtExit(D_QuitNetGame, true); SaveGameSettings(&settings, &connect_data); if (D_InitNetGame(&connect_data, &settings)) { LoadGameSettings(&settings); } else { D_InitSinglePlayerGame(); } 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, settings.num_players, settings.num_players); // Show players here; the server might have specified a time limit if (timelimit > 0) { DEH_printf("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 lowtic; 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) { 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 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; } } 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 // 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 lowtic) I_Error ("gametic>lowtic"); D_RunTic(set); gametic++; // modify command for duplicated tics TicdupSquash(set); } NetUpdate (); // check for new console commands } }