// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_client.c 265 2006-01-08 02:53:31Z fraggle $ // // 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 1.11 2006/01/08 02:53:31 fraggle // Detect when client connection is disconnected. // // Revision 1.10 2006/01/08 00:10:47 fraggle // Move common connection code into net_common.c, shared by server // and client code. // // Revision 1.9 2006/01/07 20:08:11 fraggle // Send player name and address in the waiting data packets. Display these // on the waiting screen, and improve the waiting screen appearance. // // Revision 1.8 2006/01/02 21:50:26 fraggle // Restructure the waiting screen code. Establish our own separate event // loop while waiting for the game to start, to avoid affecting the original // code too much. Move some _gui variables to net_client.c. // // Revision 1.7 2006/01/02 20:14:07 fraggle // Fix connect timeout and shutdown client properly if we fail to connect. // // Revision 1.6 2006/01/02 00:54:17 fraggle // Fix packet not freed back after being sent. // Code to disconnect clients from the server side. // // Revision 1.5 2006/01/02 00:00:08 fraggle // Neater prefixes: NET_Client -> NET_CL_. NET_Server -> NET_SV_. // // Revision 1.4 2006/01/01 23:54:31 fraggle // Client disconnect code // // Revision 1.3 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 1.2 2005/12/29 21:29:55 fraggle // Working client connect code // // Revision 1.1 2005/12/29 17:48:25 fraggle // Add initial client/server connect code. Reorganise sources list in // Makefile.am. // // // Network client code // #include "doomdef.h" #include "doomstat.h" #include "i_system.h" #include "net_client.h" #include "net_common.h" #include "net_defs.h" #include "net_gui.h" #include "net_io.h" #include "net_packet.h" #include "net_server.h" typedef enum { // waiting for the game to start CLIENT_STATE_WAITING_START, // in game CLIENT_STATE_IN_GAME, } net_clientstate_t; static net_connection_t client_connection; static net_clientstate_t client_state; static net_addr_t *server_addr; static net_context_t *client_context; // TRUE if the client code is in use boolean net_client_connected; // if TRUE, this client is the controller of the game boolean net_client_controller = false; // Number of clients currently connected to the server int net_clients_in_game; // Nmaes of all players char net_player_addresses[MAXPLAYERS][MAXPLAYERNAME]; char net_player_names[MAXPLAYERS][MAXPLAYERNAME]; // Waiting for the game to start? boolean net_waiting_for_start = false; // Shut down the client code, etc. Invoked after a disconnect. static void NET_CL_Shutdown(void) { net_client_connected = false; NET_FreeAddress(server_addr); // Shut down network module, etc. To do. } // data received while we are waiting for the game to start static void NET_CL_ParseWaitingData(net_packet_t *packet) { unsigned int num_players; unsigned int is_controller; char *player_names[MAXPLAYERS]; char *player_addr[MAXPLAYERS]; int i; if (!NET_ReadInt8(packet, &num_players) || !NET_ReadInt8(packet, &is_controller)) { // invalid packet return; } if (num_players > MAXPLAYERS) { // Invalid number of players return; } // Read the player names for (i=0; imodule->InitClient()) { return false; } NET_AddModule(client_context, addr->module); net_client_connected = true; // Initialise connection NET_Conn_InitClient(&client_connection, addr); // try to connect start_time = I_GetTimeMS(); while (client_connection.state == NET_CONN_STATE_CONNECTING) { // time out after 5 seconds if (I_GetTimeMS() - start_time > 5000) { break; } // run client code NET_CL_Run(); // run the server, just incase we are doing a loopback // connect NET_SV_Run(); // Don't hog the CPU I_Sleep(10); } if (client_connection.state == NET_CONN_STATE_CONNECTED) { // connected ok! client_state = CLIENT_STATE_WAITING_START; return true; } else { // failed to connect NET_CL_Shutdown(); return false; } } // disconnect from the server void NET_CL_Disconnect(void) { int start_time; if (!net_client_connected) { return; } NET_Conn_Disconnect(&client_connection); start_time = I_GetTimeMS(); while (client_connection.state != NET_CONN_STATE_DISCONNECTED && client_connection.state != NET_CONN_STATE_DISCONNECTED_SLEEP) { if (I_GetTimeMS() - start_time > 5000) { // time out after 5 seconds client_state = NET_CONN_STATE_DISCONNECTED; fprintf(stderr, "NET_CL_Disconnect: Timeout while disconnecting from server\n"); break; } NET_CL_Run(); NET_SV_Run(); I_Sleep(10); } // Finished sending disconnect packets, etc. NET_CL_Shutdown(); }