// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: net_client.c 235 2005-12-30 18:58:22Z 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 1.3 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_defs.h" #include "net_gui.h" #include "net_io.h" #include "net_packet.h" #include "net_server.h" typedef enum { // sent a syn, not received an ack yet CLIENT_STATE_CONNECTING, // waiting for the game to start CLIENT_STATE_WAITING_START, // in game CLIENT_STATE_IN_GAME, } net_clientstate_t; static boolean client_initialised = false; static net_clientstate_t client_state; static net_addr_t *server_addr; static net_context_t *client_context; static int last_send_time; // data received while we are waiting for the game to start static void ClientParseWaitingData(net_packet_t *packet) { unsigned int num_players; unsigned int is_controller; if (!NET_ReadInt8(packet, &num_players) || !NET_ReadInt8(packet, &is_controller)) { // invalid packet return; } net_clients_in_game = num_players; net_client_controller = is_controller != 0; } // Received an ACK static void ClientParseACK(net_packet_t *packet) { net_packet_t *reply; // send an ACK back reply = NET_NewPacket(10); NET_WriteInt16(reply, NET_PACKET_TYPE_ACK); NET_SendPacket(server_addr, reply); NET_FreePacket(reply); // set the client state if we havent already if (client_state == CLIENT_STATE_CONNECTING) { client_state = CLIENT_STATE_WAITING_START; } } // parse a received packet static void ClientParsePacket(net_packet_t *packet) { unsigned int packet_type; if (!NET_ReadInt16(packet, &packet_type)) { return; } switch (packet_type) { case NET_PACKET_TYPE_ACK: // received an acknowledgement to the SYN we sent ClientParseACK(packet); break; case NET_PACKET_TYPE_WAITING_DATA: ClientParseWaitingData(packet); break; case NET_PACKET_TYPE_GAMESTART: break; case NET_PACKET_TYPE_GAMEDATA: break; default: break; } } // called when we are in the "connecting" state static void ClientConnecting(void) { net_packet_t *packet; // send a SYN packet every second if (last_send_time < 0 || I_GetTimeMS() - last_send_time > 1000) { // construct a SYN packet packet = NET_NewPacket(10); // packet type NET_WriteInt16(packet, NET_PACKET_TYPE_SYN); // magic number NET_WriteInt32(packet, NET_MAGIC_NUMBER); // send to the server NET_SendPacket(server_addr, packet); NET_FreePacket(packet); last_send_time = I_GetTimeMS(); } } // "Run" the client code: check for new packets, send packets as // needed void NET_ClientRun(void) { net_addr_t *addr; net_packet_t *packet; if (!client_initialised) { return; } while (NET_RecvPacket(client_context, &addr, &packet)) { // only accept packets from the server if (addr == server_addr) { ClientParsePacket(packet); } NET_FreePacket(packet); } // send packets as needed switch (client_state) { case CLIENT_STATE_CONNECTING: ClientConnecting(); break; case CLIENT_STATE_WAITING_START: break; case CLIENT_STATE_IN_GAME: break; } } // connect to a server boolean NET_ClientConnect(net_addr_t *addr) { int start_time; server_addr = addr; // create a new network I/O context and add just the // necessary module client_context = NET_NewContext(); // initialise module for client mode if (!addr->module->InitClient()) { return false; } NET_AddModule(client_context, addr->module); client_initialised = true; // try to connect client_state = CLIENT_STATE_CONNECTING; last_send_time = -1; start_time = I_GetTimeMS(); while (client_state == CLIENT_STATE_CONNECTING) { // time out after 5 seconds if (I_GetTime() - start_time > 5000) { break; } // run client code NET_ClientRun(); // run the server, just incase we are doing a loopback // connect NET_ServerRun(); } if (client_state != CLIENT_STATE_CONNECTING) { // connected ok! return true; } else { // failed to connect return false; } }