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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id: d_net.c 388 2006-02-24 19:14:22Z 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 388 2006-02-24 19:14:22Z fraggle $";
#include "d_main.h"
#include "m_argv.h"
#include "m_menu.h"
#include "i_system.h"
#include "i_video.h"
#include "g_game.h"
#include "doomdef.h"
#include "doomstat.h"
#include "net_client.h"
#include "net_gui.h"
#include "net_io.h"
#include "net_server.h"
#include "net_sdl.h"
#include "net_loop.h"
//
// 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 ticdup;
int extratics;
void D_ProcessEvents (void);
void G_BuildTiccmd (ticcmd_t *cmd);
void D_DoAdvanceDemo (void);
//
// NetUpdate
// Builds ticcmds for console player,
// sends out a packet
//
int gametime;
void NetUpdate (void)
{
int nowtime;
int newtics;
int i,j;
int realstart;
int gameticdiv;
// Temporary hack - hook new client/server code into Doom
NET_CL_Run();
NET_SV_Run();
// check time
nowtime = I_GetTime ()/ticdup;
newtics = nowtime - gametime;
gametime = nowtime;
if (newtics <= 0) // nothing new to update
return;
// build new ticcmds for console player
gameticdiv = gametic/ticdup;
for (i=0 ; i<newtics ; i++)
{
ticcmd_t cmd;
// If playing single player, do not allow tics to buffer
// up very far
if ((!netgame || demoplayback) && maketic - gameticdiv > 2)
break;
// Never go more than a second ahead
if (maketic - gameticdiv > 35)
break;
I_StartTic ();
D_ProcessEvents ();
//printf ("mk:%i ",maketic);
G_BuildTiccmd(&cmd);
if (netgame && !demoplayback)
{
NET_CL_SendTiccmd(&cmd, maketic);
}
netcmds[consoleplayer][maketic % BACKUPTICS] = cmd;
++maketic;
nettics[consoleplayer] = maketic;
}
}
//
// D_CheckNetGame
// Works out player numbers among the net participants
//
extern int viewangleoffset;
void D_CheckNetGame (void)
{
net_addr_t *addr = NULL;
int i;
int num_players;
// default values for single player
consoleplayer = 0;
netgame = false;
ticdup = 1;
extratics = 1;
lowres_turn = false;
for (i=0; i<MAXPLAYERS; i++)
{
playeringame[i] = false;
nettics[i] = 0;
}
playeringame[0] = true;
// temporary hack
if (M_CheckParm("-server") > 0)
{
NET_SV_Init();
addr = net_loop_client_module.ResolveAddress("");
}
else
{
i = M_CheckParm("-connect");
if (i > 0)
{
addr = net_sdl_module.ResolveAddress(myargv[i+1]);
}
}
if (addr != NULL)
{
if (NET_CL_Connect(addr))
{
printf("D_CheckNetGame: Connected to %s\n", NET_AddrToString(addr));
NET_WaitForStart();
}
else
{
I_Error("D_CheckNetGame: Failed to connect to %s\n", NET_AddrToString(addr));
}
}
num_players = 0;
for (i=0; i<MAXPLAYERS; ++i)
{
if (playeringame[i])
++num_players;
}
printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n",
startskill, deathmatch, startmap, startepisode);
printf ("player %i of %i (%i nodes)\n",
consoleplayer+1, num_players, num_players);
}
//
// D_QuitNetGame
// Called before quitting to leave a net game
// without hanging the other players
//
void D_QuitNetGame (void)
{
int i, j;
if (debugfile)
fclose (debugfile);
NET_SV_Shutdown();
NET_CL_Disconnect();
}
static int GetLowTic(void)
{
int i;
int lowtic;
if (demoplayback)
{
lowtic = maketic;
}
else
{
lowtic = INT_MAX;
for (i=0; i<MAXPLAYERS; ++i)
{
if (playeringame[i])
{
if (nettics[i] < lowtic)
lowtic = nettics[i];
}
}
}
return lowtic;
}
//
// TryRunTics
//
int oldnettics;
extern boolean advancedemo;
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 (realtics < availabletics-1)
counts = realtics+1;
else if (realtics < availabletics)
counts = realtics;
else
counts = availabletics;
if (counts < 1)
counts = 1;
if (debugfile)
fprintf (debugfile,
"=======real: %i avail: %i game: %i\n",
realtics, availabletics,counts);
// 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 here forever -- give the menu a chance to work
if (I_GetTime ()/ticdup - entertic >= 20)
{
M_Ticker ();
return;
}
I_Sleep(1);
}
// run the count * ticdup dics
while (counts--)
{
for (i=0 ; i<ticdup ; i++)
{
if (gametic/ticdup > lowtic)
I_Error ("gametic>lowtic");
if (advancedemo)
D_DoAdvanceDemo ();
M_Ticker ();
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 ; j<MAXPLAYERS ; j++)
{
cmd = &netcmds[j][buf];
cmd->chatchar = 0;
if (cmd->buttons & BT_SPECIAL)
cmd->buttons = 0;
}
}
}
NetUpdate (); // check for new console commands
}
}
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