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// 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;
}
}
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