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|
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// 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.
//
// Network client code
//
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "config.h"
#include "doomtype.h"
#include "deh_main.h"
#include "deh_str.h"
#include "i_system.h"
#include "i_timer.h"
#include "m_argv.h"
#include "m_fixed.h"
#include "m_config.h"
#include "m_misc.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"
#include "net_structrw.h"
#include "w_checksum.h"
#include "w_wad.h"
extern void D_ReceiveTic(ticcmd_t *ticcmds, boolean *playeringame);
typedef enum
{
// waiting for the game to start
CLIENT_STATE_WAITING_START,
// in game
CLIENT_STATE_IN_GAME,
} net_clientstate_t;
// Type of structure used in the receive window
typedef struct
{
// Whether this tic has been received yet
boolean active;
// Last time we sent a resend request for this tic
unsigned int resend_time;
// Tic data from server
net_full_ticcmd_t cmd;
} net_server_recv_t;
// Type of structure used in the send window
typedef struct
{
// Whether this slot is active yet
boolean active;
// The tic number
unsigned int seq;
// Time the command was generated
unsigned int time;
// Ticcmd diff
net_ticdiff_t cmd;
} net_server_send_t;
extern fixed_t offsetms;
static net_connection_t client_connection;
static net_clientstate_t client_state;
static net_addr_t *server_addr;
static net_context_t *client_context;
// game settings, as received from the server when the game started
static net_gamesettings_t settings;
// true if the client code is in use
boolean net_client_connected;
// true if we have received waiting data from the server
boolean net_client_received_wait_data;
net_waitdata_t net_client_wait_data;
// Waiting for the game to start?
boolean net_waiting_for_start = false;
// Name that we send to the server
char *net_player_name = NULL;
// Connected but not participating in the game (observer)
boolean drone = false;
// The last ticcmd constructed
static ticcmd_t last_ticcmd;
// Buffer of ticcmd diffs being sent to the server
static net_server_send_t send_queue[BACKUPTICS];
// Receive window
static ticcmd_t recvwindow_cmd_base[NET_MAXPLAYERS];
static int recvwindow_start;
static net_server_recv_t recvwindow[BACKUPTICS];
// Whether we need to send an acknowledgement and
// when gamedata was last received.
static boolean need_to_acknowledge;
static unsigned int gamedata_recv_time;
// Hash checksums of our wad directory and dehacked data.
sha1_digest_t net_local_wad_sha1sum;
sha1_digest_t net_local_deh_sha1sum;
// Are we playing with the freedoom IWAD?
unsigned int net_local_is_freedoom;
// Average time between sending our ticcmd and receiving from the server
static fixed_t average_latency;
#define NET_CL_ExpandTicNum(b) NET_ExpandTicNum(recvwindow_start, (b))
// Called when we become disconnected from the server
static void NET_CL_Disconnected(void)
{
D_ReceiveTic(NULL, NULL);
}
// Expand a net_full_ticcmd_t, applying the diffs in cmd->cmds as
// patches against recvwindow_cmd_base. Place the results into
// the d_net.c structures (netcmds/nettics) and save the new ticcmd
// back into recvwindow_cmd_base.
static void NET_CL_ExpandFullTiccmd(net_full_ticcmd_t *cmd, unsigned int seq,
ticcmd_t *ticcmds)
{
int latency;
fixed_t adjustment;
int i;
// Update average_latency
if (seq == send_queue[seq % BACKUPTICS].seq)
{
latency = I_GetTimeMS() - send_queue[seq % BACKUPTICS].time;
}
else if (seq > send_queue[seq % BACKUPTICS].seq)
{
// We have received the ticcmd from the server before we have
// even sent ours
latency = 0;
}
else
{
latency = -1;
}
if (latency >= 0)
{
if (seq <= 20)
{
average_latency = latency * FRACUNIT;
}
else
{
// Low level filter
average_latency = (fixed_t)((average_latency * 0.9)
+ (latency * FRACUNIT * 0.1));
}
}
//printf("latency: %i\tremote:%i\n", average_latency / FRACUNIT,
// cmd->latency);
// Possibly adjust offsetms in d_net.c, try to make players all have
// the same lag. Don't adjust in the first few tics of play, as
// we don't have an accurate value for average_latency yet.
if (seq > TICRATE)
{
adjustment = (cmd->latency * FRACUNIT) - average_latency;
// Only adjust very slightly; the cumulative effect over
// multiple tics will sort it out.
adjustment = adjustment / 100;
offsetms += adjustment;
}
// Expand tic diffs for all players
for (i=0; i<NET_MAXPLAYERS; ++i)
{
if (i == settings.consoleplayer && !drone)
{
continue;
}
if (cmd->playeringame[i])
{
net_ticdiff_t *diff;
diff = &cmd->cmds[i];
// Use the ticcmd diff to patch the previous ticcmd to
// the new ticcmd
NET_TiccmdPatch(&recvwindow_cmd_base[i], diff, &ticcmds[i]);
// Store a copy for next time
recvwindow_cmd_base[i] = ticcmds[i];
}
}
}
// Advance the receive window
static void NET_CL_AdvanceWindow(void)
{
ticcmd_t ticcmds[NET_MAXPLAYERS];
while (recvwindow[0].active)
{
// Expand tic diff data into d_net.c structures
NET_CL_ExpandFullTiccmd(&recvwindow[0].cmd, recvwindow_start,
ticcmds);
D_ReceiveTic(ticcmds, recvwindow[0].cmd.playeringame);
// Advance the window
memcpy(recvwindow, recvwindow + 1,
sizeof(net_server_recv_t) * (BACKUPTICS - 1));
memset(&recvwindow[BACKUPTICS-1], 0, sizeof(net_server_recv_t));
++recvwindow_start;
//printf("CL: advanced to %i\n", recvwindow_start);
}
}
// Shut down the client code, etc. Invoked after a disconnect.
static void NET_CL_Shutdown(void)
{
if (net_client_connected)
{
net_client_connected = false;
NET_FreeAddress(server_addr);
// Shut down network module, etc. To do.
}
}
void NET_CL_StartGame(net_gamesettings_t *settings)
{
net_packet_t *packet;
// Start from a ticcmd of all zeros
memset(&last_ticcmd, 0, sizeof(ticcmd_t));
// Send packet
packet = NET_Conn_NewReliable(&client_connection,
NET_PACKET_TYPE_GAMESTART);
NET_WriteSettings(packet, settings);
}
static void NET_CL_SendGameDataACK(void)
{
net_packet_t *packet;
packet = NET_NewPacket(10);
NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA_ACK);
NET_WriteInt8(packet, recvwindow_start & 0xff);
NET_Conn_SendPacket(&client_connection, packet);
NET_FreePacket(packet);
need_to_acknowledge = false;
}
static void NET_CL_SendTics(int start, int end)
{
net_packet_t *packet;
int i;
if (!net_client_connected)
{
// Disconnected from server
return;
}
if (start < 0)
start = 0;
// Build a new packet to send to the server
packet = NET_NewPacket(512);
NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA);
// Write the start tic and number of tics. Send only the low byte
// of start - it can be inferred by the server.
NET_WriteInt8(packet, recvwindow_start & 0xff);
NET_WriteInt8(packet, start & 0xff);
NET_WriteInt8(packet, end - start + 1);
// Add the tics.
for (i=start; i<=end; ++i)
{
net_server_send_t *sendobj;
sendobj = &send_queue[i % BACKUPTICS];
NET_WriteInt16(packet, average_latency / FRACUNIT);
NET_WriteTiccmdDiff(packet, &sendobj->cmd, settings.lowres_turn);
}
// Send the packet
NET_Conn_SendPacket(&client_connection, packet);
// All done!
NET_FreePacket(packet);
// Acknowledgement has been sent as part of the packet
need_to_acknowledge = false;
}
// Add a new ticcmd to the send queue
void NET_CL_SendTiccmd(ticcmd_t *ticcmd, int maketic)
{
net_ticdiff_t diff;
net_server_send_t *sendobj;
int starttic, endtic;
// Calculate the difference to the last ticcmd
NET_TiccmdDiff(&last_ticcmd, ticcmd, &diff);
// Store in the send queue
sendobj = &send_queue[maketic % BACKUPTICS];
sendobj->active = true;
sendobj->seq = maketic;
sendobj->time = I_GetTimeMS();
sendobj->cmd = diff;
last_ticcmd = *ticcmd;
// Send to server.
starttic = maketic - settings.extratics;
endtic = maketic;
if (starttic < 0)
starttic = 0;
NET_CL_SendTics(starttic, endtic);
}
// data received while we are waiting for the game to start
static void NET_CL_ParseWaitingData(net_packet_t *packet)
{
net_waitdata_t wait_data;
if (!NET_ReadWaitData(packet, &wait_data))
{
// Invalid packet?
return;
}
if (wait_data.num_players > wait_data.max_players
|| wait_data.max_players > NET_MAXPLAYERS)
{
// insane data
return;
}
if ((wait_data.consoleplayer >= 0 && drone)
|| (wait_data.consoleplayer < 0 && !drone)
|| (wait_data.consoleplayer >= wait_data.num_players))
{
// Invalid player number
return;
}
memcpy(&net_client_wait_data, &wait_data, sizeof(net_waitdata_t));
net_client_received_wait_data = true;
}
static void NET_CL_ParseGameStart(net_packet_t *packet)
{
if (!NET_ReadSettings(packet, &settings))
{
return;
}
if (client_state != CLIENT_STATE_WAITING_START)
{
return;
}
if (settings.num_players > NET_MAXPLAYERS
|| settings.consoleplayer >= (signed int) settings.num_players)
{
// insane values
return;
}
if ((drone && settings.consoleplayer >= 0)
|| (!drone && settings.consoleplayer < 0))
{
// Invalid player number: must be positive for real players,
// negative for drones
return;
}
client_state = CLIENT_STATE_IN_GAME;
// Clear the receive window
memset(recvwindow, 0, sizeof(recvwindow));
recvwindow_start = 0;
memset(&recvwindow_cmd_base, 0, sizeof(recvwindow_cmd_base));
// Clear the send queue
memset(&send_queue, 0x00, sizeof(send_queue));
}
static void NET_CL_SendResendRequest(int start, int end)
{
net_packet_t *packet;
unsigned int nowtime;
int i;
//printf("CL: Send resend %i-%i\n", start, end);
packet = NET_NewPacket(64);
NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA_RESEND);
NET_WriteInt32(packet, start);
NET_WriteInt8(packet, end - start + 1);
NET_Conn_SendPacket(&client_connection, packet);
NET_FreePacket(packet);
nowtime = I_GetTimeMS();
// Save the time we sent the resend request
for (i=start; i<=end; ++i)
{
int index;
index = i - recvwindow_start;
if (index < 0 || index >= BACKUPTICS)
continue;
recvwindow[index].resend_time = nowtime;
}
}
// Check for expired resend requests
static void NET_CL_CheckResends(void)
{
int i;
int resend_start, resend_end;
unsigned int nowtime;
nowtime = I_GetTimeMS();
resend_start = -1;
resend_end = -1;
for (i=0; i<BACKUPTICS; ++i)
{
net_server_recv_t *recvobj;
boolean need_resend;
recvobj = &recvwindow[i];
// if need_resend is true, this tic needs another retransmit
// request (300ms timeout)
need_resend = !recvobj->active
&& recvobj->resend_time != 0
&& nowtime > recvobj->resend_time + 300;
if (need_resend)
{
// Start a new run of resend tics?
if (resend_start < 0)
{
resend_start = i;
}
resend_end = i;
}
else
{
if (resend_start >= 0)
{
// End of a run of resend tics
//printf("CL: resend request timed out: %i-%i\n", resend_start, resend_end);
NET_CL_SendResendRequest(recvwindow_start + resend_start,
recvwindow_start + resend_end);
resend_start = -1;
}
}
}
if (resend_start >= 0)
{
//printf("CL: resend request timed out: %i-%i\n", resend_start, resend_end);
NET_CL_SendResendRequest(recvwindow_start + resend_start,
recvwindow_start + resend_end);
}
// We have received some data from the server and not acknowledged
// it yet. Normally this gets acknowledged when we send our game
// data, but if the client is a drone we need to do this.
if (need_to_acknowledge && nowtime - gamedata_recv_time > 200)
{
NET_CL_SendGameDataACK();
}
}
// Parsing of NET_PACKET_TYPE_GAMEDATA packets
// (packets containing the actual ticcmd data)
static void NET_CL_ParseGameData(net_packet_t *packet)
{
net_server_recv_t *recvobj;
unsigned int seq, num_tics;
unsigned int nowtime;
int resend_start, resend_end;
size_t i;
int index;
// Read header
if (!NET_ReadInt8(packet, &seq)
|| !NET_ReadInt8(packet, &num_tics))
{
return;
}
nowtime = I_GetTimeMS();
// Whatever happens, we now need to send an acknowledgement of our
// current receive point.
if (!need_to_acknowledge)
{
need_to_acknowledge = true;
gamedata_recv_time = nowtime;
}
// Expand byte value into the full tic number
seq = NET_CL_ExpandTicNum(seq);
for (i=0; i<num_tics; ++i)
{
net_full_ticcmd_t cmd;
index = seq - recvwindow_start + i;
if (!NET_ReadFullTiccmd(packet, &cmd, settings.lowres_turn))
{
return;
}
if (index < 0 || index >= BACKUPTICS)
{
// Out of range of the recv window
continue;
}
// Store in the receive window
recvobj = &recvwindow[index];
recvobj->active = true;
recvobj->cmd = cmd;
}
// Has this been received out of sequence, ie. have we not received
// all tics before the first tic in this packet? If so, send a
// resend request.
//printf("CL: %p: %i\n", client, seq);
resend_end = seq - recvwindow_start;
if (resend_end <= 0)
return;
if (resend_end >= BACKUPTICS)
resend_end = BACKUPTICS - 1;
index = resend_end - 1;
resend_start = resend_end;
while (index >= 0)
{
recvobj = &recvwindow[index];
if (recvobj->active)
{
// ended our run of unreceived tics
break;
}
if (recvobj->resend_time != 0)
{
// Already sent a resend request for this tic
break;
}
resend_start = index;
--index;
}
// Possibly send a resend request
if (resend_start < resend_end)
{
NET_CL_SendResendRequest(recvwindow_start + resend_start,
recvwindow_start + resend_end - 1);
}
}
// Parse a resend request from the server due to a dropped packet
static void NET_CL_ParseResendRequest(net_packet_t *packet)
{
static unsigned int start;
static unsigned int end;
static unsigned int num_tics;
if (drone)
{
// Drones don't send gamedata.
return;
}
if (!NET_ReadInt32(packet, &start)
|| !NET_ReadInt8(packet, &num_tics))
{
return;
}
end = start + num_tics - 1;
//printf("requested resend %i-%i .. ", start, end);
// Check we have the tics being requested. If not, reduce the
// window of tics to only what we have.
while (start <= end
&& (!send_queue[start % BACKUPTICS].active
|| send_queue[start % BACKUPTICS].seq != start))
{
++start;
}
while (start <= end
&& (!send_queue[end % BACKUPTICS].active
|| send_queue[end % BACKUPTICS].seq != end))
{
--end;
}
//printf("%i-%i\n", start, end);
// Resend those tics
if (start <= end)
{
//printf("CL: resend %i-%i\n", start, start+num_tics-1);
NET_CL_SendTics(start, end);
}
}
// Console message that the server wants the client to print
static void NET_CL_ParseConsoleMessage(net_packet_t *packet)
{
char *msg;
msg = NET_ReadString(packet);
if (msg == NULL)
{
return;
}
printf("Message from server: ");
NET_SafePuts(msg);
}
// parse a received packet
static void NET_CL_ParsePacket(net_packet_t *packet)
{
unsigned int packet_type;
if (!NET_ReadInt16(packet, &packet_type))
{
return;
}
if (NET_Conn_Packet(&client_connection, packet, &packet_type))
{
// Packet eaten by the common connection code
}
else
{
switch (packet_type)
{
case NET_PACKET_TYPE_WAITING_DATA:
NET_CL_ParseWaitingData(packet);
break;
case NET_PACKET_TYPE_GAMESTART:
NET_CL_ParseGameStart(packet);
break;
case NET_PACKET_TYPE_GAMEDATA:
NET_CL_ParseGameData(packet);
break;
case NET_PACKET_TYPE_GAMEDATA_RESEND:
NET_CL_ParseResendRequest(packet);
break;
case NET_PACKET_TYPE_CONSOLE_MESSAGE:
NET_CL_ParseConsoleMessage(packet);
break;
default:
break;
}
}
}
// "Run" the client code: check for new packets, send packets as
// needed
void NET_CL_Run(void)
{
net_addr_t *addr;
net_packet_t *packet;
if (!net_client_connected)
{
return;
}
while (NET_RecvPacket(client_context, &addr, &packet))
{
// only accept packets from the server
if (addr == server_addr)
{
NET_CL_ParsePacket(packet);
}
else
{
NET_FreeAddress(addr);
}
NET_FreePacket(packet);
}
// Run the common connection code to send any packets as needed
NET_Conn_Run(&client_connection);
if (client_connection.state == NET_CONN_STATE_DISCONNECTED
|| client_connection.state == NET_CONN_STATE_DISCONNECTED_SLEEP)
{
NET_CL_Disconnected();
NET_CL_Shutdown();
}
net_waiting_for_start = client_connection.state == NET_CONN_STATE_CONNECTED
&& client_state == CLIENT_STATE_WAITING_START;
if (client_state == CLIENT_STATE_IN_GAME)
{
// Possibly advance the receive window
NET_CL_AdvanceWindow();
// Check if our resend requests have timed out
NET_CL_CheckResends();
}
}
static void NET_CL_SendSYN(net_connect_data_t *data)
{
net_packet_t *packet;
packet = NET_NewPacket(10);
NET_WriteInt16(packet, NET_PACKET_TYPE_SYN);
NET_WriteInt32(packet, NET_MAGIC_NUMBER);
NET_WriteString(packet, PACKAGE_STRING);
NET_WriteConnectData(packet, data);
NET_WriteString(packet, net_player_name);
NET_Conn_SendPacket(&client_connection, packet);
NET_FreePacket(packet);
}
// connect to a server
boolean NET_CL_Connect(net_addr_t *addr, net_connect_data_t *data)
{
int start_time;
int last_send_time;
server_addr = addr;
memcpy(net_local_wad_sha1sum, data->wad_sha1sum, sizeof(sha1_digest_t));
memcpy(net_local_deh_sha1sum, data->deh_sha1sum, sizeof(sha1_digest_t));
net_local_is_freedoom = data->is_freedoom;
// create a new network I/O context and add just the
// necessary module
client_context = NET_NewContext();
// initialize module for client mode
if (!addr->module->InitClient())
{
return false;
}
NET_AddModule(client_context, addr->module);
net_client_connected = true;
net_client_received_wait_data = false;
// Initialize connection
NET_Conn_InitClient(&client_connection, addr);
// try to connect
start_time = I_GetTimeMS();
last_send_time = -1;
while (client_connection.state == NET_CONN_STATE_CONNECTING)
{
int nowtime = I_GetTimeMS();
// Send a SYN packet every second.
if (nowtime - last_send_time > 1000 || last_send_time < 0)
{
NET_CL_SendSYN(data);
last_send_time = nowtime;
}
// time out after 5 seconds
if (nowtime - 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(1);
}
if (client_connection.state == NET_CONN_STATE_CONNECTED)
{
// connected ok!
client_state = CLIENT_STATE_WAITING_START;
drone = data->drone;
return true;
}
else
{
// failed to connect
NET_CL_Shutdown();
return false;
}
}
// read game settings received from server
boolean NET_CL_GetSettings(net_gamesettings_t *_settings)
{
if (client_state != CLIENT_STATE_IN_GAME)
{
return false;
}
memcpy(_settings, &settings, sizeof(net_gamesettings_t));
return true;
}
// 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(1);
}
// Finished sending disconnect packets, etc.
NET_CL_Shutdown();
}
void NET_CL_Init(void)
{
// Try to set from the USER and USERNAME environment variables
// Otherwise, fallback to "Player"
if (net_player_name == NULL)
net_player_name = getenv("USER");
if (net_player_name == NULL)
net_player_name = getenv("USERNAME");
// On Windows, environment variables are in OEM codepage
// encoding, so convert to UTF8:
#ifdef _WIN32
if (net_player_name != NULL)
{
net_player_name = M_OEMToUTF8(net_player_name);
}
#endif
if (net_player_name == NULL)
net_player_name = "Player";
}
void NET_Init(void)
{
NET_CL_Init();
}
void NET_BindVariables(void)
{
M_BindVariable("player_name", &net_player_name);
}
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