Example #1
0
void NET_WaitForLaunch(void)
{
    if (!TXT_Init())
    {
        fprintf(stderr, "Failed to initialize GUI\n");
        exit(-1);
    }

    I_InitWindowIcon();

    OpenWaitDialog();
    had_warning = false;

    while (net_waiting_for_launch)
    {
        UpdateGUI();
        CheckSHA1Sums();
        CheckMasterStatus();

        TXT_DispatchEvents();
        TXT_DrawDesktop();

        NET_CL_Run();
        NET_SV_Run();

        if (!net_client_connected)
        {
            I_Error("Lost connection to server");
        }

        TXT_Sleep(100);
    }

    TXT_Shutdown();
}
Example #2
0
void NET_SV_Shutdown(void)
{
    int i;
    boolean running;
    int start_time;

    if (!server_initialized)
    {
        return;
    }
    
    fprintf(stderr, "SV: Shutting down server...\n");

    // Disconnect all clients
    
    for (i=0; i<MAXNETNODES; ++i)
    {
        if (clients[i].active)
        {
            NET_SV_DisconnectClient(&clients[i]);
        }
    }

    // Wait for all clients to finish disconnecting

    start_time = I_GetTimeMS();
    running = true;

    while (running)
    {
        // Check if any clients are still not finished

        running = false;

        for (i=0; i<MAXNETNODES; ++i)
        {
            if (clients[i].active)
            {
                running = true;
            }
        }

        // Timed out?

        if (I_GetTimeMS() - start_time > 5000)
        {
            running = false;
            fprintf(stderr, "SV: Timed out waiting for clients to disconnect.\n");
        }

        // Run the client code in case this is a loopback client.

        NET_CL_Run();
        NET_SV_Run();

        // Don't hog the CPU

        I_Sleep(1);
    }
}
Example #3
0
void NetUpdate (void)
{
    int nowtime;
    int newtics;
    int	i;

    // If we are running with singletics (timing a demo), this
    // is all done separately.

    if (singletics)
        return;

#ifdef FEATURE_MULTIPLAYER

    // Run network subsystems

    NET_CL_Run();
    NET_SV_Run();

#endif

    // check time
    nowtime = GetAdjustedTime() / ticdup;
    newtics = nowtime - lasttime;

    lasttime = nowtime;

    if (skiptics <= newtics)
    {
        newtics -= skiptics;
        skiptics = 0;
    }
    else
    {
        skiptics -= newtics;
        newtics = 0;
    }

    // build new ticcmds for console player

    for (i=0 ; i<newtics ; i++)
    {
        if (!BuildNewTic())
        {
            break;
        }
    }
}
Example #4
0
void NET_DedicatedServer(void)
{
#ifdef NET_DEBUG
    printf("NET_DedicatedServer\n");
#endif

    NET_SV_Init();
    NET_SV_AddModule(&net_sdl_module);
    NET_SV_RegisterWithMaster();

    while (true)
    {
        NET_SV_Run();
        I_Sleep(10);
    }
}
Example #5
0
static void BlockUntilStart(net_gamesettings_t *settings,
                            netgame_startup_callback_t callback)
{
    while (!NET_CL_GetSettings(settings))
    {
        NET_CL_Run();
        NET_SV_Run();

        if (!net_client_connected)
        {
            I_Error("Lost connection to server");
        }

        if (callback != NULL && !callback(net_client_wait_data.ready_players,
                                          net_client_wait_data.num_players))
        {
            I_Error("Netgame startup aborted.");
        }

        I_Sleep(100);
    }
}
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();
}
boolean NET_CL_Connect(net_addr_t *addr)
{
    int start_time;
    int last_send_time;

    server_addr = addr;

    // Are we recording a demo? Possibly set lowres turn mode

    if (M_CheckParm("-record") > 0 && M_CheckParm("-longtics") == 0)
    {
        lowres_turn = true;
    }

    // Read checksums of our WAD directory and dehacked information

    W_Checksum(net_local_wad_md5sum);
    DEH_Checksum(net_local_deh_md5sum);

    // Are we playing with the Freedoom IWAD?

    net_local_is_freedoom = W_CheckNumForName("FREEDOOM") >= 0;

    // 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();
            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;

        return true;
    }
    else
    {
        // failed to connect

        NET_CL_Shutdown();
        
        return false;
    }
}
Example #8
0
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_LAUNCH;
        drone = data->drone;

        return true;
    }
    else
    {
        // failed to connect

        NET_CL_Shutdown();

        return false;
    }
}
Example #9
0
//
// haleyjd 20141022: [SVE] Alternate waiting on Steam clients
//
void NET_WaitForSteamLaunch(void)
{
    boolean isServer = (net_SteamNodeType == NET_STEAM_SERVER);
    const char *strConn = "Connecting Netgame";
    char numConn[64];
    char pressStr[64];
    char pressStr2[64];
    int strConnWidth, pressStrWidth, pressStrX, numConnWidth;
    const char *keyActivateName = GetNameForKey(key_menu_activate);
    const char *keyForwardName  = GetNameForKey(key_menu_forward);

    if(!keyActivateName)
        keyActivateName = "key_menu_activate";
    if(!keyForwardName)
        keyForwardName  = "key_menu_forward";

    M_snprintf(pressStr, sizeof(pressStr), "(Press %s to cancel%c",
               keyActivateName, isServer ? ',' : ')');
    if(isServer)
    {
        M_snprintf(pressStr2, sizeof(pressStr2), "%s to start now)",
                   keyForwardName);
    }
    strConnWidth  = V_BigFontStringWidth(strConn);
    pressStrWidth = M_StringWidth(pressStr);
    pressStrX     = (SCREENWIDTH - pressStrWidth) / 2;

    expected_nodes = net_SteamNumNodes;

    while(net_waiting_for_launch)
    {
        event_t *ev;

        CheckAutoLaunch();

        I_StartTic();
        
        while((ev = D_PopEvent()))
        {
            switch(ev->type)
            {
            case ev_keydown:
                if(ev->data1 == key_menu_activate)
                    I_Quit();
                if(ev->data1 == key_menu_forward && isServer)
                    StartGame(NULL, NULL);
                break;
            default:
                break;
            }
        }

        if(use3drenderer)
            RB_ClearBuffer(GLCB_COLOR);

        M_snprintf(numConn, sizeof(numConn), "%d of %d nodes connected",
                   NumConnected(), net_SteamNumNodes);
        numConnWidth = M_StringWidth(numConn);

        V_DrawFilledBox(0, 0, SCREENWIDTH, SCREENHEIGHT, 0);
        V_WriteBigText(strConn, (SCREENWIDTH - strConnWidth)/2, 60);
        M_WriteText((SCREENWIDTH - numConnWidth)/2, 100, numConn);
        M_WriteText(pressStrX, 112, pressStr);
        if(isServer)
            M_WriteText(pressStrX+12, 124, pressStr2);

        NET_CL_Run();
        NET_SV_Run();

        if(!net_client_connected)
            I_Error("Lost connection to server");

        I_FinishUpdate();
        I_Sleep(100);        
    }
}