Example #1
0
// ////////////////////////////////////////////////////////////////////////////
// options for a game. (usually recvd in frontend)
void recvOptions(NETQUEUE queue)
{
	unsigned int i;

	debug(LOG_NET, "Receiving options from host");
	NETbeginDecode(queue, NET_OPTIONS);

	// Get general information about the game
	NETuint8_t(&game.type);
	NETstring(game.map, 128);
	NETbin(game.hash.bytes, game.hash.Bytes);
	uint32_t modHashesSize;
	NETuint32_t(&modHashesSize);
	ASSERT_OR_RETURN(, modHashesSize < 1000000, "Way too many mods %u", modHashesSize);
	game.modHashes.resize(modHashesSize);
	for (auto &hash : game.modHashes)
	{
		NETbin(hash.bytes, hash.Bytes);
	}
	NETuint8_t(&game.maxPlayers);
	NETstring(game.name, 128);
	NETuint32_t(&game.power);
	NETuint8_t(&game.base);
	NETuint8_t(&game.alliance);
	NETbool(&game.scavengers);
	NETbool(&game.isMapMod);

	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETuint8_t(&game.skDiff[i]);
	}

	// Send the list of who is still joining
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		NETbool(&ingame.JoiningInProgress[i]);
	}

	// Alliances
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		unsigned int j;

		for (j = 0; j < MAX_PLAYERS; j++)
		{
			NETuint8_t(&alliances[i][j]);
		}
	}
	netPlayersUpdated = true;

	// Free any structure limits we may have in-place
	if (ingame.numStructureLimits)
	{
		ingame.numStructureLimits = 0;
		free(ingame.pStructureLimits);
		ingame.pStructureLimits = NULL;
	}

	// Get the number of structure limits to expect
	NETuint32_t(&ingame.numStructureLimits);
	debug(LOG_NET, "Host is sending us %u structure limits", ingame.numStructureLimits);
	// If there were any changes allocate memory for them
	if (ingame.numStructureLimits)
	{
		ingame.pStructureLimits = (MULTISTRUCTLIMITS *)malloc(ingame.numStructureLimits * sizeof(MULTISTRUCTLIMITS));
	}

	for (i = 0; i < ingame.numStructureLimits; i++)
	{
		NETuint32_t(&ingame.pStructureLimits[i].id);
		NETuint32_t(&ingame.pStructureLimits[i].limit);
	}
	NETuint8_t(&ingame.flags);

	NETend();

	// Do the skirmish slider settings if they are up
	for (i = 0; i < MAX_PLAYERS; i++)
	{
		if (widgGetFromID(psWScreen, MULTIOP_SKSLIDE + i))
		{
			widgSetSliderPos(psWScreen, MULTIOP_SKSLIDE + i, game.skDiff[i]);
		}
	}
	debug(LOG_INFO, "Rebuilding map list");
	// clear out the old level list.
	levShutDown();
	levInitialise();
	rebuildSearchPath(mod_multiplay, true);	// MUST rebuild search path for the new maps we just got!
	buildMapList();

	bool haveData = true;
	auto requestFile = [&haveData](Sha256 &hash, char const *filename) {
		if (std::any_of(NetPlay.wzFiles.begin(), NetPlay.wzFiles.end(), [&hash](WZFile const &file) { return file.hash == hash; }))
		{
			debug(LOG_INFO, "Already requested file, continue waiting.");
			haveData = false;
			return false;  // Downloading the file already
		}

		if (!PHYSFS_exists(filename))
		{
			debug(LOG_INFO, "Creating new file %s", filename);
		}
		else if (findHashOfFile(filename) != hash)
		{
			debug(LOG_INFO, "Overwriting old incomplete or corrupt file %s", filename);
		}
		else
		{
			return false;  // Have the file already.
		}

		NetPlay.wzFiles.emplace_back(PHYSFS_openWrite(filename), hash);

		// Request the map/mod from the host
		NETbeginEncode(NETnetQueue(NET_HOST_ONLY), NET_FILE_REQUESTED);
		NETbin(hash.bytes, hash.Bytes);
		NETend();

		haveData = false;
		return true;  // Starting download now.
	};

	LEVEL_DATASET *mapData = levFindDataSet(game.map, &game.hash);
	// See if we have the map or not
	if (mapData == nullptr)
	{
		char mapName[256];
		sstrcpy(mapName, game.map);
		removeWildcards(mapName);

		if (strlen(mapName) >= 3 && mapName[strlen(mapName) - 3] == '-' && mapName[strlen(mapName) - 2] == 'T' && unsigned(mapName[strlen(mapName) - 1] - '1') < 3)
		{
			mapName[strlen(mapName) - 3] = '\0';  // Cut off "-T1", "-T2" or "-T3".
		}
		char filename[256];
		ssprintf(filename, "maps/%dc-%s-%s.wz", game.maxPlayers, mapName, game.hash.toString().c_str());  // Wonder whether game.maxPlayers is initialised already?

		if (requestFile(game.hash, filename))
		{
			debug(LOG_INFO, "Map was not found, requesting map %s from host, type %d", game.map, game.isMapMod);
			addConsoleMessage("MAP REQUESTED!", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
		}
		else
		{
			debug(LOG_FATAL, "Can't load map %s, even though we downloaded %s", game.map, filename);
			abort();
		}
	}

	for (Sha256 &hash : game.modHashes)
	{
		char filename[256];
		ssprintf(filename, "mods/downloads/%s", hash.toString().c_str());

		if (requestFile(hash, filename))
		{
			debug(LOG_INFO, "Mod was not found, requesting mod %s from host", hash.toString().c_str());
			addConsoleMessage("MOD REQUESTED!", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
		}
	}

	if (mapData && CheckForMod(mapData->realFileName))
	{
		char const *str = game.isMapMod ?
			_("Warning, this is a map-mod, it could alter normal gameplay.") :
			_("Warning, HOST has altered the game code, and can't be trusted!");
		addConsoleMessage(str, DEFAULT_JUSTIFY, NOTIFY_MESSAGE);
		game.isMapMod = true;
	}

	if (mapData)
	{
		loadMapPreview(false);
	}
}
Example #2
0
// ////////////////////////////////////////////////////////////////////////////
// options for a game. (usually recvd in frontend)
void recvOptions(NETQUEUE queue)
{
    unsigned int i;

    debug(LOG_NET, "Receiving options from host");
    NETbeginDecode(queue, NET_OPTIONS);

    // Get general information about the game
    NETuint8_t(&game.type);
    NETstring(game.map, 128);
    NETbin(game.hash.bytes, game.hash.Bytes);
    NETuint8_t(&game.maxPlayers);
    NETstring(game.name, 128);
    NETuint32_t(&game.power);
    NETuint8_t(&game.base);
    NETuint8_t(&game.alliance);
    NETbool(&game.scavengers);

    for (i = 0; i < MAX_PLAYERS; i++)
    {
        NETuint8_t(&game.skDiff[i]);
    }

    // Send the list of who is still joining
    for (i = 0; i < MAX_PLAYERS; i++)
    {
        NETbool(&ingame.JoiningInProgress[i]);
    }

    // Alliances
    for (i = 0; i < MAX_PLAYERS; i++)
    {
        unsigned int j;

        for (j = 0; j < MAX_PLAYERS; j++)
        {
            NETuint8_t(&alliances[i][j]);
        }
    }
    netPlayersUpdated = true;

    // Free any structure limits we may have in-place
    if (ingame.numStructureLimits)
    {
        ingame.numStructureLimits = 0;
        free(ingame.pStructureLimits);
        ingame.pStructureLimits = NULL;
    }

    // Get the number of structure limits to expect
    NETuint32_t(&ingame.numStructureLimits);
    debug(LOG_NET, "Host is sending us %u structure limits", ingame.numStructureLimits);
    // If there were any changes allocate memory for them
    if (ingame.numStructureLimits)
    {
        ingame.pStructureLimits = (MULTISTRUCTLIMITS *)malloc(ingame.numStructureLimits * sizeof(MULTISTRUCTLIMITS));
    }

    for (i = 0; i < ingame.numStructureLimits; i++)
    {
        NETuint32_t(&ingame.pStructureLimits[i].id);
        NETuint32_t(&ingame.pStructureLimits[i].limit);
    }
    NETuint8_t(&ingame.flags);

    NETend();

    // Do the skirmish slider settings if they are up
    for (i = 0; i < MAX_PLAYERS; i++)
    {
        if (widgGetFromID(psWScreen, MULTIOP_SKSLIDE + i))
        {
            widgSetSliderPos(psWScreen, MULTIOP_SKSLIDE + i, game.skDiff[i]);
        }
    }
    debug(LOG_INFO, "Rebuilding map list");
    // clear out the old level list.
    levShutDown();
    levInitialise();
    setCurrentMap(NULL, 42);
    rebuildSearchPath(mod_multiplay, true);	// MUST rebuild search path for the new maps we just got!
    buildMapList();
    // See if we have the map or not
    if (levFindDataSet(game.map, &game.hash) == NULL)
    {
        uint32_t player = selectedPlayer;

        debug(LOG_INFO, "Map was not found, requesting map %s from host.", game.map);
        // Request the map from the host
        NETbeginEncode(NETnetQueue(NET_HOST_ONLY), NET_FILE_REQUESTED);
        NETuint32_t(&player);
        NETend();

        addConsoleMessage("MAP REQUESTED!", DEFAULT_JUSTIFY, SYSTEM_MESSAGE);
    }
    else
    {
        loadMapPreview(false);
    }
}