// // At this time, we do NOT support messages for beacons // bool sendBeacon(int32_t locX, int32_t locY, int32_t forPlayer, int32_t sender, const char* pStr) { int sendPlayer; //debug(LOG_WZ, "sendBeacon: '%s'",pStr); //find machine that is hosting this human or AI sendPlayer = whosResponsible(forPlayer); if(sendPlayer >= MAX_PLAYERS) { debug(LOG_ERROR, "sendAIMessage() - whosResponsible() failed."); return false; } // I assume this is correct, looks like it sends it to ONLY that person, and the routine // kf_AddHelpBlip() iterates for each player it needs. NETbeginEncode(NETnetQueue(sendPlayer), NET_BEACONMSG); // send to the player who is hosting 'to' player (might be himself if human and not AI) NETint32_t(&sender); // save the actual sender // save the actual player that is to get this msg on the source machine (source can host many AIs) NETint32_t(&forPlayer); // save the actual receiver (might not be the same as the one we are actually sending to, in case of AIs) NETint32_t(&locX); // save location NETint32_t(&locY); // const_cast: need to cast away constness because of the const-incorrectness of NETstring (const-incorrect when sending/encoding a packet) NETstring((char*)pStr, MAX_CONSOLE_STRING_LENGTH); // copy message in. NETend(); return true; }
static void sendPlayerLeft(uint32_t playerIndex) { ASSERT(NetPlay.isHost, "Only host should call this."); uint32_t forcedPlayerIndex = whosResponsible(playerIndex); NETQUEUE(*netQueueType)(unsigned) = forcedPlayerIndex != selectedPlayer ? NETgameQueueForced : NETgameQueue; NETbeginEncode(netQueueType(forcedPlayerIndex), GAME_PLAYER_LEFT); NETuint32_t(&playerIndex); NETend(); }
// Write a message to the console. bool recvTextMessage(NETQUEUE queue) { UDWORD playerIndex; char msg[MAX_CONSOLE_STRING_LENGTH]; char newmsg[MAX_CONSOLE_STRING_LENGTH]; memset(msg, 0x0, sizeof(msg)); memset(newmsg, 0x0, sizeof(newmsg)); NETbeginDecode(queue, NET_TEXTMSG); // Who this msg is from NETuint32_t(&playerIndex); // The message to send NETstring(newmsg, MAX_CONSOLE_STRING_LENGTH); NETend(); if (whosResponsible(playerIndex) != queue.index) { playerIndex = queue.index; // Fix corrupted playerIndex. } if (playerIndex >= MAX_PLAYERS || (!NetPlay.players[playerIndex].allocated && NetPlay.players[playerIndex].ai == AI_OPEN)) { return false; } sstrcpy(msg, NetPlay.players[playerIndex].name); // Seperator sstrcat(msg, ": "); // Add message sstrcat(msg, newmsg); addConsoleMessage(msg, DEFAULT_JUSTIFY, playerIndex); // Multiplayer message callback // Received a console message from a player, save MultiMsgPlayerFrom = playerIndex; MultiMsgPlayerTo = selectedPlayer; sstrcpy(MultiplayMsg, newmsg); eventFireCallbackTrigger((TRIGGER_TYPE)CALL_AI_MSG); // make some noise! if (titleMode == MULTIOPTION || titleMode == MULTILIMIT) { audio_PlayTrack(FE_AUDIO_MESSAGEEND); } else if (!ingame.localJoiningInProgress) { audio_PlayTrack(ID_SOUND_MESSAGEEND); } return true; }
//AI multiplayer message, send from a certain player index to another player index bool sendAIMessage(char *pStr, UDWORD player, UDWORD to) { UDWORD sendPlayer; //check if this is one of the local players, don't need net send then if (to == selectedPlayer || myResponsibility(to)) //(the only) human on this machine or AI on this machine { triggerEventChat(player, to, pStr); //Just show "him" the message displayAIMessage(pStr, player, to); //Received a console message from a player callback //store and call later //------------------------------------------------- if (!msgStackPush(CALL_AI_MSG,player,to,pStr,-1,-1,NULL)) { debug(LOG_ERROR, "sendAIMessage() - msgStackPush - stack failed"); return false; } } else //not a local player (use multiplayer mode) { if (!ingame.localOptionsReceived) { return true; } //find machine that is hosting this human or AI sendPlayer = whosResponsible(to); if (sendPlayer >= MAX_PLAYERS) { debug(LOG_ERROR, "sendAIMessage() - sendPlayer >= MAX_PLAYERS"); return false; } if (!isHumanPlayer(sendPlayer)) //NETsend can't send to non-humans { debug(LOG_ERROR, "sendAIMessage() - player is not human."); return false; } //send to the player who is hosting 'to' player (might be himself if human and not AI) NETbeginEncode(NETnetQueue(sendPlayer), NET_AITEXTMSG); NETuint32_t(&player); //save the actual sender //save the actual player that is to get this msg on the source machine (source can host many AIs) NETuint32_t(&to); //save the actual receiver (might not be the same as the one we are actually sending to, in case of AIs) NETstring(pStr, MAX_CONSOLE_STRING_LENGTH); // copy message in. NETend(); } return true; }
void sendPlayerGameTime() { unsigned player; uint32_t latencyTicks = discreteChosenLatency / GAME_TICKS_PER_UPDATE; uint32_t checkTime = gameTime; uint32_t checkCrc = nextDebugSync(); for (player = 0; player < game.maxPlayers; ++player) { if (!myResponsibility(player) && whosResponsible(player) != realSelectedPlayer) { continue; } NETbeginEncode(NETgameQueue(player), GAME_GAME_TIME); NETuint32_t(&latencyTicks); NETuint32_t(&checkTime); NETuint32_tLarge(&checkCrc); NETuint16_t(&wantedLatency); NETend(); } }
void recvPlayerLeft(NETQUEUE queue) { uint32_t playerIndex = 0; NETbeginDecode(queue, GAME_PLAYER_LEFT); NETuint32_t(&playerIndex); NETend(); addConsolePlayerLeftMessage(playerIndex); if (whosResponsible(playerIndex) != queue.index) { return; } turnOffMultiMsg(true); clearPlayer(playerIndex, false); // don't do it quietly turnOffMultiMsg(false); NetPlay.players[playerIndex].allocated = false; NETsetPlayerConnectionStatus(CONNECTIONSTATUS_PLAYER_DROPPED, playerIndex); debug(LOG_INFO, "** player %u has dropped, in-game!", playerIndex); }
void recvPlayerLeft(NETQUEUE queue) { uint32_t playerIndex = 0; NETbeginDecode(queue, GAME_PLAYER_LEFT); NETuint32_t(&playerIndex); NETend(); if (whosResponsible(playerIndex) != queue.index) { return; } turnOffMultiMsg(true); clearPlayer(playerIndex, false); // don't do it quietly turnOffMultiMsg(false); NetPlay.players[playerIndex].allocated = false; char buf[256]; ssprintf(buf, _("%s has Left the Game"), getPlayerName(playerIndex)); addConsoleMessage(buf, DEFAULT_JUSTIFY, SYSTEM_MESSAGE); NETsetPlayerConnectionStatus(CONNECTIONSTATUS_PLAYER_DROPPED, playerIndex); debug(LOG_INFO, "** player %u has dropped, in-game!", playerIndex); }
//AI multiplayer message - received message from AI (from scripts) bool recvTextMessageAI(NETQUEUE queue) { UDWORD sender, receiver; char msg[MAX_CONSOLE_STRING_LENGTH]; char newmsg[MAX_CONSOLE_STRING_LENGTH]; NETbeginDecode(queue, NET_AITEXTMSG); NETuint32_t(&sender); //in-game player index ('normal' one) NETuint32_t(&receiver); //in-game player index NETstring(newmsg,MAX_CONSOLE_STRING_LENGTH); NETend(); if (whosResponsible(sender) != queue.index) { sender = queue.index; // Fix corrupted sender. } //sstrcpy(msg, getPlayerName(sender)); // name //sstrcat(msg, " : "); // seperator sstrcpy(msg, newmsg); triggerEventChat(sender, receiver, newmsg); //Display the message and make the script callback displayAIMessage(msg, sender, receiver); //Received a console message from a player callback //store and call later //------------------------------------------------- if(!msgStackPush(CALL_AI_MSG,sender,receiver,msg,-1,-1,NULL)) { debug(LOG_ERROR, "recvTextMessageAI() - msgStackPush - stack failed"); return false; } return true; }
bool recvDataCheck(NETQUEUE queue) { int i = 0; uint32_t player = queue.index; uint32_t tempBuffer[DATA_MAXDATA] = {0}; if(!NetPlay.isHost) // only host should act { ASSERT(false, "Host only routine detected for client!"); return false; } NETbeginDecode(queue, NET_DATA_CHECK); for(i = 0; i < DATA_MAXDATA; i++) { NETuint32_t(&tempBuffer[i]); } NETend(); if (player >= MAX_PLAYERS) // invalid player number. { debug(LOG_ERROR, "invalid player number (%u) detected.", player); return false; } if (whosResponsible(player) != queue.index) { HandleBadParam("NET_DATA_CHECK given incorrect params.", player, queue.index); return false; } debug(LOG_NET, "** Received NET_DATA_CHECK from player %u", player); if (NetPlay.isHost) { if (memcmp(DataHash, tempBuffer, sizeof(DataHash))) { char msg[256] = {'\0'}; for (i=0; i<DATA_MAXDATA; i++) { if (DataHash[i] != tempBuffer[i]) break; } sprintf(msg, _("%s (%u) has an incompatible mod, and has been kicked."), getPlayerName(player), player); sendTextMessage(msg, true); addConsoleMessage(msg, LEFT_JUSTIFY, NOTIFY_MESSAGE); kickPlayer(player, "your data doesn't match the host's!", ERROR_WRONGDATA); debug(LOG_WARNING, "%s (%u) has an incompatible mod. ([%d] got %x, expected %x)", getPlayerName(player), player, i, tempBuffer[i], DataHash[i]); debug(LOG_POPUP, "%s (%u), has an incompatible mod. ([%d] got %x, expected %x)", getPlayerName(player), player, i, tempBuffer[i], DataHash[i]); return false; } else { debug(LOG_NET, "DataCheck message received and verified for player %s (slot=%u)", getPlayerName(player), player); ingame.DataIntegrity[player] = true; } } return true; }
// //////////////////////////////////////////////////////////////////////////// // //////////////////////////////////////////////////////////////////////////// // Recv Messages. Get a message and dispatch to relevant function. bool recvMessage(void) { NETQUEUE queue; uint8_t type; while (NETrecvNet(&queue, &type) || NETrecvGame(&queue, &type)) // for all incoming messages. { bool processedMessage1 = false; bool processedMessage2 = false; if (queue.queueType == QUEUE_GAME) { syncDebug("Processing player %d, message %s", queue.index, messageTypeToString(type)); } // messages only in game. if(!ingame.localJoiningInProgress) { processedMessage1 = true; switch(type) { case GAME_DROIDINFO: //droid update info recvDroidInfo(queue); break; case NET_TEXTMSG: // simple text message recvTextMessage(queue); break; case NET_DATA_CHECK: recvDataCheck(queue); break; case NET_AITEXTMSG: //multiplayer AI text message recvTextMessageAI(queue); break; case NET_BEACONMSG: //beacon (blip) message recvBeacon(queue); break; case GAME_DROIDDISEMBARK: recvDroidDisEmbark(queue); //droid has disembarked from a Transporter break; case GAME_GIFT: // an alliance gift from one player to another. recvGift(queue); break; case GAME_LASSAT: recvLasSat(queue); break; case GAME_DEBUG_MODE: recvProcessDebugMappings(queue); break; case GAME_DEBUG_ADD_DROID: recvDroid(queue); break; case GAME_DEBUG_ADD_STRUCTURE: recvBuildFinished(queue); break; case GAME_DEBUG_ADD_FEATURE: recvMultiPlayerFeature(queue); break; case GAME_DEBUG_REMOVE_DROID: recvDestroyDroid(queue); break; case GAME_DEBUG_REMOVE_STRUCTURE: recvDestroyStructure(queue); break; case GAME_DEBUG_REMOVE_FEATURE: recvDestroyFeature(queue); break; case GAME_DEBUG_FINISH_RESEARCH: recvResearch(queue); break; default: processedMessage1 = false; break; } } // messages usable all the time processedMessage2 = true; switch(type) { case GAME_TEMPLATE: // new template recvTemplate(queue); break; case GAME_TEMPLATEDEST: // template destroy recvDestroyTemplate(queue); break; case NET_PING: // diagnostic ping msg. recvPing(queue); break; case NET_OPTIONS: recvOptions(queue); break; case NET_PLAYER_DROPPED: // remote player got disconnected { uint32_t player_id; NETbeginDecode(queue, NET_PLAYER_DROPPED); { NETuint32_t(&player_id); } NETend(); if (whosResponsible(player_id) != queue.index && queue.index != NET_HOST_ONLY) { HandleBadParam("NET_PLAYER_DROPPED given incorrect params.", player_id, queue.index); break; } debug(LOG_INFO,"** player %u has dropped!", player_id); if (NetPlay.players[player_id].allocated) { MultiPlayerLeave(player_id); // get rid of their stuff NET_InitPlayer(player_id, false); } NETsetPlayerConnectionStatus(CONNECTIONSTATUS_PLAYER_DROPPED, player_id); break; } case NET_PLAYERRESPONDING: // remote player is now playing { uint32_t player_id; resetReadyStatus(false); NETbeginDecode(queue, NET_PLAYERRESPONDING); // the player that has just responded NETuint32_t(&player_id); NETend(); if (player_id >= MAX_PLAYERS) { debug(LOG_ERROR, "Bad NET_PLAYERRESPONDING received, ID is %d", (int)player_id); break; } // This player is now with us! ingame.JoiningInProgress[player_id] = false; break; } // FIXME: the next 4 cases might not belong here --check (we got two loops for this) case NET_COLOURREQUEST: recvColourRequest(queue); break; case NET_POSITIONREQUEST: recvPositionRequest(queue); break; case NET_TEAMREQUEST: recvTeamRequest(queue); break; case NET_READY_REQUEST: recvReadyRequest(queue); // if hosting try to start the game if everyone is ready if(NetPlay.isHost && multiplayPlayersReady(false)) { startMultiplayerGame(); } break; case GAME_ALLIANCE: recvAlliance(queue, true); break; case NET_KICK: // in-game kick message { uint32_t player_id; char reason[MAX_KICK_REASON]; LOBBY_ERROR_TYPES KICK_TYPE = ERROR_NOERROR; NETbeginDecode(queue, NET_KICK); NETuint32_t(&player_id); NETstring(reason, MAX_KICK_REASON); NETenum(&KICK_TYPE); NETend(); if (player_id == NET_HOST_ONLY) { char buf[250]= {'\0'}; ssprintf(buf, "Player %d (%s : %s) tried to kick %u", (int) queue.index, NetPlay.players[queue.index].name, NetPlay.players[queue.index].IPtextAddress, player_id); NETlogEntry(buf, SYNC_FLAG, 0); debug(LOG_ERROR, "%s", buf); if (NetPlay.isHost) { NETplayerKicked((unsigned int) queue.index); } break; } else if (selectedPlayer == player_id) // we've been told to leave. { debug(LOG_ERROR, "You were kicked because %s", reason); setPlayerHasLost(true); } else { debug(LOG_NET, "Player %d was kicked: %s", player_id, reason); NETplayerKicked(player_id); } break; } case GAME_RESEARCHSTATUS: recvResearchStatus(queue); break; case GAME_STRUCTUREINFO: recvStructureInfo(queue); break; case NET_PLAYER_STATS: recvMultiStats(queue); break; case GAME_PLAYER_LEFT: recvPlayerLeft(queue); break; default: processedMessage2 = false; break; } if (processedMessage1 && processedMessage2) { debug(LOG_ERROR, "Processed %s message twice!", messageTypeToString(type)); } if (!processedMessage1 && !processedMessage2) { debug(LOG_ERROR, "Didn't handle %s message!", messageTypeToString(type)); } NETpop(queue); } return true; }
//returns true if 'player' is responsible for 'playerinquestion' bool responsibleFor(int player, int playerinquestion) { return whosResponsible(playerinquestion) == player; }
//returns true if selected player is responsible for 'player' bool myResponsibility(int player) { return (whosResponsible(player) == selectedPlayer || whosResponsible(player) == realSelectedPlayer); }