Esempio n. 1
0
void NET_WriteQueryData(net_packet_t *packet, net_querydata_t *query)
{
    NET_WriteString(packet, query->version);
    NET_WriteInt8(packet, query->server_state);
    NET_WriteInt8(packet, query->num_players);
    NET_WriteInt8(packet, query->max_players);
    NET_WriteInt8(packet, query->gamemode);
    NET_WriteInt8(packet, query->gamemission);
    NET_WriteString(packet, query->description);
}
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, (gametic / ticdup) & 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, 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;
}
Esempio n. 3
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void NET_WriteFullTiccmd(net_packet_t *packet, net_full_ticcmd_t *cmd, boolean lowres_turn)
{
    unsigned int bitfield;
    int i;

    // Write the latency

    NET_WriteInt16(packet, cmd->latency);

    // Write "header" byte indicating which players are active
    // in this ticcmd

    bitfield = 0;
    
    for (i=0; i<NET_MAXPLAYERS; ++i)
    {
        if (cmd->playeringame[i])
        {
            bitfield |= 1 << i;
        }
    }
    
    NET_WriteInt8(packet, bitfield);

    // Write player ticcmds

    for (i=0; i<NET_MAXPLAYERS; ++i)
    {
        if (cmd->playeringame[i])
        {
            NET_WriteTiccmdDiff(packet, &cmd->cmds[i], lowres_turn);
        }
    }
}
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;
    }
}
Esempio n. 5
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static void NET_WriteBlob(net_packet_t *packet, uint8_t *buf, size_t len)
{
    int i;

    for (i=0; i<len; ++i)
    {
        NET_WriteInt8(packet, buf[i]);
    }
}
static void NET_CL_SendSYN(void)
{
    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_WriteInt16(packet, gamemode);
    NET_WriteInt16(packet, gamemission);
    NET_WriteInt8(packet, lowres_turn);
    NET_WriteInt8(packet, drone);
    NET_WriteMD5Sum(packet, net_local_wad_md5sum);
    NET_WriteMD5Sum(packet, net_local_deh_md5sum);
    NET_WriteInt8(packet, net_local_is_freedoom);
    NET_WriteString(packet, net_player_name);
    NET_Conn_SendPacket(&client_connection, packet);
    NET_FreePacket(packet);
}
Esempio n. 7
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static void NET_SV_SendTics(net_client_t *client, 
                            unsigned int start, unsigned int end)
{
    net_packet_t *packet;
    unsigned int i;

    packet = NET_NewPacket(500);

    NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA);

    // Send the start tic and number of tics

    NET_WriteInt8(packet, start & 0xff);
    NET_WriteInt8(packet, end-start + 1);

    // Write the tics

    for (i=start; i<=end; ++i)
    {
        net_full_ticcmd_t *cmd;

        cmd = &client->sendqueue[i % BACKUPTICS];

        if (i != cmd->seq)
        {
            I_Error("Wanted to send %i, but %i is in its place", i, cmd->seq);
        }

        // Add command
       
        NET_WriteFullTiccmd(packet, cmd, sv_settings.lowres_turn);
    }
    
    // Send packet

    NET_Conn_SendPacket(&client->connection, packet);
    
    NET_FreePacket(packet);
}
Esempio n. 8
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void NET_WriteConnectData(net_packet_t *packet, net_connect_data_t *data)
{
    NET_WriteInt8(packet, data->gamemode);
    NET_WriteInt8(packet, data->gamemission);
    NET_WriteInt8(packet, data->lowres_turn);
    NET_WriteInt8(packet, data->drone);
    NET_WriteInt8(packet, data->max_players);
    NET_WriteInt8(packet, data->is_freedoom);
    NET_WriteSHA1Sum(packet, data->wad_sha1sum);
    NET_WriteSHA1Sum(packet, data->deh_sha1sum);
    NET_WriteInt8(packet, data->player_class);
}
Esempio n. 9
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static boolean NET_Conn_ReliablePacket(net_connection_t *conn, 
                                       net_packet_t *packet)
{
    unsigned int seq;
    net_packet_t *reply;
    boolean result;

    // Read the sequence number

    if (!NET_ReadInt8(packet, &seq))
    {
        return true;
    }

    if (seq != (unsigned int)(conn->reliable_recv_seq & 0xff))
    {
        // This is not the next expected packet in the sequence!
        //
        // Discard the packet.  If we were smart, we would use a proper
        // sliding window protocol to do this, but I'm lazy.

        result = true;
    }
    else
    {
        // Now we can receive the next packet in the sequence.

        conn->reliable_recv_seq = (conn->reliable_recv_seq + 1) & 0xff;
    
        result = false;
    }

    // Send an acknowledgement

    // Note: this is braindead.  It would be much more sensible to 
    // include this in the next packet, rather than the overhead of
    // sending a complete packet just for one byte of information.

    reply = NET_NewPacket(10);

    NET_WriteInt16(reply, NET_PACKET_TYPE_RELIABLE_ACK);
    NET_WriteInt8(reply, conn->reliable_recv_seq & 0xff);

    NET_Conn_SendPacket(conn, reply);

    NET_FreePacket(reply);

    return result;
}
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, (gametic / ticdup) & 0xff);

    NET_Conn_SendPacket(&client_connection, packet);

    NET_FreePacket(packet);

    need_to_acknowledge = false;
}
Esempio n. 11
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static void NET_SV_ParseLaunch(net_packet_t *packet, net_client_t *client)
{
    net_packet_t *launchpacket;
    int num_players;
    unsigned int i;

    NET_Log("server: processing launch packet");

    // Only the controller can launch the game.

    if (client != NET_SV_Controller())
    {
        NET_Log("server: error: this client isn't the controller, %d != %d",
                client, NET_SV_Controller());
        return;
    }

    // Can only launch when we are in the waiting state.

    if (server_state != SERVER_WAITING_LAUNCH)
    {
        NET_Log("server: error: not in waiting launch state, state=%d",
                server_state);
        return;
    }

    // Forward launch on to all clients.
    NET_Log("server: sending launch to all clients");
    NET_SV_AssignPlayers();
    num_players = NET_SV_NumPlayers();

    for (i=0; i<MAXNETNODES; ++i)
    {
        if (!ClientConnected(&clients[i]))
            continue;

        launchpacket = NET_Conn_NewReliable(&clients[i].connection,
                                            NET_PACKET_TYPE_LAUNCH);
        NET_WriteInt8(launchpacket, num_players);
    }

    // Now in launch state.

    server_state = SERVER_WAITING_START;
}
Esempio n. 12
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static void NET_SV_SendResendRequest(net_client_t *client, int start, int end)
{
    net_packet_t *packet;
    net_client_recv_t *recvobj;
    int i;
    unsigned int nowtime;
    int index;

    NET_Log("server: send resend to %s for tics %d-%d",
            NET_AddrToString(client->addr), start, end);

    packet = NET_NewPacket(20);

    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);

    // Store the time we send the resend request

    nowtime = I_GetTimeMS();

    for (i=start; i<=end; ++i)
    {
        index = i - recvwindow_start;

        if (index >= BACKUPTICS)
        {
            // Outside the range

            continue;
        }
        
        recvobj = &recvwindow[index][client->player_number];

        recvobj->resend_time = nowtime;
    }
}
Esempio n. 13
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void NET_WriteWaitData(net_packet_t *packet, net_waitdata_t *data)
{
    int i;

    NET_WriteInt8(packet, data->num_players);
    NET_WriteInt8(packet, data->num_drones);
    NET_WriteInt8(packet, data->ready_players);
    NET_WriteInt8(packet, data->max_players);
    NET_WriteInt8(packet, data->is_controller);
    NET_WriteInt8(packet, data->consoleplayer);

    for (i = 0; i < data->num_players && i < NET_MAXPLAYERS; ++i)
    {
        NET_WriteString(packet, data->player_names[i]);
        NET_WriteString(packet, data->player_addrs[i]);
    }

    NET_WriteSHA1Sum(packet, data->wad_sha1sum);
    NET_WriteSHA1Sum(packet, data->deh_sha1sum);
    NET_WriteInt8(packet, data->is_freedoom);
}
Esempio n. 14
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net_packet_t *NET_Conn_NewReliable(net_connection_t *conn, int packet_type)
{
    net_packet_t *packet;
    net_reliable_packet_t *rp;
    net_reliable_packet_t **listend;

    // Generate a packet with the right header

    packet = NET_NewPacket(100);

    NET_WriteInt16(packet, packet_type | NET_RELIABLE_PACKET);

    // write the low byte of the send sequence number
    
    NET_WriteInt8(packet, conn->reliable_send_seq & 0xff);

    // Add to the list of reliable packets

    rp = malloc(sizeof(net_reliable_packet_t));
    rp->packet = packet;
    rp->next = NULL;
    rp->seq = conn->reliable_send_seq;
    rp->last_send_time = -1;

    for (listend = &conn->reliable_packets; 
         *listend != NULL; 
         listend = &((*listend)->next));

    *listend = rp;

    // Count along the sequence

    conn->reliable_send_seq = (conn->reliable_send_seq + 1) & 0xff;

    // Finished
    
    return packet;
}
Esempio n. 15
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static void NET_SV_ParseGameStart(net_packet_t *packet, net_client_t *client)
{
    net_gamesettings_t settings;
    net_packet_t *startpacket;
    int nowtime;
    int i;
    
    if (client != NET_SV_Controller())
    {
        // Only the controller can start a new game

        return;
    }

    if (!NET_ReadSettings(packet, &settings))
    {
        // Malformed packet

        return;
    }

    // Check the game settings are valid

    if (!NET_ValidGameSettings(sv_gamemode, sv_gamemission, &settings))
    {
        return;
    }

    if (server_state != SERVER_WAITING_START)
    {
        // Can only start a game if we are in the waiting start state.

        return;
    }

    // Assign player numbers

    NET_SV_AssignPlayers();

    // Check if anyone is recording a demo and set lowres_turn if so.

    settings.lowres_turn = false;

    for (i=0; i<MAXPLAYERS; ++i)
    {
        if (sv_players[i] != NULL && sv_players[i]->recording_lowres)
        {
            settings.lowres_turn = true;
        }
    }

    nowtime = I_GetTimeMS();

    // Send start packets to each connected node

    for (i=0; i<MAXNETNODES; ++i) 
    {
        if (!ClientConnected(&clients[i]))
            continue;

        clients[i].last_gamedata_time = nowtime;

        startpacket = NET_Conn_NewReliable(&clients[i].connection,
                                           NET_PACKET_TYPE_GAMESTART);

        NET_WriteInt8(startpacket, NET_SV_NumPlayers());
        NET_WriteInt8(startpacket, clients[i].player_number);
        NET_WriteSettings(startpacket, &settings);
    }

    // Change server state

    server_state = SERVER_IN_GAME;
    sv_settings = settings;

    memset(recvwindow, 0, sizeof(recvwindow));
    recvwindow_start = 0;
}
Esempio n. 16
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static void NET_SV_SendWaitingData(net_client_t *client)
{
    net_packet_t *packet;
    net_client_t *controller;
    int num_players;
    int i;

    NET_SV_AssignPlayers();

    controller = NET_SV_Controller();

    num_players = NET_SV_NumPlayers();

    // time to send the client another status packet

    packet = NET_NewPacket(10);
    NET_WriteInt16(packet, NET_PACKET_TYPE_WAITING_DATA);

    // include the number of players waiting

    NET_WriteInt8(packet, num_players);

    // send the number of drone clients

    NET_WriteInt8(packet, NET_SV_NumDrones());

    // indicate whether the client is the controller

    NET_WriteInt8(packet, client == controller);

    // send the player number of this client

    NET_WriteInt8(packet, client->player_number);

    // send the addresses of all players

    for (i=0; i<num_players; ++i)
    {
        char *addr;

        // name

        NET_WriteString(packet, sv_players[i]->name);

        // address

        addr = NET_AddrToString(sv_players[i]->addr);

        NET_WriteString(packet, addr);
    }

    // Send the WAD and dehacked checksums of the controlling client.

    if (controller != NULL)
    {
        NET_WriteMD5Sum(packet, controller->wad_md5sum);
        NET_WriteMD5Sum(packet, controller->deh_md5sum);
        NET_WriteInt8(packet, controller->is_freedoom);
    }
    else
    {
        NET_WriteMD5Sum(packet, client->wad_md5sum);
        NET_WriteMD5Sum(packet, client->deh_md5sum);
        NET_WriteInt8(packet, client->is_freedoom);
    }

    // send packet to client and free

    NET_Conn_SendPacket(&client->connection, packet);
    NET_FreePacket(packet);
}
Esempio n. 17
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void NET_WriteTiccmdDiff(net_packet_t *packet, net_ticdiff_t *diff, 
                         boolean lowres_turn)
{
    // Header

    NET_WriteInt8(packet, diff->diff);

    // Write the fields which are enabled:

    if (diff->diff & NET_TICDIFF_FORWARD)
        NET_WriteInt8(packet, diff->cmd.forwardmove);
    if (diff->diff & NET_TICDIFF_SIDE)
        NET_WriteInt8(packet, diff->cmd.sidemove);
    if (diff->diff & NET_TICDIFF_TURN)
    {
        if (lowres_turn)
        {
            NET_WriteInt8(packet, diff->cmd.angleturn / 256);
        }
        else
        {
            NET_WriteInt16(packet, diff->cmd.angleturn);
        }
    }
    if (diff->diff & NET_TICDIFF_BUTTONS)
        NET_WriteInt8(packet, diff->cmd.buttons);
    if (diff->diff & NET_TICDIFF_CONSISTANCY)
        NET_WriteInt8(packet, diff->cmd.consistancy);
    if (diff->diff & NET_TICDIFF_CHATCHAR)
        NET_WriteInt8(packet, diff->cmd.chatchar);
    if (diff->diff & NET_TICDIFF_RAVEN)
    {
        NET_WriteInt8(packet, diff->cmd.lookfly);
        NET_WriteInt8(packet, diff->cmd.arti);
    }
    if (diff->diff & NET_TICDIFF_STRIFE)
    {
        NET_WriteInt8(packet, diff->cmd.buttons2);
        NET_WriteInt8(packet, diff->cmd.inventory);
    }
}
Esempio n. 18
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void NET_WriteSettings(net_packet_t *packet, net_gamesettings_t *settings)
{
    int i;

    NET_WriteInt8(packet, settings->ticdup);
    NET_WriteInt8(packet, settings->extratics);
    NET_WriteInt8(packet, settings->deathmatch);
    NET_WriteInt8(packet, settings->nomonsters);
    NET_WriteInt8(packet, settings->fast_monsters);
    NET_WriteInt8(packet, settings->respawn_monsters);
    NET_WriteInt8(packet, settings->episode);
    NET_WriteInt8(packet, settings->map);
    NET_WriteInt8(packet, settings->skill);
    NET_WriteInt8(packet, settings->gameversion);
    NET_WriteInt8(packet, settings->lowres_turn);
    NET_WriteInt8(packet, settings->new_sync);
    NET_WriteInt32(packet, settings->timelimit);
    NET_WriteInt8(packet, settings->loadgame);
    NET_WriteInt8(packet, settings->random);
    NET_WriteInt8(packet, settings->num_players);
    NET_WriteInt8(packet, settings->consoleplayer);

    for (i = 0; i < settings->num_players; ++i)
    {
        NET_WriteInt8(packet, settings->player_classes[i]);
    }
}