Exemplo n.º 1
0
static void NET_SV_ParseGameStart(net_packet_t *packet, net_client_t *client)
{
    net_gamesettings_t settings;

    NET_Log("server: processing game start packet");

    // Can only start a game if we are in the waiting start state.

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

    if (client == NET_SV_Controller())
    {
        if (!NET_ReadSettings(packet, &settings))
        {
            // Malformed packet
            NET_Log("server: error: no settings from controller");
            return;
        }

        // Check the game settings are valid

        if (!NET_ValidGameSettings(sv_gamemode, sv_gamemission, &settings))
        {
            NET_Log("server: error: invalid game settings");
            return;
        }

        sv_settings = settings;
    }

    client->ready = true;

    CheckStartGame();

    // Update all ready clients with the current state (number of players
    // ready, etc.). This is used by games that show startup progress
    // (eg. Hexen's spinal loading)

    SendAllWaitingData();
}
Exemplo n.º 2
0
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;
}