Пример #1
0
static void fs2netd_handle_messages()
{
	int buffer_size = 0, buffer_offset = 0;
	int bytes_read = 0;
	char tbuf[256];
	char buffer[8192];
	ubyte pid = 0;
	int itemp;

	while ( FS2NetD_DataReady() && (bytes_read < (int)sizeof(buffer)) ) {
		int read_size = FS2NetD_GetData(buffer+bytes_read, sizeof(buffer)-bytes_read);

		if (read_size <= 0) {
			break;
		}

		bytes_read += read_size;

		Sleep(20);
	}

	if ( (bytes_read == 0) || (bytes_read < BASE_PACKET_SIZE) ) {
		return;
	}

	Last_activity = timer_get_seconds();

	buffer_offset = 0;

	while (buffer_offset+BASE_PACKET_SIZE <= bytes_read) {
		PXO_GET_DATA( pid );
		PXO_GET_INT( buffer_size );

		// packet has more data than our buffer received
		if (buffer_offset+buffer_size-BASE_PACKET_SIZE > bytes_read) {
			break;
		}

		// processing time!
		switch (pid) {
			case PCKT_PING: {
				PXO_GET_INT( itemp );

			//	ml_printf("FS2NetD received PING");

				FS2NetD_Pong(itemp);

				break;
			}

			case PCKT_PONG: {
				PXO_GET_INT( itemp );

				ml_printf("FS2NetD PONG: %d ms", timer_get_milliseconds() - itemp);

				// reset timestamp, since the ping was successful
				Ping_timestamp = -1;

				break;
			}

			case PCKT_NETOWRK_WALL: {
				PXO_GET_STRING( tbuf );
				ml_printf("FS2NetD WALL received MSG: %s", tbuf);

				switch (Netgame.game_state) {
					case NETGAME_STATE_FORMING:
					case NETGAME_STATE_BRIEFING:
					case NETGAME_STATE_MISSION_SYNC:
					case NETGAME_STATE_DEBRIEF:
						multi_display_chat_msg(tbuf, 0, 0);
						break;

					case NETGAME_STATE_IN_MISSION: // gotta make it paused
						//multi_pause_request(1); 
						//send_game_chat_packet(Net_player, str, MULTI_MSG_ALL, NULL);
						HUD_printf(tbuf);
						break;

					default:
						// do-nothing
						break;
				}

				break;
			}

			case PCKT_CHAT_CHAN_COUNT_REPLY: {
				PXO_GET_STRING( tbuf );
				PXO_GET_INT( itemp );

				if ( (itemp < 0) || (itemp > USHRT_MAX) ) {
					itemp = 0;
				}

				multi_pxo_channel_count_update(tbuf, itemp);

				break;
			}

			case PCKT_VALID_SID_REPLY: {
				ubyte login_status = 0;

				PXO_GET_DATA( login_status );

				if (login_status != 1) {
					ml_printf("FS2NetD IDENT: Got invalid login check!");
					fs2netd_reset_connection();
				}

				break;
			}

			case PCKT_DUP_LOGIN_REPLY: {
				ubyte dupe_status = 0;

				PXO_GET_DATA( dupe_status );

				Duplicate_login_detected = (dupe_status != 0);

				break;
			}

			case PCKT_SLIST_REPLY: {
				int numServers = 0;
				int svr_flags;
				ushort svr_port;
				char svr_ip[16];
				active_game ag;

				PXO_GET_USHORT( numServers );

				if (numServers == 0) {
					break;
				}

				for (int i = 0; i < numServers; i++) {
					PXO_GET_INT( svr_flags );
					PXO_GET_USHORT( svr_port );
					PXO_GET_STRING( svr_ip );

					if ( !psnet_is_valid_ip_string(svr_ip) ) {
						ml_printf("FS2NetD SLIST: Invalid ip string (%s)!", svr_ip);
					} else {
						memset( &ag, 0, sizeof(active_game) );

						ag.server_addr.type = NET_TCP;
						ag.server_addr.port = (short) svr_port;

						if (ag.server_addr.port <= 0) {
							ag.server_addr.port = DEFAULT_GAME_PORT;
						}

						psnet_string_to_addr(&ag.server_addr, svr_ip);

						// query this server
						send_server_query(&ag.server_addr);
					}
				}

				break;
			}

			default: {
				break;
			}
		}
	}
}
Пример #2
0
void fs2netd_do_frame()
{
	int rc, buffer_size, buffer_offset;
	char buffer[300], str[256];
	ubyte pid = 0;
	int itemp;
	static fix NextPing = -1, NextHeartBeat = -1;
	static fix GotPong = -1;
	bool reset = false;

	// don't bother with this if we aren't on FS2NetD
	if ( !Om_tracker_flag ) {
		return;
	}

	if ( !(Game_mode & GM_MULTIPLAYER) ) {
		return;
	}

	// not connected to server
	if ( !Is_connected ) {
		return;
	}

	// in a previous processing loop, so don't do a frame until that has completed
	if ( In_process ) {
		return;
	}


	// if we didn't get a PONG within 4 minutes the server connection must have dropped
	if ( (GotPong != -1) && ((NextPing - GotPong) > (240 * F1_0)) ) {
		ml_printf("FS2NetD WARNING:  Lost connection to server!");
		FS2NetD_Disconnect();

		Is_connected = false;
		Logged_in = false;
		PXO_SID = -1;

		NextHeartBeat = -1;
		NextPing = -1;
		GotPong = -1;

		// try to reinit the server connection
		fs2netd_login();

		// make sure that we are good to go
		if ( !Is_connected ) {
			if (!Is_standalone) {
				gamesnd_play_iface(SND_GENERAL_FAIL);
				popup(PF_USE_AFFIRMATIVE_ICON | PF_TITLE_BIG | PF_TITLE_RED, 1, POPUP_OK, "ERROR:\nLost connection to the FS2NetD server!");
			}
	
			return;
		} else {
			ml_printf("FS2NetD NOTICE:  Connection to server has been reestablished!");
		}
	}

	// send out ping every 60 seconds
	if ( (NextPing == -1) || (timer_get_fixed_seconds() >= NextPing) ) {
		// if we have seen a long period of time between pings then reset the pong time too
		if ( (timer_get_fixed_seconds() - NextPing) > (120 * F1_0) ) {
			reset = true;
		}

		NextPing = timer_get_fixed_seconds() + (60 * F1_0);

		// we go ahead and set the initial GotPong here, even though we haven't gotten a pong yet
		if ( (GotPong == -1) || reset ) {
			GotPong = NextPing;
			reset = false;
		}

		FS2NetD_Ping();

		ml_printf("FS2NetD sent PING");
	}

	// send out server heartbeat every 2 minutes, unless forced to by an update
	if ( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Multi_create_force_heartbeat || (NextHeartBeat == -1) || (timer_get_fixed_seconds() >= NextHeartBeat)) ) {
		Multi_create_force_heartbeat = 0;
		NextHeartBeat = timer_get_fixed_seconds() + (120 * F1_0);

		FS2NetD_SendHeartBeat(Netgame.name, Netgame.mission_name, Netgame.title, Netgame.type_flags, Netgame.server_addr.port, multi_num_players());

		ml_printf("FS2NetD sent HeartBeat");
	}

	// Check for GWall messages - ping replies, etc
	if ( (rc = FS2NetD_GetData(buffer, sizeof(buffer))) != -1 ) {
		int rc_total = rc;
		buffer_offset = 0;

		while (rc_total > buffer_offset) {
			// make sure we have enough data to try and process
			if (rc_total < BASE_PACKET_SIZE) {
				break;
			}

			PXO_GET_DATA( pid );
			PXO_GET_INT( buffer_size );

			while ( (rc_total < buffer_size) && ((sizeof(buffer) - rc_total) > 0) ) {
				if ( (rc = FS2NetD_GetData(buffer+rc_total, sizeof(buffer) - rc_total)) != -1 ) {
					rc_total += rc;
				} else {
					break;
				}
			}

			if (buffer_size <= 0) {
				break;
			}

			// we don't have the full packet, so bail
			if (rc_total < buffer_size) {
				break;
			}

			// processing time!
			switch (pid) {
				case PCKT_PING: {
					PXO_GET_INT( itemp );

					ml_printf("FS2NetD received PING");

					FS2NetD_Pong(itemp);
					break;
				}

				case PCKT_PONG: {
					PXO_GET_INT( itemp );

					ml_printf("FS2NetD received PONG: %d ms", timer_get_milliseconds() - itemp);

					GotPong = timer_get_fixed_seconds();
					break;
				}

				case PCKT_NETOWRK_WALL: {
					PXO_GET_STRING( str );
					ml_printf("FS2NetD WALL received MSG: %s", str);
	
					switch (Netgame.game_state) {
						case NETGAME_STATE_FORMING:
						case NETGAME_STATE_BRIEFING:
						case NETGAME_STATE_MISSION_SYNC:
						case NETGAME_STATE_DEBRIEF:
							multi_display_chat_msg(str, 0, 0);
							break;

						/* -- Won't Happen - multi_do_frame() is not called during paused state 
							  so the game will not even receive the data during it
						case NETGAME_STATE_PAUSED: // EASY!
							send_game_chat_packet(Net_player, str, MULTI_MSG_ALL, NULL);
							break;
						*/

						case NETGAME_STATE_IN_MISSION: // gotta make it paused
							//multi_pause_request(1); 
							//send_game_chat_packet(Net_player, str, MULTI_MSG_ALL, NULL);
							HUD_printf(str);
							break;

						default:
							// do-nothing
							break;
					}

					break;
				}

				default: {
					ml_printf("Unexpected FS2NetD Packet - PID = %x", pid);
					break;
				}
			}

			buffer_offset += (buffer_size - BASE_PACKET_SIZE);
		}
	}
}