示例#1
0
void NET_CL_StartGame(net_gamesettings_t *settings)
{
    net_packet_t *packet;

    // Start from a ticcmd of all zeros

    memset(&last_ticcmd, 0, sizeof(ticcmd_t));
    
    // Send packet

    packet = NET_Conn_NewReliable(&client_connection, 
                                  NET_PACKET_TYPE_GAMESTART);

    NET_WriteSettings(packet, settings);
}
示例#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;
}
void NET_CL_StartGame(void)
{
    net_packet_t *packet;
    net_gamesettings_t settings;
    int i;

    // Fill in game settings structure with appropriate parameters
    // for the new game

    settings.deathmatch = deathmatch;
    settings.episode = startepisode;
    settings.map = startmap;
    settings.skill = startskill;
    settings.loadgame = startloadgame;
    settings.gameversion = gameversion;
    settings.nomonsters = nomonsters;
    settings.fast_monsters = fastparm;
    settings.respawn_monsters = respawnparm;
    settings.timelimit = timelimit;

    //!
    // @category net
    //
    // Use original game sync code.
    //

    if (M_CheckParm("-oldsync") > 0)
	settings.new_sync = 0;
    else
	settings.new_sync = 1;
    
    //!
    // @category net
    // @arg <n>
    //
    // Send n extra tics in every packet as insurance against dropped
    // packets.
    //

    i = M_CheckParm("-extratics");

    if (i > 0)
        settings.extratics = atoi(myargv[i+1]);
    else
        settings.extratics = 1;

    //!
    // @category net
    // @arg <n>
    //
    // Reduce the resolution of the game by a factor of n, reducing
    // the amount of network bandwidth needed.
    //

    i = M_CheckParm("-dup");

    if (i > 0)
        settings.ticdup = atoi(myargv[i+1]);
    else
        settings.ticdup = 1;

    // Start from a ticcmd of all zeros

    memset(&last_ticcmd, 0, sizeof(ticcmd_t));
    
    // Send packet

    packet = NET_Conn_NewReliable(&client_connection, 
                                  NET_PACKET_TYPE_GAMESTART);

    NET_WriteSettings(packet, &settings);
}
示例#4
0
static void StartGame(void)
{
    net_packet_t *startpacket;
    unsigned int i;
    int nowtime;

    // Assign player numbers

    NET_SV_AssignPlayers();

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

    sv_settings.lowres_turn = false;

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

    sv_settings.num_players = NET_SV_NumPlayers();

    // Copy player classes:

    for (i = 0; i < NET_MAXPLAYERS; ++i)
    {
        if (sv_players[i] != NULL)
        {
            sv_settings.player_classes[i] = sv_players[i]->player_class;
        }
        else
        {
            sv_settings.player_classes[i] = 0;
        }
    }

    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);

        sv_settings.consoleplayer = clients[i].player_number;

        NET_WriteSettings(startpacket, &sv_settings);
    }

    // Change server state

    server_state = SERVER_IN_GAME;

    memset(recvwindow, 0, sizeof(recvwindow));
    recvwindow_start = 0;
}