// attempt to punch through firewall by firing off UDP packets at the opponent // exchange game information int network_connect( void ) { #ifdef __BLACKBERRY__ #else SDLNet_ResolveHost(&ip, network_opponent_host, network_opponent_port); SDLNet_UDP_Bind(socket, 0, &ip); Uint16 episodes = 0, episodes_local = 0; assert(EPISODE_MAX <= 16); for (int i = EPISODE_MAX - 1; i >= 0; i--) { episodes <<= 1; episodes |= (episodeAvail[i] != 0); } episodes_local = episodes; assert(NET_PACKET_SIZE - 12 >= 20 + 1); if (strlen(network_player_name) > 20) network_player_name[20] = '\0'; connect_reset: network_prepare(PACKET_CONNECT); SDLNet_Write16(NET_VERSION, &packet_out_temp->data[4]); SDLNet_Write16(network_delay, &packet_out_temp->data[6]); SDLNet_Write16(episodes_local, &packet_out_temp->data[8]); SDLNet_Write16(thisPlayerNum, &packet_out_temp->data[10]); strcpy((char *)&packet_out_temp->data[12], network_player_name); network_send(12 + strlen(network_player_name) + 1); // PACKET_CONNECT // until opponent sends connect packet while (true) { push_joysticks_as_keyboard(); service_SDL_events(false); if (newkey && lastkey_sym == SDLK_ESCAPE) network_tyrian_halt(0, false); // never timeout last_in_tick = SDL_GetTicks(); if (packet_in[0] && SDLNet_Read16(&packet_in[0]->data[0]) == PACKET_CONNECT) break; network_update(); network_check(); SDL_Delay(16); } connect_again: if (SDLNet_Read16(&packet_in[0]->data[4]) != NET_VERSION) { fprintf(stderr, "error: network version did not match opponent's\n"); network_tyrian_halt(4, true); } if (SDLNet_Read16(&packet_in[0]->data[6]) != network_delay) { fprintf(stderr, "error: network delay did not match opponent's\n"); network_tyrian_halt(5, true); } if (SDLNet_Read16(&packet_in[0]->data[10]) == thisPlayerNum) { fprintf(stderr, "error: player number conflicts with opponent's\n"); network_tyrian_halt(6, true); } episodes = SDLNet_Read16(&packet_in[0]->data[8]); for (int i = 0; i < EPISODE_MAX; i++) { episodeAvail[i] &= (episodes & 1); episodes >>= 1; } network_opponent_name = malloc(packet_in[0]->len - 12 + 1); strcpy(network_opponent_name, (char *)&packet_in[0]->data[12]); network_update(); // until opponent has acknowledged while (!network_is_sync()) { service_SDL_events(false); // got a duplicate packet; process it again (but why?) if (packet_in[0] && SDLNet_Read16(&packet_in[0]->data[0]) == PACKET_CONNECT) goto connect_again; network_check(); // maybe opponent didn't get our packet if (SDL_GetTicks() - last_out_tick > NET_RETRY) goto connect_reset; SDL_Delay(16); } // send another packet since sometimes the network syncs without both connect packets exchanged // there should be a better way to handle this network_prepare(PACKET_CONNECT); SDLNet_Write16(NET_VERSION, &packet_out_temp->data[4]); SDLNet_Write16(network_delay, &packet_out_temp->data[6]); SDLNet_Write16(episodes_local, &packet_out_temp->data[8]); SDLNet_Write16(thisPlayerNum, &packet_out_temp->data[10]); strcpy((char *)&packet_out_temp->data[12], network_player_name); network_send(12 + strlen(network_player_name) + 1); // PACKET_CONNECT connected = true; #endif return 0; }
/** * Run the main game loop until the finished flag is set at 40fps (25ms interval). */ static void openrct2_loop() { uint32 currentTick, ticksElapsed, lastTick = 0; static uint32 uncapTick = 0; static int fps = 0; static uint32 secondTick = 0; log_verbose("begin openrct2 loop"); _finished = 0; do { if (gConfigGeneral.uncap_fps && gGameSpeed <= 4) { currentTick = SDL_GetTicks(); if (uncapTick == 0) { // Reset sprite locations uncapTick = SDL_GetTicks(); openrct2_reset_object_tween_locations(); } // Limit number of updates per loop (any long pauses or debugging can make this update for a very long time) if (currentTick - uncapTick > 25 * 60) { uncapTick = currentTick - 25 - 1; } platform_process_messages(); while (uncapTick <= currentTick && currentTick - uncapTick > 25) { // Get the original position of each sprite for (uint16 i = 0; i < MAX_SPRITES; i++) { _spritelocations1[i].x = g_sprite_list[i].unknown.x; _spritelocations1[i].y = g_sprite_list[i].unknown.y; _spritelocations1[i].z = g_sprite_list[i].unknown.z; } // Update the game so the sprite positions update rct2_update(); // Get the next position of each sprite for (uint16 i = 0; i < MAX_SPRITES; i++) { _spritelocations2[i].x = g_sprite_list[i].unknown.x; _spritelocations2[i].y = g_sprite_list[i].unknown.y; _spritelocations2[i].z = g_sprite_list[i].unknown.z; } uncapTick += 25; } // Tween the position of each sprite from the last position to the new position based on the time between the last // tick and the next tick. float nudge = 1 - ((float)(currentTick - uncapTick) / 25); for (uint16 i = 0; i < MAX_SPRITES; i++) { if (!sprite_should_tween(&g_sprite_list[i])) continue; sprite_move( _spritelocations2[i].x + (sint16)((_spritelocations1[i].x - _spritelocations2[i].x) * nudge), _spritelocations2[i].y + (sint16)((_spritelocations1[i].y - _spritelocations2[i].y) * nudge), _spritelocations2[i].z + (sint16)((_spritelocations1[i].z - _spritelocations2[i].z) * nudge), &g_sprite_list[i] ); invalidate_sprite_2(&g_sprite_list[i]); } if ((SDL_GetWindowFlags(gWindow) & (SDL_WINDOW_MINIMIZED | SDL_WINDOW_HIDDEN)) == 0) { rct2_draw(); platform_draw(); } fps++; if (SDL_GetTicks() - secondTick >= 1000) { fps = 0; secondTick = SDL_GetTicks(); } // Restore the real positions of the sprites so they aren't left at the mid-tween positions for (uint16 i = 0; i < MAX_SPRITES; i++) { if (!sprite_should_tween(&g_sprite_list[i])) continue; invalidate_sprite_2(&g_sprite_list[i]); sprite_move(_spritelocations2[i].x, _spritelocations2[i].y, _spritelocations2[i].z, &g_sprite_list[i]); } network_update(); } else { uncapTick = 0; currentTick = SDL_GetTicks(); ticksElapsed = currentTick - lastTick; if (ticksElapsed < 25) { if (ticksElapsed < 15) SDL_Delay(15 - ticksElapsed); continue; } lastTick = currentTick; platform_process_messages(); rct2_update(); if ((SDL_GetWindowFlags(gWindow) & (SDL_WINDOW_MINIMIZED | SDL_WINDOW_HIDDEN)) == 0) { rct2_draw(); platform_draw(); } } } while (!_finished); }