ref: 5c4a7a14d1789cba208834bb3663821c110d2d02
dir: /src/net_client.c/
// // Copyright(C) 2005-2014 Simon Howard // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License // as published by the Free Software Foundation; either version 2 // of the License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // Network client code // #include <ctype.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include "config.h" #include "doomtype.h" #include "deh_main.h" #include "deh_str.h" #include "i_system.h" #include "i_timer.h" #include "m_argv.h" #include "m_fixed.h" #include "m_config.h" #include "m_misc.h" #include "net_client.h" #include "net_common.h" #include "net_defs.h" #include "net_gui.h" #include "net_io.h" #include "net_packet.h" #include "net_server.h" #include "net_structrw.h" #include "w_checksum.h" #include "w_wad.h" extern void D_ReceiveTic(ticcmd_t *ticcmds, boolean *playeringame); typedef enum { // waiting for the game to launch CLIENT_STATE_WAITING_LAUNCH, // waiting for the game to start CLIENT_STATE_WAITING_START, // in game CLIENT_STATE_IN_GAME, } net_clientstate_t; // Type of structure used in the receive window typedef struct { // Whether this tic has been received yet boolean active; // Last time we sent a resend request for this tic unsigned int resend_time; // Tic data from server net_full_ticcmd_t cmd; } net_server_recv_t; // Type of structure used in the send window typedef struct { // Whether this slot is active yet boolean active; // The tic number unsigned int seq; // Time the command was generated unsigned int time; // Ticcmd diff net_ticdiff_t cmd; } net_server_send_t; extern fixed_t offsetms; static net_connection_t client_connection; static net_clientstate_t client_state; static net_addr_t *server_addr; static net_context_t *client_context; // game settings, as received from the server when the game started static net_gamesettings_t settings; // true if the client code is in use boolean net_client_connected; // true if we have received waiting data from the server, // and the wait data that was received. boolean net_client_received_wait_data; net_waitdata_t net_client_wait_data; // Waiting at the initial wait screen for the game to be launched? boolean net_waiting_for_launch = false; // Name that we send to the server char *net_player_name = NULL; // Connected but not participating in the game (observer) boolean drone = false; // The last ticcmd constructed static ticcmd_t last_ticcmd; // Buffer of ticcmd diffs being sent to the server static net_server_send_t send_queue[BACKUPTICS]; // Receive window static ticcmd_t recvwindow_cmd_base[NET_MAXPLAYERS]; static int recvwindow_start; static net_server_recv_t recvwindow[BACKUPTICS]; // Whether we need to send an acknowledgement and // when gamedata was last received. static boolean need_to_acknowledge; static unsigned int gamedata_recv_time; // Hash checksums of our wad directory and dehacked data. sha1_digest_t net_local_wad_sha1sum; sha1_digest_t net_local_deh_sha1sum; // Are we playing with the freedoom IWAD? unsigned int net_local_is_freedoom; // Average time between sending our ticcmd and receiving from the server static fixed_t average_latency; #define NET_CL_ExpandTicNum(b) NET_ExpandTicNum(recvwindow_start, (b)) // Called when we become disconnected from the server static void NET_CL_Disconnected(void) { D_ReceiveTic(NULL, NULL); } // Expand a net_full_ticcmd_t, applying the diffs in cmd->cmds as // patches against recvwindow_cmd_base. Place the results into // the d_net.c structures (netcmds/nettics) and save the new ticcmd // back into recvwindow_cmd_base. static void NET_CL_ExpandFullTiccmd(net_full_ticcmd_t *cmd, unsigned int seq, ticcmd_t *ticcmds) { int latency; fixed_t adjustment; int i; // Update average_latency if (seq == send_queue[seq % BACKUPTICS].seq) { latency = I_GetTimeMS() - send_queue[seq % BACKUPTICS].time; } else if (seq > send_queue[seq % BACKUPTICS].seq) { // We have received the ticcmd from the server before we have // even sent ours latency = 0; } else { latency = -1; } if (latency >= 0) { if (seq <= 20) { average_latency = latency * FRACUNIT; } else { // Low level filter average_latency = (fixed_t)((average_latency * 0.9) + (latency * FRACUNIT * 0.1)); } } //printf("latency: %i\tremote:%i\n", average_latency / FRACUNIT, // cmd->latency); // Possibly adjust offsetms in d_net.c, try to make players all have // the same lag. Don't adjust in the first few tics of play, as // we don't have an accurate value for average_latency yet. if (seq > TICRATE) { adjustment = (cmd->latency * FRACUNIT) - average_latency; // Only adjust very slightly; the cumulative effect over // multiple tics will sort it out. adjustment = adjustment / 100; offsetms += adjustment; } // Expand tic diffs for all players for (i=0; i<NET_MAXPLAYERS; ++i) { if (i == settings.consoleplayer && !drone) { continue; } if (cmd->playeringame[i]) { net_ticdiff_t *diff; diff = &cmd->cmds[i]; // Use the ticcmd diff to patch the previous ticcmd to // the new ticcmd NET_TiccmdPatch(&recvwindow_cmd_base[i], diff, &ticcmds[i]); // Store a copy for next time recvwindow_cmd_base[i] = ticcmds[i]; } } } // Advance the receive window static void NET_CL_AdvanceWindow(void) { ticcmd_t ticcmds[NET_MAXPLAYERS]; while (recvwindow[0].active) { // Expand tic diff data into d_net.c structures NET_CL_ExpandFullTiccmd(&recvwindow[0].cmd, recvwindow_start, ticcmds); D_ReceiveTic(ticcmds, recvwindow[0].cmd.playeringame); // Advance the window memmove(recvwindow, recvwindow + 1, sizeof(net_server_recv_t) * (BACKUPTICS - 1)); memset(&recvwindow[BACKUPTICS-1], 0, sizeof(net_server_recv_t)); ++recvwindow_start; //printf("CL: advanced to %i\n", recvwindow_start); } } // Shut down the client code, etc. Invoked after a disconnect. static void NET_CL_Shutdown(void) { if (net_client_connected) { net_client_connected = false; NET_FreeAddress(server_addr); // Shut down network module, etc. To do. } } void NET_CL_LaunchGame(void) { NET_Conn_NewReliable(&client_connection, NET_PACKET_TYPE_LAUNCH); } 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); } 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, recvwindow_start & 0xff); NET_Conn_SendPacket(&client_connection, packet); NET_FreePacket(packet); need_to_acknowledge = false; } 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, recvwindow_start & 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, settings.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; } // Add a new ticcmd to the send queue void NET_CL_SendTiccmd(ticcmd_t *ticcmd, int maketic) { net_ticdiff_t diff; net_server_send_t *sendobj; int starttic, endtic; // Calculate the difference to the last ticcmd NET_TiccmdDiff(&last_ticcmd, ticcmd, &diff); // Store in the send queue sendobj = &send_queue[maketic % BACKUPTICS]; sendobj->active = true; sendobj->seq = maketic; sendobj->time = I_GetTimeMS(); sendobj->cmd = diff; last_ticcmd = *ticcmd; // Send to server. starttic = maketic - settings.extratics; endtic = maketic; if (starttic < 0) starttic = 0; NET_CL_SendTics(starttic, endtic); } // Parse a SYN packet received back from the server indicating a successful // connection attempt. static void NET_CL_ParseSYN(net_packet_t *packet) { net_protocol_t protocol; char *server_version; server_version = NET_ReadSafeString(packet); if (server_version == NULL) { return; } protocol = NET_ReadProtocol(packet); if (protocol == NET_PROTOCOL_UNKNOWN) { return; } // We are now successfully connected. client_connection.state = NET_CONN_STATE_CONNECTED; client_connection.protocol = protocol; // Even though we have negotiated a compatible protocol, the game may still // desync. Chocolate Doom's philosophy makes this unlikely, but if we're // playing with a forked version, or even against a different version that // fixes a compatibility issue, we may still have problems. if (strcmp(server_version, PACKAGE_STRING) != 0) { fprintf(stderr, "NET_CL_ParseSYN: This is '%s', but the server is " "'%s'. It is possible that this mismatch may cause the game " "to desync.\n", PACKAGE_STRING, server_version); } } // data received while we are waiting for the game to start static void NET_CL_ParseWaitingData(net_packet_t *packet) { net_waitdata_t wait_data; if (!NET_ReadWaitData(packet, &wait_data)) { // Invalid packet? return; } if (wait_data.num_players > wait_data.max_players || wait_data.ready_players > wait_data.num_players || wait_data.max_players > NET_MAXPLAYERS) { // insane data return; } if ((wait_data.consoleplayer >= 0 && drone) || (wait_data.consoleplayer < 0 && !drone) || (wait_data.consoleplayer >= wait_data.num_players)) { // Invalid player number return; } memcpy(&net_client_wait_data, &wait_data, sizeof(net_waitdata_t)); net_client_received_wait_data = true; } static void NET_CL_ParseLaunch(net_packet_t *packet) { unsigned int num_players; if (client_state != CLIENT_STATE_WAITING_LAUNCH) { return; } // The launch packet contains the number of players that will be // in the game when it starts, so that we can do the startup // progress indicator (the wait data is unreliable). if (!NET_ReadInt8(packet, &num_players)) { return; } net_client_wait_data.num_players = num_players; client_state = CLIENT_STATE_WAITING_START; } static void NET_CL_ParseGameStart(net_packet_t *packet) { if (!NET_ReadSettings(packet, &settings)) { return; } if (client_state != CLIENT_STATE_WAITING_START) { return; } if (settings.num_players > NET_MAXPLAYERS || settings.consoleplayer >= (signed int) settings.num_players) { // insane values return; } if ((drone && settings.consoleplayer >= 0) || (!drone && settings.consoleplayer < 0)) { // Invalid player number: must be positive for real players, // negative for drones return; } client_state = CLIENT_STATE_IN_GAME; // Clear the receive window memset(recvwindow, 0, sizeof(recvwindow)); recvwindow_start = 0; memset(&recvwindow_cmd_base, 0, sizeof(recvwindow_cmd_base)); // Clear the send queue memset(&send_queue, 0x00, sizeof(send_queue)); } 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; } } // Check for expired resend requests static void NET_CL_CheckResends(void) { int i; int resend_start, resend_end; unsigned int nowtime; nowtime = I_GetTimeMS(); resend_start = -1; resend_end = -1; for (i=0; i<BACKUPTICS; ++i) { net_server_recv_t *recvobj; boolean need_resend; recvobj = &recvwindow[i]; // if need_resend is true, this tic needs another retransmit // request (300ms timeout) need_resend = !recvobj->active && recvobj->resend_time != 0 && nowtime > recvobj->resend_time + 300; if (need_resend) { // Start a new run of resend tics? if (resend_start < 0) { resend_start = i; } resend_end = i; } else { if (resend_start >= 0) { // End of a run of resend tics //printf("CL: resend request timed out: %i-%i\n", resend_start, resend_end); NET_CL_SendResendRequest(recvwindow_start + resend_start, recvwindow_start + resend_end); resend_start = -1; } } } if (resend_start >= 0) { //printf("CL: resend request timed out: %i-%i\n", resend_start, resend_end); NET_CL_SendResendRequest(recvwindow_start + resend_start, recvwindow_start + resend_end); } // We have received some data from the server and not acknowledged // it yet. Normally this gets acknowledged when we send our game // data, but if the client is a drone we need to do this. if (need_to_acknowledge && nowtime - gamedata_recv_time > 200) { NET_CL_SendGameDataACK(); } } // Parsing of NET_PACKET_TYPE_GAMEDATA packets // (packets containing the actual ticcmd data) static void NET_CL_ParseGameData(net_packet_t *packet) { net_server_recv_t *recvobj; unsigned int seq, num_tics; unsigned int nowtime; int resend_start, resend_end; size_t i; int index; // Read header if (!NET_ReadInt8(packet, &seq) || !NET_ReadInt8(packet, &num_tics)) { return; } nowtime = I_GetTimeMS(); // Whatever happens, we now need to send an acknowledgement of our // current receive point. if (!need_to_acknowledge) { need_to_acknowledge = true; gamedata_recv_time = nowtime; } // Expand byte value into the full tic number seq = NET_CL_ExpandTicNum(seq); for (i=0; i<num_tics; ++i) { net_full_ticcmd_t cmd; index = seq - recvwindow_start + i; if (!NET_ReadFullTiccmd(packet, &cmd, settings.lowres_turn)) { return; } if (index < 0 || index >= BACKUPTICS) { // Out of range of the recv window continue; } // Store in the receive window recvobj = &recvwindow[index]; recvobj->active = true; recvobj->cmd = cmd; } // Has this been received out of sequence, ie. have we not received // all tics before the first tic in this packet? If so, send a // resend request. //printf("CL: %p: %i\n", client, seq); resend_end = seq - recvwindow_start; if (resend_end <= 0) return; if (resend_end >= BACKUPTICS) resend_end = BACKUPTICS - 1; index = resend_end - 1; resend_start = resend_end; while (index >= 0) { recvobj = &recvwindow[index]; if (recvobj->active) { // ended our run of unreceived tics break; } if (recvobj->resend_time != 0) { // Already sent a resend request for this tic break; } resend_start = index; --index; } // Possibly send a resend request if (resend_start < resend_end) { NET_CL_SendResendRequest(recvwindow_start + resend_start, recvwindow_start + resend_end - 1); } } // Parse a resend request from the server due to a dropped packet static void NET_CL_ParseResendRequest(net_packet_t *packet) { static unsigned int start; static unsigned int end; static unsigned int num_tics; if (drone) { // Drones don't send gamedata. return; } if (!NET_ReadInt32(packet, &start) || !NET_ReadInt8(packet, &num_tics)) { return; } end = start + num_tics - 1; //printf("requested resend %i-%i .. ", start, end); // Check we have the tics being requested. If not, reduce the // window of tics to only what we have. while (start <= end && (!send_queue[start % BACKUPTICS].active || send_queue[start % BACKUPTICS].seq != start)) { ++start; } while (start <= end && (!send_queue[end % BACKUPTICS].active || send_queue[end % BACKUPTICS].seq != end)) { --end; } //printf("%i-%i\n", start, end); // Resend those tics if (start <= end) { //printf("CL: resend %i-%i\n", start, start+num_tics-1); NET_CL_SendTics(start, end); } } // Console message that the server wants the client to print static void NET_CL_ParseConsoleMessage(net_packet_t *packet) { char *msg; msg = NET_ReadSafeString(packet); if (msg == NULL) { return; } printf("Message from server:\n%s\n", msg); } // parse a received packet static void NET_CL_ParsePacket(net_packet_t *packet) { unsigned int packet_type; if (!NET_ReadInt16(packet, &packet_type)) { return; } if (NET_Conn_Packet(&client_connection, packet, &packet_type)) { // Packet eaten by the common connection code } else { switch (packet_type) { case NET_PACKET_TYPE_SYN: NET_CL_ParseSYN(packet); break; case NET_PACKET_TYPE_WAITING_DATA: NET_CL_ParseWaitingData(packet); break; case NET_PACKET_TYPE_LAUNCH: NET_CL_ParseLaunch(packet); break; case NET_PACKET_TYPE_GAMESTART: NET_CL_ParseGameStart(packet); break; case NET_PACKET_TYPE_GAMEDATA: NET_CL_ParseGameData(packet); break; case NET_PACKET_TYPE_GAMEDATA_RESEND: NET_CL_ParseResendRequest(packet); break; case NET_PACKET_TYPE_CONSOLE_MESSAGE: NET_CL_ParseConsoleMessage(packet); break; default: break; } } } // "Run" the client code: check for new packets, send packets as // needed void NET_CL_Run(void) { net_addr_t *addr; net_packet_t *packet; if (!net_client_connected) { return; } while (NET_RecvPacket(client_context, &addr, &packet)) { // only accept packets from the server if (addr == server_addr) { NET_CL_ParsePacket(packet); } else { NET_FreeAddress(addr); } NET_FreePacket(packet); } // Run the common connection code to send any packets as needed NET_Conn_Run(&client_connection); if (client_connection.state == NET_CONN_STATE_DISCONNECTED || client_connection.state == NET_CONN_STATE_DISCONNECTED_SLEEP) { NET_CL_Disconnected(); NET_CL_Shutdown(); } net_waiting_for_launch = client_connection.state == NET_CONN_STATE_CONNECTED && client_state == CLIENT_STATE_WAITING_LAUNCH; if (client_state == CLIENT_STATE_IN_GAME) { // Possibly advance the receive window NET_CL_AdvanceWindow(); // Check if our resend requests have timed out NET_CL_CheckResends(); } } static void NET_CL_SendSYN(net_connect_data_t *data) { 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_WriteProtocolList(packet); NET_WriteConnectData(packet, data); NET_WriteString(packet, net_player_name); NET_Conn_SendPacket(&client_connection, packet); NET_FreePacket(packet); } // Connect to a server boolean NET_CL_Connect(net_addr_t *addr, net_connect_data_t *data) { int start_time; int last_send_time; server_addr = addr; memcpy(net_local_wad_sha1sum, data->wad_sha1sum, sizeof(sha1_digest_t)); memcpy(net_local_deh_sha1sum, data->deh_sha1sum, sizeof(sha1_digest_t)); net_local_is_freedoom = data->is_freedoom; // create a new network I/O context and add just the // necessary module client_context = NET_NewContext(); // initialize module for client mode if (!addr->module->InitClient()) { return false; } NET_AddModule(client_context, addr->module); net_client_connected = true; net_client_received_wait_data = false; // Initialize connection NET_Conn_InitClient(&client_connection, addr, NET_PROTOCOL_UNKNOWN); // try to connect start_time = I_GetTimeMS(); last_send_time = -1; while (client_connection.state == NET_CONN_STATE_CONNECTING) { int nowtime = I_GetTimeMS(); // Send a SYN packet every second. if (nowtime - last_send_time > 1000 || last_send_time < 0) { NET_CL_SendSYN(data); last_send_time = nowtime; } // time out after 5 seconds if (nowtime - start_time > 5000) { break; } // run client code NET_CL_Run(); // run the server, just incase we are doing a loopback // connect NET_SV_Run(); // Don't hog the CPU I_Sleep(1); } if (client_connection.state == NET_CONN_STATE_CONNECTED) { // connected ok! client_state = CLIENT_STATE_WAITING_LAUNCH; drone = data->drone; return true; } else { // failed to connect NET_CL_Shutdown(); return false; } } // read game settings received from server boolean NET_CL_GetSettings(net_gamesettings_t *_settings) { if (client_state != CLIENT_STATE_IN_GAME) { return false; } memcpy(_settings, &settings, sizeof(net_gamesettings_t)); return true; } // disconnect from the server void NET_CL_Disconnect(void) { int start_time; if (!net_client_connected) { return; } NET_Conn_Disconnect(&client_connection); start_time = I_GetTimeMS(); while (client_connection.state != NET_CONN_STATE_DISCONNECTED && client_connection.state != NET_CONN_STATE_DISCONNECTED_SLEEP) { if (I_GetTimeMS() - start_time > 5000) { // time out after 5 seconds client_state = CLIENT_STATE_WAITING_START; fprintf(stderr, "NET_CL_Disconnect: Timeout while disconnecting from server\n"); break; } NET_CL_Run(); NET_SV_Run(); I_Sleep(1); } // Finished sending disconnect packets, etc. NET_CL_Shutdown(); } void NET_CL_Init(void) { // Try to set from the USER and USERNAME environment variables // Otherwise, fallback to "Player" if (net_player_name == NULL) net_player_name = getenv("USER"); if (net_player_name == NULL) net_player_name = getenv("USERNAME"); // On Windows, environment variables are in OEM codepage // encoding, so convert to UTF8: #ifdef _WIN32 if (net_player_name != NULL) { net_player_name = M_OEMToUTF8(net_player_name); } #endif if (net_player_name == NULL) net_player_name = "Player"; } void NET_Init(void) { NET_CL_Init(); } void NET_BindVariables(void) { M_BindStringVariable("player_name", &net_player_name); }