ref: cc29e0fd789e058666110fec345d012cb7741615
dir: /src/d_net.c/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id: d_net.c 250 2006-01-02 21:04:10Z fraggle $ // // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005 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. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA // 02111-1307, USA. // // $Log$ // Revision 1.15 2006/01/02 21:04:10 fraggle // Create NET_SV_Shutdown function to shut down the server. Call it // when quitting the game. Print the IP of the server correctly when // connecting. // // Revision 1.14 2006/01/02 20:14:29 fraggle // Add a "-client" option to test connecting to a local server. // // Revision 1.13 2006/01/02 00:17:42 fraggle // Encapsulate the event queue code properly. Add a D_PopEvent function // to read a new event from the event queue. // // Revision 1.12 2006/01/02 00:00:08 fraggle // Neater prefixes: NET_Client -> NET_CL_. NET_Server -> NET_SV_. // // Revision 1.11 2006/01/01 23:54:31 fraggle // Client disconnect code // // Revision 1.10 2006/01/01 23:53:15 fraggle // Remove GS_WAITINGSTART gamestate. This will be independent of the main // loop to avoid interfering with the main game code too much. // // Revision 1.9 2005/12/30 18:58:22 fraggle // Fix client code to correctly send reply to server on connection. // Add "waiting screen" while waiting for the game to start. // Hook in the new networking code into the main game code. // // Revision 1.8 2005/09/22 13:13:47 fraggle // Remove external statistics driver support (-statcopy): // nonfunctional on modern systems and never used. // Fix for systems where sizeof(int) != sizeof(void *) // // Revision 1.7 2005/09/08 22:10:40 fraggle // Delay calls so we don't use the entire CPU // // Revision 1.6 2005/09/04 18:44:22 fraggle // shut up compiler warnings // // Revision 1.5 2005/08/31 21:24:24 fraggle // Remove the last traces of NORMALUNIX // // Revision 1.4 2005/08/04 22:55:07 fraggle // Use DOOM_VERSION to define the Doom version (don't conflict with // automake's config.h). Display GPL message instead of anti-piracy // messages. // // Revision 1.3 2005/07/23 19:17:11 fraggle // Use ANSI-standard limit constants. Remove LINUX define. // // Revision 1.2 2005/07/23 16:44:55 fraggle // Update copyright to GNU GPL // // Revision 1.1.1.1 2005/07/23 16:20:50 fraggle // Initial import // // // DESCRIPTION: // DOOM Network game communication and protocol, // all OS independend parts. // //----------------------------------------------------------------------------- static const char rcsid[] = "$Id: d_net.c 250 2006-01-02 21:04:10Z fraggle $"; #include "d_main.h" #include "m_argv.h" #include "m_menu.h" #include "i_system.h" #include "i_video.h" #include "i_net.h" #include "g_game.h" #include "doomdef.h" #include "doomstat.h" #include "net_client.h" #include "net_io.h" #include "net_server.h" #include "net_sdl.h" #include "net_loop.h" #define NCMD_EXIT 0x80000000 #define NCMD_RETRANSMIT 0x40000000 #define NCMD_SETUP 0x20000000 #define NCMD_KILL 0x10000000 // kill game #define NCMD_CHECKSUM 0x0fffffff doomcom_t* doomcom; doomdata_t* netbuffer; // points inside doomcom // // NETWORKING // // gametic is the tic about to (or currently being) run // maketic is the tick that hasn't had control made for it yet // nettics[] has the maketics for all players // // a gametic cannot be run until nettics[] > gametic for all players // #define RESENDCOUNT 10 #define PL_DRONE 0x80 // bit flag in doomdata->player ticcmd_t localcmds[BACKUPTICS]; ticcmd_t netcmds[MAXPLAYERS][BACKUPTICS]; int nettics[MAXNETNODES]; boolean nodeingame[MAXNETNODES]; // set false as nodes leave game boolean remoteresend[MAXNETNODES]; // set when local needs tics int resendto[MAXNETNODES]; // set when remote needs tics int resendcount[MAXNETNODES]; int nodeforplayer[MAXPLAYERS]; int maketic; int lastnettic; int skiptics; int ticdup; int maxsend; // BACKUPTICS/(2*ticdup)-1 void D_ProcessEvents (void); void G_BuildTiccmd (ticcmd_t *cmd); void D_DoAdvanceDemo (void); boolean reboundpacket; doomdata_t reboundstore; // // // int NetbufferSize (void) { doomdata_t *dummy = NULL; return ((byte *) &dummy->cmds[netbuffer->numtics]) - ((byte *) dummy); } // // Checksum // unsigned NetbufferChecksum (void) { unsigned c; int i,l; c = 0x1234567; // FIXME -endianess? return 0; // byte order problems l = (NetbufferSize () - (int)&(((doomdata_t *)0)->retransmitfrom))/4; for (i=0 ; i<l ; i++) c += ((unsigned *)&netbuffer->retransmitfrom)[i] * (i+1); return c & NCMD_CHECKSUM; } // // // int ExpandTics (int low) { int delta; delta = low - (maketic&0xff); if (delta >= -64 && delta <= 64) return (maketic&~0xff) + low; if (delta > 64) return (maketic&~0xff) - 256 + low; if (delta < -64) return (maketic&~0xff) + 256 + low; I_Error ("ExpandTics: strange value %i at maketic %i",low,maketic); return 0; } // // HSendPacket // void HSendPacket (int node, int flags ) { netbuffer->checksum = NetbufferChecksum () | flags; if (!node) { reboundstore = *netbuffer; reboundpacket = true; return; } if (demoplayback) return; if (!netgame) I_Error ("Tried to transmit to another node"); doomcom->command = CMD_SEND; doomcom->remotenode = node; doomcom->datalength = NetbufferSize (); if (debugfile) { int i; int realretrans; if (netbuffer->checksum & NCMD_RETRANSMIT) realretrans = ExpandTics (netbuffer->retransmitfrom); else realretrans = -1; fprintf (debugfile,"send (%i + %i, R %i) [%i] ", ExpandTics(netbuffer->starttic), netbuffer->numtics, realretrans, doomcom->datalength); for (i=0 ; i<doomcom->datalength ; i++) fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); fprintf (debugfile,"\n"); } I_NetCmd (); } // // HGetPacket // Returns false if no packet is waiting // boolean HGetPacket (void) { if (reboundpacket) { *netbuffer = reboundstore; doomcom->remotenode = 0; reboundpacket = false; return true; } if (!netgame) return false; if (demoplayback) return false; doomcom->command = CMD_GET; I_NetCmd (); if (doomcom->remotenode == -1) return false; if (doomcom->datalength != NetbufferSize ()) { if (debugfile) fprintf (debugfile,"bad packet length %i\n",doomcom->datalength); return false; } if (NetbufferChecksum () != (netbuffer->checksum&NCMD_CHECKSUM) ) { if (debugfile) fprintf (debugfile,"bad packet checksum\n"); return false; } if (debugfile) { int realretrans; int i; if (netbuffer->checksum & NCMD_SETUP) fprintf (debugfile,"setup packet\n"); else { if (netbuffer->checksum & NCMD_RETRANSMIT) realretrans = ExpandTics (netbuffer->retransmitfrom); else realretrans = -1; fprintf (debugfile,"get %i = (%i + %i, R %i)[%i] ", doomcom->remotenode, ExpandTics(netbuffer->starttic), netbuffer->numtics, realretrans, doomcom->datalength); for (i=0 ; i<doomcom->datalength ; i++) fprintf (debugfile,"%i ",((byte *)netbuffer)[i]); fprintf (debugfile,"\n"); } } return true; } // // GetPackets // char exitmsg[80]; void GetPackets (void) { int netconsole; int netnode; ticcmd_t *src, *dest; int realend; int realstart; while ( HGetPacket() ) { if (netbuffer->checksum & NCMD_SETUP) continue; // extra setup packet netconsole = netbuffer->player & ~PL_DRONE; netnode = doomcom->remotenode; // to save bytes, only the low byte of tic numbers are sent // Figure out what the rest of the bytes are realstart = ExpandTics (netbuffer->starttic); realend = (realstart+netbuffer->numtics); // check for exiting the game if (netbuffer->checksum & NCMD_EXIT) { if (!nodeingame[netnode]) continue; nodeingame[netnode] = false; playeringame[netconsole] = false; strcpy (exitmsg, "Player 1 left the game"); exitmsg[7] += netconsole; players[consoleplayer].message = exitmsg; if (demorecording) G_CheckDemoStatus (); continue; } // check for a remote game kill if (netbuffer->checksum & NCMD_KILL) I_Error ("Killed by network driver"); nodeforplayer[netconsole] = netnode; // check for retransmit request if ( resendcount[netnode] <= 0 && (netbuffer->checksum & NCMD_RETRANSMIT) ) { resendto[netnode] = ExpandTics(netbuffer->retransmitfrom); if (debugfile) fprintf (debugfile,"retransmit from %i\n", resendto[netnode]); resendcount[netnode] = RESENDCOUNT; } else resendcount[netnode]--; // check for out of order / duplicated packet if (realend == nettics[netnode]) continue; if (realend < nettics[netnode]) { if (debugfile) fprintf (debugfile, "out of order packet (%i + %i)\n" , realstart,netbuffer->numtics); continue; } // check for a missed packet if (realstart > nettics[netnode]) { // stop processing until the other system resends the missed tics if (debugfile) fprintf (debugfile, "missed tics from %i (%i - %i)\n", netnode, realstart, nettics[netnode]); remoteresend[netnode] = true; continue; } // update command store from the packet { int start; remoteresend[netnode] = false; start = nettics[netnode] - realstart; src = &netbuffer->cmds[start]; while (nettics[netnode] < realend) { dest = &netcmds[netconsole][nettics[netnode]%BACKUPTICS]; nettics[netnode]++; *dest = *src; src++; } } } } // // NetUpdate // Builds ticcmds for console player, // sends out a packet // int gametime; void NetUpdate (void) { int nowtime; int newtics; int i,j; int realstart; int gameticdiv; // Temporary hack - hook new client/server code into Doom NET_CL_Run(); NET_SV_Run(); // check time nowtime = I_GetTime ()/ticdup; newtics = nowtime - gametime; gametime = nowtime; if (newtics <= 0) // nothing new to update goto listen; if (skiptics <= newtics) { newtics -= skiptics; skiptics = 0; } else { skiptics -= newtics; newtics = 0; } netbuffer->player = consoleplayer; // build new ticcmds for console player gameticdiv = gametic/ticdup; for (i=0 ; i<newtics ; i++) { I_StartTic (); D_ProcessEvents (); if (maketic - gameticdiv >= BACKUPTICS/2-1) break; // can't hold any more //printf ("mk:%i ",maketic); G_BuildTiccmd (&localcmds[maketic%BACKUPTICS]); maketic++; } if (singletics) return; // singletic update is syncronous // send the packet to the other nodes for (i=0 ; i<doomcom->numnodes ; i++) if (nodeingame[i]) { netbuffer->starttic = realstart = resendto[i]; netbuffer->numtics = maketic - realstart; if (netbuffer->numtics > BACKUPTICS) I_Error ("NetUpdate: netbuffer->numtics > BACKUPTICS"); resendto[i] = maketic - doomcom->extratics; for (j=0 ; j< netbuffer->numtics ; j++) netbuffer->cmds[j] = localcmds[(realstart+j)%BACKUPTICS]; if (remoteresend[i]) { netbuffer->retransmitfrom = nettics[i]; HSendPacket (i, NCMD_RETRANSMIT); } else { netbuffer->retransmitfrom = 0; HSendPacket (i, 0); } } // listen for other packets listen: GetPackets (); } // // CheckAbort // void CheckAbort (void) { event_t *ev; int stoptic; stoptic = I_GetTime () + 2; while (I_GetTime() < stoptic) I_StartTic (); I_StartTic (); while ((ev = D_PopEvent()) != NULL) { if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE) I_Error ("Network game synchronization aborted."); } } // // D_ArbitrateNetStart // void D_ArbitrateNetStart (void) { int i; boolean gotinfo[MAXNETNODES]; autostart = true; memset (gotinfo,0,sizeof(gotinfo)); if (doomcom->consoleplayer) { // listen for setup info from key player printf ("listening for network start info...\n"); while (1) { CheckAbort (); if (!HGetPacket ()) continue; if (netbuffer->checksum & NCMD_SETUP) { if (netbuffer->player != DOOM_VERSION) I_Error ("Different DOOM versions cannot play a net game!"); startskill = netbuffer->retransmitfrom & 15; deathmatch = (netbuffer->retransmitfrom & 0xc0) >> 6; nomonsters = (netbuffer->retransmitfrom & 0x20) > 0; respawnparm = (netbuffer->retransmitfrom & 0x10) > 0; startmap = netbuffer->starttic & 0x3f; startepisode = netbuffer->starttic >> 6; return; } } } else { // key player, send the setup info printf ("sending network start info...\n"); do { CheckAbort (); for (i=0 ; i<doomcom->numnodes ; i++) { netbuffer->retransmitfrom = startskill; if (deathmatch) netbuffer->retransmitfrom |= (deathmatch<<6); if (nomonsters) netbuffer->retransmitfrom |= 0x20; if (respawnparm) netbuffer->retransmitfrom |= 0x10; netbuffer->starttic = startepisode * 64 + startmap; netbuffer->player = DOOM_VERSION; netbuffer->numtics = 0; HSendPacket (i, NCMD_SETUP); } #if 1 for(i = 10 ; i && HGetPacket(); --i) { if((netbuffer->player&0x7f) < MAXNETNODES) gotinfo[netbuffer->player&0x7f] = true; } #else while (HGetPacket ()) { gotinfo[netbuffer->player&0x7f] = true; } #endif for (i=1 ; i<doomcom->numnodes ; i++) if (!gotinfo[i]) break; } while (i < doomcom->numnodes); } } // // D_CheckNetGame // Works out player numbers among the net participants // extern int viewangleoffset; void D_CheckNetGame (void) { net_addr_t *addr = NULL; int i; // temporary hack if (M_CheckParm("-server") > 0) { NET_SV_Init(); addr = net_loop_client_module.ResolveAddress(""); } if (M_CheckParm("-client") > 0) { addr = net_sdl_module.ResolveAddress("127.0.0.1"); } if (addr != NULL) { if (NET_CL_Connect(addr)) { printf("connected to %s\n", NET_AddrToString(addr)); } else { printf("failed to connect\n"); } } for (i=0 ; i<MAXNETNODES ; i++) { nodeingame[i] = false; nettics[i] = 0; remoteresend[i] = false; // set when local needs tics resendto[i] = 0; // which tic to start sending } // I_InitNetwork sets doomcom and netgame I_InitNetwork (); if (doomcom->id != DOOMCOM_ID) I_Error ("Doomcom buffer invalid!"); netbuffer = &doomcom->data; consoleplayer = displayplayer = doomcom->consoleplayer; if (netgame) D_ArbitrateNetStart (); printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode); // read values out of doomcom ticdup = doomcom->ticdup; maxsend = BACKUPTICS/(2*ticdup)-1; if (maxsend<1) maxsend = 1; for (i=0 ; i<doomcom->numplayers ; i++) playeringame[i] = true; for (i=0 ; i<doomcom->numnodes ; i++) nodeingame[i] = true; printf ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom->numplayers, doomcom->numnodes); } // // D_QuitNetGame // Called before quitting to leave a net game // without hanging the other players // void D_QuitNetGame (void) { int i, j; if (debugfile) fclose (debugfile); NET_SV_Shutdown(); NET_CL_Disconnect(); if (!netgame || !usergame || consoleplayer == -1 || demoplayback) return; // send a bunch of packets for security netbuffer->player = consoleplayer; netbuffer->numtics = 0; for (i=0 ; i<4 ; i++) { for (j=1 ; j<doomcom->numnodes ; j++) if (nodeingame[j]) HSendPacket (j, NCMD_EXIT); I_WaitVBL (1); } } // // TryRunTics // int frametics[4]; int frameon; int frameskip[4]; int oldnettics; extern boolean advancedemo; void TryRunTics (void) { int i; int lowtic; int entertic; static int oldentertics; int realtics; int availabletics; int counts; int numplaying; // get real tics entertic = I_GetTime ()/ticdup; realtics = entertic - oldentertics; oldentertics = entertic; // get available tics NetUpdate (); lowtic = INT_MAX; numplaying = 0; for (i=0 ; i<doomcom->numnodes ; i++) { if (nodeingame[i]) { numplaying++; if (nettics[i] < lowtic) lowtic = nettics[i]; } } availabletics = lowtic - gametic/ticdup; // decide how many tics to run if (realtics < availabletics-1) counts = realtics+1; else if (realtics < availabletics) counts = realtics; else counts = availabletics; if (counts < 1) counts = 1; frameon++; if (debugfile) fprintf (debugfile, "=======real: %i avail: %i game: %i\n", realtics, availabletics,counts); if (!demoplayback) { // ideally nettics[0] should be 1 - 3 tics above lowtic // if we are consistantly slower, speed up time for (i=0 ; i<MAXPLAYERS ; i++) if (playeringame[i]) break; if (consoleplayer == i) { // the key player does not adapt } else { if (nettics[0] <= nettics[nodeforplayer[i]]) { gametime--; // printf ("-"); } frameskip[frameon&3] = (oldnettics > nettics[nodeforplayer[i]]); oldnettics = nettics[0]; if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3]) { skiptics = 1; // printf ("+"); } } }// demoplayback // wait for new tics if needed while (lowtic < gametic/ticdup + counts) { NetUpdate (); lowtic = INT_MAX; for (i=0 ; i<doomcom->numnodes ; i++) if (nodeingame[i] && nettics[i] < lowtic) lowtic = nettics[i]; if (lowtic < gametic/ticdup) I_Error ("TryRunTics: lowtic < gametic"); // don't stay in here forever -- give the menu a chance to work if (I_GetTime ()/ticdup - entertic >= 20) { M_Ticker (); return; } I_Sleep(1); } // run the count * ticdup dics while (counts--) { for (i=0 ; i<ticdup ; i++) { if (gametic/ticdup > lowtic) I_Error ("gametic>lowtic"); if (advancedemo) D_DoAdvanceDemo (); M_Ticker (); G_Ticker (); gametic++; // modify command for duplicated tics if (i != ticdup-1) { ticcmd_t *cmd; int buf; int j; buf = (gametic/ticdup)%BACKUPTICS; for (j=0 ; j<MAXPLAYERS ; j++) { cmd = &netcmds[j][buf]; cmd->chatchar = 0; if (cmd->buttons & BT_SPECIAL) cmd->buttons = 0; } } } NetUpdate (); // check for new console commands } }