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|
// ____ _ __
// / __ )____ _____ | | / /___ ___________
// / __ / __ \/ ___/ | | /| / / __ `/ ___/ ___/
// / /_/ / /_/ (__ ) | |/ |/ / /_/ / / (__ )
// /_____/\____/____/ |__/|__/\__,_/_/ /____/
//
// A futuristic real-time strategy game.
// This file is part of Bos Wars.
//
/**@name network.cpp - The network. */
//
// (c) Copyright 2000-2008 by Lutz Sammer, Andreas Arens, and Jimmy Salmon
//
// 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; only version 2 of the License.
//
// 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.
//
//@{
//----------------------------------------------------------------------------
// Documentation
//----------------------------------------------------------------------------
/**
** @page NetworkModule Module - Network
**
** @section Basics How does it work.
**
** Stratagus uses an UDP peer to peer protocol (p2p). The default port
** is 6660.
**
** @subsection udp_vs_tcp UDP vs. TCP
**
** UDP is a connectionless protocol. This means it does not perform
** retransmission of data and therefore provides very few error recovery
** services. UDP instead offers a direct way to send and receive
** datagrams (packets) over the network; it is used primarily for
** broadcasting messages.
**
** TCP, on the other hand, provides a connection-based, reliable data
** stream. TCP guarantees delivery of data and also guarantees that
** packets will be delivered in the same order in which they were sent.
**
** TCP is a simple and effective way of transmitting data. For making sure
** that a client and server can talk to each other it is very good.
** However, it carries with it a lot of overhead and extra network lag.
**
** UDP needs less overhead and has a smaller lag. Which is very important
** for real time games. The disadvantages includes:
**
** @li You won't have an individual socket for each client.
** @li Given that clients don't need to open a unique socket in order to
** transmit data there is the very real possibility that a client
** who is not logged into the game will start sending all kinds of
** garbage to your server in some kind of attack. It becomes much
** more difficult to stop them at this point.
** @li Likewise, you won't have a clear disconnect/leave game message
** unless you write one yourself.
** @li Some data may not reach the other machine, so you may have to send
** important stuff many times.
** @li Some data may arrive in the wrong order. Imagine that you get
** package 3 before package 1. Even a package can come duplicate.
** @li UDP is connectionless and therefore has problems with firewalls.
**
** I have choosen UDP. Additional support for the TCP protocol is welcome.
**
** @subsection sc_vs_p2p server/client vs. peer to peer
**
** @li server to client
**
** The player input is send to the server. The server collects the input
** of all players and than send the commands to all clients.
**
** @li peer to peer (p2p)
**
** The player input is direct send to all others clients in game.
**
** p2p has the advantage of a smaller lag, but needs a higher bandwidth
** by the clients.
**
** I have choosen p2p. Additional support for a server to client protocol
** is welcome.
**
** @subsection bandwidth bandwidth
**
** I wanted to support up to 8 players with 28.8kbit modems.
**
** Most modems have a bandwidth of 28.8K bits/second (both directions) to
** 56K bits/second (33.6K uplink) It takes actually 10 bits to send 1 byte.
** This makes calculating how many bytes you are sending easy however, as
** you just need to divide 28800 bits/second by 10 and end up with 2880
** bytes per second.
**
** We want to send many packets, more updated pro second and big packets,
** less protocol overhead.
**
** If we do an update 6 times per second, leaving approximately 480 bytes
** per update in an ideal environment.
**
** For the TCP/IP protocol we need following:
** IP Header 20 bytes
** UDP Header 8 bytes
**
** With 10 bytes per command and 4 commands this are 68 (20+8+4*10) bytes
** pro packet. Sending it to 7 other players, gives 476 bytes pro update.
** This means we could do 6 updates (each 166ms) pro second.
**
** @subsection a_packet Network packet
**
** @li [IP Header - 20 bytes]
** @li [UDP Header - 8 bytes]
** @li [Type 1 byte][Cycle 1 byte][Data 8 bytes] - Slot 0
** @li [Type 1 byte][Cycle 1 byte][Data 8 bytes] - Slot 1
** @li [Type 1 byte][Cycle 1 byte][Data 8 bytes] - Slot 2
** @li [Type 1 byte][Cycle 1 byte][Data 8 bytes] - Slot 3
**
** @subsection internals Putting it together
**
** All computers in play must run absolute syncron. Only user commands
** are send over the network to the other computers. The command needs
** some time to reach the other clients (lag), so the command is not
** executed immediatly on the local computer, it is stored in a delay
** queue and send to all other clients. After a delay of ::NetworkLag
** game cycles the commands of the other players are received and executed
** together with the local command. Each ::NetworkUpdates game cycles there
** must a package send, to keep the clients in sync, if there is no user
** command, a dummy sync package is send.
** If there are missing packages, the game is paused and old commands
** are resend to all clients.
**
** @section missing What features are missing
**
** @li The recover from lost packets can be improved, if the server knows
** which packets the clients have received.
**
** @li The UDP protocol isn't good for firewalls, we need also support
** for the TCP protocol.
**
** @li Add a server / client protocol, which allows more players pro
** game.
**
** @li Lag (latency) and bandwidth are set over the commandline. This
** should be automatic detected during game setup and later during
** game automatic adapted.
**
** @li Also it would be nice, if we support viewing clients. This means
** other people can view the game in progress.
**
** @li The current protocol only uses single cast, for local LAN we
** should also support broadcast and multicast.
**
** @li Proxy and relays should be supported, to improve the playable
** over the internet.
**
** @li The game cycles is transfered for each slot, this is not needed. We
** can save some bytes if we compress this.
**
** @li We can sort the command by importants, currently all commands are
** send in order, only chat messages are send if there are free slots.
**
** @li password protection the login process (optional), to prevent that
** the wrong player join an open network game.
**
** @li add meta server support, i have planned to use bnetd and its
** protocol.
**
** @section api API How should it be used.
**
** ::InitNetwork1()
**
** ::InitNetwork2()
**
** ::ExitNetwork1()
**
** ::NetworkSendCommand()
**
** ::NetworkSendExtendedCommand()
**
** ::NetworkEvent()
**
** ::NetworkQuit()
**
** ::NetworkChatMessage()
**
** ::NetworkEvent()
**
** ::NetworkRecover()
**
** ::NetworkCommands()
**
** ::NetworkFildes
**
** ::NetworkInSync
**
** @todo FIXME: continue docu
*/
//----------------------------------------------------------------------------
// Includes
//----------------------------------------------------------------------------
#include "stratagus.h"
#include <stdio.h>
#include <stdlib.h>
#include <stddef.h>
#include <string.h>
#include <list>
#include "net_lowlevel.h"
#include "unit.h"
#include "unit_manager.h"
#include "unittype.h"
#include "map.h"
#include "actions.h"
#include "player.h"
#include "network.h"
#include "netconnect.h"
#include "commands.h"
#include "replay.h"
#include "interface.h"
#include "results.h"
#include "sound.h"
//----------------------------------------------------------------------------
// Declaration
//----------------------------------------------------------------------------
/**
** Network command input/output queue.
*/
class CNetworkCommandQueue {
public:
CNetworkCommandQueue() : Time(0), Type(0) {}
void Clear() { this->Time = this->Type = 0; Data.Clear(); }
unsigned long Time; /// time to execute
unsigned char Type; /// Command Type
CNetworkCommand Data; /// command content
};
//----------------------------------------------------------------------------
// Variables
//----------------------------------------------------------------------------
int NetworkNumInterfaces; /// Network number of interfaces
Socket NetworkFildes = (Socket)-1; /// Network file descriptor
int NetworkInSync = 1; /// Network is in sync
int NetworkUpdates = 5; /// Network update each # game cycles
int NetworkLag = 10; /// Network lag in # game cycles
unsigned long NetworkStatus[PlayerMax]; /// Network status
unsigned long NetworkLastFrame[PlayerMax]; /// Last frame received packet
int NetworkTimeout = 45; /// Number of seconds until player times out
static char NetMsgBuf[PlayerMax][128]; /// Chat message buffers
static int NetMsgBufLen[PlayerMax]; /// Stored chat message length
#ifdef DEBUG
unsigned long MyHost; /// My host number.
int MyPort; /// My port number.
#endif
static unsigned long NetworkDelay; /// Delay counter for recover.
static int NetworkSyncSeeds[256]; /// Network sync seeds.
static int NetworkSyncHashs[256]; /// Network sync hashs.
static CNetworkCommandQueue NetworkIn[256][PlayerMax][MaxNetworkCommands]; /// Per-player network packet input queue
std::list<CNetworkCommandQueue *> CommandsIn; /// Network command input queue
std::list<CNetworkCommandQueue *> MsgCommandsIn;/// Network message input queue
#ifdef DEBUG
static int NetworkReceivedPackets; /// Packets received packets
static int NetworkReceivedEarly; /// Packets received too early
static int NetworkReceivedLate; /// Packets received too late
static int NetworkReceivedDups; /// Packets received as duplicates
static int NetworkReceivedLost; /// Packets received packet lost
static int NetworkSendPackets; /// Packets send packets
static int NetworkSendResend; /// Packets send to resend
#endif
static int PlayerQuit[PlayerMax]; /// Player quit
#define MAX_NCQS 100
static CNetworkCommandQueue NCQs[MAX_NCQS]; /// CNetworkCommandQueues
static int NumNCQs; /// Number of NCQs in use
//----------------------------------------------------------------------------
// Serialize/Deserialize
//----------------------------------------------------------------------------
void CNetworkCommand::Serialize(unsigned char *p) const
{
*(Uint16 *)p = this->Unit;
p += 2;
*(Uint16 *)p = this->X;
p += 2;
*(Uint16 *)p = this->Y;
p += 2;
*(Uint16 *)p = this->Dest;
p += 2;
}
void CNetworkCommand::Deserialize(unsigned char *p)
{
this->Unit = *(Uint16 *)p;
p += 2;
this->X = *(Uint16 *)p;
p += 2;
this->Y = *(Uint16 *)p;
p += 2;
this->Dest = *(Uint16 *)p;
p += 2;
}
void CNetworkExtendedCommand::Serialize(unsigned char *p)
{
*p++ = this->ExtendedType;
*p++ = this->Arg1;
*(Uint16 *)p = this->Arg2;
p += 2;
*(Uint16 *)p = this->Arg3;
p += 2;
*(Uint16 *)p = this->Arg4;
p += 2;
}
void CNetworkExtendedCommand::Deserialize(unsigned char *p)
{
this->ExtendedType = *p++;
this->Arg1 = *p++;
this->Arg2 = *(Uint16 *)p;
p += 2;
this->Arg3 = *(Uint16 *)p;
p += 2;
this->Arg4 = *(Uint16 *)p;
p += 2;
}
void CNetworkChat::Serialize(unsigned char *p)
{
*p++ = this->Player;
memcpy(p, this->Text, 7);
p += 7;
}
void CNetworkChat::Deserialize(unsigned char *p)
{
this->Player = *p++;
memcpy(this->Text, p, 7);
p += 7;
}
void CNetworkPacketHeader::Serialize(unsigned char *p) const
{
*p++ = this->Cycle;
for (int i = 0; i < MaxNetworkCommands; ++i) {
*p++ = this->Type[i];
}
}
void CNetworkPacketHeader::Deserialize(unsigned char *p)
{
this->Cycle = *p++;
for (int i = 0; i < MaxNetworkCommands; ++i) {
this->Type[i] = *p++;
}
}
unsigned char *CNetworkPacket::Serialize(int numcommands) const
{
unsigned char *buf = new unsigned char[CNetworkPacket::Size(numcommands)];
unsigned char *p = buf;
this->Header.Serialize(p);
p += CNetworkPacketHeader::Size();
for (int i = 0; i < numcommands; ++i) {
if (this->Header.Type[i] == MessageExtendedCommand) {
CNetworkExtendedCommand *nec;
nec = (CNetworkExtendedCommand *)&Command[i];
nec->Serialize(p);
} else if (this->Header.Type[i] == MessageChat) {
((CNetworkChat *)&this->Command[i])->Serialize(p);
} else {
this->Command[i].Serialize(p);
}
p += CNetworkCommand::Size();
}
return buf;
}
int CNetworkPacket::Deserialize(unsigned char *p, unsigned int len)
{
// check min and max size
if (len < CNetworkPacket::Size(1) ||
len > CNetworkPacket::Size(MaxNetworkCommands)) {
return -1;
}
// can't have partial commands
len -= CNetworkPacketHeader::Size();
if ((len / CNetworkCommand::Size()) * CNetworkCommand::Size() != len) {
return -1;
}
this->Header.Deserialize(p);
p += CNetworkPacketHeader::Size();
int commands = len / CNetworkCommand::Size();
for (int i = 0; i < commands; ++i) {
if (this->Header.Type[i] == MessageExtendedCommand) {
CNetworkExtendedCommand *nec;
nec = (CNetworkExtendedCommand *)&Command[i];
nec->Deserialize(p);
} else if (this->Header.Type[i] == MessageChat) {
((CNetworkChat *)&this->Command[i])->Deserialize(p);
} else {
this->Command[i].Deserialize(p);
}
p += CNetworkCommand::Size();
}
return commands;
}
//----------------------------------------------------------------------------
// Mid-Level api functions
//----------------------------------------------------------------------------
/**
** Send message to all clients.
**
** @param packet Packet to send.
** @param numcommands Number of commands.
*/
static void NetworkBroadcast(const CNetworkPacket *packet, int numcommands)
{
unsigned char *buf = packet->Serialize(numcommands);
// Send to all clients.
for (int i = 0; i < HostsCount; ++i) {
NetSendUDP(NetworkFildes, Hosts[i].Host, Hosts[i].Port, buf,
CNetworkPacket::Size(numcommands));
}
delete[] buf;
}
/**
** Network send packet. Build it from queue and broadcast.
**
** @param ncq Outgoing network queue start.
*/
static void NetworkSendPacket(const CNetworkCommandQueue *ncq)
{
CNetworkPacket packet;
int i;
int numcommands;
#ifdef DEBUG
++NetworkSendPackets;
#endif
//
// Build packet of up to MaxNetworkCommands messages.
//
numcommands = 0;
packet.Header.Cycle = ncq[0].Time & 0xFF;
for (i = 0; i < MaxNetworkCommands && ncq[i].Type != MessageNone; ++i) {
packet.Header.Type[i] = ncq[i].Type;
packet.Command[i] = ncq[i].Data;
++numcommands;
}
for (; i < MaxNetworkCommands; ++i) {
packet.Header.Type[i] = MessageNone;
}
NetworkBroadcast(&packet, numcommands);
}
//----------------------------------------------------------------------------
// API init..
//----------------------------------------------------------------------------
/**
** Initialize network part 1.
*/
void InitNetwork1(void)
{
int i;
int port;
NetworkFildes = (Socket)-1;
NetworkInSync = 1;
NetworkNumInterfaces = 0;
NetInit(); // machine dependent setup
for (i = 0; i < PlayerMax; ++i) {
NetMsgBufLen[i] = 0;
}
if (NetworkUpdates <= 0) {
NetworkUpdates = 1;
}
// Lag must be multiple of updates
NetworkLag = (NetworkLag / NetworkUpdates) * NetworkUpdates;
// Our communication port
port = NetworkPort;
for (i = 0; i < 10; ++i) {
NetworkFildes = NetOpenUDP(port + i);
if (NetworkFildes != (Socket)-1) {
break;
}
}
if (i == 10) {
fprintf(stderr, "NETWORK: No free ports %d-%d available, aborting\n",
port, port + i);
NetExit(); // machine dependent network exit
return;
}
#if 1
// FIXME: need a working interface check
NetworkNumInterfaces = 1;
#else
NetworkNumInterfaces = NetSocketAddr(NetworkFildes);
if (NetworkNumInterfaces) {
DebugPrint("Num IP: %d\n" _C_ NetworkNumInterfaces);
for (i = 0; i < NetworkNumInterfaces; ++i) {
DebugPrint("IP: %d.%d.%d.%d\n" _C_ NIPQUAD(ntohl(NetLocalAddrs[i])));
}
} else {
fprintf(stderr, "NETWORK: Not connected to any external IPV4-network, aborting\n");
ExitNetwork1();
return;
}
#endif
#ifdef DEBUG
{
char buf[128];
gethostname(buf, sizeof(buf));
DebugPrint("%s\n" _C_ buf);
MyHost = NetResolveHost(buf);
MyPort = NetLastPort;
DebugPrint("My host:port %d.%d.%d.%d:%d\n" _C_
NIPQUAD(ntohl(MyHost)) _C_ ntohs(MyPort));
}
#endif
CommandsIn.clear();
MsgCommandsIn.clear();
NumNCQs = 0;
}
/**
** Cleanup network part 1. (to be called _AFTER_ part 2 :)
*/
void ExitNetwork1(void)
{
if (!IsNetworkGame()) { // No network running
return;
}
#ifdef DEBUG
DebugPrint("Received: %d packets, %d early, %d late, %d dups, %d lost.\n" _C_
NetworkReceivedPackets _C_ NetworkReceivedEarly _C_ NetworkReceivedLate _C_
NetworkReceivedDups _C_ NetworkReceivedLost);
DebugPrint("Send: %d packets, %d resend\n" _C_
NetworkSendPackets _C_ NetworkSendResend);
#endif
NetCloseUDP(NetworkFildes);
NetExit(); // machine dependent setup
NetworkFildes = (Socket)-1;
NetworkInSync = 1;
NetPlayers = 0;
HostsCount = 0;
}
/**
** Initialize network part 2.
*/
void InitNetwork2(void)
{
NetworkConnectSetupGame();
DebugPrint("Lag %d, Updates %d, Hosts %d\n" _C_
NetworkLag _C_ NetworkUpdates _C_ HostsCount);
//
// Prepare first time without syncs.
//
memset(NetworkIn, 0, sizeof(NetworkIn));
for (int i = 0; i <= NetworkLag; i += NetworkUpdates) {
for (int n = 0; n < HostsCount; ++n) {
for (int c = 0; c < MaxNetworkCommands; ++c) {
NetworkIn[i][Hosts[n].PlyNr][c].Time = i;
NetworkIn[i][Hosts[n].PlyNr][c].Type = MessageSync;
}
}
}
memset(NetworkSyncSeeds, 0, sizeof(NetworkSyncSeeds));
memset(NetworkSyncHashs, 0, sizeof(NetworkSyncHashs));
memset(PlayerQuit, 0, sizeof(PlayerQuit));
memset(NetworkStatus, 0, sizeof(NetworkStatus));
memset(NetworkLastFrame, 0, sizeof(NetworkLastFrame));
}
//----------------------------------------------------------------------------
// Memory management for CNetworkCommandQueues
//----------------------------------------------------------------------------
/**
** Allocate a CNetworkCommandQueue
**
** @return CNetworkCommandQueue
*/
static CNetworkCommandQueue *AllocNCQ(void)
{
Assert(NumNCQs != MAX_NCQS);
CNetworkCommandQueue *ncq = &NCQs[NumNCQs++];
ncq->Clear();
return ncq;
}
/**
** Free a CNetworkCommandQueue
**
** @param ncq CNetworkCommandQueue to free
*/
static void FreeNCQ(CNetworkCommandQueue *ncq)
{
NCQs[ncq - NCQs] = NCQs[--NumNCQs];
}
//----------------------------------------------------------------------------
// Commands input
//----------------------------------------------------------------------------
/**
** Prepare send of command message.
**
** Convert arguments into network format and place it into output queue.
**
** @param command Command (Move,Attack,...).
** @param unit Unit that receive the command.
** @param x optional X map position.
** @param y optional y map position.
** @param dest optional destination unit.
** @param type optional unit-type argument.
** @param status Append command or flush old commands.
**
** @warning Destination and unit-type shares the same network slot.
*/
void NetworkSendCommand(int command, const CUnit *unit, int x, int y,
const CUnit *dest, const CUnitType *type, int status)
{
CNetworkCommandQueue *ncq;
std::list<CNetworkCommandQueue *>::iterator it;
// Check for duplicate command in queue
for (it = CommandsIn.begin(); it != CommandsIn.end(); ++it) {
ncq = *it;
if ((ncq->Type & 0x7F) == command &&
ncq->Data.Unit == htons(unit->Slot) &&
ncq->Data.X == htons(x) &&
ncq->Data.Y == htons(y)) {
if (dest && ncq->Data.Dest == htons(dest->Slot)) {
return;
} else if (type && ncq->Data.Dest == htons(type->Slot)) {
return;
} else if (ncq->Data.Dest == 0xFFFF) {
return;
}
}
}
ncq = AllocNCQ();
CommandsIn.push_back(ncq);
ncq->Time = GameCycle;
ncq->Type = command;
if (status) {
ncq->Type |= 0x80;
}
ncq->Data.Unit = htons(unit->Slot);
ncq->Data.X = htons(x);
ncq->Data.Y = htons(y);
Assert (!dest || !type); // Both together isn't allowed
if (dest) {
ncq->Data.Dest = htons(dest->Slot);
} else if (type) {
ncq->Data.Dest = htons(type->Slot);
} else {
ncq->Data.Dest = htons(0xFFFF); // -1
}
}
/**
** Prepare send of extended command message.
**
** Convert arguments into network format and place it into output queue.
**
** @param command Command (Move,Attack,...).
** @param arg1 optional argument #1
** @param arg2 optional argument #2
** @param arg3 optional argument #3
** @param arg4 optional argument #4
** @param status Append command or flush old commands.
*/
void NetworkSendExtendedCommand(int command, int arg1, int arg2, int arg3,
int arg4, int status)
{
CNetworkCommandQueue *ncq;
CNetworkExtendedCommand *nec;
ncq = AllocNCQ();
CommandsIn.push_back(ncq);
ncq->Time = GameCycle;
nec = (CNetworkExtendedCommand *)&ncq->Data;
ncq->Type = MessageExtendedCommand;
if (status) {
ncq->Type |= 0x80;
}
nec->ExtendedType = command;
nec->Arg1 = arg1;
nec->Arg2 = htons(arg2);
nec->Arg3 = htons(arg3);
nec->Arg4 = htons(arg4);
}
/**
** Sends my selections to teammates
**
** @param units Units to send
** @param count Number of units to send
*/
void NetworkSendSelection(CUnit **units, int count)
{
CNetworkPacket packet;
NetworkSelectionHeader *header;
CNetworkSelection *selection;
int unitcount;
int ref;
int i;
int teammates[PlayerMax];
int numteammates;
int nosent;
// Check if we have any teammates to send to
numteammates = 0;
for (i = 0; i < HostsCount; ++i) {
if (Players[Hosts[i].PlyNr].Team == ThisPlayer->Team) {
teammates[numteammates++] = i;
}
}
if (!numteammates) {
return;
}
//
// Build and send packets to cover all units.
//
unitcount = 0;
while (unitcount < count) {
header = (NetworkSelectionHeader *)&(packet.Header);
if (unitcount == 0) {
header->Add = 0;
} else {
header->Add = 1;
}
header->Remove = 0;
nosent = 0;
for (i = 0; i < MaxNetworkCommands && unitcount < count; ++i) {
header->Type[i] = MessageSelection;
selection = (CNetworkSelection *)&packet.Command[i];
for (ref = 0; ref < 4 && unitcount < count; ++ref, ++unitcount) {
selection->Unit[ref] = htons(UnitNumber(units[unitcount]));
++nosent;
}
}
if (unitcount >= count) {
// This is the last command
header->NumberSent = nosent;
} else {
header->NumberSent = MaxNetworkCommands * 4;
}
for (; i < MaxNetworkCommands; ++i) {
packet.Header.Type[i] = MessageNone;
}
//
// Send the Constructed packet to team members
//
int numcommands = (nosent + 3) / 4;
unsigned char *buf = packet.Serialize(numcommands);
for (i = 0; i < numteammates; ++i) {
ref = NetSendUDP(NetworkFildes, Hosts[teammates[i]].Host, Hosts[teammates[i]].Port,
buf, CNetworkPacketHeader::Size() + CNetworkSelection::Size() * numcommands);
}
}
}
/**
** Process Received Unit Selection
**
** @param packet Network Packet to Process
** @param player Player number
*/
static void NetworkProcessSelection(CNetworkPacket *packet, int player)
{
CUnit *units[UnitMax];
NetworkSelectionHeader *header;
CNetworkSelection *selection;
int adjust;
int count;
int unitcount;
header = (NetworkSelectionHeader *)&(packet->Header);
//
// Create Unit Array
//
count = header->NumberSent;
adjust = (header->Add << 1) | header->Remove;
unitcount = 0;
for (int i = 0; header->Type[i] == MessageSelection; ++i) {
selection = (CNetworkSelection *)&(packet->Command[i]);
for (int j = 0; j < 4 && unitcount < count; ++j) {
units[unitcount++] = Units[ntohs(selection->Unit[j])];
}
}
Assert(count == unitcount);
ChangeTeamSelectedUnits(&Players[player], units, adjust, count);
}
/**
** Remove a player from the game.
**
** @param player Player number
*/
static void NetworkRemovePlayer(int player)
{
int i;
// Remove player from Hosts and clear NetworkIn
for (i = 0; i < HostsCount; ++i) {
if (Hosts[i].PlyNr == player) {
Hosts[i] = Hosts[HostsCount - 1];
--HostsCount;
break;
}
}
for (i = 0; i < 256; ++i) {
for (int c = 0; c < MaxNetworkCommands; ++c) {
NetworkIn[i][player][c].Time = 0;
}
}
}
/**
** Called if message for the network is ready.
** (by WaitEventsOneFrame)
**
** @todo
** NetworkReceivedEarly NetworkReceivedLate NetworkReceivedDups
** Must be calculated.
*/
void NetworkEvent(void)
{
unsigned char buf[1024];
CNetworkPacket packet;
int player;
int i;
int commands;
unsigned long n;
if (!IsNetworkGame()) {
NetworkInSync = 1;
return;
}
//
// Read the packet.
//
if ((i = NetRecvUDP(NetworkFildes, &buf, sizeof(buf))) < 0) {
//
// Server or client gone?
//
DebugPrint("Server/Client gone?\n");
// just hope for an automatic recover right now..
NetworkInSync = 0;
return;
}
#ifdef DEBUG
++NetworkReceivedPackets;
#endif
//
// Setup messages
//
if (NetConnectRunning) {
if (NetworkParseSetupEvent(buf, i)) {
return;
}
}
commands = packet.Deserialize(buf, i);
if (commands < 0) {
DebugPrint("Bad packet read\n");
return;
}
for (i = 0; i < HostsCount; ++i) {
if (Hosts[i].Host == NetLastHost && Hosts[i].Port == NetLastPort &&
!PlayerQuit[Hosts[i].PlyNr]) {
break;
}
}
if (i == HostsCount) {
DebugPrint("Not a host in play: %d.%d.%d.%d:%d\n" _C_
NIPQUAD(ntohl(NetLastHost)) _C_ ntohs(NetLastPort));
return;
}
player = Hosts[i].PlyNr;
// In a normal packet there is a least sync, selection may not have that
if (packet.Header.Type[0] == MessageSelection || commands == 0) {
NetworkProcessSelection(&packet, player);
return;
}
//
// Parse the packet commands.
//
for (i = 0; i < commands; ++i) {
const CNetworkCommand *nc = &packet.Command[i];
bool validCommand = false;
//
// Handle some messages.
//
if (packet.Header.Type[i] == MessageQuit) {
int playerNum = ntohs(nc->X);
if (playerNum >= 0 && playerNum < NumPlayers) {
PlayerQuit[playerNum] = 1;
validCommand = true;
}
}
if (packet.Header.Type[i] == MessageResend) {
// Destination cycle (time to execute).
n = ((GameCycle + 128) & ~0xFF) | packet.Header.Cycle;
if (n > GameCycle + 128) {
n -= 0x100;
}
// FIXME: not necessary to send this packet multiple times!!!!
// other side sends re-send until it gets an answer.
if (n != NetworkIn[n & 0xFF][ThisPlayer->Index][0].Time) {
// Asking for a cycle we haven't gotten to yet, ignore for now
return;
}
NetworkSendPacket(NetworkIn[n & 0xFF][ThisPlayer->Index]);
// Check if a player quit this cycle
for (int j = 0; j < HostsCount; ++j) {
for (int c = 0; c < MaxNetworkCommands; ++c) {
CNetworkCommandQueue *ncq;
ncq = &NetworkIn[n & 0xFF][Hosts[j].PlyNr][c];
if (ncq->Time && ncq->Type == MessageQuit) {
CNetworkPacket np;
np.Header.Cycle = ncq->Time & 0xFF;
np.Header.Type[0] = ncq->Type;
np.Command[0] = ncq->Data;
for (int k = 1; k < MaxNetworkCommands; ++k) {
np.Header.Type[k] = MessageNone;
}
NetworkBroadcast(&np, 1);
}
}
}
return;
}
// Destination cycle (time to execute).
n = ((GameCycle + 128) & ~0xFF) | packet.Header.Cycle;
if (n > GameCycle + 128) {
n -= 0x100;
}
// Receive statistic
if (n > NetworkStatus[player]) {
NetworkStatus[player] = n;
}
NetworkLastFrame[player] = FrameCounter;
// Place in network in
switch (packet.Header.Type[i] & 0x7F) {
case MessageExtendedCommand:
// FIXME: ensure the sender is part of the command
validCommand = true;
break;
case MessageSync:
// Sync does not matter
validCommand = true;
break;
case MessageQuit:
case MessageQuitAck:
case MessageResend:
case MessageChat:
case MessageChatTerm:
// FIXME: ensure it's from the right player
validCommand = true;
break;
case MessageCommandDismiss:
// Fall through!
default:
{
unsigned int slot = ntohs(nc->Unit);
if (slot < UnitSlotFree &&
(UnitSlots[slot]->Player->Index == player ||
Players[player].IsTeamed(UnitSlots[slot]))) {
validCommand = true;
} else {
validCommand = false;
}
}
}
// FIXME: not all values in nc have been validated
if (validCommand) {
NetworkIn[packet.Header.Cycle][player][i].Time = n;
NetworkIn[packet.Header.Cycle][player][i].Type = packet.Header.Type[i];
NetworkIn[packet.Header.Cycle][player][i].Data = *nc;
} else {
SetMessage(_("%s sent bad command"), Players[player].Name.c_str());
DebugPrint("%s sent bad command: 0x%x\n" _C_
Players[player].Name.c_str() _C_
packet.Header.Type[i] & 0x7F);
}
}
for ( ; i < MaxNetworkCommands; ++i) {
NetworkIn[packet.Header.Cycle][player][i].Time = 0;
}
//
// Waiting for this time slot
//
if (!NetworkInSync) {
NetworkInSync = 1;
n = (GameCycle / NetworkUpdates) * NetworkUpdates + NetworkUpdates;
for (player = 0; player < HostsCount; ++player) {
if (NetworkIn[n & 0xFF][Hosts[player].PlyNr][0].Time != n) {
NetworkInSync = 0;
break;
}
}
}
}
/**
** Quit the game.
*/
void NetworkQuit(void)
{
if (!ThisPlayer) {
return;
}
int n = (GameCycle + NetworkUpdates) / NetworkUpdates * NetworkUpdates + NetworkLag;
NetworkIn[n & 0xFF][ThisPlayer->Index][0].Type = MessageQuit;
NetworkIn[n & 0xFF][ThisPlayer->Index][0].Time = n;
NetworkIn[n & 0xFF][ThisPlayer->Index][0].Data.X = ThisPlayer->Index;
for (int i = 1; i < MaxNetworkCommands; ++i) {
NetworkIn[n & 0xFF][ThisPlayer->Index][i].Type = MessageNone;
}
NetworkSendPacket(NetworkIn[n & 0xFF][ThisPlayer->Index]);
}
/**
** Send chat message. (Message is sent with low priority)
**
** @param msg Text message to send.
*/
void NetworkChatMessage(const std::string &msg)
{
CNetworkCommandQueue *ncq;
CNetworkChat *ncm;
const char *cp;
int n;
if (IsNetworkGame()) {
cp = msg.c_str();
n = msg.size();
while (n >= (int)sizeof(ncm->Text)) {
ncq = AllocNCQ();
MsgCommandsIn.push_back(ncq);
ncq->Type = MessageChat;
ncm = (CNetworkChat *)(&ncq->Data);
ncm->Player = ThisPlayer->Index;
memcpy(ncm->Text, cp, sizeof(ncm->Text));
cp += sizeof(ncm->Text);
n -= sizeof(ncm->Text);
}
ncq = AllocNCQ();
MsgCommandsIn.push_back(ncq);
ncq->Type = MessageChatTerm;
ncm = (CNetworkChat *)(&ncq->Data);
ncm->Player = ThisPlayer->Index;
memcpy(ncm->Text, cp, n + 1); // see >= above :)
}
}
/**
** Parse a network command.
**
** @param ncq Network command from queue
*/
static void ParseNetworkCommand(const CNetworkCommandQueue *ncq)
{
int ply;
switch (ncq->Type & 0x7F) {
case MessageSync:
ply = ntohs(ncq->Data.X) << 16;
ply |= ntohs(ncq->Data.Y);
if (ply != NetworkSyncSeeds[GameCycle & 0xFF] ||
ntohs(ncq->Data.Unit) != NetworkSyncHashs[GameCycle & 0xFF]) {
SetMessage("%s", _("Network out of sync"));
DebugPrint("\nNetwork out of sync %x!=%x! %d!=%d! Cycle %lu\n\n" _C_
ply _C_ NetworkSyncSeeds[GameCycle & 0xFF] _C_
ntohs(ncq->Data.Unit) _C_ NetworkSyncHashs[GameCycle & 0xFF] _C_ GameCycle);
}
return;
case MessageChat:
case MessageChatTerm: {
const CNetworkChat *ncm;
ncm = (CNetworkChat *)(&ncq->Data);
ply = ncm->Player;
if (NetMsgBufLen[ply] + sizeof(ncm->Text) < 128) {
memcpy(((char *)NetMsgBuf[ply]) + NetMsgBufLen[ply], ncm->Text,
sizeof(ncm->Text));
}
NetMsgBufLen[ply] += sizeof(ncm->Text);
if (ncq->Type == MessageChatTerm) {
NetMsgBuf[ply][127] = '\0';
SetMessage("%s", NetMsgBuf[ply]);
PlayGameSound(GameSounds.ChatMessage.Sound, MaxSampleVolume);
NetMsgBufLen[ply] = 0;
}
}
break;
case MessageQuit:
NetworkRemovePlayer(ncq->Data.X);
CommandLog("quit", NoUnitP, FlushCommands, ncq->Data.X, -1, NoUnitP, NULL, -1);
CommandQuit(ncq->Data.X);
break;
case MessageExtendedCommand: {
const CNetworkExtendedCommand *nec;
nec = (CNetworkExtendedCommand *)(&ncq->Data);
ParseExtendedCommand(nec->ExtendedType, (ncq->Type & 0x80) >> 7,
nec->Arg1, ntohs(nec->Arg2), ntohs(nec->Arg3), ntohs(nec->Arg4));
}
break;
case MessageNone:
// Nothing to Do, This Message Should Never be Executed
Assert(0);
break;
default:
ParseCommand(ncq->Type, ntohs(ncq->Data.Unit),
ntohs(ncq->Data.X), ntohs(ncq->Data.Y), ntohs(ncq->Data.Dest));
break;
}
}
/**
** Network resend commands, we have a missing packet send to all clients
** what packet we are missing.
**
** @todo
** We need only send to the clients, that have not delivered the packet.
*/
static void NetworkResendCommands(void)
{
CNetworkPacket packet;
#ifdef DEBUG
++NetworkSendResend;
#endif
//
// Build packet
//
packet.Header.Type[0] = MessageResend;
packet.Header.Type[1] = MessageNone;
packet.Header.Cycle =
(Uint8)((GameCycle / NetworkUpdates) * NetworkUpdates + NetworkUpdates);
NetworkBroadcast(&packet, 1);
}
/**
** Network send commands.
*/
static void NetworkSendCommands(void)
{
CNetworkCommandQueue *incommand;
CNetworkCommandQueue *ncq;
int numcommands;
//
// No command available, send sync.
//
numcommands = 0;
incommand = NULL;
ncq = NetworkIn[(GameCycle + NetworkLag) & 0xFF][ThisPlayer->Index];
ncq->Clear();
if (CommandsIn.empty() && MsgCommandsIn.empty()) {
ncq[0].Type = MessageSync;
ncq[0].Data.Unit = htons(SyncHash&0xFFFF);
ncq[0].Data.X = htons(SyncRandSeed>>16);
ncq[0].Data.Y = htons(SyncRandSeed&0xFFFF);
ncq[0].Time = GameCycle + NetworkLag;
numcommands = 1;
} else {
while ((!CommandsIn.empty() || !MsgCommandsIn.empty()) &&
numcommands < MaxNetworkCommands) {
if (!CommandsIn.empty()) {
incommand = CommandsIn.front();
#ifdef DEBUG
if (incommand->Type != MessageExtendedCommand) {
// FIXME: we can send destoyed units over network :(
if (UnitSlots[ntohs(ncq->Data.Unit)]->Destroyed) {
DebugPrint("Sending destroyed unit %d over network!!!!!!\n" _C_
ntohs(incommand->Data.Unit));
}
}
#endif
CommandsIn.pop_front();
} else {
incommand = MsgCommandsIn.front();
MsgCommandsIn.pop_front();
}
ncq[numcommands] = *incommand;
ncq[numcommands].Time = GameCycle + NetworkLag;
++numcommands;
FreeNCQ(incommand);
}
}
if (numcommands != MaxNetworkCommands) {
ncq[numcommands].Type = MessageNone;
}
NetworkSendPacket(ncq);
NetworkSyncSeeds[(GameCycle + NetworkLag) & 0xFF] = SyncRandSeed;
NetworkSyncHashs[(GameCycle + NetworkLag) & 0xFF] = SyncHash & 0xFFFF; // FIXME: 32bit later
}
/**
** Network excecute commands.
*/
static void NetworkExecCommands(void)
{
CNetworkCommandQueue *ncq;
//
// Must execute commands on all computers in the same order.
//
for (int i = 0; i < NumPlayers; ++i) {
//
// Remove commands.
//
for (int c = 0; c < MaxNetworkCommands; ++c) {
ncq = &NetworkIn[GameCycle & 0xFF][i][c];
if (ncq->Type == MessageNone) {
break;
}
if (ncq->Time) {
#ifdef DEBUG
if (ncq->Time != GameCycle) {
DebugPrint("cycle %lu idx %lu time %lu\n" _C_
GameCycle _C_ GameCycle & 0xFF _C_ ncq->Time);
Assert(ncq->Time == GameCycle);
}
#endif
ParseNetworkCommand(ncq);
}
}
}
}
/**
** Network synchronize commands.
*/
static void NetworkSyncCommands(void)
{
const CNetworkCommandQueue *ncq;
unsigned long n;
//
// Check if all next messages are available.
//
NetworkInSync = 1;
n = GameCycle + NetworkUpdates;
for (int i = 0; i < HostsCount; ++i) {
ncq = NetworkIn[n & 0xFF][Hosts[i].PlyNr];
if (ncq[0].Time != n) {
NetworkInSync = 0;
NetworkDelay = FrameCounter + NetworkUpdates;
// FIXME: should send a resend request.
break;
}
}
}
/**
** Handle network commands.
*/
void NetworkCommands(void)
{
if (IsNetworkGame()) {
if (!(GameCycle % NetworkUpdates)) {
// Send messages to all clients (other players)
NetworkSendCommands();
NetworkExecCommands();
NetworkSyncCommands();
}
}
}
/**
** Recover network.
*/
void NetworkRecover(void)
{
if (HostsCount == 0) {
NetworkInSync = 1;
return;
}
if (FrameCounter > NetworkDelay) {
NetworkDelay += NetworkUpdates;
// Check for players that timed out
for (int i = 0; i < HostsCount; ++i) {
int secs;
if (!NetworkLastFrame[Hosts[i].PlyNr]) {
continue;
}
secs = (FrameCounter - NetworkLastFrame[Hosts[i].PlyNr]) /
(FRAMES_PER_SECOND * VideoSyncSpeed / 100);
// FIXME: display a menu while we wait
if (secs >= 3 && secs < NetworkTimeout) {
if (FrameCounter % FRAMES_PER_SECOND < (unsigned long)NetworkUpdates) {
SetMessage(_("Waiting for player \"%s\": %d:%02d"), Hosts[i].PlyName,
(NetworkTimeout - secs) / 60, (NetworkTimeout - secs) % 60);
}
}
if (secs >= NetworkTimeout) {
CNetworkCommand nc;
const CNetworkCommandQueue *ncq;
unsigned long n;
CNetworkPacket np;
n = GameCycle + NetworkUpdates;
nc.X = Hosts[i].PlyNr;
NetworkIn[n & 0xFF][Hosts[i].PlyNr][0].Time = n;
NetworkIn[n & 0xFF][Hosts[i].PlyNr][0].Type = MessageQuit;
NetworkIn[n & 0xFF][Hosts[i].PlyNr][0].Data = nc;
PlayerQuit[Hosts[i].PlyNr] = 1;
SetMessage("%s", _("Timed out"));
ncq = &NetworkIn[n & 0xFF][Hosts[i].PlyNr][0];
np.Header.Cycle = ncq->Time & 0xFF;
np.Header.Type[0] = ncq->Type;
np.Header.Type[1] = MessageNone;
NetworkBroadcast(&np, 1);
NetworkSyncCommands();
}
}
// Resend old commands
NetworkResendCommands();
}
}
//@}
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