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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#if defined _WIN32
#include <winsock2.h>
#elif defined SCP_UNIX
#include <sys/types.h>
#include <sys/socket.h>
#include <netinet/in.h>
#include <arpa/inet.h>
#include <netdb.h>
#include <cerrno>
#endif
#include <cctype>
#include "globalincs/pstypes.h"
#include "network/multiutil.h"
#include "globalincs/linklist.h"
#include "gamesequence/gamesequence.h"
#include "hud/hudmessage.h"
#include "freespace.h"
#include "io/key.h"
#include "io/timer.h"
#include "ship/ship.h"
#include "globalincs/alphacolors.h"
#include "graphics/font.h"
#include "gamesnd/gamesnd.h"
#include "playerman/player.h"
#include "mission/missionparse.h"
#include "missionui/missionshipchoice.h"
#include "network/stand_gui.h"
#include "ship/shipfx.h"
#include "object/object.h"
#include "playerman/managepilot.h"
#include "missionui/missiondebrief.h"
#include "observer/observer.h"
#include "mission/missionmessage.h"
#include "popup/popup.h"
#include "popup/popupdead.h"
#include "hud/hudconfig.h"
#include "menuui/optionsmenu.h"
#include "mission/missionhotkey.h"
#include "mission/missiongoals.h"
#include "ship/afterburner.h"
#include "missionui/chatbox.h"
#include "osapi/osregistry.h"
#include "hud/hudescort.h"
#include "network/multi.h"
#include "cmdline/cmdline.h"
#include "cfile/cfile.h"
#include "cfile/cfilesystem.h"
#include "network/multimsgs.h"
#include "network/multi_xfer.h"
#include "network/multiteamselect.h"
#include "network/multiui.h"
#include "network/multi_kick.h"
#include "network/multi_data.h"
#include "network/multi_voice.h"
#include "network/multi_team.h"
#include "network/multi_respawn.h"
#include "network/multi_ingame.h"
#include "network/multi_observer.h"
#include "network/multi_pinfo.h"
#include "network/multi_endgame.h"
#include "network/multi_pmsg.h"
#include "network/multi_pause.h"
#include "network/multi_log.h"
#include "network/multi_rate.h"
#include "network/multi_fstracker.h"
#include "parse/parselo.h"
#include "debugconsole/console.h"
extern int ascii_table[];
extern int shifted_ascii_table[];
extern UI_TIMESTAMP Multi_ping_timestamp;
// network object management
ushort Next_ship_signature; // next permanent network signature to assign to an object
ushort Next_asteroid_signature; // next signature for an asteroid
ushort Next_non_perm_signature; // next non-permanent network signature to assign to an object
ushort Next_debris_signature; // next debris signature
ushort Next_waypoint_signature; // next waypoint signature
// if a client doesn't receive an update for an object after this many seconds, query server
// as to the objects status.
#define MULTI_CLIENT_OBJ_TIMEOUT 10
#define MAX_SHIPS_PER_QUERY 10
// this function assigns the given object with the given signature. If the signature is 0, then we choose
// the next signature number from the correct pool. I thought that it might be desireable
// to not always have to take the next signature on the list. what_kind is used to assign either a
// permanent or non-permanent signature to an object. permanent signatures are used for ships, non_permanent
// signatures are used for everything else.
ushort multi_assign_network_signature( int what_kind )
{
ushort sig;
Assertion(what_kind >= MULTI_SIG_SHIP && what_kind <= MULTI_SIG_WAYPOINT, "multi_assign_network_signature was passed an invalid index.");
// do limit checking on the permanent and non_permanent signatures. Ships are considered "permanent"
// as are debris and asteroids since they don't die very often. It would be vary rare for this
// value (the permanent signature) to wrap. For now, this condition is an error condition
if ( what_kind == MULTI_SIG_SHIP ) {
if ( Next_ship_signature < SHIP_SIG_MIN ){
Next_ship_signature = SHIP_SIG_MIN;
}
sig = Next_ship_signature++;
if ( Next_ship_signature == SHIP_SIG_MAX ) {
Int3(); // get Allender -- signature stuff wrapped.
Next_ship_signature = SHIP_SIG_MIN;
}
// signature stuff for asteroids.
} else if ( what_kind == MULTI_SIG_ASTEROID ) {
if ( Next_asteroid_signature < ASTEROID_SIG_MIN ){
Next_asteroid_signature = ASTEROID_SIG_MIN;
}
sig = Next_asteroid_signature++;
if ( Next_asteroid_signature == ASTEROID_SIG_MAX ) {
Next_asteroid_signature = ASTEROID_SIG_MIN;
}
// signatures for debris
} else if ( what_kind == MULTI_SIG_DEBRIS ) {
if ( Next_debris_signature < DEBRIS_SIG_MIN ){
Next_debris_signature = DEBRIS_SIG_MIN;
}
sig = Next_debris_signature++;
if ( Next_debris_signature == DEBRIS_SIG_MAX ) {
Next_debris_signature = DEBRIS_SIG_MIN;
}
// signature stuff for weapons and other expendable things.
} else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
if ( Next_non_perm_signature < NPERM_SIG_MIN ){
Next_non_perm_signature = NPERM_SIG_MIN;
}
sig = Next_non_perm_signature++;
if ( (Next_non_perm_signature < NPERM_SIG_MIN) || (Next_non_perm_signature == NPERM_SIG_MAX) ) {
Next_non_perm_signature = NPERM_SIG_MIN;
}
} else if (what_kind == MULTI_SIG_WAYPOINT) {
if (Next_waypoint_signature < WAYPOINT_SIG_MIN) {
Next_waypoint_signature = WAYPOINT_SIG_MIN;
}
sig = Next_waypoint_signature++;
if (Next_waypoint_signature == WAYPOINT_SIG_MAX){
Next_waypoint_signature = WAYPOINT_SIG_MIN;
}
} else {
sig = 0;
}
return sig;
}
// this function returns the next network signature that will be used for a newly created object
// what_kind parameter tells us what kind of signature to get -- permanent or non-permanent
ushort multi_get_next_network_signature( int what_kind )
{
if ( what_kind == MULTI_SIG_SHIP ) {
if ( Next_ship_signature < SHIP_SIG_MIN )
Next_ship_signature = SHIP_SIG_MIN;
return Next_ship_signature;
} else if ( what_kind == MULTI_SIG_DEBRIS ) {
if ( Next_debris_signature < DEBRIS_SIG_MIN)
Next_debris_signature = DEBRIS_SIG_MIN;
return Next_debris_signature;
} else if ( what_kind == MULTI_SIG_ASTEROID ) {
if ( Next_asteroid_signature < ASTEROID_SIG_MIN )
Next_asteroid_signature = ASTEROID_SIG_MIN;
return Next_asteroid_signature;
} else if ( what_kind == MULTI_SIG_WAYPOINT ) {
if ( Next_waypoint_signature < WAYPOINT_SIG_MIN )
Next_waypoint_signature = WAYPOINT_SIG_MIN;
return Next_waypoint_signature;
} else if ( what_kind == MULTI_SIG_NON_PERMANENT ) {
if ( Next_non_perm_signature < NPERM_SIG_MIN )
Next_non_perm_signature = NPERM_SIG_MIN;
return Next_non_perm_signature;
} else {
Int3(); // get allender
return 0;
}
}
// this routine sets the network signature to the given value. Should be called from client only
// and is used mainly for firing weapons. what_kind tells us permanent or non-permanent signature
void multi_set_network_signature( ushort signature, int what_kind )
{
Assertion(signature != 0, "Invalid net signature of 0 requested in multi_set_network_signature().");
Assertion(what_kind > 0, "Invalid net signature type of value %d requested in multi_set_network_signature().", what_kind); // get Allender
Assertion(what_kind < 6, "Invalid net signature type of value %d requested in multi_set_network_signature().", what_kind);
if ( what_kind == MULTI_SIG_SHIP ) {
Assert( (signature >= SHIP_SIG_MIN) && (signature <= SHIP_SIG_MAX) );
Next_ship_signature = signature;
} else if ( what_kind == MULTI_SIG_DEBRIS ) {
Assert( (signature >= DEBRIS_SIG_MIN) && (signature <= DEBRIS_SIG_MAX) );
Next_debris_signature = signature;
} else if ( what_kind == MULTI_SIG_ASTEROID ) {
Assert( (signature >= ASTEROID_SIG_MIN) && (signature <= ASTEROID_SIG_MAX) );
Next_asteroid_signature = signature;
} else if ( what_kind == MULTI_SIG_WAYPOINT ) {
Assert( (signature >= WAYPOINT_SIG_MIN) && (signature <= WAYPOINT_SIG_MAX) );
Next_waypoint_signature = signature;
} else if (what_kind == MULTI_SIG_NON_PERMANENT) {
// Cyborg17 - spawn weapons can set this past the max and overflow the short
if (signature >= NPERM_SIG_MIN) {
Next_non_perm_signature = signature;
// so if they did, just add it to the minimum, because that's where we need to be, anyway.
} else {
Next_non_perm_signature = NPERM_SIG_MIN + signature;
// and if they somehow wrap twice throw an assert, because that will definitely cause undesired behavior.
Assertion(Next_non_perm_signature >= NPERM_SIG_MIN,"Somehow the non permanent signatures in multi_set_network_signature overflowed the short *twice*, and we cannot code around this.\n\n The likely cause is having spawn weapons with too many children.");
}
}
}
// multi_get_network_object() takes a net_signature and tries to locate the object in the object list
// with that network signature. Returns nullptr if the object cannot be found
object *multi_get_network_object( ushort net_signature )
{
object *objp;
if ( net_signature == 0 )
return nullptr;
if(GET_FIRST(&obj_used_list) == nullptr)
return nullptr;
for ( objp = GET_FIRST(&obj_used_list); objp != END_OF_LIST(&obj_used_list); objp = GET_NEXT(objp) )
if ( objp->net_signature == net_signature )
break;
// if not found on used list, check create list
if ( objp == END_OF_LIST(&obj_used_list) ) {
for ( objp = GET_FIRST(&obj_create_list); objp != END_OF_LIST(&obj_create_list); objp = GET_NEXT(objp) )
if ( objp->net_signature == net_signature )
break;
if ( objp == END_OF_LIST(&obj_create_list) )
objp = nullptr;
}
return objp;
}
// -------------------------------------------------------------------------------------------------
// netmisc_calc_checksum() calculates the checksum of a block of memory.
//
//
ushort netmisc_calc_checksum( void * vptr, int len )
{
ubyte * ptr = (ubyte *)vptr;
unsigned int sum1,sum2;
sum1 = sum2 = 0;
while(len--) {
sum1 += *ptr++;
if (sum1 >= 255 ) sum1 -= 255;
sum2 += sum1;
}
sum2 %= 255;
return (unsigned short)((sum1<<8)+ sum2);
}
// -------------------------------------------------------------------------------------------------
// multi_random_death_word() will return a word from the below list at random.
//
// Note: Keep words grouped into sections of 10
#define NUM_DEATH_WORDS 40
const char *multi_random_death_word()
{
int index;
index = Random::next(NUM_DEATH_WORDS);
switch (index) {
case 0:
return XSTR("zapped",853);
case 1:
return XSTR("caulked",854);
case 2:
return XSTR("killed",855);
case 3:
return XSTR("waxed",856);
case 4:
return XSTR("popped",857);
case 5:
return XSTR("murdered",858);
case 6:
return XSTR("bludgeoned",859);
case 7:
return XSTR("destroyed",860);
case 8:
return XSTR("iced",861);
case 9:
return XSTR("obliterated",862);
case 10:
return XSTR("toasted",863);
case 11:
return XSTR("roasted",864);
case 12:
return XSTR("turned into anti-matter",865);
case 13:
return XSTR("killed like a pig",866);
case 14:
return XSTR("taught a lesson",867);
case 15:
return XSTR("slaughtered with impunity",868);
case 16:
return XSTR("spanked like a naughty boy",869);
case 17:
return XSTR("skunked",870);
case 18:
return XSTR("beat senseless",871);
case 19:
return XSTR("shot up",872);
case 20:
return XSTR("spaced",873);
case 21:
return XSTR("hosed",874);
case 22:
return XSTR("capped",875);
case 23:
return XSTR("beat down",876);
case 24:
return XSTR("hit wit da shizzo",877);
case 25:
return XSTR("sk00led",878);
case 26:
return XSTR("whooped up",879);
case 27:
return XSTR("brought to the all-you-can-take whoop ass buffet",880);
case 28:
return XSTR("served up a whoop ass sandwich...hold the mercy",881);
case 29:
return XSTR("gibbed by Kayser Sozay's rocket",882);
case 30:
return XSTR("shot down",883);
case 31:
return XSTR("given early retirement",884);
case 32:
return XSTR("instructed",885);
case 33:
return XSTR("eviscerated",886);
case 34:
return XSTR("pummelled",887);
case 35:
return XSTR("eradicated",888);
case 36:
return XSTR("cleansed",889);
case 37:
return XSTR("perforated",890);
case 38:
return XSTR("canned",891);
case 39:
return XSTR("decompressed",892);
}
return NOX("Error");
}
// -------------------------------------------------------------------------------------------------
// multi_random_chat_start() will return a word from the below list at random.
//
//
#define NUM_CHAT_START_WORDS 8
#define MAX_CHAT_PHRASE_LEN 25 // be careful not to exceed (or update if exceeded)
const char *multi_random_chat_start()
{
int index;
index = Random::next(NUM_CHAT_START_WORDS);
switch (index) {
case 0:
return XSTR("says",893);
case 1:
return XSTR("bleats",894);
case 2:
return XSTR("opines",895);
case 3:
return XSTR("postulates",896);
case 4:
return XSTR("declares",897);
case 5:
return XSTR("vomits out",898);
case 6:
return XSTR("whines",899);
case 7:
return XSTR("barks",900);
}
return NOX("Error");
}
// -------------------------------------------------------------------------------------------------
// multi_ship_class_lookup() will return the Ship_info[] index for the ship specified as a
// parameter.
//
//
int multi_ship_class_lookup(const char* ship_name)
{
// find the ship_info index for the ship_name
int player_ship_class = -1;
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
if ( !stricmp(it->name, ship_name) ) {
player_ship_class = (int)std::distance(Ship_info.cbegin(), it);
break;
}
} // end for
return player_ship_class;
}
// -------------------------------------------------------------------------------------------------
// find_player() is called when a packet arrives, and we need to know which net player to update.
// The matching is done based on the address and port. Port checking is done in case multiple
// instances of FreeSpace are running on the same box.
//
//
int find_player( net_addr* addr )
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if ( psnet_same( addr, &(Net_players[i].p_info.addr)) ){
return i;
}
}
return -1;
}
// so that we can lookup on the admin port transparently
int find_player_no_port(net_addr *addr)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if ( memcmp(&addr->addr, &Net_players[i].p_info.addr.addr, sizeof(addr->addr)) == 0) {
return i;
}
}
return -1;
}
// return the index to the players array from the player ID assigned by the Server.
int find_player_index(short player_id)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if(player_id == Net_players[i].player_id){
return i;
}
}
// couldn't find the player
return -1;
}
// note this is only valid to do on a server!
int find_player_socket(PSNET_SOCKET_RELIABLE sock)
{
int i;
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if(sock == Net_players[i].reliable_socket){
return i;
}
}
// couldn't find the player
return -1;
}
// multi_find_player_by_object returns a player num (reference by Net_players[x]) when given a object *.
// used to find netplayers in game when only the object is known
int multi_find_player_by_object( object *objp )
{
int i, objnum;
objnum = OBJ_INDEX(objp);
for (i = 0; i < MAX_PLAYERS; i++ ) {
if ( !MULTI_CONNECTED(Net_players[i])){
continue;
}
if ( objnum == Net_players[i].m_player->objnum ){
return i;
}
}
// return -1 if the object is not found -- this is a bad situation, but we will handle it in higher
// level code
return -1;
}
// returns a player num based upon player object signature
int multi_find_player_by_signature( int signature )
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
// compare against each player's object signature
if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].signature == signature)){
// found the player
return idx;
}
}
// didn't find the player
return -1;
}
// returns a player num based upon object net signature
int multi_find_player_by_net_signature(ushort net_signature)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
// compare against each player's object signature
if(MULTI_CONNECTED(Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].net_signature == net_signature)){
// found the player
return idx;
}
}
// didn't find the player
return -1;
}
// returns a player num based upon it's parse_object unlike the above functions it can be used on respawning players
int multi_find_player_by_parse_object( p_object *p_objp )
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
// compare against each player's object signature
if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].p_info.p_objp == p_objp) ){
// found the player
return idx;
}
}
// didn't find the player
return -1;
}
int multi_find_player_by_ship_name(const char *ship_name, bool inc_respawning)
{
int idx;
p_object *p_objp;
// bogus
if(ship_name == nullptr){
return -1;
}
for(idx=0; idx<MAX_PLAYERS; idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].m_player != nullptr) && (Net_players[idx].m_player->objnum >= 0) && (Net_players[idx].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[idx].m_player->objnum].type == OBJ_SHIP) &&
(Objects[Net_players[idx].m_player->objnum].instance >= 0) && (Objects[Net_players[idx].m_player->objnum].instance < MAX_SHIPS) && !stricmp(ship_name, Ships[Objects[Net_players[idx].m_player->objnum].instance].ship_name) ){
return idx;
}
}
if (inc_respawning) {
p_objp = mission_parse_get_arrival_ship(ship_name);
idx = multi_find_player_by_parse_object(p_objp);
if((idx >= 0) && (idx < MAX_PLAYERS)){
return idx;
}
}
// didn't find the player
return -1;
}
int multi_get_player_ship(int np_index)
{
// bogus
if((np_index < 0) || (np_index >= MAX_PLAYERS)){
return -1;
}
// cool?
if(MULTI_CONNECTED(Net_players[np_index]) && !MULTI_OBSERVER(Net_players[np_index]) && !MULTI_STANDALONE(Net_players[np_index]) &&
(Net_players[np_index].m_player != nullptr) && (Net_players[np_index].m_player->objnum >= 0) && (Net_players[np_index].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[np_index].m_player->objnum].type == OBJ_SHIP) &&
(Objects[Net_players[np_index].m_player->objnum].instance >= 0) && (Objects[Net_players[np_index].m_player->objnum].instance < MAX_SHIPS) ){
return Objects[Net_players[np_index].m_player->objnum].instance;
}
// nope
return -1;
}
// find_open_netplayer_slot() attempts to find a free slot in the Net_players structure for a new player.
// it returns -1 if there is no new slot, and the slot number if one is found
// NOTE : this attempts to preserve a player object as long as possible for him to come back to
int multi_find_open_netplayer_slot()
{
int i;
int found_first;
found_first = -1;
for (i = 0; i < MAX_PLAYERS; i++)
if ( !MULTI_CONNECTED(Net_players[i]) ){
if(found_first == -1) {
found_first = i;
break;
}
}
if(i == MAX_PLAYERS){
if(found_first == -1)
return -1;
else
return found_first;
}
return i;
}
// find_open_player_slot() attempts to find an open player array slot. The 0th element of the array
// should always be taken by the console player's pilot. All other slots are up for grab though.
int multi_find_open_player_slot()
{
int i;
for (i = 0; i < MAX_PLAYERS; i++)
if ( !(Players[i].flags & PLAYER_FLAGS_STRUCTURE_IN_USE) )
break;
if ( i == MAX_PLAYERS )
return -1;
return i;
}
// stuff_netplayer_info stuffs information into the given Net_player structure. It is called when
// a new person is entering the game. The state of the Net_player is set to it's basic starting
// state
void stuff_netplayer_info( net_player *nplayer, net_addr *addr, int ship_class, player *pplayer )
{
nplayer->p_info.addr = *addr;
nplayer->flags |= NETINFO_FLAG_CONNECTED;
nplayer->state = NETPLAYER_STATE_JOINING;
nplayer->p_info.ship_class = ship_class;
nplayer->m_player = pplayer;
nplayer->p_info.options.obj_update_level = Cmdline_objupd; // Set the update to the specified value
// if setting up my net flags, then set the flag to say I can do networking.
if ( nplayer == Net_player ){
nplayer->flags |= NETINFO_FLAG_DO_NETWORKING;
}
}
// multi_assign_player_ship takes a Net_player index and an object * and assigned that player to
// that object
void multi_assign_player_ship( int net_player_num, object *objp,int ship_class )
{
ship *shipp;
Assert ( MULTI_CONNECTED(Net_players[net_player_num]) );
shipp = &Ships[objp->instance];
Net_players[net_player_num].m_player->objnum = OBJ_INDEX(objp);
Net_players[net_player_num].p_info.ship_class = ship_class;
// check to see if we are assigning my player -- if so, then set Player_ship and Player_ai
if ( Net_player == &Net_players[net_player_num] ) {
Player_obj = objp;
Player_ship = shipp;
Player_ai = &Ai_info[Player_ship->ai_index];
}
// find the parse object for this ship. Also, set the wingman status stuff so wingman status gauge
// works properly.
Net_players[net_player_num].p_info.p_objp = mission_parse_get_arrival_ship( shipp->ship_name );
Assert( Net_players[net_player_num].p_info.p_objp != nullptr ); // get allender -- ship should be on list
// game server and this client need to initialize this information so object updating
// works properly.
if ( MULTIPLAYER_MASTER || (Net_player == &Net_players[net_player_num]) ) {
Net_players[net_player_num].s_info.eye_pos = objp->pos;
Net_players[net_player_num].s_info.eye_orient = objp->orient;
}
}
// -------------------------------------------------------------------------------------------------
// multi_create_player() is called when a net player needs to be instantiated. The ship that is created
// depends on the parameter ship_class. Note that if ship_class is invalid, the ship default_player_ship
// is used. Returns 1 on success, 0 otherwise
void multi_create_player( int net_player_num, player *pl, const char* name, net_addr* addr, int ship_class, short id)
{
int player_ship_class = ship_class;
int current_player_count;
Assertion ( net_player_num < MAX_PLAYERS, "FSO is attempting to create too many players in multi. This error should be prevented in the UI, please report!" ); // probably shoudln't be able to even get into this routine if no room
Assertion(addr != nullptr, "A nullptr net address was passed to multi_create_player(). This is a code error, please report.");
Assertion(pl != nullptr, "A nullptr player was passed to multi_create_player(). This is a code error, please report.");
Assertion(name != nullptr, "A nullptr callsign was passed to multi_create_player(). This is a code error, please report.");
// blast _any_ old data
Net_players[net_player_num].init();
// get the current # of players
current_player_count = multi_num_players();
// DOH!!! The lack of this caused many bugs.
Net_players[net_player_num].flags = (NETINFO_FLAG_DO_NETWORKING);
if ( ship_class == -1 ) {
nprintf(("Network","Network ==> ship class is -1, creating a default ship for multiplayer\n"));
// find the ship that matches the string stored in default_player_ship
for (auto it = Ship_info.cbegin(); it != Ship_info.cend(); ++it) {
if ( !stricmp(it->name, default_player_ship) ) {
player_ship_class = (int)std::distance(Ship_info.cbegin(), it);
break;
}
}
if (player_ship_class == -1) // if ship_class is -1 (as the condition to enter this branch at all means), then player_ship_class is initialized to -1 as well.
{
if(!Ship_info.empty())
{
player_ship_class = 0;
Warning(LOCATION, "Invalid default player ship specified in ship tables. Setting to %s", Ship_info[player_ship_class].name);
}
else
{
Error(LOCATION, "No ships have been loaded, but we are attempting to set a ship!!");
}
}
}
if ( player_ship_class >= ship_info_size() ) {
nprintf(("Network","Network ==> Ship class was %d. Creating a default ship for multiplayer\n", player_ship_class));
player_ship_class = multi_ship_class_lookup(default_player_ship);
}
// blast the old player data
pl->reset();
// set up the net_player structure
stuff_netplayer_info( &Net_players[net_player_num], addr, player_ship_class, pl ); Net_players[net_player_num].s_info.num_last_buttons = 0;
// Net_players[net_player_num].respawn_count = 0;
Net_players[net_player_num].last_heard_time = timer_get_fixed_seconds();
Net_players[net_player_num].reliable_socket = PSNET_INVALID_SOCKET;
Net_players[net_player_num].s_info.kick_timestamp = UI_TIMESTAMP::invalid();
Net_players[net_player_num].s_info.voice_token_timestamp = UI_TIMESTAMP::invalid();
Net_players[net_player_num].s_info.player_collision_timestamp = TIMESTAMP::immediate();
Net_players[net_player_num].s_info.tracker_security_last = -1;
Net_players[net_player_num].s_info.target_objnum = -1;
Net_players[net_player_num].s_info.accum_buttons = 0;
// zero out this players ping times data
multi_ping_reset(&Net_players[net_player_num].s_info.ping);
// zero out his object update and control info sequencing data
Net_players[net_player_num].client_cinfo_seq = 0;
Net_players[net_player_num].client_server_seq = 0;
// timestamp his last_full_update_time
Net_players[net_player_num].s_info.last_full_update_time = UI_TIMESTAMP::immediate();
// nil his file xfer handle
Net_players[net_player_num].s_info.xfer_handle = -1;
// nil his data rate timestamp stuff
Net_players[net_player_num].s_info.rate_stamp = -1;
Net_players[net_player_num].s_info.rate_bytes = 0;
// nil packet buffer stuff
Net_players[net_player_num].s_info.unreliable_buffer_size = 0;
Net_players[net_player_num].s_info.reliable_buffer_size = 0;
// various ack handles
strcpy_s(pl->callsign, name);
pilot_set_short_callsign(pl, SHORT_CALLSIGN_PIXEL_W); // calculate the short callsign
pl->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
pl->objnum = -1;
pl->insignia_texture = -1;
// if we're the standalone server and this is the first guy to join, mark him as the host
// and give him all host priveleges
if ( (Game_mode & GM_STANDALONE_SERVER) && (current_player_count == 0) ) {
Net_players[net_player_num].flags |= NETINFO_FLAG_GAME_HOST;
}
Net_players[net_player_num].player_id = id;
Net_player->sv_bytes_sent = 0;
Net_player->sv_last_pl = -1;
Net_player->cl_bytes_recvd = 0;
Net_player->cl_last_pl = -1;
// add to the escort list
if(MULTI_IN_MISSION){
hud_escort_add_player(id);
}
}
// next function makes a player object an ai object (also decrementing the num_players in the
// netgame). It appropiately sets the object flags and other interesting AI information which
// ought to get set in order to make this new ai object behave correctly.
void multi_make_player_ai( object *pobj )
{
Assertion(pobj != nullptr, "Invalid player object passed to multi_make_player_ai(). Code error, please report!");
if ( pobj->type != OBJ_SHIP )
return;
pobj->flags.remove(Object::Object_Flags::Player_ship);
obj_set_flags(pobj, pobj->flags + Object::Object_Flags::Could_be_player - Object::Object_Flags::Invulnerable);
// target_objnum must be -1 or else new AI ship will fire on whatever this player
// had targeted.
set_target_objnum( &(Ai_info[Ships[pobj->instance].ai_index]), -1 );
}
// delete_player takes an index into the Net_players array to delete. Deletion of a player might happen
// because of the player leaving the game on his own, or no net activity from the player after X seconds
void delete_player(int player_num,int kicked_reason)
{
char notify_string[256] = "";
int idx;
Assertion(Net_player != nullptr, "Somehow Net_player is nullptr when trying to delete a player. Please get an SCP coder!");
if (Net_player == nullptr) {
return;
}
if(!MULTI_CONNECTED(Net_players[player_num])){
return;
}
// NETLOG
ml_printf(NOX("Deleting player %s"), Net_players[player_num].m_player->callsign);
psnet_rel_close_socket(Net_players[player_num].reliable_socket); // close out the reliable socket
// if this guy was ingame joining, the remove my netgame flag so others may join
if ( Net_players[player_num].flags & NETINFO_FLAG_INGAME_JOIN ) {
Netgame.flags &= ~NG_FLAG_INGAME_JOINING;
Netgame.flags &= ~NG_FLAG_INGAME_JOINING_CRITICAL;
}
Net_players[player_num].flags &= ~NETINFO_FLAG_CONNECTED; // person not connected anymore
Net_players[player_num].m_player->flags &= ~(PLAYER_FLAGS_STRUCTURE_IN_USE); // free up his player structure
Net_players[player_num].s_info.reliable_connect_time = -1;
// add to the escort list
hud_escort_remove_player(Net_players[player_num].player_id);
// is this guy the server
if(Net_players[player_num].flags & NETINFO_FLAG_AM_MASTER){
// if the server leaves in the debriefing state, we should still wait until the player selects accept before we quit
if ((gameseq_get_state() != GS_STATE_DEBRIEF) && (gameseq_get_state() != GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_SERVER_LEFT);
}
}
// if he was just the host
else if(Net_players[player_num].flags & NETINFO_FLAG_GAME_HOST){
Net_players[player_num].flags &= ~(NETINFO_FLAG_GAME_HOST);
// am I the server
if ( (Net_player != nullptr) && (Net_player->flags & NETINFO_FLAG_AM_MASTER) ) {
// are we a standalone server and in a mission?
if((Game_mode & GM_STANDALONE_SERVER) && MULTI_IN_MISSION){
// choose a new host
int found_new_host = 0;
for(idx=0; idx<MAX_PLAYERS; idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
// make this guy the host
Net_players[idx].flags |= NETINFO_FLAG_GAME_HOST;
// set the host pointer
Netgame.host = &Net_players[idx];
// send a packet
send_host_captain_change_packet(Net_players[idx].player_id, false);
found_new_host = 1;
break;
}
}
// end the game
if(!found_new_host){
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
}
} else {
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_HOST_LEFT);
}
}
}
// if we're the server of the game, notify everyone else that this guy has left
// if he's marked as being kicked, then other players know about it already, so don't send again
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
if(Net_players[player_num].flags & NETINFO_FLAG_KICKED){
char str[512];
memset(str, 0, 512);
multi_kick_get_text(&Net_players[player_num], Net_players[player_num].s_info.kick_reason, str);
multi_display_chat_msg(str, player_num, 0);
} else {
send_leave_game_packet(Net_players[player_num].player_id, kicked_reason);
}
}
// if this guy is an observer, we have to make sure we delete his observer object (only if we're the server however)
if( (Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Net_players[player_num].flags & NETINFO_FLAG_OBSERVER) ) {
if ( Net_players[player_num].m_player->objnum != -1 ){
obj_delete(Net_players[player_num].m_player->objnum); // maybe change this to set flag instead
}
} else {
// otherwise mark it so that he can return to it later if possible
if ( (Net_players[player_num].m_player->objnum >= 0) && (Net_players[player_num].m_player->objnum < MAX_OBJECTS) && (Objects[Net_players[player_num].m_player->objnum].type == OBJ_SHIP) && (Objects[Net_players[player_num].m_player->objnum].instance >= 0) && (Objects[Net_players[player_num].m_player->objnum].instance < MAX_SHIPS)) {
multi_make_player_ai( &Objects[Net_players[player_num].m_player->objnum] );
} else {
multi_respawn_player_leave(&Net_players[player_num]);
}
}
// if we're in the team select, and we're the host, we have to make sure all team select data is correctly updated
// MWA 7/28/98. Don't do this for a standalone server. Since he doesn't go through the team selection
// screens, his data structures are not 100% accurate. Doing so on a standalone resulted in the wrong
// ships getting marked as COULD_BE_PLAYER. On the standalone, these flags will get properly set
// in the multi_make_player_ai code above.
if( (Netgame.game_state == NETGAME_STATE_BRIEFING) && !(Game_mode & GM_STANDALONE_SERVER) ) {
multi_ts_handle_player_drop();
}
if (gameseq_get_state() == GS_STATE_DEBRIEF){
debrief_handle_player_drop();
}
// handle any specific dropping conditions
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
multi_team_handle_drop();
}
multi_data_handle_drop(player_num);
// tell the pinfo popup that a player has left
multi_pinfo_notify_drop(&Net_players[player_num]);
// tell the datarate stuff that the player has dropped
multi_rate_reset(player_num);
// display a message that this guy has left
if(*Net_players[player_num].m_player->callsign){
sprintf(notify_string,XSTR("<%s has left>",901),Net_players[player_num].m_player->callsign);
multi_display_chat_msg(notify_string,0,0);
}
// standalone gui type stuff
if (Game_mode & GM_STANDALONE_SERVER) {
std_remove_player(&Net_players[player_num]);
std_connect_set_connect_count();
}
// blast this memory clean
Net_players[player_num].init();
Net_players[player_num].reliable_socket = PSNET_INVALID_SOCKET;
extern UI_TIMESTAMP Multi_client_update_times[MAX_PLAYERS]; // NOLINT
Multi_client_update_times[player_num] = UI_TIMESTAMP::invalid();
}
#define INACTIVE_LIMIT_NORMAL (15 * F1_0)
#define INACTIVE_LIMIT_WAIT (20 * F1_0)
// -------------------------------------------------------------------------------------------------
// multi_cull_zombies() will check if there has been any net players or observers that have been inactive for
// INACTIVE_LIMIT milliseconds since last check. If so, they are taken out of the net game.
//
//
void multi_cull_zombies()
{
#if 0
fix current_time;
int inactive_limit;
int i;
if(gameseq_get_state() == GS_STATE_MULTI_WAIT)
inactive_limit = INACTIVE_LIMIT_WAIT;
else
inactive_limit = INACTIVE_LIMIT_NORMAL;
current_time = timer_get_fixed_seconds();
for (i = 0; i < MAX_PLAYERS; i++) {
if ( !MULTI_CONNECTED(&Net_players[i])){
continue;
}
// server will(should) cull out players based on their sockets dying.
if ( Net_players[i].flags & NETINFO_FLAG_MASTER ){
continue;
}
if ( (current_time - Net_players[i].last_heard_time) > inactive_limit) {
HUD_printf(XSTR("Dumping %s after prolonged inactivity",902),Net_players[i].m_player->callsign);
nprintf(("Network", "Assuming %s is a zombie, removing from game\n", Net_players[i].m_player->callsign));
multi_kick_player(i,0);
}
}
#endif
}
// -------------------------------------------------------------------------------------------------
// fill_net_addr() helper function that fills in the address and port for a referenced address struct
//
//
void fill_net_addr(net_addr* addr, ubyte* address, ushort port)
{
Assertion(addr != nullptr, "Invalid net address struct was passed to fill_net_addr(). Code error, please report.");
Assertion(address != nullptr, "Invalid net address was passed to fill_net_addr()");
memcpy(addr->addr, address, sizeof(addr->addr));
addr->port = port;
}
// non-16byte version of matrix packing
// return size of packed matrix
void multi_pack_orient_matrix(ubyte *data,matrix *m)
{
data[16] = 0;
float x1, y1, x2, y2;
if(m->vec.rvec.xyz.z < 0) data[16] |= (1<<0); // X
if(m->vec.uvec.xyz.z < 0) data[16] |= (1<<1); // Y
if(m->vec.fvec.xyz.z < 0) data[16] |= (1<<2); // V
if(m->vec.fvec.xyz.x < 0) data[16] |= (1<<3); // Z
if(m->vec.fvec.xyz.y < 0) data[16] |= (1<<4); // W
x1 = INTEL_FLOAT(&m->vec.rvec.xyz.x);
y1 = INTEL_FLOAT(&m->vec.rvec.xyz.y);
x2 = INTEL_FLOAT(&m->vec.uvec.xyz.x);
y2 = INTEL_FLOAT(&m->vec.uvec.xyz.y);
memcpy(&data[0], &x1, 4); // a
memcpy(&data[4], &y1, 4); // b
memcpy(&data[8], &x2, 4); // c
memcpy(&data[12], &y2, 4); // d
}
// return bytes processed
// non-16 byte version of unpack matrix code
void multi_unpack_orient_matrix(ubyte *data,matrix *m)
{
float x1, y1, x2, y2;
memcpy(&x1, &data[0], 4);
memcpy(&y1, &data[4], 4);
memcpy(&x2, &data[8], 4);
memcpy(&y2, &data[12],4);
m->vec.rvec.xyz.x = INTEL_FLOAT(&x1);
m->vec.rvec.xyz.y = INTEL_FLOAT(&y1);
m->vec.uvec.xyz.x = INTEL_FLOAT(&x2);
m->vec.uvec.xyz.y = INTEL_FLOAT(&y2);
m->vec.rvec.xyz.z = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.x * m->vec.rvec.xyz.x) - (m->vec.rvec.xyz.y * m->vec.rvec.xyz.y))); // X
m->vec.uvec.xyz.z = fl_sqrt(fl_abs(1 - (m->vec.uvec.xyz.x * m->vec.uvec.xyz.x) - (m->vec.uvec.xyz.y * m->vec.uvec.xyz.y))); // Y
m->vec.fvec.xyz.z = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.z * m->vec.rvec.xyz.z) - (m->vec.uvec.xyz.z * m->vec.uvec.xyz.z))); // V
m->vec.fvec.xyz.x = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.x * m->vec.rvec.xyz.x) - (m->vec.uvec.xyz.x * m->vec.uvec.xyz.x))); // Z
m->vec.fvec.xyz.y = fl_sqrt(fl_abs(1 - (m->vec.rvec.xyz.y * m->vec.rvec.xyz.y) - (m->vec.uvec.xyz.y * m->vec.uvec.xyz.y))); // W
m->vec.rvec.xyz.z *= (data[16] & (1<<0)) ? -1.0f : 1.0f;
m->vec.uvec.xyz.z *= (data[16] & (1<<1)) ? -1.0f : 1.0f;
m->vec.fvec.xyz.z *= (data[16] & (1<<2)) ? -1.0f : 1.0f;
m->vec.fvec.xyz.x *= (data[16] & (1<<3)) ? -1.0f : 1.0f;
m->vec.fvec.xyz.y *= (data[16] & (1<<4)) ? -1.0f : 1.0f;
}
void multi_do_client_warp(float frame_time)
{
for (auto moveup: list_range(&Ship_obj_list))
{
if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
// do all _necessary_ ship warp in (arrival) processing
if ( Ships[Objects[moveup->objnum].instance].is_arriving() )
shipfx_warpin_frame( &Objects[moveup->objnum], frame_time );
}
}
// ------------------------------------------------------------------------------------
// ship status change stuff
int lookup_ship_status(net_player *p,int unique_id,int remove)
{
int idx;
for(idx=0;idx<p->s_info.num_last_buttons;idx++){
if(p->s_info.last_buttons_id[idx] == unique_id){
if(remove){
remove_ship_status_item(p,idx);
p->s_info.num_last_buttons--;
}
return 1;
}
}
return 0;
}
void remove_ship_status_item(net_player *p,int id)
{
int idx;
for(idx=id;idx<BUTTON_INFO_SAVE_COUNT-1;idx++){
p->s_info.last_buttons[idx] = p->s_info.last_buttons[idx+1];
p->s_info.last_buttons_id[idx] = p->s_info.last_buttons_id[idx+1];
p->s_info.last_buttons_time[idx] = p->s_info.last_buttons_time[idx+1];
}
}
//
void add_net_button_info(net_player *p,button_info *bi,int unique_id)
{
int lookup,idx;
fix earliest;
// if the list is full, put it in the oldest slot since it's probably a lost packet anyway
if(p->s_info.num_last_buttons < BUTTON_INFO_SAVE_COUNT-1){
p->s_info.last_buttons[p->s_info.num_last_buttons] = *bi;
p->s_info.last_buttons_id[p->s_info.num_last_buttons] = unique_id;
p->s_info.last_buttons_time[p->s_info.num_last_buttons] = timer_get_fixed_seconds();
p->s_info.num_last_buttons++;
} else {
earliest = 0;
lookup = -1;
for(idx=0;idx<BUTTON_INFO_SAVE_COUNT;idx++){
if((p->s_info.last_buttons_time[idx] < earliest) || (earliest == 0)){
earliest = p->s_info.last_buttons_time[idx];
lookup = idx;
}
}
if(lookup != -1){
p->s_info.last_buttons[lookup] = *bi;
p->s_info.last_buttons_id[lookup] = unique_id;
p->s_info.last_buttons_time[lookup] = timer_get_fixed_seconds();
}
}
}
extern int button_function_critical(int n,net_player *p = nullptr);
void multi_apply_ship_status(net_player *p,button_info *bi,int locally)
{
int i, j;
Multi_button_info_ok=1;
for ( i = 0; i < NUM_BUTTON_FIELDS; i++ ) {
if ( bi->status[i] == 0 )
continue;
// at least one bit is set in the status integer
for ( j = 0; j < 32; j++ ) {
// check if the bit is set. If button_function returns 1 (implying the action was taken), then unset the bit
if ( bi->status[i] & (1<<j) ) {
if(locally){
if(button_function_critical(32*i + j,nullptr)) // will apply to this console
bi->status[i] &= ~(1<<j);
} else {
if(button_function_critical(32*i + j,p)) // will only apply to a net-player
bi->status[i] &= ~(1<<j);
}
}
}
}
Multi_button_info_ok=0;
}
// send 10x a second MAX
#define MULTI_SHIP_STATUS_TIME 350
int Multi_ship_status_stamp = -1;
button_info Multi_ship_status_bi;
void multi_maybe_send_ship_status()
{
int idx;
button_info *bi = &Player->bi;
// strip out noncritical button presses
button_strip_noncritical_keys(bi);
// xor all fields into the accum button info
for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
Multi_ship_status_bi.status[idx] |= bi->status[idx];
}
// check timestamp
if((Multi_ship_status_stamp < 0) || timestamp_elapsed_safe(Multi_ship_status_stamp, MULTI_SHIP_STATUS_TIME*2)){
int should_send = 0;
for(idx=0; idx<NUM_BUTTON_FIELDS; idx++){
// we have at least something to send
if(Multi_ship_status_bi.status[idx] != 0){
should_send = 1;
}
}
// do we have something to send
if(should_send){
// add_net_button_info(Net_player, &Multi_ship_status_bi, Multi_button_info_id);
send_ship_status_packet(Net_player, &Multi_ship_status_bi, Multi_button_info_id++);
}
// zero it out
memset(&Multi_ship_status_bi, 0, sizeof(button_info));
// reset timestamp
Multi_ship_status_stamp = timestamp(MULTI_SHIP_STATUS_TIME);
}
}
int multi_find_player_by_callsign(const char *callsign)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (strcmp(callsign,Net_players[idx].m_player->callsign)==0)){
return idx;
}
}
return -1;
}
// if Game_current_mission_filename is a builtin multiplayer mission
int multi_is_builtin_mission()
{
// int idx;
char name[512];
// get the full filename
memset(name,0,512);
strcpy_s(name,Game_current_mission_filename);
cf_add_ext(name, FS_MISSION_FILE_EXT);
// if this mission is builtin
if(game_find_builtin_mission(name) != nullptr){
return 1;
}
// not builtin
return 0;
}
// verify that the player has a valid mission file and do 1 of 3 things
void server_verify_filesig(short player_id, ushort sum_sig, int length_sig)
{
net_player *pl;
int player;
int ok;
int is_builtin;
player = find_player_index(player_id);
Assert(player >= 0);
if(player < 0){
return;
}
pl = &Net_players[player];
// if the current mission is a builtin mission, check stuff out
is_builtin = multi_is_builtin_mission();
if(is_builtin){
// if the player doesn't have it, kick him
if((sum_sig == 0xffff) && (length_sig == -1)){
multi_kick_player(player, 0, KICK_REASON_CANT_XFER);
} else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
// done
return;
}
if( (length_sig != Multi_current_file_length) || (sum_sig != Multi_current_file_checksum)){
ok = 0;
} else {
ok = 1;
}
// in an ingame join situation
if(pl->flags & NETINFO_FLAG_INGAME_JOIN){
if(!ok){
// if the netgame settings allow in-mission file xfers
if(Netgame.options.flags & MSO_FLAG_INGAME_XFER){
pl->s_info.ingame_join_flags |= INGAME_JOIN_FLAG_FILE_XFER;
pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
}
// otherwise send him a nak and tell him to get away
else {
send_ingame_nak(ACK_FILE_ACCEPTED,pl);
}
} else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
}
// in a normal join situation
else {
// if the file does not check out, send it to him
if(!ok){
pl->s_info.xfer_handle = multi_xfer_send_file(pl->reliable_socket, Netgame.mission_name, CF_TYPE_MISSIONS);
}
// otherwise mark him as having a valid mission
else {
pl->flags |= NETINFO_FLAG_MISSION_OK;
}
}
}
// check to see if every client has NETINFO_FLAG_MISSION_OK
int server_all_filesigs_ok()
{
int idx;
int ok = 1;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !(Net_players[idx].flags & NETINFO_FLAG_MISSION_OK)){
ok = 0;
break;
}
}
return ok;
}
void multi_untag_player_ships()
{
for (auto moveup: list_range(&Ship_obj_list))
{
if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
if(Objects[moveup->objnum].flags[Object::Object_Flags::Player_ship]){
Objects[moveup->objnum].flags.remove(Object::Object_Flags::Player_ship);
obj_set_flags( &Objects[moveup->objnum], Objects[moveup->objnum].flags + Object::Object_Flags::Could_be_player);
}
}
}
// broadcast alltime stats to everyone in the game
void multi_broadcast_stats(int stats_code)
{
int idx;
// broadcast everyone's stats to everyone else
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
send_player_stats_block_packet(&Net_players[idx], stats_code);
}
}
}
// check to see if all players other than the local player are in a given NETPLAYER_ state
// this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
int multi_netplayer_state_check(int state,int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if(Net_players[idx].state != state){
return 0;
}
}
}
return 1;
}
int multi_netplayer_state_check2(int state, int state2, int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if((Net_players[idx].state != state) && (Net_players[idx].state != state2)){
return 0;
}
}
}
return 1;
}
int multi_netplayer_state_check3(int state, int state2, int state3, int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if((Net_players[idx].state != state) && (Net_players[idx].state != state2) && (Net_players[idx].state != state3)){
return 0;
}
}
}
return 1;
}
// check to see if all players other than the local player are in a given NETPLAYER_ state
// this is _EXTREMELY_ useful when doing network sequencing with the reliable sockets
int multi_netplayer_flag_check(int flags,int ignore_standalone)
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player->player_id != Net_players[idx].player_id)){
if(ignore_standalone && ((Net_players[idx].flags & NETINFO_FLAG_AM_MASTER) && !(Net_players[idx].flags & NETINFO_FLAG_GAME_HOST)) ){
continue;
}
if(!(Net_players[idx].flags & flags)){
return 0;
}
}
}
return 1;
}
// function which gets called from psnet_* code to evaluate an error received on a reliable
// socket. In general, we only want to do drastic measures if the error indicates that the client
// is no longer there.
void multi_eval_socket_error(PSNET_SOCKET sock, int error)
{
if ( error == WSAENOTSOCK ){
nprintf(("Network","Socket connection terminated and/or nonexistent, bailing..\n"));
// mwa -- don't go back to main menu. You don't want host to do this. Maybe we can ignore it
// because of a leaving player.
return;
}
if ( (error != WSAECONNRESET) && (error != WSAECONNABORTED) && (error != WSAESHUTDOWN) ) {
nprintf(("Network", "Error %d received on reliable socket -- ignoring\n", error));
return;
}
if(error == WSAESHUTDOWN){
nprintf(("Network","Received WSAESHUTDOWN on client socket. Cool.\n"));
}
// mwa -- always return for now because debugging with the stuff below is a real pain.
// in essence, you can't do it!
//return;
if( Net_player->flags & NETINFO_FLAG_AM_MASTER ) {
int idx;
nprintf(("Network", "pitching player because drop on reliable socket\n"));
// find the netplayer whose socket we have an error on. Dump the player when we find him.
// NOTE : make sure not to ban him
for(idx=0;idx<MAX_PLAYERS;idx++){
if(Net_players[idx].reliable_socket == sock){
delete_player(idx);
return;
}
}
} else {
nprintf(("Network", "Communications to server lost -- quitting game\n"));
multi_quit_game(PROMPT_NONE, MULTI_END_NOTIFY_NONE, MULTI_END_ERROR_CONTACT_LOST);
}
}
// send a repair info packet with code == code to a player if his object is the one being acted upon
// dest_objp is the player object (or possible player object). source_objp is the object pointer
// of the repair ship that is the source of the action. code means what is happening -- queueing up
// for repair, getting repaired, aborted, complete, etc.
void multi_maybe_send_repair_info(object *dest_objp, object *source_objp, int code )
{
// only send information on player objects
if ( !MULTIPLAYER_MASTER )
return;
Assert( dest_objp->type == OBJ_SHIP );
Assert( dest_objp != source_objp );
send_repair_info_packet( dest_objp, source_objp, code );
}
int multi_is_valid_unknown_packet(ubyte type){
return (type == GAME_QUERY) || (type == JOIN) || (type == PING) || (type == PONG) || (type == GAME_INFO)
|| (type == ACCEPT) || (type == GAME_ACTIVE) || (type == INGAME_NAK) || (type == DENY)
|| (type == UPDATE_DESCRIPT) || (type == ACCEPT_PLAYER_DATA) ? 1 : 0;
}
void multi_create_standalone_object()
{
// now create a dummy ship for the standalone
matrix m = IDENTITY_MATRIX;
vec3d v;
int objnum, pobj_num;
vm_vec_zero(&v);
objnum = observer_create(&m,&v);
if (objnum < 0) {
Error(LOCATION, "Failed to create standalone observer object! Please investigate!");
return;
}
Player_obj = &Objects[objnum];
Player_obj->flags.remove(Object::Object_Flags::Player_ship);
obj_set_flags(Player_obj, Player_obj->flags - Object::Object_Flags::Collides);
Net_player->m_player->objnum = objnum;
// create the default player ship object and use that as my default virtual "ship", and make it "invisible"
pobj_num = parse_create_object(Player_start_pobject, true);
Assert(pobj_num != -1);
flagset<Object::Object_Flags> tmp_flags;
obj_set_flags(&Objects[pobj_num], tmp_flags + Object::Object_Flags::Player_ship);
Objects[pobj_num].net_signature = STANDALONE_SHIP_SIG;
Player_ship = &Ships[Objects[pobj_num].instance];
// make ship hidden from sensors so that this observer cannot target it. Observers really have two ships
// one observer, and one "Player_ship". Observer needs to ignore the Player_ship.
Player_ship->flags.set(Ship::Ship_Flags::Hidden_from_sensors);
strcpy_s(Player_ship->ship_name, XSTR("Standalone Ship",904));
Player_ai = &Ai_info[Ships[Objects[pobj_num].instance].ai_index];
}
int multi_message_should_broadcast(int type)
{
switch (type) {
case MESSAGE_ARRIVE_ENEMY:
case MESSAGE_HELP:
case MESSAGE_BACKUP:
case MESSAGE_SUPPORT_KILLED:
return 1;
default:
return 0;
}
}
// active game list handling functions
active_game *multi_new_active_game( void )
{
active_game new_game;
try {
Active_games.push_back(new_game);
} catch (const std::bad_alloc&) {
// Handle memory allocation failure
nprintf(("Network", "Cannot allocate space for new active game structure\n"));
return nullptr;
}
// Notify the join game screen of this new item
multi_join_notify_new_game();
return &Active_games.back();
}
active_game *multi_update_active_games(active_game *ag)
{
active_game *gp = nullptr;
// see if we have a game from this address already -- if not, create one. In either case, get a pointer
// to an active_game structure
if ( !Active_games.empty() ) { // no games on list at all
bool on_list = false;
for (auto game = Active_games.begin(); game != Active_games.end(); ++game) {
if (psnet_same(&game->server_addr, &ag->server_addr)) {
on_list = true;
gp = &(*game);
break;
}
}
// insert in the list
if (!on_list){
gp = multi_new_active_game();
// gp->ping_time = -1.0f;
// copy in the game information
memcpy(&gp->server_addr, &ag->server_addr, sizeof(gp->server_addr));
strcpy_s(gp->name,ag->name);
strcpy_s(gp->mission_name,ag->mission_name);
strcpy_s(gp->title,ag->title);
gp->num_players = ag->num_players;
gp->flags = ag->flags;
// ping him
/*
gp->ping_start = timer_get_fixed_seconds();
gp->ping_end = -1;
send_ping(&gp->server_addr);
*/
multi_ping_reset(&gp->ping);
multi_ping_send(&gp->server_addr,&gp->ping);
}
// otherwise update the netgame info we have for this guy
else {
memset(gp->name,0,MAX_GAMENAME_LEN+1);
strcpy_s(gp->name,ag->name);
memset(gp->mission_name,0,NAME_LENGTH+1);
strcpy_s(gp->mission_name,ag->mission_name);
memset(gp->title,0,NAME_LENGTH+1);
strcpy_s(gp->title,ag->title);
gp->num_players = ag->num_players;
gp->flags = ag->flags;
}
} else {
gp = multi_new_active_game();
// gp->ping_time = -1.0f;
// copy in the game information
memcpy(&gp->server_addr, &ag->server_addr, sizeof(gp->server_addr));
strcpy_s(gp->name,ag->name);
strcpy_s(gp->mission_name,ag->mission_name);
strcpy_s(gp->title,ag->title);
gp->num_players = ag->num_players;
gp->flags = ag->flags;
// ping him
// gp->ping_start = timer_get_fixed_seconds();
// gp->ping_end = -1;
// send_ping(&gp->server_addr);
multi_ping_reset(&gp->ping);
multi_ping_send(&gp->server_addr,&gp->ping);
}
// don't do anything if we don't have a game entry
if(gp == nullptr){
return nullptr;
}
// update the last time we heard from him
if ( !MULTI_IS_TRACKER_GAME && (Multi_options_g.protocol == NET_TCP) && (Net_player->p_info.options.flags & MLO_FLAG_LOCAL_BROADCAST)){
gp->heard_from_timer = ui_timestamp(MULTI_JOIN_SERVER_TIMEOUT_LOCAL);
} else {
gp->heard_from_timer = ui_timestamp(MULTI_JOIN_SERVER_TIMEOUT);
}
return gp;
}
server_item *multi_new_server_item( void )
{
server_item *new_game;
new_game = (server_item *)vm_malloc(sizeof(server_item));
if ( new_game == nullptr ) {
nprintf(("Network", "Cannot allocate space for new server_item structure\n"));
return nullptr;
}
if ( Game_server_head != nullptr ) {
new_game->next = Game_server_head->next;
new_game->next->prev = new_game;
Game_server_head->next = new_game;
new_game->prev = Game_server_head;
} else {
Game_server_head = new_game;
Game_server_head->next = Game_server_head->prev = Game_server_head;
}
return new_game;
}
void multi_free_server_list()
{
server_item *moveup,*backup;
moveup = Game_server_head;
backup = nullptr;
if(moveup != nullptr){
do {
backup = moveup;
moveup = moveup->next;
vm_free(backup);
backup = nullptr;
} while(moveup != Game_server_head);
Game_server_head = nullptr;
}
}
int multi_num_players()
{
int idx,count;
// count the players who are actively connected
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
// count all connected players except the standalone server (if any)
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx])){
count++;
}
}
return count;
}
int multi_num_observers()
{
int idx,count;
// count the players who are actively connected
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
// count all connected players except the standalone server (if any)
if(MULTI_CONNECTED(Net_players[idx]) && MULTI_PERM_OBSERVER(Net_players[idx])){
count++;
}
}
return count;
}
int multi_num_connections()
{
int idx,count;
// count the players who are actively connected
count = 0;
for(idx=0;idx<MAX_PLAYERS;idx++){
// count all connected players except the standalone server (if any)
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx])){
count++;
}
}
return count;
}
int multi_can_message(net_player *p)
{
int max_rank;
// if the player is an observer of any kind, he cannot message
if(p->flags & NETINFO_FLAG_OBSERVER){
return 0;
}
switch(Netgame.options.squad_set){
// only those of the highest rank can message
case MSO_SQUAD_RANK:
max_rank = multi_get_highest_rank();
if(p->m_player->stats.rank < max_rank){
return 0;
}
break;
// only wing/team leaders can message
case MSO_SQUAD_LEADER:
{
// if the player has an invalid object #
if(p->m_player->objnum < 0){
return 0;
}
// check to see if he's a wingleader
const ship_registry_entry* ship_regp = ship_registry_get(Ships[Objects[p->m_player->objnum].instance].ship_name);
// verify that it's valid.
Assertion(ship_regp != nullptr, "Ship register entry is a nullptr for the player's ship.");
if (ship_regp->p_objp()->pos_in_wing != 0)
{
return 0;
}
break;
}
// anyone can end message
case MSO_SQUAD_ANY:
break;
// only the host can message
case MSO_SQUAD_HOST:
if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
return 0;
}
break;
}
return 1;
}
int multi_can_end_mission(net_player *p)
{
int max_rank;
// the host can _always_ unpause a game
if(p->flags & NETINFO_FLAG_GAME_HOST){
return 1;
}
switch(Netgame.options.endgame_set){
// only those of the highest rank can end the mission
case MSO_END_RANK:
max_rank = multi_get_highest_rank();
if(p->m_player->stats.rank < max_rank){
return 0;
}
break;
// only wing/team leaders can end the mission
case MSO_END_LEADER:
{
// if the player has an invalid object #
if(p->m_player->objnum < 0){
return 0;
}
// check to see if he's a wingleader
const ship_registry_entry* ship_regp = ship_registry_get(Ships[Objects[p->m_player->objnum].instance].ship_name);
// double check that the entry is valid.
Assertion(ship_regp != nullptr, "Ship register entry is a nullptr for the player's ship.");
if (ship_regp->p_objp()->pos_in_wing != 0)
{
return 0;
}
break;
}
// anyone can end the mission
case MSO_END_ANY:
break;
// only the host can end the mission
case MSO_END_HOST:
if(!(p->flags & NETINFO_FLAG_GAME_HOST)){
return 0;
}
break;
}
return 1;
}
int multi_eval_join_request(join_request *jr, net_addr *addr)
{
int team0_avail,team1_avail;
char knock_message[256], knock_callsign[CALLSIGN_LEN+1], jr_ip_string[INET6_ADDRSTRLEN];
// if the server versions are incompatible
if(jr->version < MULTI_FS_SERVER_COMPATIBLE_VERSION){
return JOIN_DENY_JR_BAD_VERSION;
}
// Grab the joiner's callsign as we may need this later if they aren't accepted
strcpy (knock_callsign, jr->callsign);
// check to make sure we are otherwise in a state to accept
if((Netgame.game_state != NETGAME_STATE_FORMING) &&
((Netgame.game_state != NETGAME_STATE_IN_MISSION) || !Cmdline_ingamejoin)){
// If the game isn't password protected pass it on that someone wants to join
if (Netgame.mode != NG_MODE_PASSWORD ) {
sprintf(knock_message, "%s has tried to join!", knock_callsign);
switch(Netgame.game_state) {
case NETGAME_STATE_BRIEFING:
case NETGAME_STATE_PAUSED:
case NETGAME_STATE_DEBRIEF:
case NETGAME_STATE_MISSION_SYNC:
send_game_chat_packet(&Net_players[MY_NET_PLAYER_NUM],knock_message,MULTI_MSG_ALL, nullptr, nullptr, 1);
multi_display_chat_msg(knock_message,0,0);
break;
// in game we only bother the host.
case NETGAME_STATE_IN_MISSION:
if( MULTIPLAYER_STANDALONE ) {
send_game_chat_packet(&Net_players[MY_NET_PLAYER_NUM],knock_message,MULTI_MSG_TARGET, Netgame.host, nullptr, 1);
} else {
snd_play(gamesnd_get_game_sound(GameSounds::CUE_VOICE));
HUD_sourced_printf(HUD_SOURCE_HIDDEN, "%s", knock_message);
}
break;
}
}
return JOIN_DENY_JR_STATE;
}
// the standalone has some oddball situations which we must handle separately
if (Game_mode & GM_STANDALONE_SERVER) {
// if this is the first connection, he will be the host so we must always accept him
if(multi_num_players() == 0){
// check to see if this is a tracker game, and if so make sure this is a valid MT player
// we probably eventually want to make sure he's not passing us a fake tracker id#
if (MULTI_IS_TRACKER_GAME) {
if (jr->tracker_id < 0) {
return JOIN_DENY_JR_TRACKER_INVAL;
}
}
// if we're password protected
if(std_is_host_passwd() && strcmp(jr->passwd, Multi_options_g.std_passwd) != 0){
return JOIN_DENY_JR_PASSWD;
}
// don't allow the host to join as an observer
if(jr->flags & JOIN_FLAG_AS_OBSERVER){
return JOIN_DENY_JR_NOOBS;
} else {
return -1;
}
}
}
// first off check to see if we're violating any of our max players/observers/connections boundaries
// if we've already got the full 16 (MAX_PLAYERS) connections - yow
if( (multi_num_connections() >= MULTI_MAX_CONNECTIONS) ||
// if we're full of observers and this guy wants to be an observer
((multi_num_observers() >= MAX_OBSERVERS) && (jr->flags & JOIN_FLAG_AS_OBSERVER)) ||
// if we're up to MULTI_MAX_PLAYERS-1 and we're on the standalone
((multi_num_players() >= (MULTI_MAX_PLAYERS - 1)) && (Game_mode & GM_STANDALONE_SERVER)) ||
// if we're up to MULTI_MAX_PLAYERS
(multi_num_players() >= MULTI_MAX_PLAYERS) ||
// if the max players for a standalone was set
((Multi_options_g.std_max_players != -1) && (multi_num_players() >= Multi_options_g.std_max_players)) ){
// we're full buddy - sorry
return JOIN_DENY_JR_FULL;
}
// check to see if this is a tracker game, and if so make sure this is a valid MT player
// we probably eventually want to make sure he's not passing us a fake tracker id#
if (MULTI_IS_TRACKER_GAME) {
if (jr->tracker_id < 0){
return JOIN_DENY_JR_TRACKER_INVAL;
}
}
// check to see if the player is trying to ingame join in a closed game
if(MULTI_IN_MISSION && (Netgame.mode == NG_MODE_CLOSED)){
return JOIN_DENY_JR_CLOSED;
}
// check to see if the player has passed a valid password in a password protected game
if((Netgame.mode == NG_MODE_PASSWORD) && strcmp(Netgame.passwd,jr->passwd) != 0){
return JOIN_DENY_JR_PASSWD;
}
// check to see if the netgame is forming and is temporarily marked as closed
if((Netgame.game_state == NETGAME_STATE_FORMING) && (Netgame.flags & NG_FLAG_TEMP_CLOSED)){
return JOIN_DENY_JR_TEMP_CLOSED;
}
// check to make sure he meets the rank requirement
if((Netgame.mode == NG_MODE_RANK_ABOVE) && (jr->player_rank < Netgame.rank_base)){
return JOIN_DENY_JR_RANK_LOW;
}
// check to make sure he meets the rank requirement
if((Netgame.mode == NG_MODE_RANK_BELOW) && (jr->player_rank > Netgame.rank_base)){
return JOIN_DENY_JR_RANK_HIGH;
}
// can't ingame join a non-dogfight game
/* if((Netgame.game_state != NETGAME_STATE_FORMING) && !(Netgame.type_flags & NG_TYPE_DOGFIGHT)){
return JOIN_DENY_JR_TYPE;
} */
// can't ingame join a squadwar match
if ( (Netgame.game_state != NETGAME_STATE_FORMING) && (Netgame.type_flags & NG_TYPE_SW) ) {
return JOIN_DENY_JR_TYPE;
}
// if the player was banned by the standalone
if ( (Game_mode & GM_STANDALONE_SERVER) && std_player_is_banned(jr->callsign) ) {
// maybe we should log this
sprintf(knock_message, "Banned user %s with IP: %s attempted to join server", knock_callsign, psnet_addr_to_string(addr, jr_ip_string, sizeof(jr_ip_string)));
ml_string(knock_message);
return JOIN_DENY_JR_BANNED;
}
// if the game is in-mission, make sure there are ships available
if(MULTI_IN_MISSION && !(jr->flags & JOIN_FLAG_AS_OBSERVER)){
team0_avail = 0;
team1_avail = 0;
multi_player_ships_available(&team0_avail,&team1_avail);
// if there are no ships available on either team
if((team0_avail == 0) && (team1_avail == 0)){
return JOIN_DENY_JR_FULL;
}
}
// if my ingame joining flag is set, then deny since we only allow one ingame joiner at a time
if ( Netgame.flags & NG_FLAG_INGAME_JOINING ){
return JOIN_DENY_JR_INGAME_JOIN;
}
// check to make sure the game is not full (of observers, or players, as appropriate)
if((jr->flags & JOIN_FLAG_AS_OBSERVER)){
if((multi_num_observers() + 1) > Netgame.options.max_observers){
return JOIN_DENY_JR_FULL;
}
}
// if the netgame is restricted or is team vs. team
if(Netgame.mode == NG_MODE_RESTRICTED){
// ingame, we must query the host to see if this guy is accepted
if(MULTI_IN_MISSION){
return JOIN_QUERY_RESTRICTED;
}
}
// check to make sure this player hasn't been kick/banned
if(multi_kick_is_banned(addr)){
return JOIN_DENY_JR_BANNED;
}
// check to make sure this player doesn't already exist
if ( find_player(addr) >= 0 ) {
return JOIN_DENY_JR_DUP;
}
return -1;
}
// Karajorma - called by any machine (client, host, server, standalone, etc) if the mission ends by any means
// other than a warpout
void multi_handle_sudden_mission_end()
{
if (!(MULTIPLAYER_STANDALONE)) {
multi_msg_text_flush();
}
}
// called by any machine (client, host, server, standalone, etc), to begin warping out all player objects
void multi_warpout_all_players()
{
int idx;
// i'f i'm already marked as warping out, don't do this again
if(Net_player->flags & NETINFO_FLAG_WARPING_OUT){
return;
}
// stop my afterburners
if((Player_obj != nullptr) && (Player_obj->type == OBJ_SHIP) && !(Game_mode & GM_STANDALONE_SERVER)){
afterburners_stop( Player_obj, 1 );
}
// traverse through each player
for(idx=0;idx<MAX_PLAYERS;idx++) {
object *objp;
// only warpout player _ships_ which are not mine
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (Objects[Net_players[idx].m_player->objnum].type == OBJ_SHIP)){
objp = &Objects[Net_players[idx].m_player->objnum];
obj_set_flags( objp, objp->flags - Object::Object_Flags::Collides);
shipfx_warpout_start( objp );
}
}
// now, mark ourselves as needing to warp out
Net_player->flags |= NETINFO_FLAG_WARPING_OUT;
// if we're an observer, or we're respawning, or we can't warp out. so just jump into the debrief state
if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) ||
((Player_obj->type == OBJ_SHIP) && !(ship_can_warp_full_check(Player_ship)))){
multi_handle_sudden_mission_end();
if(Netgame.type_flags & NG_TYPE_DOGFIGHT){
gameseq_post_event(GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
} else {
gameseq_post_event(GS_EVENT_DEBRIEF);
}
}
// if we're a ship, then begin the warpout process
else {
// turn off collision detection for my ship
obj_set_flags(Player_obj, Player_obj->flags - Object::Object_Flags::Collides);
// turn off gliding too or ships can't get upt to speed
if(object_get_gliding(Player_obj)) {
object_set_gliding(Player_obj, false);
}
gameseq_post_event(GS_EVENT_PLAYER_WARPOUT_START_FORCED);
}
}
// determine the highest rank of any of the players in the game
int multi_get_highest_rank()
{
int idx;
int max_rank = -1;
// go through all the players
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_PERM_OBSERVER(Net_players[idx]) && (Net_players[idx].m_player->stats.rank > max_rank)){
max_rank = Net_players[idx].m_player->stats.rank;
}
}
// return what we found
return max_rank;
}
// called on the machine of the player who hit alt+j
void multi_handle_end_mission_request()
{
int idx;
// all clients should send the request to the server. no exceptions
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER)){
send_endgame_packet();
}
// the server of the game does some further processing
else {
ml_string("Server received endgame request, proceeding...");
// first we should toss all ingame joiners
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_players[idx].flags & NETINFO_FLAG_INGAME_JOIN)){
multi_kick_player(idx,0,KICK_REASON_INGAME_ENDED);
}
}
// send the endgame packet to all clients, who will act on it immediately
send_endgame_packet();
Netgame.game_state = NETGAME_STATE_ENDGAME;
send_netgame_update_packet();
if (Game_mode & GM_STANDALONE_SERVER) {
// move to the standalone postgame (which is where we'll handle stats packets, etc)
gameseq_post_event(GS_EVENT_STANDALONE_POSTGAME);
}
// begin the warpout process for all players and myself
multi_warpout_all_players();
}
}
// called to handle any special cases where a player is in some submemu when the game is ended
void multi_handle_state_special()
{
int stack_depth,current_depth;
// first off - kill any active popups
popup_kill_any_active();
// kill any popupdeads
if(popupdead_is_active()){
popupdead_close();
}
// kill off the pilot info popup if its active
if(multi_pinfo_popup_active()){
multi_pinfo_popup_kill();
}
// now do any special processing for being in states other then the gameplay states
stack_depth = gameseq_get_depth();
// if we're not pushed on top of any states, do any special state case handling here
if(stack_depth == 0){
// currently there are no special cases, so return
return;
}
// if we are pushed on any states, post events to pop them off one by one
else {
current_depth = stack_depth;
do {
switch(gameseq_get_state(stack_depth - current_depth)){
// the hotkey screen
case GS_STATE_HOTKEY_SCREEN :
mission_hotkey_exit();
Game_do_state_should_skip = 1;
break;
// the options menu
case GS_STATE_OPTIONS_MENU:
options_cancel_exit();
Game_do_state_should_skip = 1;
break;
// the hud config (1 deeper in the options menu)
case GS_STATE_HUD_CONFIG:
hud_config_cancel();
Game_do_state_should_skip = 1;
break;
// controls config (1 deeper than the options menu)
case GS_STATE_CONTROL_CONFIG:
control_config_cancel_exit();
Game_do_state_should_skip = 1;
break;
// mission goals screen
case GS_STATE_SHOW_GOALS:
mission_goal_exit();
Game_do_state_should_skip = 1;
break;
// mission log scrollback
case GS_STATE_MISSION_LOG_SCROLLBACK:
hud_scrollback_exit();
Game_do_state_should_skip = 1;
break;
// pause screen
case GS_STATE_MULTI_PAUSED:
gameseq_pop_state();
Game_do_state_should_skip = 1;
break;
}
// next pushed state
current_depth--;
} while(current_depth > 0);
}
}
// called by the file xfer subsytem when we start receiving a file
void multi_file_xfer_notify(int handle)
{
char *filename = nullptr;
int cf_type;
int is_mission = 0;
// get the filename of the file we are receiving
filename = multi_xfer_get_filename(handle);
// something is messed up
if(filename == nullptr){
return;
}
// convert the filename to all lowercase
SCP_tolower(filename);
// if this is a mission file
is_mission = (strstr(filename, FS_MISSION_FILE_EXT) != nullptr);
// determine where its going to go
if(is_mission){
cf_type = Net_player->p_info.options.flags & MLO_FLAG_XFER_MULTIDATA ? CF_TYPE_MULTI_CACHE : CF_TYPE_MISSIONS;
} else {
cf_type = CF_TYPE_MULTI_CACHE;
}
// QUICK FIX
// check to see if the file is read-only
if((filename[0] != '\0') && !cf_access(filename, cf_type, 00) && (cf_access(filename, cf_type, 02) == -1)){
multi_xfer_xor_flags(handle, MULTI_XFER_FLAG_REJECT);
Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
popup(PF_USE_AFFIRMATIVE_ICON, 1, XSTR("&Ok", 713), XSTR("An outdated copy of this file exists, but it cannot be overwritten by the server because it is set to be read-only. Change the permissions on this file next time.", 714));
multi_quit_game(PROMPT_NONE);
return;
}
// if the incoming filename is a freespace file, set my netplayer state to be "file xfer"
if(is_mission){
// we'd better not be xferring a file right now
Assert(Net_player->s_info.xfer_handle == -1);
// force into the multidata directory
multi_xfer_handle_force_dir(handle, cf_type);
// set my xfer handle
Net_player->s_info.xfer_handle = handle;
Net_player->state = NETPLAYER_STATE_MISSION_XFER;
send_netplayer_update_packet();
}
// otherwise always hand it off to the multi_data system
else {
multi_data_handle_incoming(handle);
}
}
// return the lag/disconnected status of the game
const int MULTI_LAG_VAL = MULTI_PING_MIN_RED;
int multi_query_lag_status()
{
// -1 == not lagged, 0 == lagged, 1 == disconnected
// if I'm the server of the game, I can't be lagged
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
return -1;
}
// if we've been disconnected for some reason or another
if(multi_client_server_dead()){
return 1;
}
// if our ping time to the server is over a certain time
if(Netgame.server->s_info.ping.ping_avg >= MULTI_LAG_VAL){
return 0;
}
// not lagged
return -1;
}
// process a valid join request
void multi_process_valid_join_request(join_request *jr, net_addr *who_from, int ingame_join_team)
{
int net_player_num,player_num;
short id_num;
// create netplayer and player objects for this guy
net_player_num = multi_find_open_netplayer_slot();
player_num = multi_find_open_player_slot();
id_num = multi_get_new_id();
Assert((net_player_num != -1) && (player_num != -1));
// if he is requesting to join as an observer
if(jr->flags & JOIN_FLAG_AS_OBSERVER){
// create the (permanently) observer player
multi_obs_create_player(net_player_num, jr->callsign, who_from, &Players[player_num]);
// copy his pilot image filename
if(jr->image_filename[0] != '\0'){
strcpy_s(Net_players[net_player_num].m_player->image_filename, jr->image_filename);
} else {
strcpy_s(Net_players[net_player_num].m_player->image_filename, "");
}
// copy his pilot squad filename
Net_players[net_player_num].m_player->insignia_texture = -1;
player_set_squad_bitmap(Net_players[net_player_num].m_player, jr->squad_filename, true);
// clear his multi_data info
multi_data_handle_join(net_player_num);
// set some extra flags for him as appropriate
if(MULTI_IN_MISSION){
Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
}
Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
Net_players[net_player_num].player_id = id_num;
Net_players[net_player_num].tracker_player_id = jr->tracker_id;
// store pxo info
if(jr->pxo_squad_name[0] != '\0'){
strcpy_s(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
} else {
strcpy_s(Net_players[net_player_num].p_info.pxo_squad_name, "");
}
// if he's using hacked data
if(jr->flags & JOIN_FLAG_HAXOR){
Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = time(nullptr);
// send the accept packet here
send_accept_packet(net_player_num, (Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN) ? ACCEPT_OBSERVER | ACCEPT_INGAME : ACCEPT_OBSERVER);
} else {
// create the player object
multi_create_player(net_player_num, &Players[player_num], jr->callsign, who_from, -1, id_num);
// copy his pilot image filename
if(jr->image_filename[0] != '\0'){
strcpy_s(Net_players[net_player_num].m_player->image_filename, jr->image_filename);
} else {
strcpy_s(Net_players[net_player_num].m_player->image_filename, "");
}
// copy his pilot squad filename
Net_players[net_player_num].m_player->insignia_texture = -1;
player_set_squad_bitmap(Net_players[net_player_num].m_player, jr->squad_filename, true);
// clear his multi_data info
multi_data_handle_join(net_player_num);
// mark him as being connected
Net_players[net_player_num].flags |= NETINFO_FLAG_CONNECTED;
// set his tracker id correctly
Net_players[net_player_num].tracker_player_id = jr->tracker_id;
// set his player id#
Net_players[net_player_num].player_id = id_num;
// store pxo info
if(jr->pxo_squad_name[0] != '\0'){
strcpy_s(Net_players[net_player_num].p_info.pxo_squad_name, jr->pxo_squad_name);
} else {
strcpy_s(Net_players[net_player_num].p_info.pxo_squad_name, "");
}
// if he's using hacked data
if(jr->flags & JOIN_FLAG_HAXOR){
Net_players[net_player_num].flags |= NETINFO_FLAG_HAXOR;
}
// flag him appropriately if he's doing an ingame join
if(MULTI_IN_MISSION){
Net_players[net_player_num].flags |= NETINFO_FLAG_INGAME_JOIN;
Net_players[net_player_num].s_info.ingame_join_flags = 0;
}
// set his reliable connect time
Net_players[net_player_num].s_info.reliable_connect_time = time(nullptr);
// if he's joining as a host (on the standalone)
if(Net_players[net_player_num].flags & NETINFO_FLAG_GAME_HOST){
send_accept_packet(net_player_num, ACCEPT_HOST);
Netgame.host = &Net_players[net_player_num];
// set the game and player states appropriately
Netgame.game_state = NETGAME_STATE_STD_HOST_SETUP;
}
// if he's joining ingame
else if(Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN){
// if we're in team vs. team mode
if(Netgame.type_flags & NG_TYPE_TEAM)
{
/* int i, j;
int team_nums[MULTI_TS_MAX_TVT_TEAMS] = {0, 0};\
//First get the number of players on each team
for(i = 0; i < MULTI_TS_MAX_TVT_TEAMS; i++)
{
for(j = 0; j < MULTI_TS_NUM_SHIP_SLOTS; j++)
{
if(Multi_ts_team[i].multi_ts_flag != MULTI_TS_FLAG_EMPTY && Multi_ts_team[i].multi_ts_flag != MULTI_TS_FLAG_NONE)
{
team_nums[i]++;
}
}
}
//Find the lowest team
//Init this to the first team, so it works properly
int lowest_team[2] = {team_nums[0], 0};
for(i = 0; i < MULTI_TS_MAX_TVT_TEAMS;i++)
{
if(Multi_ts_team[i] < lowest_team[0])
{
lowest_team[0] Multi_ts_team[i];
lowest_team[1] = i;
}
}
ingame_join_team = lowest_team[1];*/
//Assert(ingame_join_team != -1);
Net_players[net_player_num].p_info.team = ingame_join_team;
}
send_accept_packet(net_player_num, ACCEPT_INGAME, ingame_join_team);
// set his last full update time for updating him on ingame join ships
Net_players[net_player_num].s_info.last_full_update_time = ui_timestamp(INGAME_SHIP_UPDATE_TIME);
}
// if he's joining as an otherwise ordinary client
else {
send_accept_packet(net_player_num, ACCEPT_CLIENT);
}
}
// set my ingame joining flag if the new guy is joining ingame
if ( Net_players[net_player_num].flags & NETINFO_FLAG_INGAME_JOIN ){
Netgame.flags |= NG_FLAG_INGAME_JOINING;
}
// copy in his options
memcpy(&Net_players[net_player_num].p_info.options, &jr->player_options, sizeof(multi_local_options));
// if on the standalone, then do any necessary gui updating
if (Game_mode & GM_STANDALONE_SERVER) {
std_add_player(&Net_players[net_player_num]);
std_connect_set_connect_count();
std_connect_set_host_connect_status();
} else {
// let the create game screen know someone has joined
if(gameseq_get_state() == GS_STATE_MULTI_HOST_SETUP){
multi_create_handle_join(&Net_players[net_player_num]);
}
}
extern UI_TIMESTAMP Multi_client_update_times[MAX_PLAYERS]; // NOLINT
Multi_client_update_times[net_player_num] = UI_TIMESTAMP::invalid();
// notify datarate
multi_rate_reset(net_player_num);
}
// if a player is trying to join a restricted game, evaluate the keypress (accept or not, etc)
int multi_process_restricted_keys(int k)
{
int key1=-1,key2=-1; //JAS: Get rid of optimized warning
int team_val;
// if the query timestamp is not set, don't do anything
if ( !Multi_restr_query_timestamp.isValid() ) {
return 0;
}
// determine what keys to look for based upon the mode we're in
switch(Multi_join_restr_mode){
// normal restricted join, Y or N
case MULTI_JOIN_RESTR_MODE_1:
key1 = KEY_Y;
key2 = KEY_N;
break;
// team vs team, team 0 only has ships
case MULTI_JOIN_RESTR_MODE_2:
key1 = KEY_Y;
key2 = KEY_N;
break;
// team vs team, team 1 only has ships
case MULTI_JOIN_RESTR_MODE_3:
key1 = KEY_Y;
key2 = KEY_N;
break;
// team vs team, both teams have ships
case MULTI_JOIN_RESTR_MODE_4:
key1 = KEY_1;
key2 = KEY_2;
break;
// illegal mode
default :
Error(LOCATION, "An invalid value for Multi_join_restr_mode was set, probably by a corrupted packet or by some other packet error.");
}
// check the keypress
if((k == key1) || (k == key2)){
// unset the timestamp
Multi_restr_query_timestamp = UI_TIMESTAMP::invalid();
// MWA -- 5/26/98. Next line commented out. It should be cleared when the ingame joiner
// actually gets into the mission
//Netgame.flags &= ~(NG_FLAG_INGAME_JOINING);
// determine which team to put him on (if any)
switch(Multi_join_restr_mode){
// normal restricted join, Y or N
case MULTI_JOIN_RESTR_MODE_1:
team_val = (k == key1) ? 0 : -1;
break;
// team vs team, team 0 only has ships
case MULTI_JOIN_RESTR_MODE_2:
team_val = (k == key1) ? 0 : -1;
break;
// team vs team, team 1 only has ships
case MULTI_JOIN_RESTR_MODE_3:
team_val = (k == key1) ? 1 : -1;
break;
// team vs team, both teams have ships
case MULTI_JOIN_RESTR_MODE_4:
team_val = (k == key1) ? 0 : 1;
break;
// illegal mode
default :
team_val = -1; // JAS: Get rid of optimized warning
}
// perform the proper response
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
if(team_val >= 0){
multi_process_valid_join_request(&Multi_restr_join_request,&Multi_restr_addr,team_val);
}
}
// otherwise tell the standalone to accept him
else {
if(team_val >= 0){
send_host_restr_packet("null",1,team_val);
} else {
send_host_restr_packet("null",2,-1);
}
}
// processed a key
return 1;
}
// didn't process any keys
return 0;
}
// determine the status of available player ships (use team_0 for non team vs. team situations)
void multi_player_ships_available(int *team_0,int *team_1)
{
int mp_team_num;
*team_0 = 0;
*team_1 = 0;
for (auto moveup: list_range(&Ship_obj_list))
{
if (Objects[moveup->objnum].flags[Object::Object_Flags::Should_be_dead])
continue;
// if this ship is flagged as OF_COULD_BE_PLAYER
if(Objects[moveup->objnum].flags[Object::Object_Flags::Could_be_player]){
// get the team # for this ship
mp_team_num = multi_ts_get_team(Ships[Objects[moveup->objnum].instance].ship_name);
if(mp_team_num == 0){
(*team_0)++;
} else if(mp_team_num == 1){
(*team_1)++;
}
}
}
}
// server should update the player's bank/link status with the data in the passed ship
void multi_server_update_player_weapons(net_player *pl,ship *shipp)
{
// don't process when the ship is dying.
if ( (shipp->flags[Ship::Ship_Flags::Dying]) || NETPLAYER_IS_DEAD(pl) )
return;
// primary bank status
pl->s_info.cur_primary_bank = (char)shipp->weapons.current_primary_bank;
// primary link status
pl->s_info.cur_link_status &= ~(1<<0);
if(shipp->flags[Ship::Ship_Flags::Primary_linked]){
pl->s_info.cur_link_status |= (1<<0);
}
// secondary bank status
if ( shipp->weapons.current_secondary_bank < 0 ) {
nprintf(("Network", "bashing %s's current sbank to 0\n", shipp->ship_name));
shipp->weapons.current_secondary_bank = 0;
}
pl->s_info.cur_secondary_bank = (char)shipp->weapons.current_secondary_bank;
// secondary link status
pl->s_info.cur_link_status &= ~(1<<1);
if(shipp->flags[Ship::Ship_Flags::Secondary_dual_fire]){
pl->s_info.cur_link_status |= (1<<1);
}
// ets values
pl->s_info.ship_ets = 0x0000;
// shield ets
pl->s_info.ship_ets |= ((ushort)shipp->shield_recharge_index << 8);
// weapon ets
pl->s_info.ship_ets |= ((ushort)shipp->weapon_recharge_index << 4);
// engine ets
pl->s_info.ship_ets |= ((ushort)shipp->engine_recharge_index);
Assert( pl->s_info.ship_ets != 0 );
}
// flush the multidata cache directory
void multi_flush_multidata_cache()
{
nprintf(("Network","FLUSHING MULTIDATA CACHE\n"));
// call the cfile function to flush the directory
cfile_flush_dir(CF_TYPE_MULTI_CACHE);
}
// flush all data from a previous mission before starting the next
void multi_flush_mission_stuff()
{
int idx;
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx])){
// unset all unneeded status bits
Net_players[idx].flags &= ~(NETINFO_FLAG_MISSION_OK | NETINFO_FLAG_RESPAWNING | NETINFO_FLAG_WARPING_OUT);
// server is always "mission ok"
if(Net_players[idx].flags & NETINFO_FLAG_AM_MASTER){
Net_players[idx].flags |= NETINFO_FLAG_MISSION_OK;
}
// if this guy is a non-permanent observer, unset the appropriate flags
if(MULTI_TEMP_OBSERVER(Net_players[idx])){
Net_players[idx].flags &= ~(NETINFO_FLAG_OBSERVER | NETINFO_FLAG_OBS_PLAYER);
}
// misc
multi_ping_reset(&Net_players[idx].s_info.ping);
Net_players[idx].s_info.num_last_buttons = 0;
Net_players[idx].s_info.wing_index_backup = 0;
Net_players[idx].s_info.wing_index = 0;
Net_players[idx].p_info.ship_class = -1;
Net_players[idx].p_info.ship_index = -1;
Net_players[idx].s_info.xfer_handle = -1;
// ack handles
Net_players[idx].s_info.wing_index_backup = 0;
// objnum
Players[idx].objnum = -1;
}
}
// reset netgame stuff
Netgame.flags &= ~(NG_FLAG_TEMP_CLOSED);
multi_xfer_reset();
// standalone servers should clear their goal trees now
if (Game_mode & GM_STANDALONE_SERVER) {
std_multi_setup_goal_tree();
}
// object signatures
// this will eventually get reset to Netgame.security the next time an object gets its signature assigned.
// We do this to resynchronize the host/server and all clients
Next_ship_signature = SHIP_SIG_MIN;
Next_asteroid_signature = ASTEROID_SIG_MIN;
Next_non_perm_signature = NPERM_SIG_MIN;
// everyone will need to either reload the current mission, leave, or load the next mission, so in any case
Multi_mission_loaded = 0;
}
// should we ignore all controls and keypresses because of some multiplayer
int multi_ignore_controls(int key)
{
// if the multiplayer text messaging system is active, don't return any keys
if((key > 0) && multi_msg_text_process(key)){
return 1;
}
// if the host of the game is being prompted to accept or deny a player in a restricted game
if((key > 0) && multi_process_restricted_keys(key)){
return 1;
}
// if we're in text messaging mode, ignore controls
if(multi_msg_text_mode()){
return 1;
}
// if the pause system wants to eat keys for a while
if(multi_pause_eat_keys()){
return 1;
}
// multiplayer didn't eat the key
return 0;
}
// if the kill limit has been reached by any given player
int multi_kill_limit_reached()
{
int idx;
// is the kill limit <= 0 ?
// if so, consider it as _no_ kill limit
if(Netgame.options.kill_limit <= 0){
return 0;
}
// look through all active, non-observer players
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && !MULTI_STANDALONE(Net_players[idx]) && !MULTI_OBSERVER(Net_players[idx]) && (Net_players[idx].m_player->stats.m_kill_count_ok >= Netgame.options.kill_limit)){
// someone reached the limit
return 1;
}
}
// limit has not been reached yet
return 0;
}
// display a chat message (write to the correct spot - hud, standalone gui, chatbox, etc)
void multi_display_chat_msg(const char *msg, int player_index, int add_id)
{
// if i'm a standalone, always add to the gui
if (Game_mode & GM_STANDALONE_SERVER) {
std_add_chat_text(msg,player_index,add_id);
return;
}
// in gameplay
if(Game_mode & GM_IN_MISSION){
// if we're paused, send it to the chatbox
if(Multi_pause_status){
chatbox_add_line(msg, player_index, add_id);
}
// otherwise print to the HUD
else {
multi_msg_display_mission_text(msg, player_index);
}
}
// otherwise add it to the chatbox
else {
chatbox_add_line(msg, player_index, add_id);
}
}
// fill in Current_file_checksum and Current_file_length
void multi_get_mission_checksum(const char *filename)
{
CFILE *in;
Multi_current_file_checksum = 0xffff;
Multi_current_file_length = -1;
// get the filename
in = cfopen(filename,"rb");
if(in != nullptr){
// get the length of the file
Multi_current_file_length = cfilelength(in);
cfclose(in);
in = cfopen(filename,"rb");
if(in != nullptr){
// get the checksum of the file
cf_chksum_short(in,&Multi_current_file_checksum);
// close the file
cfclose(in);
in = nullptr;
}
// if the file doesn't exist, setup some special values, so the server recognizes this
else {
Multi_current_file_checksum = 0xffff;
Multi_current_file_length = -1;
}
} else {
// don't transfew builtin missions
if(multi_is_builtin_mission()){
multi_quit_game(PROMPT_ALL, MULTI_END_NOTIFY_KICKED_CANT_XFER);
}
}
nprintf(("Network","NET FILE CHECKSUM : %d %d\n",Multi_current_file_checksum,Multi_current_file_length));
}
char multi_unit_to_char(float unit)
{
Assertion((unit > 1.0f) && (unit < -1.0f), "Newly implemented function multi_unit_to_char() was passed a value %f, that it cannot handle.", unit);
char ret;
if(unit > 1.0f){
unit = 1.0f;
}
if(unit < -1.0f){
unit = -1.0f;
}
ret = (char)(unit * 127.0f);
return ret;
}
float multi_char_to_unit(float val)
{
Assertion((val > 127.0f) && (val < -127.0f), "Newly implemented function multi_char_to_unit() was passed a value %f, that it cannot handle.", val);
float ret;
ret = (float)val / 127.0f;
if(ret > 1.0f){
ret = 1.0f;
}
if(ret < -1.0f){
ret = -1.0f;
}
return ret;
}
// if we should render our ping time to the server in a multiplayer game
int multi_show_ingame_ping()
{
// always show it for now
return 1;
}
int multi_get_connection_speed()
{
int cspeed;
const char *connection_speed;
#ifdef _WIN32
connection_speed = os_config_read_string(nullptr, "ConnectionSpeed", "");
#else
connection_speed = os_config_read_string(nullptr, "ConnectionSpeed", "Fast");
#endif
if ( !stricmp(connection_speed, NOX("Slow")) ) {
cspeed = CONNECTION_SPEED_288;
} else if ( !stricmp(connection_speed, NOX("56K")) ) {
cspeed = CONNECTION_SPEED_56K;
} else if ( !stricmp(connection_speed, NOX("ISDN")) ) {
cspeed = CONNECTION_SPEED_SISDN;
} else if ( !stricmp(connection_speed, NOX("Cable")) ) {
cspeed = CONNECTION_SPEED_CABLE;
} else if ( !stricmp(connection_speed, NOX("Fast")) ) {
cspeed = CONNECTION_SPEED_T1;
} else {
cspeed = CONNECTION_SPEED_NONE;
}
return cspeed;
}
// return a MVALID_STATUS_* define based upon the passed string
int multi_string_to_status(char *valid_string)
{
if (strstr(valid_string, "invalid"))
return MVALID_STATUS_INVALID;
if (strstr(valid_string, "valid"))
return MVALID_STATUS_VALID;
return MVALID_STATUS_UNKNOWN;
}
// if we're in tracker mode, do a validation update on all known missions
void multi_update_valid_missions()
{
char next_filename[MAX_FILENAME_LEN+1];
char next_line[512];
char status_string[50];
char temp[256];
char *tok;
CFILE *in;
int file_index;
uint idx;
bool was_cancelled = false;
// if we're a standalone, show a dialog saying "validating missions"
if (Game_mode & GM_STANDALONE_SERVER) {
std_create_gen_dialog("Validating missions");
std_gen_set_text("Querying:", 1);
mprintf(("Standalone: Validating missions\n"));
}
// mark all missions on our list as being MVALID_STATUS_UNKNOWN
for (idx = 0; idx < Multi_create_mission_list.size(); idx++) {
Multi_create_mission_list[idx].valid_status = MVALID_STATUS_UNKNOWN;
}
// attempt to open the valid mission config file
in = cfopen(MULTI_VALID_MISSION_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
if (in != nullptr) {
// read in all listed missions
while ( !cfeof(in) ) {
// read in a line
memset(next_line, 0, 512);
cfgets(next_line, 512, in);
drop_trailing_white_space(next_line);
drop_leading_white_space(next_line);
// read in a filename
memset(next_filename, 0, MAX_FILENAME_LEN+1);
memset(temp, 0, 256);
tok = strtok(next_line, " ");
if (tok == nullptr)
continue;
strcpy_s(temp, tok);
drop_trailing_white_space(temp);
drop_leading_white_space(temp);
strcpy_s(next_filename, temp);
// read in the status string
memset(status_string, 0, 50);
memset(temp, 0, 256);
tok = strtok(nullptr," \n");
if (tok == nullptr)
continue;
strcpy_s(temp, tok);
drop_trailing_white_space(temp);
drop_leading_white_space(temp);
strcpy_s(status_string, temp);
// try and find the file
file_index = multi_create_lookup_mission(next_filename);
if (file_index >= 0)
Multi_create_mission_list[file_index].valid_status = (char)multi_string_to_status(status_string);
}
// close the infile
cfclose(in);
in = nullptr;
}
// now poll for all unknown missions
was_cancelled = false;
if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
popup_conditional_create(0, XSTR("&Cancel", 667), XSTR("Validating missions ...", -1));
}
was_cancelled = !multi_fs_tracker_validate_mission_list(Multi_create_mission_list);
if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
popup_conditional_close();
}
// if the operation was cancelled, don't write anything new
if (was_cancelled) {
// if we're a standalone, kill the validate dialog
if(Game_mode & GM_STANDALONE_SERVER){
std_destroy_gen_dialog();
}
return;
}
// now rewrite the outfile with the new mission info
in = cfopen(MULTI_VALID_MISSION_FILE, "wt", CFILE_NORMAL, CF_TYPE_DATA);
if(in == nullptr){
// if we're a standalone, kill the validate dialog
if(Game_mode & GM_STANDALONE_SERVER){
std_destroy_gen_dialog();
}
return;
}
for (idx = 0; idx < Multi_create_mission_list.size(); idx++) {
switch(Multi_create_mission_list[idx].valid_status){
case MVALID_STATUS_VALID:
cfputs(Multi_create_mission_list[idx].filename, in);
cfputs(NOX(" valid"), in);
cfputs(NOX("\n"), in);
break;
case MVALID_STATUS_INVALID:
cfputs(Multi_create_mission_list[idx].filename, in);
cfputs(NOX(" invalid"), in);
cfputs(NOX("\n"), in);
break;
}
}
// close the outfile
cfclose(in);
in = nullptr;
// if we're a standalone, kill the validate dialog
if (Game_mode & GM_STANDALONE_SERVER) {
std_destroy_gen_dialog();
}
}
// get a new id# for a player
short multi_get_new_id()
{
if(Multi_id_num > 20000){
Multi_id_num = 0;
}
return Multi_id_num++;
}
// ------------------------------------
//XSTR:OFF
DCF(multi,"changes multiplayer settings (Multiplayer)")
{
if (dc_optional_string("kick")) {
// kick a player
multi_dcf_kick();
#ifndef NDEBUG
} else if (dc_optional_string("stats")) {
// multi_toggle_stats();
} else if (dc_optional_string("show_stats")) {
// multi_show_basic_stats(0);
} else if (dc_optional_string("dump_stats")) {
// multi_show_basic_stats(1);
#endif
} else if (dc_optional_string("voice")) {
// settings for multiplayer voice
multi_voice_dcf();
} else if (dc_optional_string("respawn_chump")){
// set a really large # of respawns
if((Net_player != nullptr) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)) {
Netgame.respawn = 9999;
Netgame.options.respawn = 9999;
// if i'm the server, send a netgame update
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
send_netgame_update_packet();
}
}
} else if (dc_optional_string("ss_leaders")) {
// only host or team captains can modify ships
if((Net_player != nullptr) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)) {
Netgame.options.flags |= MSO_FLAG_SS_LEADERS;
multi_options_update_netgame();
}
} else if (dc_optional_string("make_players")) {
#ifndef NDEBUG
multi_make_fake_players(MAX_PLAYERS);
#endif
} else if (dc_optional_string("oo")) {
int new_flags;
if(!dc_maybe_stuff_int(&new_flags))
new_flags = -1;
dc_printf("Interesting flags\n");
dc_printf("Pos : %d\n", 1 << 0);
dc_printf("Velocity : %d\n", 1 << 7);
dc_printf("Desired vel : %d\n", 1 << 8);
dc_printf("Orient : %d\n", 1 << 1);
dc_printf("Rotvel : %d\n", 1 << 9);
dc_printf("Desired rotvel : %d\n", 1 << 10);
} else if (dc_optional_string("oo_sort")) {
extern int OO_sort;
OO_sort = !OO_sort;
dc_printf("Network object sorting %s\n", OO_sort ? "ENABLED" : "DISABLED");
}
}
//XSTR:ON
// PXO crc checking stuff
#ifndef NDEBUG
void multi_spew_pxo_checksums(int max_files, char *outfile)
{
char **file_names;
char full_name[MAX_FILENAME_LEN+1];
char wild_card[6];
int count = 0, idx;
uint checksum;
FILE *out;
// allocate filename space
file_names = (char**)vm_malloc(sizeof(char*) * max_files);
if (file_names != nullptr) {
SDL_snprintf(wild_card, SDL_arraysize(wild_card), "*%s", FS_MISSION_FILE_EXT);
count = cf_get_file_list(max_files, file_names, CF_TYPE_MISSIONS, wild_card);
// open the outfile
out = fopen(outfile, "wt");
if (out != nullptr) {
// do all the checksums
for (idx = 0; idx < count; idx++) {
memset(full_name, 0, MAX_FILENAME_LEN+1);
SDL_strlcpy(full_name, cf_add_ext(file_names[idx], FS_MISSION_FILE_EXT), SDL_arraysize(full_name));
if (cf_chksum_long(full_name, &checksum)) {
fprintf(out, "%s : %d\n", full_name, (int)checksum);
}
}
fclose(out);
}
for (idx = 0; idx < count; ++idx) {
if (file_names[idx] != nullptr) {
vm_free(file_names[idx]);
file_names[idx] = nullptr;
}
}
vm_free(file_names);
file_names = nullptr;
}
}
DCF(pxospew,"spew PXO 32 bit checksums for all visible mission files (Multiplayer)")
{
int max_files;
char file_str[MAX_NAME_LEN];
if (dc_optional_string_either("help", "--help")) {
dc_printf("Usage: pxospew <max_files> <filename>\n");
return;
}
dc_stuff_int(&max_files);
dc_stuff_string_white(file_str, MAX_NAME_LEN);
multi_spew_pxo_checksums(max_files, file_str);
}
#endif
// make a bunch of fake players - don't rely on this to be very safe - its mostly used for interface testing
#ifndef NDEBUG
void multi_make_fake_players(int count)
{
int idx;
for(idx=0;idx<count;idx++){
if(!MULTI_CONNECTED(Net_players[idx])){
Net_players[idx].m_player = &Players[idx];
sprintf(Net_players[idx].m_player->callsign,"Player %d",idx);
Net_players[idx].flags |= NETINFO_FLAG_CONNECTED;
}
}
}
#endif
// ---------------------------------------------------------------------------------------------------------------------
// PACK UNPACK STUFF
//
#ifdef _MSC_VER
#pragma optimize("", off)
#endif
typedef struct bitbuffer {
ubyte mask;
int rack;
ubyte *data;
ubyte *org_data;
} bitbuffer;
void bitbuffer_init( bitbuffer *bitbuf, ubyte *data )
{
bitbuf->rack = 0;
bitbuf->mask = 0x80;
bitbuf->data = data;
bitbuf->org_data = data;
}
int bitbuffer_write_flush( bitbuffer *bitbuf )
{
// Flush to next byte
if ( bitbuf->mask != 0x80 ) {
*bitbuf->data++ = (ubyte)bitbuf->rack;
}
return (int)(bitbuf->data-bitbuf->org_data);
}
int bitbuffer_read_flush( bitbuffer *bitbuf )
{
return (int)(bitbuf->data-bitbuf->org_data);
}
void bitbuffer_put( bitbuffer *bitbuf, uint data, int bit_count )
{
uint mask;
mask = 1L << ( bit_count - 1 );
while ( mask != 0) {
if ( mask & data ) {
bitbuf->rack |= bitbuf->mask;
}
bitbuf->mask >>= 1;
if ( bitbuf->mask == 0 ) {
*bitbuf->data++=(ubyte)bitbuf->rack;
bitbuf->rack = 0;
bitbuf->mask = 0x80;
}
mask >>= 1;
}
}
uint bitbuffer_get_unsigned( bitbuffer *bitbuf, int bit_count )
{
uint local_mask;
uint return_value;
local_mask = 1L << ( bit_count - 1 );
return_value = 0;
while ( local_mask != 0) {
if ( bitbuf->mask == 0x80 ) {
bitbuf->rack = *bitbuf->data++;
}
if ( bitbuf->rack & bitbuf->mask ) {
return_value |= local_mask;
}
local_mask >>= 1;
bitbuf->mask >>= 1;
if ( bitbuf->mask == 0 ) {
bitbuf->mask = 0x80;
}
}
return return_value;
}
int bitbuffer_get_signed( bitbuffer *bitbuf, int bit_count )
{
uint local_mask;
uint return_value;
local_mask = 1L << ( bit_count - 1 );
return_value = 0;
while ( local_mask != 0) {
if ( bitbuf->mask == 0x80 ) {
bitbuf->rack = *bitbuf->data++;
}
if ( bitbuf->rack & bitbuf->mask ) {
return_value |= local_mask;
}
local_mask >>= 1;
bitbuf->mask >>= 1;
if ( bitbuf->mask == 0 ) {
bitbuf->mask = 0x80;
}
}
// sign extend return value
return_value <<= (32-bit_count);
return ((int)return_value)>>(32-bit_count);
}
// Packs/unpacks an object position.
// Returns number of bytes read or written.
// Cyborg17 This packer saves 2 bytes over sending the whole vector.
// It now has a maximum effective range of ~130k in the x and z and ~65K in the y
int multi_pack_unpack_position( int write, ubyte *data, vec3d *pos)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a, b, c;
if ( write ) {
// Output pos
a = (int)round(pos->xyz.x*512.0f);
b = (int)round(pos->xyz.y*512.0f);
c = (int)round(pos->xyz.z*512.0f);
CAP(a, -67108864, 67108863);
CAP(b, -33554432, 33554431);
CAP(c, -67108864, 67108863);
bitbuffer_put( &buf, (uint)a, 27 );
bitbuffer_put( &buf, (uint)b, 26 ); // Cyborg17 this is set to 26 bits on purpose.
bitbuffer_put( &buf, (uint)c, 27 );
return bitbuffer_write_flush(&buf);
} else {
// unpack pos
a = bitbuffer_get_signed(&buf,27);
b = bitbuffer_get_signed(&buf,26); // Cyborg17 this is set to 26 bits on purpose.
c = bitbuffer_get_signed(&buf,27);
pos->xyz.x = i2fl(a)/512.0f;
pos->xyz.y = i2fl(b)/512.0f;
pos->xyz.z = i2fl(c)/512.0f;
return bitbuffer_read_flush(&buf);
}
}
// Packs/unpacks an orientation matrix.
// Returns number of bytes read or written.
// Cyborg17 - Because of testing and a bugfix from Wookiejedi, this is now used in tandem with
// vm_extract_angles_matrix() to save bandwidth. We return the raw angles by reference
// because they are also useful in rotational interpolation.
int multi_pack_unpack_orient( int write, ubyte *data, angles *angles)
{
bitbuffer buf;
bitbuffer_init(&buf, data);
int a, b, c;
// set up some constants to facilitate compression
const float n_scale = 32768.0f/ PI;
const int n_min_range = -32768;
const int n_max_range = 32767;
if ( write ) {
// Subtract PI/2 because the output of vm_extract_angles_matrix is from -PI/2 to 3PI/2
a = fl2i(round((angles->b/* - PI/2*/) * n_scale));
b = fl2i(round((angles->h/* - PI/2*/) * n_scale));
c = fl2i(round((angles->p/* - PI/2*/) * n_scale));
CAP(a, n_min_range, n_max_range);
CAP(b, n_min_range, n_max_range);
CAP(c, n_min_range, n_max_range);
bitbuffer_put( &buf, (uint)a, 16 );
bitbuffer_put( &buf, (uint)b, 16 );
bitbuffer_put( &buf, (uint)c, 16 );
return bitbuffer_write_flush(&buf);
} else {
a = bitbuffer_get_signed(&buf,16);
b = bitbuffer_get_signed(&buf,16);
c = bitbuffer_get_signed(&buf,16);
angles->b =/* PI/2 +*/ (i2fl(a)/n_scale);
angles->h =/* PI/2 +*/ (i2fl(b)/n_scale);
angles->p =/* PI/2 +*/ (i2fl(c)/n_scale);
return bitbuffer_read_flush(&buf);
}
}
// Packs/unpacks velocity
// Returns number of bytes read or written.
int multi_pack_unpack_vel( int write, ubyte *data, matrix *orient, physics_info *pi)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a, b, c;
float r, u, f;
if ( write ) {
// output velocity
r = vm_vec_dot( &orient->vec.rvec, &pi->vel );
u = vm_vec_dot( &orient->vec.uvec, &pi->vel );
f = vm_vec_dot( &orient->vec.fvec, &pi->vel );
// Cyborg17 - using round here allows us keep part of the decimal accuracy that would have been dropped with just fl2i
a = fl2i(round(r * 16.0f));
b = fl2i(round(u * 16.0f));
c = fl2i(round(f * 32.0f));
CAP(a,-2048,2047);
CAP(b,-2048,2047);
CAP(c,-4096,4095);
bitbuffer_put( &buf, (uint)a, 13 );
bitbuffer_put( &buf, (uint)b, 13 );
bitbuffer_put( &buf, (uint)c, 14 );
return bitbuffer_write_flush(&buf);
} else {
// unpack velocity
a = bitbuffer_get_signed(&buf,13);
b = bitbuffer_get_signed(&buf,13);
c = bitbuffer_get_signed(&buf,14);
r = i2fl(a)/16.0f;
u = i2fl(b)/16.0f;
f = i2fl(c)/32.0f;
// Convert into world coordinates
vm_vec_zero(&pi->vel);
vm_vec_scale_add2( &pi->vel, &orient->vec.rvec, r );
vm_vec_scale_add2( &pi->vel, &orient->vec.uvec, u );
vm_vec_scale_add2( &pi->vel, &orient->vec.fvec, f );
return bitbuffer_read_flush(&buf);
}
}
// Packs/unpacks rotational velocity
// Returns number of bytes read or written.
int multi_pack_unpack_rotvel( int write, ubyte *data, physics_info *pi)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a, b, c;
if ( write ) {
// output rotational velocity
a = fl2i(round(pi->rotvel.xyz.x*32.0f));
b = fl2i(round(pi->rotvel.xyz.y*32.0f));
c = fl2i(round(pi->rotvel.xyz.z*32.0f));
CAP(a,-512,511);
CAP(b,-512,511);
CAP(c,-512,511);
bitbuffer_put( &buf, (uint)a, 10 );
bitbuffer_put( &buf, (uint)b, 10 );
bitbuffer_put( &buf, (uint)c, 10 );
return bitbuffer_write_flush(&buf);
} else {
// unpack rotational velocity
a = bitbuffer_get_signed(&buf,10);
b = bitbuffer_get_signed(&buf,10);
c = bitbuffer_get_signed(&buf,10);
pi->rotvel.xyz.x = i2fl(a)/32.0f;
pi->rotvel.xyz.y = i2fl(b)/32.0f;
pi->rotvel.xyz.z = i2fl(c)/32.0f;
return bitbuffer_read_flush(&buf);
}
}
int multi_pack_unpack_desired_vel_and_desired_rotvel( int write, bool full_physics, ubyte *data, physics_info *pi, vec3d* local_desired_vel)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
int a = 0, b = 0, c = 0;
int d = 0, e = 0, f = 0;
// we could have reduced it to 8 when full physics is false, and saved the byte,
// but this ends up allowing us more accuracy during capship warpin/out
const int z_bitcount = (full_physics) ? 9 : 16;
const int z_capfactor = (full_physics) ? 255 : 32640;
if ( write ) {
if (full_physics) {
// output desired rotational velocity
if (pi->max_rotvel.xyz.x > 0.0f) {
a = fl2i(round( (pi->desired_rotvel.xyz.x / pi->max_rotvel.xyz.x) * 15.0f));
}
if (pi->max_rotvel.xyz.y > 0.0f) {
b = fl2i(round( (pi->desired_rotvel.xyz.y / pi->max_rotvel.xyz.y) * 15.0f));
}
if (pi->max_rotvel.xyz.z > 0.0f) {
c = fl2i(round( (pi->desired_rotvel.xyz.z / pi->max_rotvel.xyz.z) * 15.0f));
}
CAP(a,-15,15);
CAP(b,-15,15);
CAP(c,-15,15);
bitbuffer_put( &buf, (uint)a,5);
bitbuffer_put( &buf, (uint)b,5);
bitbuffer_put( &buf, (uint)c,5);
}
// pack desired velocity.
if (pi->max_vel.xyz.x > 0.0f) {
d = fl2i(round( (local_desired_vel->xyz.x / pi->max_vel.xyz.x) * 7.0f));
}
if (pi->max_vel.xyz.y > 0.0f) {
e = fl2i(round( (local_desired_vel->xyz.y / pi->max_vel.xyz.y) * 7.0f));
}
// for z velocity, take into account afterburner.
float z_divisor = MAX(pi->afterburner_max_vel.xyz.z, pi->max_vel.xyz.z);
if (z_divisor > 0.0f) {
f = fl2i(round( (local_desired_vel->xyz.z / z_divisor) * 255.0f));
}
CAP(d,-7,7);
CAP(e,-7,7);
CAP(f,-z_capfactor,z_capfactor);
bitbuffer_put( &buf, (uint)d,4);
bitbuffer_put( &buf, (uint)e,4);
bitbuffer_put( &buf, (uint)f,z_bitcount); // either 9 or 16 bits.
return bitbuffer_write_flush(&buf);
} else {
if (full_physics) {
// unpack desired rotational velocity
a = bitbuffer_get_signed(&buf,5);
b = bitbuffer_get_signed(&buf,5);
c = bitbuffer_get_signed(&buf,5);
pi->rotvel.xyz.x = pi->max_rotvel.xyz.x * i2fl(a)/15.0f;
pi->rotvel.xyz.y = pi->max_rotvel.xyz.y * i2fl(b)/15.0f;
pi->rotvel.xyz.z = pi->max_rotvel.xyz.z * i2fl(c)/15.0f;
}
// unpack desired velocity
d = bitbuffer_get_signed(&buf,4);
e = bitbuffer_get_signed(&buf,4);
f = bitbuffer_get_signed(&buf,z_bitcount); // either 9 or 16 bits.
local_desired_vel->xyz.x = pi->max_vel.xyz.x * i2fl(d)/7.0f;
local_desired_vel->xyz.y = pi->max_vel.xyz.y * i2fl(e)/7.0f;
float z_multiplier = MAX(pi->afterburner_max_vel.xyz.z, pi->max_vel.xyz.z);
local_desired_vel->xyz.z = z_multiplier * i2fl(f)/255.0f;
return bitbuffer_read_flush(&buf);
}
}
// changed these names since they are used for more than one packet now
#define MULTI_PACKER_TRUE 1
#define MULTI_PACKER_FALSE 0
// pack cur_angle data from turrets
int multi_pack_turret_angles(ubyte* data, ship_subsys* ssp)
{
bitbuffer buf;
bitbuffer_init(&buf, data);
uint contains_section;
bool section1 = false;
bool section2 = false;
// if the first section is valid
if (ssp->submodel_instance_1 != nullptr){
contains_section = MULTI_PACKER_TRUE;
section1 = true;
} else {
contains_section = MULTI_PACKER_FALSE;
}
// place the flag in the packet
bitbuffer_put(&buf, contains_section, 1);
// if the second section is valid
if (ssp->submodel_instance_2 != nullptr){
contains_section = MULTI_PACKER_TRUE;
section2 = true;
} else {
contains_section = MULTI_PACKER_FALSE;
}
// place the flag in the packet
bitbuffer_put(&buf, contains_section, 1);
if (!section1 && !section2){
return bitbuffer_write_flush(&buf);
}
bool both = (section1 && section2);
// how much data we can send per angle depends on whether we're sending both
// so figure it out here, to be used below. (accuracy is now at least 1/3 of a degree)
float factor = both ? 1024.0f : 8192.0f ;
int size = both ? 11 : 14;
if (section1) {
int out = fl2i(round(ssp->submodel_instance_1->cur_angle * factor));
CAP(out, static_cast<int>(-factor * PI2), static_cast<int>(factor * PI2));
bitbuffer_put(&buf, static_cast<uint>(out), size);
}
if (section2) {
int out = fl2i(round(ssp->submodel_instance_2->cur_angle * factor));
CAP(out, static_cast<int>(-factor * PI2), static_cast<int>(factor * PI2));
bitbuffer_put(&buf, static_cast<uint>(out), size);
}
return bitbuffer_write_flush(&buf);
}
// unpack cur_angle data to store in the engine for use.
int multi_unpack_turret_angles(ubyte* data, std::pair<bool, float>& angle1, std::pair<bool, float>& angle2)
{
bitbuffer buf;
bitbuffer_init(&buf, data);
uint contains_section;
bool section1 = false;
bool section2 = false;
contains_section = bitbuffer_get_unsigned(&buf, 1);
if (contains_section == MULTI_PACKER_TRUE) {
section1 = true;
}
contains_section = bitbuffer_get_unsigned(&buf, 1);
if (contains_section == MULTI_PACKER_TRUE){
section2 = true;
}
// literally nothing to see here
if (!section1 && !section2){
return bitbuffer_read_flush(&buf);
}
bool both = (section1 && section2);
// how much data we receive per angle depends on whether we're sending both
// so figure it out here, to be used below. (accuracy is at least .35 degrees)
float factor = both ? 1024.0f : 8192.0f ;
int size = both ? 11 : 14;
// we are *not* writing directly to the subsystem, because the timing is stored in the packet,
// and things will sync better if we take that into account. Writing directly to game info is
// hacky (although 90% of our multi code does it). So shunt it to two parameters passed by pointer.
if (section1) {
int angle_in = bitbuffer_get_signed(&buf, size);
angle1.first = true;
angle1.second = static_cast<float>(angle_in) / factor;
}
if (section2) {
int angle_in = bitbuffer_get_signed(&buf, size);
angle2.first = true;
angle2.second = static_cast<float>(angle_in) / factor;
}
return bitbuffer_read_flush(&buf);
}
#define SUBSYSTEM_LIST_MINI_PACKET_SIZE 7
#define SUBSYSTEM_PACKER_CUTOFF 128
// Cyborg17 - A packing function to manage subsystem info.
int multi_pack_unpack_subsystem_list(bool write, ubyte* data, SCP_vector<ubyte>* flags, SCP_vector<float>* subsys_data)
{
bitbuffer buf;
bitbuffer_init(&buf,data);
Assertion(flags != nullptr, "Someone fed multi_pack_unpack_subsystem_list a nullptr. This is a coder mistake, please report.");
Assertion(subsys_data != nullptr, "Someone fed multi_pack_unpack_subsystem_list a nullptr. This is a coder mistake, please report.");
// packing/unpacking variable
int a = 0;
bool done = false;
if (write) {
int last_index = (int)flags->size();
// no need to pack anything if there's nothing to pack.
if (last_index == 0) {
return 0;
}
// because we need to make sure there are predictable chunks, expand the last chunck if it is the wrong size.
// we can't depend on the subsystem info being the same on both sides and knowing how the packet ends that way.
int remainder = last_index % SUBSYSTEM_LIST_MINI_PACKET_SIZE;
if (remainder > 0) {
last_index += SUBSYSTEM_LIST_MINI_PACKET_SIZE - remainder;
for (int i = remainder; i < SUBSYSTEM_LIST_MINI_PACKET_SIZE; i++) {
flags->push_back(0);
}
}
ubyte current_flags;
int subsys_data_index = 0;
// go through the list of subsystems sent to the packer
for (int i = 0; i < last_index; i++) {
current_flags = flags->at(i);
// mark this if there are things to store for this subsystem
if (current_flags > 0) {
a = MULTI_PACKER_TRUE;
bitbuffer_put( &buf, (uint)a,1);
// is there health stored?
if (current_flags & OO_SUBSYS_HEALTH) {
a = MULTI_PACKER_TRUE;
bitbuffer_put( &buf, (uint)a,1);
// stuff the health of the subsystem.
a = (int)(subsys_data->at(subsys_data_index) * 127);
CAP(a, 0, 127);
bitbuffer_put( &buf, (uint)a,7);
subsys_data_index++;
// this succinctly marks if there are any other flags, instead of listing each.
// because a lot of times we do not have both health and animation marked.
current_flags &= ~OO_SUBSYS_HEALTH;
if (current_flags > 0) {
a = MULTI_PACKER_TRUE;
bitbuffer_put( &buf, (uint)a,1);
} // if no other flags, mark as done and go to the next subsystem
else {
a = MULTI_PACKER_FALSE;
bitbuffer_put( &buf, (uint)a,1);
done = true;
}
} // no new health info for this subsystem.
else {
a = MULTI_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (!done) {
// health is dealt with, now add turret orientation
// (other types need to be dealt with in other ways.i.e. Dumb rotate needs time syncing, not constant updates)
if (current_flags & (OO_SUBSYS_ROTATION_1b)) {
// mark as present
a = MULTI_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
subsys_data_index++;
} // no rotation in this axis
else {
a = MULTI_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_1h)) {
// mark as present
a = MULTI_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = MULTI_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_1p)) {
// mark as present
a = MULTI_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = MULTI_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_2b)) {
// mark as present
a = MULTI_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = MULTI_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_2h)) {
// mark as present
a = MULTI_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = MULTI_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
if (current_flags & (OO_SUBSYS_ROTATION_2p)) {
// mark as present
a = MULTI_PACKER_TRUE;
bitbuffer_put(&buf, (uint)a, 1);
// stuff value
a = (int)(subsys_data->at(subsys_data_index) * 511);
CAP(a, 0, 511);
// 9 bits allows for an accuracy of less than a degree
bitbuffer_put(&buf, (uint)a, 9);
// move on to the next piece of info
subsys_data_index++;
} // no rotation in this axis
else {
a = MULTI_PACKER_FALSE;
bitbuffer_put(&buf, (uint)a, 1);
}
// this is where translation info should go, once implemented and if needed!
// It Will require a multi bump...
}
} // if there was no info to pack, mark it as so, and move on.
else {
a = MULTI_PACKER_FALSE;
bitbuffer_put( &buf, (uint)a,1);
}
// whenever we've reached the end of a section, tell the client if we're continuing.
if (( (i + 1) % 7 == 0) && (i != 0)) {
// and if we're at the end or have gone too far, mark it as the end.
if ((i >= (last_index - 1)) || (bitbuffer_read_flush(&buf) >= SUBSYSTEM_PACKER_CUTOFF) ){
a = MULTI_PACKER_FALSE;
bitbuffer_put( &buf, (uint)a,1);
break;
} // start a new section right after this bit.
else {
a = MULTI_PACKER_TRUE;
bitbuffer_put( &buf, (uint)a,1);
}
}
// reset skipping rotation flag
done = false;
}
return bitbuffer_write_flush(&buf);
}
else {
Assertion(flags->empty(), "The flags vector was not empty before being sent to multi_pack_unpack_subsystem_list. This is a coder mistake, please report!");
Assertion(subsys_data->empty(), "The subsys_data vector was not empty before being sent to multi_pack_unpack_subsystem_list. This is a coder mistake, please report!");
int current_subsystem_index = 0;
flags->push_back(0);
// each iteration of this outer loop is a mini packet within the OO_packet.
do {
for (int i = 0; i < SUBSYSTEM_LIST_MINI_PACKET_SIZE; i++) {
done = false;
a = bitbuffer_get_unsigned(&buf, 1);
// check to see if there is info to unpack
if (a == MULTI_PACKER_TRUE) {
// is there health info?
a = bitbuffer_get_unsigned(&buf, 1);
if (a == MULTI_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_HEALTH;
a = bitbuffer_get_unsigned(&buf, 7);
subsys_data->push_back((float)a / 127.0f);
// check for additional info for this subsystem.
a = bitbuffer_get_unsigned(&buf, 1);
if (a == MULTI_PACKER_FALSE) {
// no further info, continue.
done = true;
}
}
if (!done) {
// now check for each type of subsystem rotation before going on to the next subsystem
a = bitbuffer_get_unsigned(&buf, 1);
if (a == MULTI_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_1b;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == MULTI_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_1h;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == MULTI_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_1p;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == MULTI_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_2b;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == MULTI_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_2h;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
a = bitbuffer_get_unsigned(&buf, 1);
if (a == MULTI_PACKER_TRUE) {
flags->at(current_subsystem_index) |= OO_SUBSYS_ROTATION_2p;
a = bitbuffer_get_unsigned(&buf, 9);
subsys_data->push_back( ((float) a) / 511.0f);
}
}
}
flags->push_back(0);
current_subsystem_index++;
}
a = bitbuffer_get_unsigned(&buf, 1);
} while (a == MULTI_PACKER_TRUE);
return bitbuffer_read_flush(&buf);
}
}
// Karajorma - sends the player to the correct debrief for this game type
// Currently supports the dogfight kill matrix and normal debriefing stages but if new types are created they should be added here
void send_debrief_event() {
// we have a special debriefing screen multiplayer furballs use by default
if((Game_mode & GM_MULTIPLAYER) && IS_MISSION_MULTI_DOGFIGHT && !(The_mission.flags[Mission::Mission_Flags::Toggle_debriefing])) {
gameseq_post_event( GS_EVENT_MULTI_DOGFIGHT_DEBRIEF);
}
// do the normal debriefing for all other situations
else {
gameseq_post_event(GS_EVENT_DEBRIEF);
}
}
// sends out a ping if we are multi so that psnet2 doesn't kill us off for a long load
void multi_send_anti_timeout_ping()
{
if (Game_mode & GM_MULTIPLAYER) {
if (!Multi_ping_timestamp.isValid() || ui_timestamp_elapsed(Multi_ping_timestamp)) {
multi_ping_send_all();
Multi_ping_timestamp = ui_timestamp(10000); // timeout is 10 seconds between pings
}
}
}
#ifdef _MSC_VER
#pragma optimize("", on)
#endif
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