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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.
*
*/
#include "network/multi.h"
#include "object/object.h"
#include "freespace2/freespace.h"
#include "gamesequence/gamesequence.h"
#include "popup/popup.h"
#include "popup/popupdead.h"
#include "network/multi_endgame.h"
#include "playerman/player.h"
#include "network/multimsgs.h"
#include "network/multiui.h"
#include "network/multiutil.h"
#include "network/multi_pmsg.h"
#include "fs2netd/fs2netd_client.h"
// ----------------------------------------------------------------------------------------------------------
// Put all functions/data related to leaving a netgame, handling players leaving, handling the server leaving,
// and notifying the user of all of these actions, here.
//
// ----------------------------------------------------------------------------------------------------------
// MULTI ENDGAME DEFINES/VARS
//
// set when the server/client has ended the game on some notification or error and is waiting for clients to leave
#define MULTI_ENDGAME_SERVER_WAIT 5.0f
int Multi_endgame_server_waiting = 0;
float Multi_endgame_server_wait_stamp = -1.0f;
int Multi_endgame_client_waiting = 0;
// error/notification codes (taken from parameters to multi_quit_game(...)
int Multi_endgame_notify_code;
int Multi_endgame_error_code;
int Multi_endgame_wsa_error;
// for reentrancy problems on standalone
int Multi_endgame_processing;
// ----------------------------------------------------------------------------------------------------------
// MULTI ENDGAME FORWARD DECLARATIONS
//
// called when a given netgame is about to end completely
void multi_endgame_cleanup();
// throw up a popup with the given notification code and optional winsock code
void multi_endgame_popup(int notify_code,int error_code,int wsa_error = -1);
// called when server is waiting for clients to disconnect
int multi_endgame_server_ok_to_leave();
// check to see if we need to be warping out (strange transition possibilities)
void multi_endgame_check_for_warpout();
// ----------------------------------------------------------------------------------------------------------
// MULTI ENDGAME FUNCTIONS
//
// initialize the endgame processor (call when joining/starting a new netgame)
void multi_endgame_init()
{
// set this so that the server/client knows he hasn't tried to end the game
Multi_endgame_server_waiting = 0;
Multi_endgame_client_waiting = 0;
// reset the timestamp used when server is waiting for all other clients to leave.
Multi_endgame_server_wait_stamp = -1.0f;
// initialiaze all endgame notify and error codes
Multi_endgame_notify_code = -1;
Multi_endgame_error_code = -1;
Multi_endgame_wsa_error = -1;
// for reentrancy problems in to endgame_process
Multi_endgame_processing = 0;
}
// process all endgame related events
void multi_endgame_process()
{
if ( Multi_endgame_processing )
return;
Multi_endgame_processing = 1;
// check to see if we need to be warping out (strange transition possibilities)
multi_endgame_check_for_warpout();
// if we're the server of the game
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
// if we're not waiting for clients to leave, do nothing
if(!Multi_endgame_server_waiting){
Multi_endgame_processing = 0;
return;
}
// if a popup is already active, do nothing
if(popup_active()){
Multi_endgame_processing = 0;
return;
}
// otherwise popup until things are hunky-dory
if(!multi_endgame_server_ok_to_leave()){
if(Game_mode & GM_STANDALONE_SERVER){
while(!multi_endgame_server_ok_to_leave()){
// run networking, etc.
game_set_frametime(-1);
game_do_state_common(gameseq_get_state());
}
} else {
popup_till_condition( multi_endgame_server_ok_to_leave , XSTR("&Cancel",645), XSTR("Waiting for clients to disconnect",646));
}
}
// mark myself as not waiting and get out
multi_endgame_cleanup();
} else {
// if we're not waiting to leave the game, do nothing
if(!Multi_endgame_client_waiting){
Multi_endgame_processing = 0;
return;
}
// otherwise, check to see if there is a popup active
if(popup_active()){
Multi_endgame_processing = 0;
return;
}
// if not, then we are good to leave
multi_endgame_cleanup();
}
Multi_endgame_processing = 0;
}
// if the game has been flagged as ended (ie, its going to be reset)
int multi_endgame_ending()
{
return (Multi_endgame_client_waiting || Multi_endgame_server_waiting);
}
// reentrancy check
int Multi_quit_game = 0;
// general quit function, with optional notification, error, and winsock error codes
int multi_quit_game(int prompt, int notify_code, int err_code, int wsa_error)
{
int ret_val,quit_already;
// check for reentrancy
if(Multi_quit_game){
return 0;
}
// if we're not connected or have not net-player
if((Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_CONNECTED)){
return 1;
}
// reentrancy
Multi_quit_game = 1;
quit_already = 0;
// reset my control info so that I don't continually do whacky stuff. This is ugly
//player_control_reset_ci( &Player->ci );
if ( Game_mode & GM_IN_MISSION ) {
memset(&Player->ci, 0, sizeof(Player->ci) );
Player->ci.afterburner_stop = 1;
physics_read_flying_controls( &Player_obj->orient, &Player_obj->phys_info, &(Player->ci), flFrametime);
}
// CASE 1 - response to a user request
// if there is no associated notification or error code, don't override the prompt argument
if((err_code == -1) && (notify_code == -1)){
// if we're the server and we're already waiting for clients to leave, don't do anything
if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_server_waiting){
Multi_quit_game = 0;
return 0;
}
// if we're the client and we're already waiting to leave, don't do anythin
if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_client_waiting){
Multi_quit_game = 0;
return 0;
}
// see if we should be prompting the host for confirmation
if((prompt==PROMPT_HOST || prompt==PROMPT_ALL) && (Net_player->flags & NETINFO_FLAG_GAME_HOST)){
int p_flags;
p_flags = PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_BODY_BIG;
if ( Game_mode & GM_IN_MISSION )
p_flags |= PF_RUN_STATE;
ret_val = popup(p_flags,2,POPUP_CANCEL,POPUP_OK,XSTR("Warning - quitting will end the game for all players!",647));
// check for host cancel
if((ret_val == 0) || (ret_val == -1)){
Multi_quit_game = 0;
return 0;
}
// set this so that under certain circumstances, we don't call the popup below us as well
quit_already = 1;
}
// see if we should be prompting the client for confirmation
if((prompt==PROMPT_CLIENT || prompt==PROMPT_ALL) && !quit_already){
ret_val = popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_BODY_BIG,2,POPUP_NO,POPUP_YES,XSTR("Are you sure you want to quit?",648));
// check for host cancel
if((ret_val == 0) || (ret_val == -1)){
Multi_quit_game = 0;
return 0;
}
quit_already = 1;
}
// if i'm the server of the game, tell all clients that i'm leaving, then wait
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
send_netgame_end_error_packet(MULTI_END_NOTIFY_SERVER_LEFT,MULTI_END_ERROR_NONE);
// set the waiting flag and the waiting timestamp
Multi_endgame_server_waiting = 1;
Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
}
// if i'm the client, quit now
else {
multi_endgame_cleanup();
}
}
// CASE 2 - response to an error code or packet from the server
// this is the case where we're being forced to quit the game because of some error or other notification
else {
// if i'm the server, send a packet to the clients telling them that I'm leaving and why
if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && !Multi_endgame_server_waiting){
// if we're in the debrief state, mark down that the server has left the game
if(((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) && !(Game_mode & GM_STANDALONE_SERVER)){
multi_debrief_server_left();
// add a message to the chatbox
multi_display_chat_msg(XSTR("<Team captains have left>",649),0,0);
// set ourselves to be "not quitting"
Multi_quit_game = 0;
// tell the users, the game has ended
send_netgame_end_error_packet(notify_code,err_code);
return 0;
}
send_netgame_end_error_packet(notify_code,err_code);
// store the globals
Multi_endgame_notify_code = notify_code;
Multi_endgame_error_code = err_code;
Multi_endgame_wsa_error = wsa_error;
// by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
Multi_endgame_server_waiting = 1;
Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
}
// if i'm the client, set the error codes and leave the game now
else if(!Multi_endgame_client_waiting){
// if we're in the debrief state, mark down that the server has left the game
if((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
multi_debrief_server_left();
// add a message to the chatbox
multi_display_chat_msg(XSTR("<The server has ended the game>",650),0,0);
// shut our reliable socket to the server down
psnet_rel_close_socket(&Net_player->reliable_socket);
Net_player->reliable_socket = INVALID_SOCKET;
// remove our do-notworking flag
Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
Multi_quit_game = 0;
return 0;
}
Multi_endgame_notify_code = notify_code;
Multi_endgame_error_code = err_code;
Multi_endgame_wsa_error = wsa_error;
// by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
Multi_endgame_client_waiting = 1;
}
}
// unset the reentrancy flag
Multi_quit_game = 0;
return 1;
}
// ----------------------------------------------------------------------------------------------------------
// MULTI ENDGAME FORWARD DEFINITIONS
//
// called when a given netgame is about to end completely
void multi_endgame_cleanup()
{
int idx;
send_leave_game_packet();
// flush all outgoing io, force all packets through
multi_io_send_buffered_packets();
// mark myself as disconnected
if(!(Game_mode & GM_STANDALONE_SERVER)){
Net_player->flags &= ~(NETINFO_FLAG_CONNECTED|NETINFO_FLAG_DO_NETWORKING);
}
/*this is a semi-hack so that if we're the master and we're quitting, we don't get an assert
Karajorma - From the looks of things this code actually CAUSES an Int3 and doesn't cause an assert anymore
besides if the game is over why are we setting flags on a Player_obj anyway?
if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Player_obj != NULL)){
Player_obj->flags &= ~(OF_PLAYER_SHIP);
obj_set_flags( Player_obj, Player_obj->flags | OF_COULD_BE_PLAYER );
}
*/
// shut my socket down (will also let the server know i've received any notifications/error from him)
// psnet_rel_close_socket( &(Net_player->reliable_socket) );
// 11/18/98 - DB, changed the above to kill all sockets. Its the safest thing to do
for(idx=0; idx<MAX_PLAYERS; idx++){
psnet_rel_close_socket(&Net_players[idx].reliable_socket);
Net_players[idx].reliable_socket = INVALID_SOCKET;
}
// set the game quitting flag in our local netgame info - this will _insure_ that even if we miss a packet or
// there is some sequencing error, the next time through the multi_do_frame() loop, the game will be ended
// Netgame.flags |= (NG_FLAG_QUITTING | NG_FLAG_ENDED);
// close all open SPX/TCP reliable sockets
if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
// do it for all players, since we're leaving anyway.
for(idx=0;idx<MAX_PLAYERS;idx++){
// 6/25/98 -- MWA delete all players from the game
if ( &Net_players[idx] != Net_player ) {
delete_player( idx );
}
}
}
// if we're currently in the pause state, pop back into gameplay first
if(gameseq_get_state() == GS_STATE_MULTI_PAUSED){
gameseq_pop_state();
}
// handle game disconnect from FS2NetD (NOTE: must be done *before* standalone is reset!!)
if ( MULTI_IS_TRACKER_GAME && (Net_player->flags & NETINFO_FLAG_AM_MASTER) ) {
fs2netd_gameserver_disconnect();
}
if (Game_mode & GM_STANDALONE_SERVER) {
// multi_standalone_quit_game();
multi_standalone_reset_all();
} else {
Player->flags |= PLAYER_FLAGS_IS_MULTI;
// if we're in Parallax Online mode, log back in there
gameseq_post_event(GS_EVENT_MULTI_JOIN_GAME);
// if we have an error code, bring up the discon popup
if ( ((Multi_endgame_notify_code != -1) || (Multi_endgame_error_code != -1)) && !(Game_mode & GM_STANDALONE_SERVER) ) {
multi_endgame_popup(Multi_endgame_notify_code,Multi_endgame_error_code,Multi_endgame_wsa_error);
}
}
/*
extern CFILE *obj_stream;
if(obj_stream != NULL){
cfclose(obj_stream);
obj_stream = NULL;
}
*/
// unload the multiplayer common interface palette
multi_common_unload_palette();
// reinitialize endgame stuff
// multi_endgame_init();
}
// throw up a popup with the given notification code and optional winsock code
void multi_endgame_popup(int notify_code,int error_code,int wsa_error)
{
char err_msg[255];
int flags = PF_USE_AFFIRMATIVE_ICON;
// if there is a popup already active, just kill it
if(popup_active()){
// if there is already a popup active, kill it
popup_kill_any_active();
Int3();
} else {
// if there is a winsock error code, stick it on the end of the text
if(wsa_error != -1){
sprintf(err_msg,NOX("WSAERROR : %d\n\n"),wsa_error);
flags |= PF_TITLE_RED;
} else {
strcpy_s(err_msg,"");
}
// setup the error message string
if(notify_code != MULTI_END_NOTIFY_NONE){
switch(notify_code){
case MULTI_END_NOTIFY_KICKED :
strcat_s(err_msg,XSTR("You have been kicked",651));
break;
case MULTI_END_NOTIFY_SERVER_LEFT:
strcat_s(err_msg,XSTR("The server has left the game",652));
break;
case MULTI_END_NOTIFY_FILE_REJECTED:
strcat_s(err_msg,XSTR("Your mission file has been rejected by the server",653));
break;
case MULTI_END_NOTIFY_EARLY_END:
strcat_s(err_msg,XSTR("The game has ended while you were ingame joining",654));
break;
case MULTI_END_NOTIFY_INGAME_TIMEOUT:
strcat_s(err_msg,XSTR("You have waited too long to select a ship",655));
break;
case MULTI_END_NOTIFY_KICKED_BAD_XFER:
strcat_s(err_msg,XSTR("You were kicked because mission file xfer failed",998));
break;
case MULTI_END_NOTIFY_KICKED_CANT_XFER:
strcat_s(err_msg,XSTR("You were kicked because you do not have the builtin mission",999));
strcat_s(err_msg, NOX(" "));
strcat_s(err_msg, Game_current_mission_filename);
break;
case MULTI_END_NOTIFY_KICKED_INGAME_ENDED:
strcat_s(err_msg,XSTR("You were kicked because you were ingame joining a game that has ended",1000));
break;
default :
Int3();
}
} else {
switch(error_code){
case MULTI_END_ERROR_CONTACT_LOST :
strcat_s(err_msg,XSTR("Contact with server has been lost",656));
break;
case MULTI_END_ERROR_CONNECT_FAIL :
strcat_s(err_msg,XSTR("Failed to connect to server on reliable socket",657));
break;
case MULTI_END_ERROR_LOAD_FAIL :
strcat_s(err_msg,XSTR("Failed to load mission file properly",658));
break;
case MULTI_END_ERROR_INGAME_SHIP :
strcat_s(err_msg,XSTR("Unable to create ingame join player ship",659));
break;
case MULTI_END_ERROR_INGAME_BOGUS :
strcat_s(err_msg,XSTR("Recevied bogus packet data while ingame joining",660));
break;
case MULTI_END_ERROR_STRANS_FAIL :
strcat_s(err_msg,XSTR("Server transfer failed (obsolete)",661));
break;
case MULTI_END_ERROR_SHIP_ASSIGN:
strcat_s(err_msg,XSTR("Server encountered errors trying to assign players to ships",662));
break;
case MULTI_END_ERROR_HOST_LEFT:
strcat_s(err_msg,XSTR("Host has left the game, aborting...",663));
break;
case MULTI_END_ERROR_XFER_FAIL:
strcat_s(err_msg,XSTR("There was an error receiving the mission file!",665));
break;
case MULTI_END_ERROR_WAVE_COUNT:
strcat_s(err_msg,XSTR("The player wings Alpha, Beta, Gamma, and Zeta must have only 1 wave. One of these wings currently has more than 1 wave.", 987));
break;
// Karajorma - both of these should really be replaced with new strings in strings.tbl but for now this one has much the same meaning
case MULTI_END_ERROR_TEAM0_EMPTY:
strcat_s(err_msg,XSTR("All players from team 1 have left the game", 664));
break;
case MULTI_END_ERROR_TEAM1_EMPTY:
strcat_s(err_msg,XSTR("All players from team 2 have left the game", 664));
break;
case MULTI_END_ERROR_CAPTAIN_LEFT:
strcat_s(err_msg,XSTR("Team captain(s) have left the game, aborting...",664));
break;
default :
Int3();
}
}
// show the popup
popup(flags,1,POPUP_OK,err_msg);
}
}
// called when server is waiting for clients to disconnect
int multi_endgame_server_ok_to_leave()
{
int idx;
// check to see if our client disconnect timestamp has elapsed
if ( Multi_endgame_server_wait_stamp > 0.0f ) {
Multi_endgame_server_wait_stamp -= flFrametime;
if ( Multi_endgame_server_wait_stamp <= 0.0f ) {
return 1;
}
}
// check to see if all clients have disconnected
for(idx=0;idx<MAX_PLAYERS;idx++){
if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
return 0;
}
}
// all conditions passed
return 1;
}
// check to see if we need to be warping out (strange transition possibilities)
void multi_endgame_check_for_warpout()
{
int need_to_warpout = 0;
// if we're not in the process of warping out - do nothing
if(!(Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
return;
}
// determine if sufficient warping-out conditions exist
if((Game_mode & GM_IN_MISSION) && // if i'm still in the mission
((Netgame.game_state == NETGAME_STATE_ENDGAME) || // if the netgame ended
(Netgame.game_state == NETGAME_STATE_DEBRIEF)) // if the netgame is now in the debriefing state
) {
need_to_warpout = 1;
}
// if we need to be warping out but are stuck in a dead popup, cancel it
if(need_to_warpout && (popupdead_is_active() || (Net_player->flags & NETINFO_FLAG_RESPAWNING) || (Net_player->flags & NETINFO_FLAG_OBSERVER)) ){
// flush all active pushed state
multi_handle_state_special();
// begin the warpout process
send_debrief_event();
// if text input mode is active, clear it
multi_msg_text_flush();
}
}
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