File: multi_options.cpp

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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 "cmdline/cmdline.h"
#include "osapi/osregistry.h"
#include "network/multi.h"
#include "network/multimsgs.h"
#include "network/multi_obj.h"
#include "freespace2/freespace.h"
#include "network/stand_gui.h"
#include "network/multiutil.h"
#include "network/multi_voice.h"
#include "network/multi_options.h"
#include "network/multi_team.h"
#include "mission/missioncampaign.h"
#include "mission/missionparse.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "cfile/cfile.h"
#include "fs2netd/fs2netd_client.h"



// ----------------------------------------------------------------------------------
// MULTI OPTIONS DEFINES/VARS
//

// packet codes
#define MULTI_OPTION_SERVER						0				// server update follows
#define MULTI_OPTION_LOCAL							1				// local netplayer options follow
#define MULTI_OPTION_START_GAME					2				// host's start game options on the standalone server
#define MULTI_OPTION_MISSION						3				// host's mission selection stuff on a standalone server

// global options
#define MULTI_CFG_FILE								NOX("multi.cfg")
multi_global_options Multi_options_g;

char Multi_options_proxy[512] = "";
ushort Multi_options_proxy_port = 0;

// ----------------------------------------------------------------------------------
// MULTI OPTIONS FUNCTIONS
//

// load in the config file
#define NEXT_TOKEN()						do { tok = strtok(NULL, "\n"); if(tok != NULL){ drop_leading_white_space(tok); drop_trailing_white_space(tok); } } while(0);
#define SETTING(s)						( !stricmp(tok, s) )
void multi_options_read_config()
{
	CFILE *in;
	char str[512];
	char *tok = NULL;

	// set default value for the global multi options
	memset(&Multi_options_g, 0, sizeof(multi_global_options));
	Multi_options_g.protocol = NET_TCP;	

	// do we have a forced port via commandline or registry?
	ushort forced_port = (ushort)os_config_read_uint(NULL, "ForcePort", 0);	
	Multi_options_g.port = (Cmdline_network_port >= 0) ? (ushort)Cmdline_network_port : forced_port == 0 ? (ushort)DEFAULT_GAME_PORT : forced_port;

	Multi_options_g.log = (Cmdline_multi_log) ? 1 : 0;
	Multi_options_g.datarate_cap = OO_HIGH_RATE_DEFAULT;
	strcpy_s(Multi_options_g.user_tracker_ip, "");	
	strcpy_s(Multi_options_g.game_tracker_ip, "");
	strcpy_s(Multi_options_g.tracker_port, "");
	strcpy_s(Multi_options_g.pxo_ip, "");	
	strcpy_s(Multi_options_g.pxo_rank_url, "");	
	strcpy_s(Multi_options_g.pxo_create_url, "");	
	strcpy_s(Multi_options_g.pxo_verify_url, "");	
	strcpy_s(Multi_options_g.pxo_banner_url, "");

	// standalone values
	Multi_options_g.std_max_players = -1;
	Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
	Multi_options_g.std_voice = 1;
	memset(Multi_options_g.std_passwd, 0, STD_PASSWD_LEN+1);
	memset(Multi_options_g.std_pname, 0, STD_NAME_LEN+1);
	Multi_options_g.std_framecap = 30;

	// read in the config file
	in = cfopen(MULTI_CFG_FILE, "rt", CFILE_NORMAL, CF_TYPE_DATA);
	
	// if we failed to open the config file, user default settings
	if (in == NULL) {
		nprintf(("Network","Failed to open network config file, using default settings\n"));		
	} else {
		while ( !cfeof(in) ) {
			// read in the game info
			memset(str, 0, 512);
			cfgets(str, 512, in);

			// parse the first line
			tok = strtok(str, " \t");

			// check the token
			if (tok != NULL) {
				drop_leading_white_space(tok);
				drop_trailing_white_space(tok);			
			} else {
				continue;
			}		

			// all possible options

			// only standalone cares about the following options
			if (Is_standalone) {
				// setup PXO mode
				if ( SETTING("+pxo") ) {
					NEXT_TOKEN();
					if (tok != NULL) {
						strncpy(Multi_fs_tracker_channel, tok, MAX_PATH);
					}
				} else
				// set the standalone server's permanent name
				if	( SETTING("+name") ) {
					NEXT_TOKEN();
					if (tok != NULL) {
						strncpy(Multi_options_g.std_pname, tok, STD_NAME_LEN);
					}
				} else
				// standalone won't allow voice transmission
				if ( SETTING("+no_voice") ) {
					Multi_options_g.std_voice = 0;
				} else
				// set the max # of players on the standalone
				if ( SETTING("+max_players") ) {
					NEXT_TOKEN();
					if (tok != NULL) {
						if ( !((atoi(tok) < 1) || (atoi(tok) > MAX_PLAYERS)) ) {
							Multi_options_g.std_max_players = atoi(tok);
						}
					}
				} else
				// ban a player
				if ( SETTING("+ban") ) {
					NEXT_TOKEN();
					if (tok != NULL) {
						std_add_ban(tok);
					}
				} else
				// set the standalone host password
				if ( SETTING("+passwd") ) {
					NEXT_TOKEN();
					if (tok != NULL) {
						strncpy(Multi_options_g.std_passwd, tok, STD_PASSWD_LEN);
#ifdef _WIN32
						// yuck
						extern HWND Multi_std_host_passwd;
						SetWindowText(Multi_std_host_passwd, Multi_options_g.std_passwd);
#else
						// TODO: get password ?
						// argh, gonna have to figure out how to do this - mharris 07/07/2002
#endif
					}
				} else
				// set standalone to low updates
				if ( SETTING("+low_update") ) {
					Multi_options_g.std_datarate = OBJ_UPDATE_LOW;
				} else
				// set standalone to medium updates
				if ( SETTING("+med_update") ) {
					Multi_options_g.std_datarate = OBJ_UPDATE_MEDIUM;
				} else
				// set standalone to high updates
				if ( SETTING("+high_update") ) {
					Multi_options_g.std_datarate = OBJ_UPDATE_HIGH;
				} else
				// set standalone to high updates
				if ( SETTING("+lan_update") ) {
					Multi_options_g.std_datarate = OBJ_UPDATE_LAN;
				} else
				// use pxo flag
				if ( SETTING("+use_pxo") ) {
					Om_tracker_flag = 1;
				} else
				// standalone pxo login user
				if ( SETTING("+pxo_login") ) {
					NEXT_TOKEN();
					if (tok != NULL) {
						strncpy(Multi_options_g.std_pxo_login, tok, MULTI_TRACKER_STRING_LEN);
					}
				} else
				// standalone pxo login password
				if ( SETTING("+pxo_password") ) {
					NEXT_TOKEN();
					if (tok != NULL) {
						strncpy(Multi_options_g.std_pxo_password, tok, MULTI_TRACKER_STRING_LEN);
					}
				}
			}

			// ... common to all modes ...

			// ip addr of user tracker
			if ( SETTING("+user_server") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					strcpy_s(Multi_options_g.user_tracker_ip, tok);
				}
			} else
			// ip addr of game tracker
			if ( SETTING("+game_server") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					strcpy_s(Multi_options_g.game_tracker_ip, tok);
				}
			} else
			// port to use for the game/user tracker (FS2NetD)
			if ( SETTING("+server_port") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					strncpy(Multi_options_g.tracker_port, tok, STD_NAME_LEN);
				}
			} else
			// ip addr of pxo chat server
			if ( SETTING("+chat_server") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					strcpy_s(Multi_options_g.pxo_ip, tok);
				}
			} else
			// url of pilot rankings page
			if ( SETTING("+rank_url") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					strcpy_s(Multi_options_g.pxo_rank_url, tok);
				}
			} else
			// url of pxo account create page
			if ( SETTING("+create_url") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					strcpy_s(Multi_options_g.pxo_create_url, tok);
				}
			} else
			// url of pxo account verify page
			if ( SETTING("+verify_url") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					strcpy_s(Multi_options_g.pxo_verify_url, tok);
				}
			} else
			// url of pxo banners
			if ( SETTING("+banner_url") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					strcpy_s(Multi_options_g.pxo_banner_url, tok);
				}
			} else
			// set the max datarate for high updates
			if ( SETTING("+datarate") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					if ( atoi(tok) >= 4000 ) {
						Multi_options_g.datarate_cap = atoi(tok);
					}
				}			
			} else
			// get the proxy server
			if ( SETTING("+http_proxy") ) {
				NEXT_TOKEN();
				if (tok != NULL) {
					char *ip = strtok(tok, ":");

					if (ip != NULL) {
						strcpy_s(Multi_options_proxy, ip);
					}

					ip = strtok(NULL, "");

					if (ip != NULL) {
						Multi_options_proxy_port = (ushort)atoi(ip);
					} else {
						strcpy_s(Multi_options_proxy, "");
					}
				}
			}
		}

		// close the config file
		cfclose(in);
		in = NULL;
	}
}

// set netgame defaults 
// NOTE : should be used when creating a newpilot
void multi_options_set_netgame_defaults(multi_server_options *options)
{
	// any player can do squadmate messaging
	options->squad_set = MSO_SQUAD_ANY;

	// only the host can end the game
	options->endgame_set = MSO_END_HOST;

	// allow ingame file xfer and custom pilot pix
	options->flags = (MSO_FLAG_INGAME_XFER | MSO_FLAG_ACCEPT_PIX);

	// set the default time limit to be -1 (no limit)
	options->mission_time_limit = fl2f(-1.0f);

	// set the default max kills for a mission
	options->kill_limit = 9999;

	// set the default # of respawns
	options->respawn = 2;

	// set the default # of max observers
	options->max_observers = 2;

	// set the default netgame qos
	options->voice_qos = 10;

	// set the default token timeout
	options->voice_token_wait = 2000;				// he must wait 2 seconds between voice gets

	// set the default max voice record time
	options->voice_record_time = 5000;
}

// set local netplayer defaults
// NOTE : should be used when creating a newpilot
void multi_options_set_local_defaults(multi_local_options *options)
{
	// accept pix by default and broadcast on the local subnet
	options->flags = (MLO_FLAG_ACCEPT_PIX | MLO_FLAG_LOCAL_BROADCAST);	

	// set the object update level based on the type of network connection specified by the user
	// at install (or launcher) time.
	if ( Psnet_connection == NETWORK_CONNECTION_DIALUP ) {
		options->obj_update_level = OBJ_UPDATE_LOW;
	} else {
		options->obj_update_level = OBJ_UPDATE_HIGH;
	}
}

// fill in the passed netgame options struct with the data from my player file data (only host/server should do this)
void multi_options_netgame_load(multi_server_options *options)
{
	if(options != NULL){
		memcpy(options,&Player->m_server_options,sizeof(multi_server_options));
	}	
}

// fill in the passed local options struct with the data from my player file data (all machines except standalone should do this)
void multi_options_local_load(multi_local_options *options, net_player *pxo_pl)
{
	if(options != NULL){
		memcpy(options,&Player->m_local_options,sizeof(multi_local_options));
	}

	// stuff pxo squad info
	if(pxo_pl != NULL){
		strcpy_s(pxo_pl->p_info.pxo_squad_name, Multi_tracker_squad_name);		
	}
}

// add data from a multi_server_options struct
void add_server_options(ubyte *data, int *size, multi_server_options *mso)
{
	int packet_size = *size;
	multi_server_options mso_tmp;

	memcpy(&mso_tmp, mso, sizeof(multi_server_options));

	mso_tmp.flags = INTEL_INT(mso->flags);
	mso_tmp.respawn = INTEL_INT(mso->respawn);
	mso_tmp.voice_token_wait = INTEL_INT(mso->voice_token_wait);
	mso_tmp.voice_record_time = INTEL_INT(mso->voice_record_time);
//	mso_tmp.mission_time_limit = INTEL_INT(mso->mission_time_limit);
	mso_tmp.kill_limit = INTEL_INT(mso->kill_limit);

	ADD_DATA(mso_tmp);

	*size = packet_size;
}

// add data from a multi_local_options struct
void add_local_options(ubyte *data, int *size, multi_local_options *mlo)
{
	int packet_size = *size;
	multi_local_options mlo_tmp;

	memcpy(&mlo_tmp, mlo, sizeof(multi_local_options));

	mlo_tmp.flags = INTEL_INT(mlo->flags);
	mlo_tmp.obj_update_level = INTEL_INT(mlo->obj_update_level);

	ADD_DATA(mlo_tmp);

	*size = packet_size;
}

// get data from multi_server_options struct
void get_server_options(ubyte *data, int *size, multi_server_options *mso)
{
	int offset = *size;

	GET_DATA(*mso);

	mso->flags = INTEL_INT(mso->flags); //-V570
	mso->respawn = INTEL_INT(mso->respawn); //-V570
	mso->voice_token_wait = INTEL_INT(mso->voice_token_wait); //-V570
	mso->voice_record_time = INTEL_INT(mso->voice_record_time); //-V570
//	mso->mission_time_limit = INTEL_INT(mso->mission_time_limit);
	mso->kill_limit = INTEL_INT(mso->kill_limit); //-V570

	*size = offset;
}

// get data from multi_local_options struct
void get_local_options(ubyte *data, int *size, multi_local_options *mlo)
{
	int offset = *size;

	GET_DATA(*mlo);

	mlo->flags = INTEL_INT(mlo->flags); //-V570
	mlo->obj_update_level = INTEL_INT(mlo->obj_update_level); //-V570

	*size = offset;
}

// update everyone on the current netgame options
void multi_options_update_netgame()
{
	ubyte data[MAX_PACKET_SIZE],code;
	int packet_size = 0;
	
	Assert(Net_player->flags & NETINFO_FLAG_GAME_HOST);

	// build the header and add the opcode
	BUILD_HEADER(OPTIONS_UPDATE);
	code = MULTI_OPTION_SERVER;
	ADD_DATA(code);

	// add the netgame options
	add_server_options(data, &packet_size, &Netgame.options);

	// send the packet
	if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
		multi_io_send_to_all_reliable(data, packet_size);
	} else {
		multi_io_send_reliable(Net_player, data, packet_size);
	}
}

// update everyone with my local settings
void multi_options_update_local()
{
	ubyte data[MAX_PACKET_SIZE],code;
	int packet_size = 0;
	
	// if i'm the server, don't do anything
	if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
		return;
	}

	// build the header and add the opcode
	BUILD_HEADER(OPTIONS_UPDATE);
	code = MULTI_OPTION_LOCAL;
	ADD_DATA(code);

	// add the netgame options
	add_local_options(data, &packet_size, &Net_player->p_info.options);

	// send the packet		
	multi_io_send_reliable(Net_player, data, packet_size);
}

// update the standalone with the settings I have picked at the "start game" screen
void multi_options_update_start_game(netgame_info *ng)
{
	ubyte data[MAX_PACKET_SIZE],code;
	int packet_size = 0;

	// should be a host on a standalone
	Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));

	// build the header
	BUILD_HEADER(OPTIONS_UPDATE);
	code = MULTI_OPTION_START_GAME;
	ADD_DATA(code);

	// add the start game options
	ADD_STRING(ng->name);
	ADD_INT(ng->mode);
	ADD_INT(ng->security);

	// add mode-specific data
	switch(ng->mode){
	case NG_MODE_PASSWORD:
		ADD_STRING(ng->passwd);
		break;
	case NG_MODE_RANK_ABOVE:
	case NG_MODE_RANK_BELOW:
		ADD_INT(ng->rank_base);
		break;
	}

	// send to the standalone server	
	multi_io_send_reliable(Net_player, data, packet_size);
}

// update the standalone with the mission settings I have picked (mission filename, etc)
void multi_options_update_mission(netgame_info *ng, int campaign_mode)
{
	ubyte data[MAX_PACKET_SIZE],code;
	int packet_size = 0;

	// should be a host on a standalone
	Assert((Net_player->flags & NETINFO_FLAG_GAME_HOST) && !(Net_player->flags & NETINFO_FLAG_AM_MASTER));

	// build the header
	BUILD_HEADER(OPTIONS_UPDATE);
	code = MULTI_OPTION_MISSION;
	ADD_DATA(code);

	// type (coop or team vs. team)
	ADD_INT(ng->type_flags);

	// respawns
	ADD_UINT(ng->respawn);

	// add the mission/campaign filename
	code = (ubyte)campaign_mode;
	ADD_DATA(code);
	if(campaign_mode){
		ADD_STRING(ng->campaign_name);
	} else {
		ADD_STRING(ng->mission_name);
	}

	// send to the server	
	multi_io_send_reliable(Net_player, data, packet_size);
}


// ----------------------------------------------------------------------------------
// MULTI OPTIONS FUNCTIONS
//

// process an incoming multi options packet
void multi_options_process_packet(unsigned char *data, header *hinfo)
{
	ubyte code;	
	multi_local_options bogus;
	int idx,player_index;
	char str[255];
	int offset = HEADER_LENGTH;

	// find out who is sending this data	
	player_index = find_player_id(hinfo->id);

	// get the packet code
	GET_DATA(code);
	switch(code){
	// get the start game options
	case MULTI_OPTION_START_GAME:
		Assert(Game_mode & GM_STANDALONE_SERVER);

		// get the netgame name
		GET_STRING(Netgame.name);		

		// get the netgame mode
		GET_INT(Netgame.mode);

		// get the security #
		GET_INT(Netgame.security);

		// get mode specific data
		switch(Netgame.mode){
		case NG_MODE_PASSWORD:
			GET_STRING(Netgame.passwd);
			break;
		case NG_MODE_RANK_ABOVE:
		case NG_MODE_RANK_BELOW:
			GET_INT(Netgame.rank_base);
			break;
		}

		// update standalone stuff
		std_connect_set_gamename(Netgame.name);
		std_multi_update_netgame_info_controls();
		break;

	// get mission choice options
	case MULTI_OPTION_MISSION:
		netgame_info ng;
		char title[NAME_LENGTH+1];
		int campaign_type,max_players;
		
		memset(&ng,0,sizeof(netgame_info));

		Assert(Game_mode & GM_STANDALONE_SERVER);

		// coop or team vs. team mode
		GET_INT(ng.type_flags);
		if((ng.type_flags & NG_TYPE_TEAM) && !(Netgame.type_flags & NG_TYPE_TEAM)){
			multi_team_reset();
		}
		// if squad war was switched on
		if((ng.type_flags & NG_TYPE_SW) && !(Netgame.type_flags & NG_TYPE_SW)){
			mprintf(("STANDALONE TURNED ON SQUAD WAR!!\n"));
		}
		Netgame.type_flags = ng.type_flags;

		// new respawn count
		GET_UINT(Netgame.respawn);

		// name string
		memset(str,0,255);

		GET_DATA(code);
		// campaign mode
		if(code){
			GET_STRING(ng.campaign_name);

			// set the netgame max players here if the filename has changed
			if(strcmp(Netgame.campaign_name,ng.campaign_name)){				
				memset(title,0,NAME_LENGTH+1);			
				if(!mission_campaign_get_info(ng.campaign_name,title,&campaign_type,&max_players)){
					Netgame.max_players = 0;
				} else {
					Netgame.max_players = max_players;
				}

				strcpy_s(Netgame.campaign_name,ng.campaign_name);
			}

			Netgame.campaign_mode = 1;

			// put brackets around the campaign name
			if(Game_mode & GM_STANDALONE_SERVER){
				strcpy_s(str,"(");
				strcat_s(str,Netgame.campaign_name);
				strcat_s(str,")");
				std_multi_set_standalone_mission_name(str);
			}
		}
		// non-campaign mode
		else {
			GET_STRING(ng.mission_name);

			if(strcmp(Netgame.mission_name,ng.mission_name)){
				if(strlen(ng.mission_name)){
					Netgame.max_players = mission_parse_get_multi_mission_info( ng.mission_name );
				} else {
					// setting this to -1 will prevent us from being seen on the network
					Netgame.max_players = -1;				
				}
				strcpy_s(Netgame.mission_name,ng.mission_name);
				strcpy_s(Game_current_mission_filename,Netgame.mission_name);				
			}			

			Netgame.campaign_mode = 0;

			// set the mission name
			if(Game_mode & GM_STANDALONE_SERVER){
				std_multi_set_standalone_mission_name(Netgame.mission_name);			
			}
		}

		// update FS2NetD as well
		if (MULTI_IS_TRACKER_GAME) {
			fs2netd_gameserver_update(true);
		}

		send_netgame_update_packet();	   
		break;

	// get the netgame options
	case MULTI_OPTION_SERVER:		
		get_server_options(data, &offset, &Netgame.options);

		// if we're a standalone set for no sound, do so here
		if((Game_mode & GM_STANDALONE_SERVER) && !Multi_options_g.std_voice){
			Netgame.options.flags |= MSO_FLAG_NO_VOICE;
		} else {
			// maybe update the quality of sound
			multi_voice_maybe_update_vars(Netgame.options.voice_qos,Netgame.options.voice_record_time);
		}

		// set the skill level
		Game_skill_level = Netgame.options.skill_level;		

		if((Game_mode & GM_STANDALONE_SERVER) && !(Game_mode & GM_CAMPAIGN_MODE)){
			Netgame.respawn = Netgame.options.respawn;
		}

		// if we have the "temp closed" flag toggle
		if(Netgame.options.flags & MLO_FLAG_TEMP_CLOSED){
			Netgame.flags ^= NG_FLAG_TEMP_CLOSED;
		}
		Netgame.options.flags &= ~(MLO_FLAG_TEMP_CLOSED);

		// if i'm the standalone server, I should rebroadcast to all other players
		if(Game_mode & GM_STANDALONE_SERVER){
			for(idx=0;idx<MAX_PLAYERS;idx++){
				if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx]) && (&Net_players[idx] != &Net_players[player_index]) ){
					multi_io_send_reliable(&Net_players[idx], data, offset);
				}
			}

			send_netgame_update_packet();
		}
		break;
	
	// local netplayer options
	case MULTI_OPTION_LOCAL:
		if(player_index == -1){
			get_local_options(data, &offset, &bogus);
		} else {
			get_local_options(data, &offset, &Net_players[player_index].p_info.options);

			//If the client has sent an object update higher than that which the server allows, reset it
			if (Net_player->flags & NETINFO_FLAG_AM_MASTER) {
				if (Net_players[player_index].p_info.options.obj_update_level > Cmdline_objupd) {
					Net_players[player_index].p_info.options.obj_update_level = Cmdline_objupd;
				}
			}
		}		
		break;
	}
	PACKET_SET_SIZE();
}