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authorAki <please@ignore.pl>2022-04-01 21:23:39 +0200
committerAki <please@ignore.pl>2022-04-01 21:23:39 +0200
commit3c487c5cd69c53d6fea948643c0a76df03516605 (patch)
tree72730c7b8b26a5ef8fc9a987ec4c16129efd5aac /StarsEx/NetGameServer.cpp
parent8f353abd0bfe18baddd8a8250ab7c4f2d1c83a6e (diff)
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Moved Stars45 to StarsEx
Diffstat (limited to 'StarsEx/NetGameServer.cpp')
-rw-r--r--StarsEx/NetGameServer.cpp1202
1 files changed, 1202 insertions, 0 deletions
diff --git a/StarsEx/NetGameServer.cpp b/StarsEx/NetGameServer.cpp
new file mode 100644
index 0000000..ef33a90
--- /dev/null
+++ b/StarsEx/NetGameServer.cpp
@@ -0,0 +1,1202 @@
+/* Starshatter: The Open Source Project
+ Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
+ Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
+ Copyright (c) 1997-2006, Destroyer Studios LLC.
+
+ AUTHOR: John DiCamillo
+
+
+ OVERVIEW
+ ========
+ Server-Side Network Game Manager class
+*/
+
+#include "NetGameServer.h"
+#include "NetServerConfig.h"
+#include "NetLobbyServer.h"
+#include "NetPlayer.h"
+#include "NetUser.h"
+#include "NetMsg.h"
+#include "NetData.h"
+#include "Ship.h"
+#include "ShipDesign.h"
+#include "Shield.h"
+#include "Sim.h"
+#include "SimEvent.h"
+#include "Element.h"
+#include "HUDView.h"
+#include "RadioMessage.h"
+#include "RadioView.h"
+#include "Instruction.h"
+#include "Hangar.h"
+#include "FlightDeck.h"
+#include "Mission.h"
+#include "Text.h"
+
+#include "NetLayer.h"
+#include "NetHost.h"
+#include "NetPeer.h"
+#include "NetUtil.h"
+#include "Game.h"
+#include "Clock.h"
+#include "ContentBundle.h"
+#include "Light.h"
+
+// +--------------------------------------------------------------------+
+
+const int MAX_NET_FPS = 20;
+const int MIN_NET_FRAME = 1000 / MAX_NET_FPS;
+
+// +--------------------------------------------------------------------+
+
+NetGameServer::NetGameServer()
+{
+ Print("Constructing NetGameServer\n");
+
+ Text hostname = "0.0.0.0";
+ WORD server_port = 11101;
+
+ if (NetServerConfig::GetInstance()) {
+ hostname = NetServerConfig::GetInstance()->Hostname();
+ server_port = NetServerConfig::GetInstance()->GetGamePort();
+ }
+
+ NetAddr server(hostname.data(), server_port);
+
+ link = new NetLink(server);
+
+ ListIter<SimRegion> rgn_iter = sim->GetRegions();
+ while (++rgn_iter) {
+ SimRegion* rgn = rgn_iter.value();
+
+ ListIter<Ship> iter = rgn->Ships();
+ while (++iter) {
+ Ship* s = iter.value();
+ s->SetObjID(GetNextObjID());
+ Observe(s);
+ ships.append(s);
+ }
+ }
+
+ if (local_player) {
+ Observe(local_player);
+ objid = local_player->GetObjID();
+ }
+}
+
+NetGameServer::~NetGameServer()
+{
+ ListIter<NetPlayer> player = players;
+ while (++player) {
+ NetPlayer* p = player.value();
+
+ if (p->GetShip())
+ p->GetShip()->SetRespawnCount(0);
+
+ link->SendMessage(p->GetNetID(), NET_GAME_OVER, 0, 0, NetMsg::RELIABLE);
+ }
+
+ Sleep(500);
+
+ ListIter<Ship> iter = ships;
+ while (++iter) {
+ Ship* s = iter.value();
+ s->SetRespawnCount(0);
+ }
+
+ zombies.destroy();
+ ships.clear();
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NetGameServer::ExecFrame()
+{
+ NetGame::ExecFrame();
+ CheckSessions();
+
+ ListIter<SimRegion> rgn_iter = sim->GetRegions();
+ while (++rgn_iter) {
+ SimRegion* rgn = rgn_iter.value();
+
+ ListIter<Ship> iter = rgn->Ships();
+ while (++iter) {
+ Ship* s = iter.value();
+
+ if (s->GetObjID() == 0) {
+ s->SetObjID(GetNextObjID());
+ Observe(s);
+ ships.append(s);
+
+ NetJoinAnnounce join_ann;
+ join_ann.SetShip(s);
+ join_ann.SetName("Server A.I. Ship");
+ SendData(&join_ann);
+ }
+ }
+ }
+
+
+ static DWORD time_mark = 0;
+
+ if (!time_mark) time_mark = Clock::GetInstance()->RealTime();
+ else if (Clock::GetInstance()->RealTime() - time_mark > 60000) {
+ time_mark = Clock::GetInstance()->RealTime();
+
+ if (link && players.size() > 0) {
+ Print("Server Stats\n-------------\n");
+ Print(" packets sent %d\n", link->GetPacketsSent());
+ Print(" packets recv %d\n", link->GetPacketsRecv());
+ Print(" bytes sent %d\n", link->GetBytesSent());
+ Print(" bytes recv %d\n", link->GetBytesRecv());
+ Print(" retries %d\n", link->GetRetries());
+ Print(" drops %d\n", link->GetDrops());
+ Print(" avg lag %d msec\n", link->GetLag());
+ }
+ }
+}
+
+void
+NetGameServer::CheckSessions()
+{
+ if (!link)
+ return;
+
+ ListIter<NetPlayer> iter = players;
+ while (++iter) {
+ NetPlayer* player = iter.value();
+ NetPeer* peer = link->FindPeer(player->GetNetID());
+
+ if (peer && (NetLayer::GetUTC() - peer->LastReceiveTime()) > NET_DISCONNECT_TIME) {
+ // announce drop:
+ NetPlayer* zombie = iter.removeItem();
+ HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameServer.remote-discon").data(), zombie->Name());
+
+ // tell everyone else:
+ NetQuitAnnounce quit_ann;
+ quit_ann.SetObjID(zombie->GetObjID());
+ quit_ann.SetDisconnected(true);
+ SendData(&quit_ann);
+
+ // return remote ship to ship pool:
+ Ship* s = zombie->GetShip();
+ if (s) {
+ Observe(s);
+ ships.append(s);
+ s->SetNetworkControl(0);
+ zombie->SetShip(0);
+
+ NetJoinAnnounce join_ann;
+ join_ann.SetShip(s);
+ join_ann.SetName("Server A.I. Ship");
+ SendData(&join_ann);
+ }
+
+ zombies.append(zombie);
+ }
+ }
+}
+
+NetPlayer*
+NetGameServer::FindZombieByObjID(DWORD objid)
+{
+ for (int i = 0; i < zombies.size(); i++) {
+ NetPlayer* p = zombies[i];
+
+ if (p->GetObjID() == objid)
+ return p;
+ }
+
+ return 0;
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NetGameServer::DoJoinRequest(NetMsg* msg)
+{
+ if (!msg) return;
+
+ bool unpause = players.isEmpty();
+
+ NetJoinRequest join_req;
+ if (join_req.Unpack(msg->Data())) {
+ HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameServer::join-request").data(), join_req.GetName(), join_req.GetElement(), join_req.GetIndex());
+
+ DWORD nid = msg->NetID();
+ Text name = join_req.GetName();
+ Text serno = join_req.GetSerialNumber();
+ Text elem_name = join_req.GetElement();
+ int index = join_req.GetIndex();
+ Ship* ship = 0;
+ Sim* sim = Sim::GetSim();
+
+ if (sim) {
+ Element* element = sim->FindElement(elem_name);
+
+ if (element)
+ ship = element->GetShip(index);
+ }
+
+ if (!ship) {
+ Print(" JOIN DENIED: could not locate ship for remote player\n");
+ return;
+ }
+
+ if (!ship->GetObjID()) {
+ Print(" JOIN DENIED: remote player requested ship with objid = 0\n");
+ return;
+ }
+
+ NetLobbyServer* lobby = NetLobbyServer::GetInstance();
+
+ if (lobby) {
+ NetUser* user = lobby->FindUserByName(name);
+
+ if (!user)
+ user = lobby->FindUserByNetID(nid);
+
+ if (!user) {
+ Print(" JOIN DENIED: remote player '%s' not found in lobby\n", name.data());
+ return;
+ }
+
+ else if (!user->IsAuthOK()) {
+ Print(" JOIN DENIED: remote player '%s' not authenticated\n", name.data());
+ return;
+ }
+ }
+
+ NetPlayer* remote_player = FindPlayerByNetID(nid);
+ if (remote_player && remote_player->GetShip() != ship) {
+ Print(" disconnecting remote player from ship '%s'\n", ship->Name());
+ players.remove(remote_player);
+ delete remote_player;
+ remote_player = 0;
+ }
+
+ if (!remote_player) {
+ Ignore(ship);
+ ships.remove(ship);
+
+ remote_player = new NetPlayer(nid);
+ remote_player->SetName(name);
+ remote_player->SetSerialNumber(serno);
+ remote_player->SetObjID(ship->GetObjID());
+ remote_player->SetShip(ship);
+
+ HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameServer::join-announce").data());
+ Print("remote player name = %s\n", name.data());
+ Print(" obj = %d\n", ship->GetObjID());
+ Print(" ship = %s\n", ship->Name());
+
+ remote_player->SetObjID(ship->GetObjID());
+
+ // tell the new player about the server:
+ if (local_player) {
+ NetJoinAnnounce join_ann;
+ join_ann.SetShip(local_player);
+ join_ann.SetName(player_name);
+ link->SendMessage(remote_player->GetNetID(), join_ann.Pack(), NetJoinAnnounce::SIZE, NetMsg::RELIABLE);
+ }
+
+ // tell the new player about the existing remote players:
+ ListIter<NetPlayer> iter = players;
+ while (++iter) {
+ Ship* s = iter->GetShip();
+
+ if (s) {
+ NetJoinAnnounce join_ann;
+ join_ann.SetShip(s);
+ join_ann.SetName(iter->Name());
+ join_ann.SetObjID(iter->GetObjID());
+ link->SendMessage(remote_player->GetNetID(), join_ann.Pack(), NetJoinAnnounce::SIZE, NetMsg::RELIABLE);
+ }
+ }
+
+ // tell the new player about the A.I. controlled ships:
+ ListIter<Ship> ai_iter = ships;
+ while (++ai_iter) {
+ Ship* s = ai_iter.value();
+ if (s != local_player) {
+ NetJoinAnnounce join_ann;
+ join_ann.SetShip(s);
+ join_ann.SetName("Server A.I. Ship");
+ link->SendMessage(remote_player->GetNetID(), join_ann.Pack(), NetJoinAnnounce::SIZE, NetMsg::RELIABLE);
+ }
+ }
+
+ // make the new player an "existing" remote player:
+ players.append(remote_player);
+
+ // tell existing players about the new player:
+ // NOTE, this also provides the net id to the new player!
+ iter.reset();
+ while (++iter) {
+ Ship* s = remote_player->GetShip();
+
+ NetJoinAnnounce join_ann;
+ join_ann.SetShip(s);
+ join_ann.SetName(remote_player->Name());
+ join_ann.SetObjID(remote_player->GetObjID());
+ link->SendMessage(iter->GetNetID(), join_ann.Pack(), NetJoinAnnounce::SIZE, NetMsg::RELIABLE);
+ }
+
+ if (unpause) {
+ auto game = Game::GetInstance();
+ if (game)
+ game->Pause(false);
+ }
+ }
+ }
+}
+
+void
+NetGameServer::DoJoinAnnounce(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetJoinAnnounce join_ann;
+ if (join_ann.Unpack(msg->Data())) {
+ Print("Server received Join Announce from '%s'\n", join_ann.GetName());
+ }
+}
+
+void
+NetGameServer::DoQuitRequest(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetPlayer* player = FindPlayerByNetID(msg->NetID());
+
+ if (player) {
+ NetPlayer* zombie = players.remove(player);
+ HUDView::Message(ContentBundle::GetInstance()->GetText("NetGameServer.remote-quit").data(), zombie->Name());
+
+ // tell everyone else:
+ NetQuitAnnounce quit_ann;
+ quit_ann.SetObjID(zombie->GetObjID());
+ SendData(&quit_ann);
+
+ // return remote ship to ship pool:
+ Ship* s = zombie->GetShip();
+ if (s) {
+ Observe(s);
+ ships.append(s);
+ s->SetNetworkControl(0);
+ zombie->SetShip(0);
+
+ NetJoinAnnounce join_ann;
+ join_ann.SetShip(s);
+ join_ann.SetName("Server A.I. Ship");
+ SendData(&join_ann);
+ }
+
+ zombies.append(zombie);
+ }
+ else {
+ Print("Quit Request from unknown player NetID: %08X\n", msg->NetID());
+ }
+}
+
+void
+NetGameServer::DoQuitAnnounce(NetMsg* msg)
+{
+ if (!msg) return;
+ Print("Server received Quit Announce from NetID: %08x\n", msg->NetID());
+}
+
+void
+NetGameServer::DoGameOver(NetMsg* msg)
+{
+ if (!msg) return;
+ Print("Server received Game Over from NetID: %08x\n", msg->NetID());
+}
+
+void
+NetGameServer::DoDisconnect(NetMsg* msg)
+{
+ if (!msg) return;
+ Print("Server received Disconnect from NetID: %08x\n", msg->NetID());
+}
+
+void
+NetGameServer::DoObjLoc(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetObjLoc obj_loc;
+ obj_loc.Unpack(msg->Data());
+
+ NetPlayer* player = FindPlayerByObjID(obj_loc.GetObjID());
+ if (player && player->GetShip()) {
+ player->DoObjLoc(&obj_loc);
+ }
+
+ else {
+ player = FindZombieByObjID(obj_loc.GetObjID());
+
+ if (player)
+ SendDisconnect(player);
+ }
+}
+
+void
+NetGameServer::DoObjDamage(NetMsg* msg)
+{
+ if (!msg) return;
+ Print("Server received OBJ DAMAGE from NetID: %08x (ignored)\n", msg->NetID());
+}
+
+void
+NetGameServer::DoObjKill(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetObjKill obj_kill;
+ obj_kill.Unpack(msg->Data());
+
+ if (obj_kill.GetKillType() != NetObjKill::KILL_DOCK) {
+ Print("Server received OBJ KILL from NetID: %08x (ignored)\n", msg->NetID());
+ return;
+ }
+
+ Ship* ship = FindShipByObjID(obj_kill.GetObjID());
+ if (ship) {
+ Ship* killer = FindShipByObjID(obj_kill.GetKillerID());
+ Text killer_name = ContentBundle::GetInstance()->GetText("NetGameServer.unknown");
+
+ if (killer)
+ killer_name = killer->Name();
+
+ ShipStats* killee = ShipStats::Find(ship->Name());
+ if (killee)
+ killee->AddEvent(SimEvent::DOCK, killer_name);
+
+ FlightDeck* deck = killer->GetFlightDeck(obj_kill.GetFlightDeck());
+ sim->NetDockShip(ship, killer, deck);
+ }
+}
+
+void
+NetGameServer::DoObjSpawn(NetMsg* msg)
+{
+ if (!msg) return;
+ Print("Server received OBJ SPAWN from NetID: %08x (ignored)\n", msg->NetID());
+}
+
+void
+NetGameServer::DoObjHyper(NetMsg* msg)
+{
+ if (!msg) return;
+ Print("Server received OBJ HYPER from NetID: %d\n", msg->NetID());
+
+ NetObjHyper obj_hyper;
+ obj_hyper.Unpack(msg->Data());
+
+ NetPlayer* player = FindPlayerByObjID(obj_hyper.GetObjID());
+ if (player && player->GetShip()) {
+ if (player->DoObjHyper(&obj_hyper)) {
+ SendData(&obj_hyper);
+ }
+ }
+ else {
+ player = FindZombieByObjID(obj_hyper.GetObjID());
+
+ if (player)
+ SendDisconnect(player);
+ }
+}
+
+void
+NetGameServer::DoObjTarget(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetObjTarget obj_target;
+ obj_target.Unpack(msg->Data());
+
+ NetPlayer* player = FindPlayerByObjID(obj_target.GetObjID());
+ if (player) {
+ player->DoObjTarget(&obj_target);
+ }
+ else {
+ player = FindZombieByObjID(obj_target.GetObjID());
+
+ if (player)
+ SendDisconnect(player);
+ }
+}
+
+void
+NetGameServer::DoObjEmcon(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetObjEmcon obj_emcon;
+ obj_emcon.Unpack(msg->Data());
+
+ NetPlayer* player = FindPlayerByObjID(obj_emcon.GetObjID());
+ if (player) {
+ player->DoObjEmcon(&obj_emcon);
+ }
+ else {
+ player = FindZombieByObjID(obj_emcon.GetObjID());
+
+ if (player)
+ SendDisconnect(player);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NetGameServer::DoSysDamage(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetSysDamage sys_damage;
+ sys_damage.Unpack(msg->Data());
+
+ NetPlayer* player = FindZombieByObjID(sys_damage.GetObjID());
+
+ if (player)
+ SendDisconnect(player);
+}
+
+void
+NetGameServer::DoSysStatus(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetSysStatus sys_status;
+ sys_status.Unpack(msg->Data());
+
+ Ship* ship = FindShipByObjID(sys_status.GetObjID());
+ NetPlayer* player = FindPlayerByNetID(msg->NetID());
+
+ if (ship) {
+ if (!player || ship->GetObjID() != player->GetObjID()) {
+ /**
+ Print("NetGameServer::DoSysStatus - received request for ship '%s' from wrong player %s\n",
+ ship->Name(), player ? player->Name() : "null");
+ **/
+
+ return;
+ }
+
+ player->DoSysStatus(&sys_status);
+
+ // rebroadcast:
+ System* sys = ship->GetSystem(sys_status.GetSystem());
+ NetUtil::SendSysStatus(ship, sys);
+ }
+
+ else {
+ player = FindZombieByObjID(sys_status.GetObjID());
+
+ if (player)
+ SendDisconnect(player);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NetGameServer::DoElemRequest(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetElemRequest elem_request;
+ elem_request.Unpack(msg->Data());
+
+ Sim* sim = Sim::GetSim();
+ Element* elem = sim->FindElement(elem_request.GetName());
+
+ if (elem) {
+ int squadron = -1;
+ int slots[] = { -1,-1,-1,-1 };
+ Ship* carrier = elem->GetCarrier();
+
+ if (carrier && carrier->GetHangar()) {
+ Hangar* hangar = carrier->GetHangar();
+
+ for (int i = 0; i < 4; i++) {
+ hangar->FindSquadronAndSlot(elem->GetShip(i+1), squadron, slots[i]);
+ }
+ }
+
+ NetUtil::SendElemCreate(elem, squadron, slots, false, true);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NetGameServer::DoElemCreate(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetElemCreate elem_create;
+ elem_create.Unpack(msg->Data());
+
+ Sim* sim = Sim::GetSim();
+ Element* elem = sim->CreateElement(elem_create.GetName(),
+ elem_create.GetIFF(),
+ elem_create.GetType());
+
+ int* load = elem_create.GetLoadout();
+ int* slots = elem_create.GetSlots();
+ int squadron = elem_create.GetSquadron();
+ int code = elem_create.GetObjCode();
+ Text target = elem_create.GetObjective();
+ bool alert = elem_create.GetAlert();
+
+ elem->SetIntelLevel(elem_create.GetIntel());
+ elem->SetLoadout(load);
+
+ if (code > Instruction::RTB || target.length() > 0) {
+ Instruction* obj = new Instruction(code, target);
+ elem->AddObjective(obj);
+ }
+
+ Ship* carrier = sim->FindShip(elem_create.GetCarrier());
+ if (carrier) {
+ elem->SetCarrier(carrier);
+
+ Hangar* hangar = carrier->GetHangar();
+ if (hangar) {
+ Text squadron_name = hangar->SquadronName(squadron);
+ elem->SetSquadron(squadron_name);
+
+ FlightDeck* deck = 0;
+ int queue = 1000;
+
+ for (int i = 0; i < carrier->NumFlightDecks(); i++) {
+ FlightDeck* d = carrier->GetFlightDeck(i);
+
+ if (d && d->IsLaunchDeck()) {
+ int dq = hangar->PreflightQueue(d);
+
+ if (dq < queue) {
+ queue = dq;
+ deck = d;
+ }
+ }
+ }
+
+ for (int i = 0; i < 4; i++) {
+ int slot = slots[i];
+ if (slot > -1) {
+ hangar->GotoAlert(squadron, slot, deck, elem, load, !alert);
+ }
+ }
+ }
+ }
+
+ NetUtil::SendElemCreate(elem,
+ elem_create.GetSquadron(),
+ elem_create.GetSlots(),
+ elem_create.GetAlert());
+}
+
+void
+NetGameServer::DoShipLaunch(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetShipLaunch ship_launch;
+ ship_launch.Unpack(msg->Data());
+
+ Sim* sim = Sim::GetSim();
+ int squadron = ship_launch.GetSquadron();
+ int slot = ship_launch.GetSlot();
+
+ NetPlayer* player = FindPlayerByObjID(ship_launch.GetObjID());
+ if (player) {
+ Ship* carrier = player->GetShip();
+
+ if (carrier) {
+ Hangar* hangar = carrier->GetHangar();
+
+ if (hangar) {
+ hangar->Launch(squadron, slot);
+ }
+
+ NetUtil::SendShipLaunch(carrier, squadron, slot);
+ }
+ }
+}
+
+void
+NetGameServer::DoNavData(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetNavData nav_data;
+ nav_data.Unpack(msg->Data());
+
+ Element* elem = sim->FindElement(nav_data.GetElem());
+
+ if (elem) {
+ if (nav_data.IsAdd()) {
+ Instruction* navpt = new Instruction(*nav_data.GetNavPoint());
+ Instruction* after = 0;
+ int index = nav_data.GetIndex();
+
+ if (index >= 0 && index < elem->GetFlightPlan().size())
+ after = elem->GetFlightPlan().at(index);
+
+ elem->AddNavPoint(navpt, after, false);
+ }
+
+ else {
+ Instruction* navpt = nav_data.GetNavPoint();
+ Instruction* exist = 0;
+ int index = nav_data.GetIndex();
+
+ if (navpt && index >= 0 && index < elem->GetFlightPlan().size()) {
+ exist = elem->GetFlightPlan().at(index);
+ *exist = *navpt;
+ }
+ }
+
+ SendData(&nav_data);
+ }
+}
+
+void
+NetGameServer::DoNavDelete(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetNavDelete nav_delete;
+ nav_delete.Unpack(msg->Data());
+
+ Element* elem = sim->FindElement(nav_delete.GetElem());
+
+ if (elem) {
+ int index = nav_delete.GetIndex();
+
+ if (index < 0) {
+ elem->ClearFlightPlan(false);
+ }
+
+ else if (index < elem->FlightPlanLength()) {
+ Instruction* npt = elem->GetFlightPlan().at(index);
+ elem->DelNavPoint(npt, false);
+ }
+
+ SendData(&nav_delete);
+ }
+}
+
+void
+NetGameServer::DoWepTrigger(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetWepTrigger trigger;
+ trigger.Unpack(msg->Data());
+
+ NetPlayer* player = FindPlayerByObjID(trigger.GetObjID());
+ if (player) {
+ player->DoWepTrigger(&trigger);
+ }
+ else {
+ player = FindZombieByObjID(trigger.GetObjID());
+
+ if (player)
+ SendDisconnect(player);
+ }
+}
+
+void
+NetGameServer::DoWepRelease(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetWepRelease release;
+ release.Unpack(msg->Data());
+
+ NetPlayer* player = FindPlayerByObjID(release.GetObjID());
+ if (player) {
+ player->DoWepRelease(&release);
+ }
+ else {
+ player = FindZombieByObjID(release.GetObjID());
+
+ if (player)
+ SendDisconnect(player);
+ }
+
+ Print("WEP RELEASE on server? objid = %d\n", release.GetObjID());
+}
+
+void
+NetGameServer::DoWepDestroy(NetMsg* msg)
+{
+}
+
+void
+NetGameServer::DoCommMsg(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetCommMsg comm_msg;
+ comm_msg.Unpack(msg->Data());
+
+ RadioMessage* radio_msg = comm_msg.GetRadioMessage();
+
+ NetPlayer* player = FindPlayerByObjID(comm_msg.GetObjID());
+ if (player && radio_msg) {
+ player->DoCommMessage(&comm_msg);
+
+ int channel = comm_msg.GetRadioMessage()->Channel();
+
+ ListIter<NetPlayer> dst = players;
+ while (++dst) {
+ NetPlayer* remote_player = dst.value();
+ if (remote_player->GetNetID() &&
+ (channel == 0 || channel == remote_player->GetIFF())) {
+
+ BYTE* data = comm_msg.Pack();
+ int size = comm_msg.Length();
+
+ link->SendMessage(remote_player->GetNetID(), data, size, NetMsg::RELIABLE);
+ }
+ }
+ }
+ else {
+ player = FindZombieByObjID(comm_msg.GetObjID());
+
+ if (player)
+ SendDisconnect(player);
+ }
+}
+
+void
+NetGameServer::DoChatMsg(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetChatMsg chat_msg;
+ chat_msg.Unpack(msg->Data());
+
+ RouteChatMsg(chat_msg);
+}
+
+void
+NetGameServer::RouteChatMsg(NetChatMsg& chat_msg)
+{
+ DWORD dst_id = chat_msg.GetDstID();
+
+ // broadcast or team:
+ if (dst_id == 0xffff || dst_id <= 10) {
+ BYTE* data = chat_msg.Pack();
+ int size = chat_msg.Length();
+
+ ListIter<NetPlayer> dst = players;
+ while (++dst) {
+ NetPlayer* remote_player = dst.value();
+ if (remote_player->GetNetID() && chat_msg.GetName() != remote_player->Name()) {
+ if (dst_id == 0xffff || dst_id == 0 || remote_player->GetIFF() == (int) dst_id-1)
+ link->SendMessage(remote_player->GetNetID(), data, size);
+ }
+ }
+
+ if (local_player && (dst_id == 0xffff || dst_id == 0 || local_player->GetIFF() == (int) dst_id-1)) {
+ Text name = chat_msg.GetName();
+ if (name.length() < 1)
+ name = ContentBundle::GetInstance()->GetText("NetGameServer.chat.unknown");
+
+ // don't echo general messages from the local player.
+ // they are already displayed by the chat entry code
+ // in starshatter.cpp
+
+ if (name != player_name)
+ HUDView::Message("%s> %s", name.data(), chat_msg.GetText().data());
+ }
+ }
+
+ // direct to local player:
+ else if (local_player && local_player->GetObjID() == dst_id) {
+ Text name = chat_msg.GetName();
+ if (name.length() < 1)
+ name = ContentBundle::GetInstance()->GetText("NetGameServer.chat.unknown");
+
+ HUDView::Message("%s> %s", name.data(), chat_msg.GetText().data());
+ }
+
+ // ship-to-ship, but not to local player:
+ else if (!local_player || local_player->GetObjID() != dst_id) {
+ NetPlayer* remote_player = FindPlayerByObjID(dst_id);
+ if (remote_player && remote_player->GetNetID()) {
+ BYTE* data = chat_msg.Pack();
+ int size = chat_msg.Length();
+ link->SendMessage(remote_player->GetNetID(), data, size);
+ }
+
+ // record message in server log:
+ ::Print("%s> %s\n", chat_msg.GetName().data(), chat_msg.GetText().data());
+ }
+
+ if (dst_id == 0xffff)
+ return;
+
+ // record message in chat log:
+ NetLobbyServer* lobby = NetLobbyServer::GetInstance();
+
+ if (!lobby)
+ return;
+
+ NetUser* user = lobby->FindUserByName(chat_msg.GetName());
+
+ if (user)
+ lobby->AddChat(user, chat_msg.GetText(), false); // don't re-route
+}
+
+// +--------------------------------------------------------------------+
+
+const char* FormatGameTime();
+
+void
+NetGameServer::DoSelfDestruct(NetMsg* msg)
+{
+ if (!msg) return;
+
+ NetSelfDestruct self_destruct;
+ self_destruct.Unpack(msg->Data());
+
+ Ship* ship = FindShipByObjID(self_destruct.GetObjID());
+ NetPlayer* player = FindPlayerByNetID(msg->NetID());
+
+ if (ship) {
+ if (!player || ship->GetObjID() != player->GetObjID()) {
+ Print("NetGameServer::DoSelfDestruct - received request for ship '%s' from wrong player %s\n",
+ ship->Name(), player ? player->Name() : "null");
+
+ return;
+ }
+
+ ship->InflictNetDamage(self_destruct.GetDamage());
+
+ SendData(&self_destruct);
+
+ int ship_destroyed = (!ship->InTransition() && ship->Integrity() < 1.0f);
+
+ // then delete the ship:
+ if (ship_destroyed) {
+ NetUtil::SendObjKill(ship, 0, NetObjKill::KILL_MISC);
+ Print(" %s Self Destruct (%s)\n", ship->Name(), FormatGameTime());
+
+ ShipStats* killee = ShipStats::Find(ship->Name());
+ if (killee)
+ killee->AddEvent(SimEvent::DESTROYED, ship->Name());
+
+ ship->DeathSpiral();
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NetGameServer::Send()
+{
+ if (players.isEmpty())
+ return;
+
+ DWORD time = Clock::GetInstance()->GameTime();
+
+ // don't flood the network...
+ if (time - last_send_time < MIN_NET_FRAME)
+ return;
+
+ last_send_time = time;
+
+ // tell the remote players where *we* are:
+ if (local_player && !local_player->IsNetObserver() && objid) {
+ double r, p, y;
+ local_player->Cam().Orientation().ComputeEulerAngles(r,p,y);
+
+ NetObjLoc obj_loc;
+ obj_loc.SetObjID(objid);
+ obj_loc.SetLocation(local_player->Location());
+ obj_loc.SetVelocity(local_player->Velocity());
+ obj_loc.SetOrientation(Point(r,p,y));
+ obj_loc.SetThrottle(local_player->Throttle() > 10);
+ obj_loc.SetAugmenter(local_player->Augmenter());
+ obj_loc.SetGearDown(local_player->IsGearDown());
+
+ Shield* shield = local_player->GetShield();
+ if (shield)
+ obj_loc.SetShield((int) shield->GetPowerLevel());
+ else
+ obj_loc.SetShield(0);
+
+ SendData(&obj_loc);
+ }
+
+ // tell each remote player where all the others are:
+ ListIter<NetPlayer> src = players;
+ while (++src) {
+ NetPlayer* player = src.value();
+
+ Ship* player_ship = player->GetShip();
+
+ if (player_ship) {
+ double r, p, y;
+ player_ship->Cam().Orientation().ComputeEulerAngles(r,p,y);
+
+ NetObjLoc obj_loc;
+ obj_loc.SetObjID(player->GetObjID());
+ obj_loc.SetLocation(player_ship->Location());
+ obj_loc.SetVelocity(player_ship->Velocity());
+ obj_loc.SetOrientation(Point(r,p,y));
+ obj_loc.SetThrottle(player_ship->Throttle() > 10);
+ obj_loc.SetAugmenter(player_ship->Augmenter());
+ obj_loc.SetGearDown(player_ship->IsGearDown());
+
+ Shield* shield = player_ship->GetShield();
+ if (shield)
+ obj_loc.SetShield((int) shield->GetPowerLevel());
+ else
+ obj_loc.SetShield(0);
+
+ BYTE* obj_loc_data = obj_loc.Pack();
+
+ ListIter<NetPlayer> dst = players;
+ while (++dst) {
+ NetPlayer* remote_player = dst.value();
+ if (remote_player->GetNetID() && remote_player != player)
+ link->SendMessage(remote_player->GetNetID(), obj_loc_data, NetObjLoc::SIZE);
+ }
+ }
+ }
+
+ // tell each remote player where all the A.I. ships are:
+ ListIter<Ship> ai_iter = ships;
+ while (++ai_iter) {
+ Ship* s = ai_iter.value();
+
+ if (s && !s->IsStatic()) {
+ double r, p, y;
+ s->Cam().Orientation().ComputeEulerAngles(r,p,y);
+
+ NetObjLoc obj_loc;
+ obj_loc.SetObjID(s->GetObjID());
+ obj_loc.SetLocation(s->Location());
+ obj_loc.SetVelocity(s->Velocity());
+ obj_loc.SetOrientation(Point(r,p,y));
+ obj_loc.SetThrottle(s->Throttle() > 10);
+ obj_loc.SetAugmenter(s->Augmenter());
+ obj_loc.SetGearDown(s->IsGearDown());
+
+ Shield* shield = s->GetShield();
+ if (shield)
+ obj_loc.SetShield((int) shield->GetPowerLevel());
+ else
+ obj_loc.SetShield(0);
+
+ SendData(&obj_loc);
+ }
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NetGameServer::SendData(NetData* net_data)
+{
+ if (net_data) {
+ BYTE* data = net_data->Pack();
+ int size = net_data->Length();
+ BYTE flags = 0;
+ bool all = true; // include player with objid in net_data?
+ DWORD oid = net_data->GetObjID();
+
+ BYTE msg_type = net_data->Type();
+
+ if (msg_type >= 0x10)
+ flags |= NetMsg::RELIABLE;
+
+ if (msg_type == NET_WEP_TRIGGER ||
+ msg_type == NET_COMM_MESSAGE ||
+ msg_type == NET_CHAT_MESSAGE ||
+ msg_type == NET_OBJ_HYPER ||
+ msg_type == NET_ELEM_CREATE ||
+ msg_type == NET_NAV_DATA ||
+ msg_type == NET_NAV_DELETE) {
+ all = false;
+ }
+
+ ListIter<NetPlayer> dst = players;
+ while (++dst) {
+ NetPlayer* remote_player = dst.value();
+ if (remote_player->GetNetID() && (all || oid != remote_player->GetObjID()))
+ link->SendMessage(remote_player->GetNetID(), data, size, flags);
+ }
+ }
+}
+
+void
+NetGameServer::SendDisconnect(NetPlayer* zombie)
+{
+ if (zombie) {
+ NetDisconnect disconnect;
+ BYTE* data = disconnect.Pack();
+ int size = disconnect.Length();
+ BYTE flags = NetMsg::RELIABLE;
+
+ if (zombie->GetNetID())
+ link->SendMessage(zombie->GetNetID(), data, size, flags);
+ }
+}
+
+// +--------------------------------------------------------------------+
+
+bool
+NetGameServer::Update(SimObject* obj)
+{
+ if (obj->Type() == SimObject::SIM_SHIP) {
+ Ship* s = (Ship*) obj;
+ if (local_player == s)
+ local_player = 0;
+
+ if (ships.contains(s))
+ ships.remove(s);
+ }
+
+ return SimObserver::Update(obj);
+}
+
+const char*
+NetGameServer::GetObserverName() const
+{
+ return "NetGameServer";
+}
+
+// +--------------------------------------------------------------------+
+
+void
+NetGameServer::Respawn(DWORD oid, Ship* spawn)
+{
+ if (!oid || !spawn) return;
+
+ Print("NetGameServer::Respawn(%d, %s)\n", oid, spawn->Name());
+ spawn->SetObjID(oid);
+ Observe(spawn);
+
+ NetPlayer* p = FindPlayerByObjID(oid);
+ if (p)
+ p->SetShip(spawn);
+ else
+ ships.append(spawn);
+
+ if (objid == oid) {
+ Print(" RESPAWN LOCAL PLAYER\n\n");
+ local_player = spawn;
+ }
+}