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-rw-r--r--Stars45/NetGameServer.cpp1202
1 files changed, 0 insertions, 1202 deletions
diff --git a/Stars45/NetGameServer.cpp b/Stars45/NetGameServer.cpp
deleted file mode 100644
index ef33a90..0000000
--- a/Stars45/NetGameServer.cpp
+++ /dev/null
@@ -1,1202 +0,0 @@
-/* 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;
- }
-}