From b829170121d3657369904ec62d8065606777a9ce Mon Sep 17 00:00:00 2001 From: Aki Date: Fri, 1 Oct 2021 18:54:04 +0200 Subject: Removed doxygen generated docs They can be rebuild anytime and are considered a build artifact/binary. --- Doc/doxygen/html/_net_game_8cpp_source.html | 447 ---------------------------- 1 file changed, 447 deletions(-) delete mode 100644 Doc/doxygen/html/_net_game_8cpp_source.html (limited to 'Doc/doxygen/html/_net_game_8cpp_source.html') diff --git a/Doc/doxygen/html/_net_game_8cpp_source.html b/Doc/doxygen/html/_net_game_8cpp_source.html deleted file mode 100644 index 87dd78e..0000000 --- a/Doc/doxygen/html/_net_game_8cpp_source.html +++ /dev/null @@ -1,447 +0,0 @@ - - - - - -Starshatter_Open: D:/SRC/StarshatterSVN/Stars45/NetGame.cpp Source File - - - - - - - - - - - - - -
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Starshatter_Open -
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Open source Starshatter engine
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NetGame.cpp
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-Go to the documentation of this file.
1 /* Project Starshatter 4.5
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2  Destroyer Studios LLC
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3  Copyright © 1997-2004. All Rights Reserved.
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4 
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5  SUBSYSTEM: Stars.exe
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6  FILE: NetGame.cpp
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7  AUTHOR: John DiCamillo
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8 
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9 
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10  OVERVIEW
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11  ========
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12  Network Game Manager class
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13 */
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14 
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15 #include "MemDebug.h"
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16 #include "NetGame.h"
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17 #include "NetGameClient.h"
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18 #include "NetGameServer.h"
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19 #include "NetClientConfig.h"
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20 #include "NetServerConfig.h"
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21 #include "NetPlayer.h"
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22 
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23 #include "NetMsg.h"
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24 #include "NetData.h"
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25 #include "NetLayer.h"
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26 
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27 #include "Player.h"
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28 #include "Ship.h"
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29 #include "ShipDesign.h"
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30 #include "Sim.h"
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31 #include "Element.h"
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32 #include "HUDView.h"
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33 
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34 #include "NetHost.h"
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35 #include "Game.h"
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36 #include "Light.h"
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37 
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38 // +--------------------------------------------------------------------+
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39 
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40 const int MAX_NET_FPS = 20;
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41 const int MIN_NET_FRAME = 1000 / MAX_NET_FPS;
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42 
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43 const DWORD SHIP_ID_START = 0x0010;
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44 const DWORD SHOT_ID_START = 0x0400;
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45 
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46 static NetGame* netgame = 0;
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47 
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48 static DWORD ship_id_key = SHIP_ID_START;
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49 static DWORD shot_id_key = SHOT_ID_START;
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50 
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51 static long start_time = 0;
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52 
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53 // +--------------------------------------------------------------------+
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54 
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56 : objid(0), netid(0), link(0), local_player(0), last_send_time(0), active(true)
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57 {
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58  netgame = this;
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59  sim = Sim::GetSim();
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60 
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61  ship_id_key = SHIP_ID_START;
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62  shot_id_key = SHOT_ID_START;
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63 
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64  if (sim)
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66 
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67  Player* player = Player::GetCurrentPlayer();
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68  if (player) {
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69  player_name = player->Name();
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70  player_pass = player->Password();
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71  }
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72 
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73  start_time = NetLayer::GetUTC();
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74 }
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75 
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77 {
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78  netgame = 0;
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79  local_player = 0;
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80  players.destroy();
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81 
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82  if (link) {
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83  double delta = fabs((double)(NetLayer::GetUTC() - start_time));
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84  double bandwidth = 10.0 * (link->GetBytesSent() + link->GetBytesRecv()) / delta;
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85  double recvrate = link->GetPacketsRecv() / delta;
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86 
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87  Print("NetGame Stats\n-------------\n");
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88  Print(" packets sent %d\n", link->GetPacketsSent());
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89  Print(" packets recv %d\n", link->GetPacketsRecv());
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90  Print(" bytes sent %d\n", link->GetBytesSent());
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91  Print(" bytes recv %d\n", link->GetBytesRecv());
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92  Print(" retries %d\n", link->GetRetries());
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93  Print(" drops %d\n", link->GetDrops());
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94  Print(" avg lag %d msec\n", link->GetLag());
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95  Print(" time %d sec\n", (int) delta);
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96  Print(" bandwidth %d bps\n", (int) bandwidth);
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97  Print(" packet rate %d pps in\n\n", (int) recvrate);
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98 
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99  delete link;
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100  }
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101 }
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102 
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103 // +--------------------------------------------------------------------+
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104 
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105 NetGame*
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107 {
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108  if (!netgame) {
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110  netgame = new(__FILE__,__LINE__) NetGameServer;
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111 
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112  else if (NetClientConfig::GetInstance() && NetClientConfig::GetInstance()->GetSelectedServer())
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113  netgame = new(__FILE__,__LINE__) NetGameClient;
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114  }
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115 
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116  return netgame;
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117 }
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118 
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119 NetGame*
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121 {
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122  return netgame;
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123 }
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124 
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125 DWORD
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127 {
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128  if (local_player)
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129  return local_player->GetObjID();
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130 
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131  return 0;
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132 }
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133 
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134 DWORD
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136 {
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137  if (type == SHIP) {
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138  if (ship_id_key >= SHOT_ID_START)
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139  ship_id_key = SHIP_ID_START;
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140 
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141  return ship_id_key++;
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142  }
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143 
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144  else if (type == SHOT) {
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145  if (shot_id_key >= 0xFFFE)
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146  shot_id_key = SHOT_ID_START;
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147 
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148  return shot_id_key++;
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149  }
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150 
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151  return 0;
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152 }
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153 
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154 // +--------------------------------------------------------------------+
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155 
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156 void
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158 {
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159  Send();
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160  Recv();
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161 }
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162 
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163 void
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165 {
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166  NetMsg* msg = link->GetMessage();
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167 
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168  while (msg) {
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169  if (active) {
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170  // For Debug Convenience:
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171  // NetPlayer* player = FindPlayerByNetID(msg->NetID());
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172 
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173  switch (msg->Type()) {
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174  case NET_JOIN_REQUEST: DoJoinRequest(msg); break;
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175  case NET_JOIN_ANNOUNCE: DoJoinAnnounce(msg); break;
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176  case NET_QUIT_REQUEST: DoQuitRequest(msg); break;
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177  case NET_QUIT_ANNOUNCE: DoQuitAnnounce(msg); break;
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178  case NET_GAME_OVER: DoGameOver(msg); break;
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179  case NET_DISCONNECT: DoDisconnect(msg); break;
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180 
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181  case NET_OBJ_LOC: DoObjLoc(msg); break;
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182  case NET_OBJ_DAMAGE: DoObjDamage(msg); break;
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183  case NET_OBJ_KILL: DoObjKill(msg); break;
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184  case NET_OBJ_SPAWN: DoObjSpawn(msg); break;
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185  case NET_OBJ_HYPER: DoObjHyper(msg); break;
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186  case NET_OBJ_TARGET: DoObjTarget(msg); break;
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187  case NET_OBJ_EMCON: DoObjEmcon(msg); break;
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188  case NET_SYS_DAMAGE: DoSysDamage(msg); break;
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189  case NET_SYS_STATUS: DoSysStatus(msg); break;
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190 
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191  case NET_ELEM_CREATE: DoElemCreate(msg); break;
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192  case NET_ELEM_REQUEST: DoElemRequest(msg); break;
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193  case NET_SHIP_LAUNCH: DoShipLaunch(msg); break;
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194  case NET_NAV_DATA: DoNavData(msg); break;
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195  case NET_NAV_DELETE: DoNavDelete(msg); break;
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196 
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197  case NET_WEP_TRIGGER: DoWepTrigger(msg); break;
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198  case NET_WEP_RELEASE: DoWepRelease(msg); break;
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199  case NET_WEP_DESTROY: DoWepDestroy(msg); break;
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200 
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201  case NET_COMM_MESSAGE: DoCommMsg(msg); break;
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202  case NET_CHAT_MESSAGE: DoChatMsg(msg); break;
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203  case NET_SELF_DESTRUCT: DoSelfDestruct(msg); break;
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204  }
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205  }
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206 
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207  delete msg;
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208  msg = link->GetMessage();
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209  }
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210 }
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211 
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212 // +--------------------------------------------------------------------+
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213 
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214 void
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216 {
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217 }
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218 
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219 int
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221 {
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222  if (netgame) {
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223  int num_players = netgame->players.size();
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224 
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225  if (netgame->local_player)
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226  num_players++;
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227 
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228  return num_players;
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229  }
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230 
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231  return 0;
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232 }
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233 
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234 NetPlayer*
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235 NetGame::FindPlayerByName(const char* name)
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236 {
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237  for (int i = 0; i < players.size(); i++) {
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238  NetPlayer* p = players[i];
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239 
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240  if (!strcmp(p->Name(), name))
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241  return p;
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242  }
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243 
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244  return 0;
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245 }
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246 
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247 NetPlayer*
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249 {
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250  for (int i = 0; i < players.size(); i++) {
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251  NetPlayer* p = players[i];
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252 
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253  if (p->GetNetID() == netid)
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254  return p;
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255  }
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256 
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257  return 0;
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258 }
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259 
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260 NetPlayer*
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262 {
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263  for (int i = 0; i < players.size(); i++) {
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264  NetPlayer* p = players[i];
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265 
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266  if (p->GetObjID() == objid)
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267  return p;
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268  }
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269 
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270  return 0;
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271 }
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272 
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273 Ship*
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275 {
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276  if (sim)
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277  return sim->FindShipByObjID(objid);
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278 
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279  return 0;
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280 }
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281 
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282 Shot*
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284 {
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285  if (sim)
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286  return sim->FindShotByObjID(objid);
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287 
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288  return 0;
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289 }
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290 
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291 NetPeer*
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293 {
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294  if (player && link) {
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295  return link->FindPeer(player->GetNetID());
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296  }
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297 
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298  return 0;
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299 }
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300 
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301 // +--------------------------------------------------------------------+
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302 
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303 void
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304 NetGame::Respawn(DWORD objid, Ship* spawn)
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305 {
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306 }
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307 
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308 // +--------------------------------------------------------------------+
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309 
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310 bool
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312 {
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313  return netgame != 0;
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314 }
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315 
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316 bool
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318 {
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319  if (netgame)
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320  return netgame->IsClient();
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321  return false;
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322 }
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323 
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324 bool
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326 {
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327  if (netgame)
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328  return netgame->IsServer();
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329  return false;
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330 }
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