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NetGame.cpp
Go to the documentation of this file.
1
/* Project Starshatter 4.5
2
Destroyer Studios LLC
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Copyright © 1997-2004. All Rights Reserved.
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5
SUBSYSTEM: Stars.exe
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FILE: NetGame.cpp
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AUTHOR: John DiCamillo
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OVERVIEW
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========
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Network Game Manager class
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*/
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#include "
MemDebug.h
"
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#include "
NetGame.h
"
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#include "
NetGameClient.h
"
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#include "
NetGameServer.h
"
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#include "
NetClientConfig.h
"
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#include "
NetServerConfig.h
"
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#include "
NetPlayer.h
"
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#include "
NetMsg.h
"
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#include "
NetData.h
"
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#include "
NetLayer.h
"
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#include "
Player.h
"
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#include "
Ship.h
"
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#include "
ShipDesign.h
"
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#include "
Sim.h
"
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#include "
Element.h
"
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#include "
HUDView.h
"
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#include "
NetHost.h
"
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#include "
Game.h
"
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#include "
Light.h
"
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// +--------------------------------------------------------------------+
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const
int
MAX_NET_FPS
= 20;
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const
int
MIN_NET_FRAME
= 1000 /
MAX_NET_FPS
;
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const
DWORD
SHIP_ID_START
= 0x0010;
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const
DWORD
SHOT_ID_START
= 0x0400;
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static
NetGame
* netgame = 0;
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static
DWORD ship_id_key =
SHIP_ID_START
;
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static
DWORD shot_id_key =
SHOT_ID_START
;
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static
long
start_time = 0;
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// +--------------------------------------------------------------------+
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NetGame::NetGame
()
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: objid(0), netid(0), link(0), local_player(0), last_send_time(0), active(true)
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{
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netgame =
this
;
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sim
=
Sim::GetSim
();
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ship_id_key =
SHIP_ID_START
;
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shot_id_key =
SHOT_ID_START
;
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if
(
sim
)
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local_player
=
sim
->
GetPlayerShip
();
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Player
* player =
Player::GetCurrentPlayer
();
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if
(player) {
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player_name
= player->
Name
();
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player_pass
= player->
Password
();
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}
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start_time =
NetLayer::GetUTC
();
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}
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NetGame::~NetGame
()
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{
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netgame = 0;
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local_player
= 0;
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players
.
destroy
();
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if
(
link
) {
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double
delta = fabs((
double
)(
NetLayer::GetUTC
() - start_time));
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double
bandwidth = 10.0 * (
link
->
GetBytesSent
() +
link
->
GetBytesRecv
()) / delta;
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double
recvrate =
link
->
GetPacketsRecv
() / delta;
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Print
(
"NetGame Stats\n-------------\n"
);
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Print
(
" packets sent %d\n"
,
link
->
GetPacketsSent
());
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Print
(
" packets recv %d\n"
,
link
->
GetPacketsRecv
());
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Print
(
" bytes sent %d\n"
,
link
->
GetBytesSent
());
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Print
(
" bytes recv %d\n"
,
link
->
GetBytesRecv
());
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Print
(
" retries %d\n"
,
link
->
GetRetries
());
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Print
(
" drops %d\n"
,
link
->
GetDrops
());
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Print
(
" avg lag %d msec\n"
,
link
->
GetLag
());
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Print
(
" time %d sec\n"
, (
int
) delta);
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Print
(
" bandwidth %d bps\n"
, (
int
) bandwidth);
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Print
(
" packet rate %d pps in\n\n"
, (
int
) recvrate);
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delete
link
;
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}
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}
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// +--------------------------------------------------------------------+
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NetGame
*
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NetGame::Create
()
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{
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if
(!netgame) {
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if
(
NetServerConfig::GetInstance
())
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netgame =
new
(__FILE__,__LINE__)
NetGameServer
;
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else
if
(
NetClientConfig::GetInstance
() &&
NetClientConfig::GetInstance
()->GetSelectedServer())
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netgame =
new
(__FILE__,__LINE__)
NetGameClient
;
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}
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return
netgame;
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}
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NetGame
*
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NetGame::GetInstance
()
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{
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return
netgame;
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}
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DWORD
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NetGame::GetObjID
()
const
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{
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if
(
local_player
)
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return
local_player
->
GetObjID
();
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return
0;
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}
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DWORD
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NetGame::GetNextObjID
(
int
type)
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{
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if
(type ==
SHIP
) {
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if
(ship_id_key >=
SHOT_ID_START
)
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ship_id_key =
SHIP_ID_START
;
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return
ship_id_key++;
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}
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else
if
(type ==
SHOT
) {
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if
(shot_id_key >= 0xFFFE)
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shot_id_key =
SHOT_ID_START
;
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return
shot_id_key++;
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}
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return
0;
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}
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// +--------------------------------------------------------------------+
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void
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NetGame::ExecFrame
()
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{
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Send
();
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Recv
();
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}
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void
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NetGame::Recv
()
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{
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NetMsg
* msg =
link
->
GetMessage
();
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while
(msg) {
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if
(
active
) {
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// For Debug Convenience:
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// NetPlayer* player = FindPlayerByNetID(msg->NetID());
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switch
(msg->
Type
()) {
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case
NET_JOIN_REQUEST
:
DoJoinRequest
(msg);
break
;
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case
NET_JOIN_ANNOUNCE
:
DoJoinAnnounce
(msg);
break
;
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case
NET_QUIT_REQUEST
:
DoQuitRequest
(msg);
break
;
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case
NET_QUIT_ANNOUNCE
:
DoQuitAnnounce
(msg);
break
;
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case
NET_GAME_OVER
:
DoGameOver
(msg);
break
;
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case
NET_DISCONNECT
:
DoDisconnect
(msg);
break
;
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case
NET_OBJ_LOC
:
DoObjLoc
(msg);
break
;
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case
NET_OBJ_DAMAGE
:
DoObjDamage
(msg);
break
;
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case
NET_OBJ_KILL
:
DoObjKill
(msg);
break
;
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case
NET_OBJ_SPAWN
:
DoObjSpawn
(msg);
break
;
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case
NET_OBJ_HYPER
:
DoObjHyper
(msg);
break
;
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case
NET_OBJ_TARGET
:
DoObjTarget
(msg);
break
;
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case
NET_OBJ_EMCON
:
DoObjEmcon
(msg);
break
;
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case
NET_SYS_DAMAGE
:
DoSysDamage
(msg);
break
;
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case
NET_SYS_STATUS
:
DoSysStatus
(msg);
break
;
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case
NET_ELEM_CREATE
:
DoElemCreate
(msg);
break
;
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case
NET_ELEM_REQUEST
:
DoElemRequest
(msg);
break
;
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case
NET_SHIP_LAUNCH
:
DoShipLaunch
(msg);
break
;
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case
NET_NAV_DATA
:
DoNavData
(msg);
break
;
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case
NET_NAV_DELETE
:
DoNavDelete
(msg);
break
;
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case
NET_WEP_TRIGGER
:
DoWepTrigger
(msg);
break
;
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case
NET_WEP_RELEASE
:
DoWepRelease
(msg);
break
;
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case
NET_WEP_DESTROY
:
DoWepDestroy
(msg);
break
;
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case
NET_COMM_MESSAGE
:
DoCommMsg
(msg);
break
;
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case
NET_CHAT_MESSAGE
:
DoChatMsg
(msg);
break
;
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case
NET_SELF_DESTRUCT
:
DoSelfDestruct
(msg);
break
;
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}
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}
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delete
msg;
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msg =
link
->
GetMessage
();
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}
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}
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// +--------------------------------------------------------------------+
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void
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NetGame::Send
()
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{
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}
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int
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NetGame::NumPlayers
()
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{
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if
(netgame) {
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int
num_players = netgame->
players
.
size
();
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if
(netgame->
local_player
)
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num_players++;
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return
num_players;
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}
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return
0;
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}
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NetPlayer
*
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NetGame::FindPlayerByName
(
const
char
* name)
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{
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for
(
int
i = 0; i <
players
.
size
(); i++) {
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NetPlayer
* p =
players
[i];
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if
(!strcmp(p->
Name
(), name))
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return
p;
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}
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return
0;
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}
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NetPlayer
*
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NetGame::FindPlayerByNetID
(DWORD netid)
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{
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for
(
int
i = 0; i <
players
.
size
(); i++) {
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NetPlayer
* p =
players
[i];
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if
(p->
GetNetID
() ==
netid
)
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return
p;
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}
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return
0;
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}
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NetPlayer
*
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NetGame::FindPlayerByObjID
(DWORD objid)
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{
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for
(
int
i = 0; i <
players
.
size
(); i++) {
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NetPlayer
* p =
players
[i];
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if
(p->
GetObjID
() ==
objid
)
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return
p;
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}
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return
0;
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}
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Ship
*
274
NetGame::FindShipByObjID
(DWORD objid)
275
{
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if
(
sim
)
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return
sim
->
FindShipByObjID
(objid);
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return
0;
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}
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Shot
*
283
NetGame::FindShotByObjID
(DWORD objid)
284
{
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if
(
sim
)
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return
sim
->
FindShotByObjID
(objid);
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return
0;
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}
290
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NetPeer
*
292
NetGame::GetPeer
(
NetPlayer
* player)
293
{
294
if
(player &&
link
) {
295
return
link
->
FindPeer
(player->
GetNetID
());
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}
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return
0;
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}
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// +--------------------------------------------------------------------+
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void
304
NetGame::Respawn
(DWORD objid,
Ship
* spawn)
305
{
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}
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// +--------------------------------------------------------------------+
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bool
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NetGame::IsNetGame
()
312
{
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return
netgame != 0;
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}
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bool
317
NetGame::IsNetGameClient
()
318
{
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if
(netgame)
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return
netgame->
IsClient
();
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return
false
;
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}
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bool
325
NetGame::IsNetGameServer
()
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{
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if
(netgame)
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return
netgame->
IsServer
();
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return
false
;
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}
Stars45
NetGame.cpp
Generated on Tue Jun 5 2012 20:47:04 for Starshatter_Open by
1.8.1