/* Starshatter OpenSource Distribution Copyright (c) 1997-2004, Destroyer Studios LLC. All Rights Reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name "Destroyer Studios" nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. 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SUBSYSTEM: Stars.exe FILE: NetGameServer.cpp AUTHOR: John DiCamillo OVERVIEW ======== Server-Side Network Game Manager class */ #include "MemDebug.h" #include "NetGameServer.h" #include "NetServerConfig.h" #include "NetLobbyServer.h" #include "NetPlayer.h" #include "NetUser.h" #include "NetMsg.h" #include "NetData.h" #include "StarServer.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 "NetLayer.h" #include "NetHost.h" #include "NetPeer.h" #include "NetUtil.h" #include "Game.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"); WORD server_port = 11101; if (NetServerConfig::GetInstance()) server_port = NetServerConfig::GetInstance()->GetGamePort(); NetAddr server(NetHost().Address().IPAddr(), server_port); link = new(__FILE__,__LINE__) NetLink(server); ListIter rgn_iter = sim->GetRegions(); while (++rgn_iter) { SimRegion* rgn = rgn_iter.value(); ListIter 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 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 iter = ships; while (++iter) { Ship* s = iter.value(); s->SetRespawnCount(0); } zombies.destroy(); ships.clear(); } // +--------------------------------------------------------------------+ void NetGameServer::ExecFrame() { NetGame::ExecFrame(); CheckSessions(); ListIter rgn_iter = sim->GetRegions(); while (++rgn_iter) { SimRegion* rgn = rgn_iter.value(); ListIter 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 = Game::RealTime(); else if (Game::RealTime() - time_mark > 60000) { time_mark = Game::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 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(Game::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(Game::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(__FILE__,__LINE__) NetPlayer(nid); remote_player->SetName(name); remote_player->SetSerialNumber(serno); remote_player->SetObjID(ship->GetObjID()); remote_player->SetShip(ship); HUDView::Message(Game::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 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 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) { StarServer* s = StarServer::GetInstance(); if (s) s->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(Game::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 = Game::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(__FILE__,__LINE__) 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(__FILE__,__LINE__) 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 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 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 = Game::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 = Game::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 = Game::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 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 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 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 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; } }