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/*  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
    ========
    Network Game Manager class
*/

#include "NetGame.h"
#include "NetGameClient.h"
#include "NetGameServer.h"
#include "NetClientConfig.h"
#include "NetServerConfig.h"
#include "NetPlayer.h"

#include "NetMsg.h"
#include "NetData.h"
#include "NetLayer.h"

#include "Player.h"
#include "Ship.h"
#include "ShipDesign.h"
#include "Sim.h"
#include "Element.h"
#include "HUDView.h"

#include "NetHost.h"
#include "Game.h"
#include "Light.h"

// +--------------------------------------------------------------------+

const int MAX_NET_FPS   = 20;
const int MIN_NET_FRAME = 1000 / MAX_NET_FPS;

const DWORD SHIP_ID_START = 0x0010;
const DWORD SHOT_ID_START = 0x0400;

static NetGame* netgame    = 0;

static DWORD   ship_id_key = SHIP_ID_START;
static DWORD   shot_id_key = SHOT_ID_START;

static long    start_time  = 0;

// +--------------------------------------------------------------------+

NetGame::NetGame()
: objid(0), netid(0), link(0), local_player(0), last_send_time(0), active(true)
{
    netgame = this;
    sim = Sim::GetSim();

    ship_id_key = SHIP_ID_START;
    shot_id_key = SHOT_ID_START;

    if (sim)
    local_player = sim->GetPlayerShip();

    Player* player = Player::GetCurrentPlayer();
    if (player) {
        player_name = player->Name();
        player_pass = player->Password();
    }

    start_time = NetLayer::GetUTC();
}

NetGame::~NetGame()
{
    netgame      = 0;
    local_player = 0;
    players.destroy();

    if (link) {
        double delta     = fabs((double)(NetLayer::GetUTC() - start_time));
        double bandwidth = 10.0 * (link->GetBytesSent() + link->GetBytesRecv()) / delta;
        double recvrate  = link->GetPacketsRecv() / delta;

        Print("NetGame 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());
        Print("  time         %d sec\n",      (int) delta);
        Print("  bandwidth    %d bps\n",      (int) bandwidth);
        Print("  packet rate  %d pps in\n\n", (int) recvrate);

        delete link;
    }
}

// +--------------------------------------------------------------------+

NetGame*
NetGame::Create()
{
    if (!netgame) {
        if (NetServerConfig::GetInstance())
        netgame = new NetGameServer;

        else if (NetClientConfig::GetInstance() && NetClientConfig::GetInstance()->GetSelectedServer())
        netgame = new NetGameClient;
    }

    return netgame;
}

NetGame*
NetGame::GetInstance()
{
    return netgame;
}

DWORD
NetGame::GetObjID() const
{
    if (local_player)
    return local_player->GetObjID();

    return 0;
}

DWORD
NetGame::GetNextObjID(int type)
{
    if (type == SHIP) {
        if (ship_id_key >= SHOT_ID_START)
        ship_id_key = SHIP_ID_START;

        return ship_id_key++;
    }

    else if (type == SHOT) {
        if (shot_id_key >= 0xFFFE)
        shot_id_key = SHOT_ID_START;

        return shot_id_key++;
    }

    return 0;
}

// +--------------------------------------------------------------------+

void
NetGame::ExecFrame()
{
    Send();
    Recv();
}

void
NetGame::Recv()
{
    NetMsg* msg = link->GetMessage();

    while (msg) {
        if (active) {
            // For Debug Convenience:
            // NetPlayer* player = FindPlayerByNetID(msg->NetID());

            switch (msg->Type()) {
            case NET_JOIN_REQUEST:     DoJoinRequest(msg);     break;
            case NET_JOIN_ANNOUNCE:    DoJoinAnnounce(msg);    break;
            case NET_QUIT_REQUEST:     DoQuitRequest(msg);     break;
            case NET_QUIT_ANNOUNCE:    DoQuitAnnounce(msg);    break;
            case NET_GAME_OVER:        DoGameOver(msg);        break;
            case NET_DISCONNECT:       DoDisconnect(msg);      break;

            case NET_OBJ_LOC:          DoObjLoc(msg);          break;
            case NET_OBJ_DAMAGE:       DoObjDamage(msg);       break;
            case NET_OBJ_KILL:         DoObjKill(msg);         break;
            case NET_OBJ_SPAWN:        DoObjSpawn(msg);        break;
            case NET_OBJ_HYPER:        DoObjHyper(msg);        break;
            case NET_OBJ_TARGET:       DoObjTarget(msg);       break;
            case NET_OBJ_EMCON:        DoObjEmcon(msg);        break;
            case NET_SYS_DAMAGE:       DoSysDamage(msg);       break;
            case NET_SYS_STATUS:       DoSysStatus(msg);       break;

            case NET_ELEM_CREATE:      DoElemCreate(msg);      break;
            case NET_ELEM_REQUEST:     DoElemRequest(msg);     break;
            case NET_SHIP_LAUNCH:      DoShipLaunch(msg);      break;
            case NET_NAV_DATA:         DoNavData(msg);         break;
            case NET_NAV_DELETE:       DoNavDelete(msg);       break;

            case NET_WEP_TRIGGER:      DoWepTrigger(msg);      break;
            case NET_WEP_RELEASE:      DoWepRelease(msg);      break;
            case NET_WEP_DESTROY:      DoWepDestroy(msg);      break;

            case NET_COMM_MESSAGE:     DoCommMsg(msg);         break;
            case NET_CHAT_MESSAGE:     DoChatMsg(msg);         break;
            case NET_SELF_DESTRUCT:    DoSelfDestruct(msg);    break;
            }
        }

        delete msg;
        msg = link->GetMessage();
    }
}

// +--------------------------------------------------------------------+

void
NetGame::Send()
{
}

int
NetGame::NumPlayers()
{
    if (netgame) {
        int num_players = netgame->players.size();

        if (netgame->local_player)
        num_players++;

        return num_players;
    }

    return 0;
}

NetPlayer*
NetGame::FindPlayerByName(const char* name)
{
    for (int i = 0; i < players.size(); i++) {
        NetPlayer* p = players[i];

        if (!strcmp(p->Name(), name))
        return p;
    }

    return 0;
}

NetPlayer*
NetGame::FindPlayerByNetID(DWORD netid)
{
    for (int i = 0; i < players.size(); i++) {
        NetPlayer* p = players[i];

        if (p->GetNetID() == netid)
        return p;
    }

    return 0;
}

NetPlayer*
NetGame::FindPlayerByObjID(DWORD objid)
{
    for (int i = 0; i < players.size(); i++) {
        NetPlayer* p = players[i];

        if (p->GetObjID() == objid)
        return p;
    }

    return 0;
}

Ship*
NetGame::FindShipByObjID(DWORD objid)
{
    if (sim)
    return sim->FindShipByObjID(objid);

    return 0;
}

Shot*
NetGame::FindShotByObjID(DWORD objid)
{
    if (sim)
    return sim->FindShotByObjID(objid);

    return 0;
}

NetPeer*
NetGame::GetPeer(NetPlayer* player)
{
    if (player && link) {
        return link->FindPeer(player->GetNetID());
    }

    return 0;
}

// +--------------------------------------------------------------------+

void
NetGame::Respawn(DWORD objid, Ship* spawn)
{
}

// +--------------------------------------------------------------------+

bool
NetGame::IsNetGame()
{
    return netgame != 0;
}

bool
NetGame::IsNetGameClient()
{
    if (netgame)
    return netgame->IsClient();
    return false;
}

bool
NetGame::IsNetGameServer()
{
    if (netgame)
    return netgame->IsServer();
    return false;
}