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/* Project Starshatter 4.5
Destroyer Studios LLC
Copyright © 1997-2004. All Rights Reserved.
SUBSYSTEM: Stars.exe
FILE: NetGame.cpp
AUTHOR: John DiCamillo
OVERVIEW
========
Network Game Manager class
*/
#include "MemDebug.h"
#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(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(__FILE__,__LINE__) NetGameServer;
else if (NetClientConfig::GetInstance() && NetClientConfig::GetInstance()->GetSelectedServer())
netgame = new(__FILE__,__LINE__) 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;
}
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