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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
    ========
    Server-Side Network Game Manager class
*/

#include "NetGameServer.h"
#include "NetServerConfig.h"
#include "NetLobbyServer.h"
#include "NetPlayer.h"
#include "NetUser.h"
#include "NetMsg.h"
#include "NetData.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 "Text.h"

#include "NetLayer.h"
#include "NetHost.h"
#include "NetPeer.h"
#include "NetUtil.h"
#include "Game.h"
#include "Clock.h"
#include "ContentBundle.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");

    Text    hostname = "0.0.0.0";
    WORD    server_port = 11101;

    if (NetServerConfig::GetInstance()) {
        hostname = NetServerConfig::GetInstance()->Hostname();
        server_port = NetServerConfig::GetInstance()->GetGamePort();
    }

    NetAddr server(hostname.data(), server_port);

    link = new NetLink(server);

    ListIter<SimRegion> rgn_iter = sim->GetRegions();
    while (++rgn_iter) {
        SimRegion* rgn = rgn_iter.value();

        ListIter<Ship> 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<NetPlayer> 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<Ship> iter = ships;
    while (++iter) {
        Ship* s = iter.value();
        s->SetRespawnCount(0);
    }

    zombies.destroy();
    ships.clear();
}

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

void
NetGameServer::ExecFrame()
{
    NetGame::ExecFrame();
    CheckSessions();

    ListIter<SimRegion> rgn_iter = sim->GetRegions();
    while (++rgn_iter) {
        SimRegion* rgn = rgn_iter.value();

        ListIter<Ship> 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 = Clock::GetInstance()->RealTime();
    else if (Clock::GetInstance()->RealTime() - time_mark > 60000) {
        time_mark = Clock::GetInstance()->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<NetPlayer> 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(ContentBundle::GetInstance()->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(ContentBundle::GetInstance()->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 NetPlayer(nid);
            remote_player->SetName(name);
            remote_player->SetSerialNumber(serno);
            remote_player->SetObjID(ship->GetObjID());
            remote_player->SetShip(ship);

            HUDView::Message(ContentBundle::GetInstance()->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<NetPlayer> 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<Ship> 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) {
                auto game = Game::GetInstance();
                if (game)
                game->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(ContentBundle::GetInstance()->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 = ContentBundle::GetInstance()->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 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 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<NetPlayer> 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<NetPlayer> 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 = ContentBundle::GetInstance()->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 = ContentBundle::GetInstance()->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 = Clock::GetInstance()->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<NetPlayer> 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<NetPlayer> 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<Ship> 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<NetPlayer> 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;
    }
}