Updated packet handling

Added "game in progress" message for players trying to join late.  Improved "unknown host" packet logging to only log when truly unknown. Correctly abort network window so game can process fatal errors instead of hanging on waiting to connect. Unexpected disconnects in lobby now correctly update the state of the game.
This commit is contained in:
Boondorl 2024-11-05 15:29:57 -05:00 committed by Ricardo Luís Vaz Silva
commit 3f4513c571
8 changed files with 64 additions and 11 deletions

View file

@ -132,7 +132,8 @@ enum
PRE_CONACK, // Sent from host to guest to acknowledge PRE_CONNECT receipt
PRE_ALLFULL, // Sent from host to an unwanted guest
PRE_ALLHEREACK, // Sent from guest to host to acknowledge PRE_ALLHEREACK receipt
PRE_GO // Sent from host to guest to continue game startup
PRE_GO, // Sent from host to guest to continue game startup
PRE_IN_PROGRESS, // Sent from host to guest if the game has already started
};
// Set PreGamePacket.fake to this so that the game rejects any pregame packets
@ -269,6 +270,8 @@ void PacketSend (void)
// I_Error ("SendPacket error: %s",strerror(errno));
}
void PreSend(const void* buffer, int bufferlen, const sockaddr_in* to);
void SendConAck(int num_connected, int num_needed);
//
// PacketGet
@ -303,7 +306,7 @@ void PacketGet (void)
GetPlayerName(node).GetChars());
}
doomcom.data[0] = 0x80; // NCMD_EXIT
doomcom.data[0] = NCMD_EXIT;
c = 1;
}
else if (err != WSAEWOULDBLOCK)
@ -342,9 +345,13 @@ void PacketGet (void)
else if (c > 0)
{ //The packet is not from any in-game node, so we might as well discard it.
// Don't show the message for disconnect notifications.
if (c != 2 || TransmitBuffer[0] != PRE_FAKE || TransmitBuffer[1] != PRE_DISCONNECT)
if (TransmitBuffer[0] != NCMD_EXIT)
{
DPrintf(DMSG_WARNING, "Dropped packet: Unknown host (%s:%d)\n", inet_ntoa(fromaddress.sin_addr), fromaddress.sin_port);
if (TransmitBuffer[0] != PRE_FAKE)
DPrintf(DMSG_WARNING, "Dropped packet: Unknown host (%s:%d)\n", inet_ntoa(fromaddress.sin_addr), fromaddress.sin_port);
// If it's someone waiting in the lobby, let them know the game already started
uint8_t msg[] = { PRE_FAKE, PRE_IN_PROGRESS };
PreSend(msg, 2, &fromaddress);
}
doomcom.remotenode = -1;
return;
@ -369,7 +376,22 @@ sockaddr_in *PreGet (void *buffer, int bufferlen, bool noabort)
int err = WSAGetLastError();
if (err == WSAEWOULDBLOCK || (noabort && err == WSAECONNRESET))
return NULL; // no packet
I_Error ("PreGet: %s", neterror ());
if (doomcom.consoleplayer == 0)
{
int node = FindNode(&fromaddress);
I_NetMessage("Got unexpected disconnect.");
doomcom.numnodes--;
for (; node < doomcom.numnodes; ++node)
sendaddress[node] = sendaddress[node + 1];
// Let remaining guests know that somebody left.
SendConAck(doomcom.numnodes, doomcom.numplayers);
}
else
{
I_NetError("The host disbanded the game unexpectedly");
}
}
return &fromaddress;
}
@ -708,7 +730,7 @@ bool HostGame (int i)
doomcom.numnodes = 1;
I_NetInit ("Waiting for players", numplayers);
I_NetInit ("Hosting game", numplayers);
// Wait for numplayers-1 different connections
if (!I_NetLoop (Host_CheckForConnects, (void *)(intptr_t)numplayers))
@ -783,13 +805,15 @@ bool Guest_ContactHost (void *userdata)
}
else if (packet.Message == PRE_DISCONNECT)
{
doomcom.numnodes = 0;
I_FatalError ("The host cancelled the game.");
I_NetError("The host cancelled the game.");
}
else if (packet.Message == PRE_ALLFULL)
{
doomcom.numnodes = 0;
I_FatalError ("The game is full.");
I_NetError("The game is full.");
}
else if (packet.Message == PRE_IN_PROGRESS)
{
I_NetError("The game was already started.");
}
}
}
@ -850,7 +874,7 @@ bool Guest_WaitForOthers (void *userdata)
return true;
case PRE_DISCONNECT:
I_FatalError ("The host cancelled the game.");
I_NetError("The host cancelled the game.");
break;
}
}
@ -875,6 +899,7 @@ bool JoinGame (int i)
BuildAddress (&sendaddress[1], Args->GetArg(i+1));
sendplayer[1] = 0;
doomcom.numnodes = 2;
doomcom.consoleplayer = -1;
// Let host know we are here
@ -1046,6 +1071,13 @@ void I_NetMessage(const char* text, ...)
#endif
}
void I_NetError(const char* error)
{
doomcom.numnodes = 0;
StartWindow->NetClose();
I_FatalError(error);
}
// todo: later these must be dispatched by the main menu, not the start screen.
void I_NetProgress(int val)
{