vkdoom_m/src/d_protocol.h
Boondorl 94be307225 Netcode Overhaul
Rewrote netcode to be more stable and functional. Packet-server mode has been restrategized and will now be the default netmode when playing with 3+ non-LAN players. TryRunTics has been cleaned up with older tick control behavior removed to account for the rewritten renderer. The main thread is now more consistent when playing online to prevent potential slow downs and lock ups. Load barriers are better accounted for to prevent spikes on level transition. Improvements to chat and lobby systems including a force start game button. Added a suite of new host options such as kicking and controlling who can pause the game. Max players increased from 8 to 16 since the new code can now handle it.

Note: Demo functionality is untested. This will be rewritten at a later time alongside improvements to GZDoom's playback features (e.g. freecam mode).
2025-03-05 12:52:52 -05:00

260 lines
8.6 KiB
C++

/*
** d_protocol.h
**
**---------------------------------------------------------------------------
** Copyright 1998-2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. 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.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#ifndef __D_PROTOCOL_H__
#define __D_PROTOCOL_H__
#include "doomtype.h"
// The IFF routines here all work with big-endian IDs, even if the host
// system is little-endian.
#define BIGE_ID(a,b,c,d) ((d)|((c)<<8)|((b)<<16)|((a)<<24))
#define FORM_ID BIGE_ID('F','O','R','M')
#define ZDEM_ID BIGE_ID('Z','D','E','M')
#define ZDHD_ID BIGE_ID('Z','D','H','D')
#define VARS_ID BIGE_ID('V','A','R','S')
#define UINF_ID BIGE_ID('U','I','N','F')
#define COMP_ID BIGE_ID('C','O','M','P')
#define BODY_ID BIGE_ID('B','O','D','Y')
#define NETD_ID BIGE_ID('N','E','T','D')
#define WEAP_ID BIGE_ID('W','E','A','P')
constexpr int MoreButtons = 0x80;
struct zdemoheader_s {
uint8_t demovermajor;
uint8_t demoverminor;
uint8_t minvermajor;
uint8_t minverminor;
uint8_t map[8];
unsigned int rngseed;
uint8_t consoleplayer;
};
struct usercmd_t
{
uint32_t buttons;
short pitch; // up/down
short yaw; // left/right
short roll; // "tilt"
short forwardmove;
short sidemove;
short upmove;
};
// When transmitted, the above message is preceded by a byte
// indicating which fields are actually present in the message.
enum
{
UCMDF_BUTTONS = 0x01,
UCMDF_PITCH = 0x02,
UCMDF_YAW = 0x04,
UCMDF_FORWARDMOVE = 0x08,
UCMDF_SIDEMOVE = 0x10,
UCMDF_UPMOVE = 0x20,
UCMDF_ROLL = 0x40,
};
// When changing the following enum, be sure to update Net_SkipCommand()
// and Net_DoCommand() in d_net.cpp.
enum EDemoCommand
{
DEM_BAD, // 0 Bad command
DEM_USERCMD, // 1 Player movement
DEM_EMPTYUSERCMD, // 2 Equivalent to [DEM_USERCMD, 0]
DEM_UNDONE2, // 3
DEM_MUSICCHANGE, // 4 Followed by name of new music
DEM_PRINT, // 5 Print string to console
DEM_CENTERPRINT, // 6 Print string to middle of screen
DEM_STOP, // 7 End of demo
DEM_UINFCHANGED, // 8 User info changed
DEM_SINFCHANGED, // 9 Server/Host info changed
DEM_GENERICCHEAT, // 10 Next byte is cheat to apply (see next enum)
DEM_GIVECHEAT, // 11 String: item to give, Word: quantity
DEM_SAY, // 12 Byte: who to talk to, String: message to display
DEM_DROPPLAYER, // 13 Not implemented, takes a byte
DEM_CHANGEMAP, // 14 Name of map to change to
DEM_SUICIDE, // 15 Player wants to die
DEM_ADDBOT, // 16 Byte: botshift, String: userinfo for bot, 4 Bytes: skill (aiming, perfection, reaction, isp)
DEM_KILLBOTS, // 17 Remove all bots from the world
DEM_INVUSEALL, // 18 Use every item (panic!)
DEM_INVUSE, // 19 4 bytes: ID of item to use
DEM_PAUSE, // 20 Pause game
DEM_SAVEGAME, // 21 String: Filename, String: Description
DEM_UNDONE3, // 22
DEM_UNDONE4, // 23
DEM_UNDONE5, // 24
DEM_UNDONE6, // 25
DEM_SUMMON, // 26 String: Thing to fabricate
DEM_FOV, // 27 Float: New FOV for all players
DEM_MYFOV, // 28 Float: New FOV for this player
DEM_CHANGEMAP2, // 29 Byte: Position in new map, String: name of new map
DEM_UNDONE7, // 30
DEM_UNDONE8, // 31
DEM_RUNSCRIPT, // 32 Word: Script#, Byte: # of args; each arg is a 4-byte int
DEM_SINFCHANGEDXOR, // 33 Like DEM_SINFCHANGED, but data is a byte indicating how to set a bit
DEM_INVDROP, // 34 4 bytes: ID of item to drop
DEM_WARPCHEAT, // 35 4 bytes: 2 for x, 2 for y
DEM_CENTERVIEW, // 36
DEM_SUMMONFRIEND, // 37 String: Thing to fabricate
DEM_SPRAY, // 38 String: The decal to spray
DEM_CROUCH, // 39
DEM_RUNSCRIPT2, // 40 Same as DEM_RUNSCRIPT, but always executes
DEM_CHECKAUTOSAVE, // 41 Check if the user has autosaves enabled. Ignored for demoplayback.
DEM_DOAUTOSAVE, // 42 An autosave should be made
DEM_MORPHEX, // 43 String: The class to morph to.
DEM_SUMMONFOE, // 44 String: Thing to fabricate
DEM_UNDONE9, // 45
DEM_UNDONE10, // 46
DEM_TAKECHEAT, // 47 String: item to take, Word: quantity
DEM_ADDCONTROLLER, // 48 Player to add to the controller list.
DEM_DELCONTROLLER, // 49 Player to remove from the controller list.
DEM_KILLCLASSCHEAT, // 50 String: Class to kill.
DEM_UNDONE11, // 51
DEM_SUMMON2, // 52 String: Thing to fabricate, uint16_t: angle offset
DEM_SUMMONFRIEND2, // 53
DEM_SUMMONFOE2, // 54
DEM_ADDSLOTDEFAULT, // 55
DEM_ADDSLOT, // 56
DEM_SETSLOT, // 57
DEM_SUMMONMBF, // 58
DEM_CONVREPLY, // 59 Word: Dialogue node, Byte: Reply number
DEM_CONVCLOSE, // 60
DEM_CONVNULL, // 61
DEM_RUNSPECIAL, // 62 Word: Special number, Byte: Arg count, Ints: Args
DEM_SETPITCHLIMIT, // 63 Byte: Up limit, Byte: Down limit (in degrees)
DEM_ADVANCEINTER, // 64 Advance intermission screen state
DEM_RUNNAMEDSCRIPT, // 65 String: Script name, Byte: Arg count + Always flag; each arg is a 4-byte int
DEM_REVERTCAMERA, // 66
DEM_SETSLOTPNUM, // 67 Byte: player number, the rest is the same as DEM_SETSLOT
DEM_REMOVE, // 68
DEM_FINISHGAME, // 69
DEM_NETEVENT, // 70 String: Event name, Byte: Arg count; each arg is a 4-byte int
DEM_MDK, // 71 String: Damage type
DEM_SETINV, // 72 SetInventory
DEM_ENDSCREENJOB,
DEM_ZSC_CMD, // 74 String: Command, Word: Byte size of command
DEM_CHANGESKILL, // 75 Int: Skill
DEM_KICK, // 76 Byte: Player number
};
// The following are implemented by cht_DoCheat in m_cheat.cpp
enum ECheatCommand
{
CHT_GOD,
CHT_NOCLIP,
CHT_NOTARGET,
CHT_CHAINSAW,
CHT_IDKFA,
CHT_IDFA,
CHT_BEHOLDV,
CHT_BEHOLDS,
CHT_BEHOLDI,
CHT_BEHOLDR,
CHT_BEHOLDA,
CHT_BEHOLDL,
CHT_PUMPUPI,
CHT_PUMPUPM,
CHT_PUMPUPT,
CHT_PUMPUPH,
CHT_PUMPUPP,
CHT_PUMPUPS,
CHT_IDDQD, // Same as CHT_GOD, but sets health
CHT_MASSACRE,
CHT_CHASECAM,
CHT_FLY,
CHT_MORPH,
CHT_POWER,
CHT_HEALTH,
CHT_KEYS,
CHT_TAKEWEAPS,
CHT_NOWUDIE,
CHT_ALLARTI,
CHT_PUZZLE,
CHT_MDK, // Kill actor player is aiming at
CHT_ANUBIS,
CHT_NOVELOCITY,
CHT_DONNYTRUMP,
CHT_LEGO,
CHT_RESSURECT, // [GRB]
CHT_CLEARFROZENPROPS,
CHT_FREEZE,
CHT_GIMMIEA,
CHT_GIMMIEB,
CHT_GIMMIEC,
CHT_GIMMIED,
CHT_GIMMIEE,
CHT_GIMMIEF,
CHT_GIMMIEG,
CHT_GIMMIEH,
CHT_GIMMIEI,
CHT_GIMMIEJ,
CHT_GIMMIEZ,
CHT_BUDDHA,
CHT_NOCLIP2,
CHT_BUDDHA2,
CHT_GOD2,
CHT_MASSACRE2
};
void StartChunk (int id, uint8_t **stream);
void FinishChunk (uint8_t **stream);
void SkipChunk (uint8_t **stream);
// Returns the number of bytes written to the stream
int UnpackUserCmd(usercmd_t& ucmd, const usercmd_t* basis, uint8_t*& stream);
int PackUserCmd(const usercmd_t& ucmd, const usercmd_t* basis, uint8_t*& stream);
int WriteUserCmdMessage(const usercmd_t& ucmd, const usercmd_t *basis, uint8_t*& stream);
int SkipUserCmdMessage(uint8_t*& stream);
int ReadUserCmdMessage(uint8_t*& stream, int player, int tic);
void RunPlayerCommands(int player, int tic);
uint8_t ReadInt8 (uint8_t **stream);
int16_t ReadInt16 (uint8_t **stream);
int32_t ReadInt32 (uint8_t **stream);
int64_t ReadInt64(uint8_t** stream);
float ReadFloat (uint8_t **stream);
double ReadDouble(uint8_t** stream);
char *ReadString (uint8_t **stream);
const char *ReadStringConst(uint8_t **stream);
void WriteInt8 (uint8_t val, uint8_t **stream);
void WriteInt16 (int16_t val, uint8_t **stream);
void WriteInt32 (int32_t val, uint8_t **stream);
void WriteInt64(int64_t val, uint8_t** stream);
void WriteFloat (float val, uint8_t **stream);
void WriteDouble(double val, uint8_t** stream);
void WriteString (const char *string, uint8_t **stream);
#endif //__D_PROTOCOL_H__