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