171 lines
6.6 KiB
C++
171 lines
6.6 KiB
C++
//-----------------------------------------------------------------------------
|
|
//
|
|
// Copyright 1993-1996 id Software
|
|
// Copyright 1999-2016 Randy Heit
|
|
// Copyright 2002-2016 Christoph Oelckers
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, either version 3 of the License, or
|
|
// (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU General Public License
|
|
// along with this program. If not, see http://www.gnu.org/licenses/
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// DESCRIPTION:
|
|
// Networking stuff.
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
|
|
|
|
#ifndef __D_NET__
|
|
#define __D_NET__
|
|
|
|
#include "doomtype.h"
|
|
#include "doomdef.h"
|
|
#include "d_protocol.h"
|
|
#include "i_net.h"
|
|
#include <queue>
|
|
|
|
uint64_t I_msTime();
|
|
|
|
enum EChatType
|
|
{
|
|
CHAT_DISABLED,
|
|
CHAT_TEAM_ONLY,
|
|
CHAT_GLOBAL,
|
|
};
|
|
|
|
enum EClientFlags
|
|
{
|
|
CF_NONE = 0,
|
|
CF_QUIT = 1, // If in packet server mode, this client sent an exit command and needs to be disconnected.
|
|
CF_MISSING_SEQ = 1 << 1, // If a sequence was missed/out of order, ask this client to send back over their info.
|
|
CF_RETRANSMIT_SEQ = 1 << 2, // If set, this client needs command data resent to them.
|
|
CF_MISSING_CON = 1 << 3, // If a consistency was missed/out of order, ask this client to send back over their info.
|
|
CF_RETRANSMIT_CON = 1 << 4, // If set, this client needs consistency data resent to them.
|
|
CF_UPDATED = 1 << 5, // Got an updated packet from this client.
|
|
|
|
CF_RETRANSMIT = CF_RETRANSMIT_CON | CF_RETRANSMIT_SEQ,
|
|
CF_MISSING = CF_MISSING_CON | CF_MISSING_SEQ,
|
|
};
|
|
|
|
class FDynamicBuffer
|
|
{
|
|
public:
|
|
FDynamicBuffer();
|
|
~FDynamicBuffer();
|
|
|
|
void SetData(const uint8_t* data, int len);
|
|
uint8_t* GetData(int* len = nullptr);
|
|
TArrayView<uint8_t> GetTArrayView();
|
|
|
|
private:
|
|
uint8_t* m_Data;
|
|
int m_Len, m_BufferLen;
|
|
};
|
|
|
|
// New packet structure:
|
|
//
|
|
// One byte for the net command flags.
|
|
// Four bytes for the last sequence we got from that client.
|
|
// Four bytes for the last consistency we got from that client.
|
|
// If NCMD_QUITTERS set, one byte for the number of players followed by one byte for each player's consolenum. Packet server mode only.
|
|
// One byte for the number of players.
|
|
// One byte for the number of tics.
|
|
// If > 0, four bytes for the base sequence being worked from.
|
|
// One byte for the number of world tics ran.
|
|
// If > 0, four bytes for the base consistency being worked from.
|
|
// If in packet server mode and from the host, one byte for how far ahead of the host we are.
|
|
// For each player:
|
|
// One byte for the player number.
|
|
// If in packet server mode and from the host, two bytes for the latency to the host.
|
|
// For each consistency:
|
|
// One byte for the delta from the base consistency.
|
|
// Two bytes for each consistency.
|
|
// For each tic:
|
|
// One byte for the delta from the base sequence.
|
|
// The remaining command and event data for that player.
|
|
struct FClientNetState
|
|
{
|
|
// Networked client data.
|
|
struct FNetTic {
|
|
FDynamicBuffer Data;
|
|
usercmd_t Command;
|
|
} Tics[BACKUPTICS] = {};
|
|
|
|
// Local information about client.
|
|
uint8_t CurrentLatency = 0u; // Current latency id the client is on. If the one the client sends back is > this, update RecvTime and mark a new SentTime.
|
|
bool bNewLatency = true; // If the sequence was bumped, the next latency packet sent out should record the send time.
|
|
uint16_t AverageLatency = 0u; // Calculate the average latency every second or so, that way it doesn't give huge variance in the scoreboard.
|
|
uint64_t SentTime[MAXSENDTICS] = {}; // Timestamp for when we sent out the packet to this client.
|
|
uint64_t RecvTime[MAXSENDTICS] = {}; // Timestamp for when the client acknowledged our last packet. If in packet server mode, this is the server's delta.
|
|
|
|
int Flags = 0; // State of this client.
|
|
|
|
uint8_t StabilityBuffer = 0u; // If in packet-server mode, account for if the client is trying to stabilize when measuring their performance.
|
|
uint8_t ResendID = 0u; // Make sure that if the retransmit happened on a wait barrier, it can be properly resent back over.
|
|
int ResendSequenceFrom = -1; // If >= 0, send from this sequence up to the most recent one, capped to MAXSENDTICS.
|
|
int SequenceAck = -1; // The last sequence the client reported from us.
|
|
int CurrentSequence = -1; // The last sequence we've gotten from this client.
|
|
|
|
// Every packet includes consistencies for tics that client ran. When
|
|
// a world tic is ran, the local client will store all the consistencies
|
|
// of the clients in their LocalConsistency. Then the consistencies will
|
|
// be checked against retroactively as they come in.
|
|
int ResendConsistencyFrom = -1; // If >= 0, send from this consistency up to the most recent one, capped to MAXSENDTICS.
|
|
int ConsistencyAck = -1; // Last consistency the client reported from us.
|
|
int LastVerifiedConsistency = -1; // Last consistency we checked from this client. If < CurrentNetConsistency, run through them.
|
|
int CurrentNetConsistency = -1; // Last consistency we got from this client.
|
|
int16_t NetConsistency[BACKUPTICS] = {}; // Consistencies we got from this client.
|
|
int16_t LocalConsistency[BACKUPTICS] = {}; // Local consistency of the client to check against.
|
|
};
|
|
|
|
// Create any new ticcmds and broadcast to other players.
|
|
void NetUpdate(int tics);
|
|
|
|
// Broadcasts special packets to other players
|
|
// to notify of game exit
|
|
void D_QuitNetGame (void);
|
|
|
|
//? how many ticks to run?
|
|
void TryRunTics(int forceRunTics = 0);
|
|
|
|
// [RH] Functions for making and using special "ticcmds"
|
|
void Net_NewClientTic();
|
|
void Net_Initialize();
|
|
void Net_WriteInt8(uint8_t);
|
|
void Net_WriteInt16(int16_t);
|
|
void Net_WriteInt32(int32_t);
|
|
void Net_WriteInt64(int64_t);
|
|
void Net_WriteFloat(float);
|
|
void Net_WriteDouble(double);
|
|
void Net_WriteString(const char *);
|
|
void Net_WriteBytes(const uint8_t *, int len);
|
|
|
|
void Net_DoCommand(int cmd, TArrayView<uint8_t>& stream, int player);
|
|
void Net_SkipCommand(int cmd, TArrayView<uint8_t>& stream);
|
|
|
|
bool Net_CheckCutsceneReady();
|
|
void Net_AdvanceCutscene();
|
|
void Net_ResetCommands(bool midTic);
|
|
void Net_SetWaiting();
|
|
void Net_ClearBuffers();
|
|
|
|
// Netgame stuff (buffers and pointers, i.e. indices).
|
|
|
|
extern usercmd_t LocalCmds[LOCALCMDTICS];
|
|
extern int ClientTic;
|
|
extern FClientNetState ClientStates[MAXPLAYERS];
|
|
|
|
class player_t;
|
|
class DObject;
|
|
|
|
#endif
|