diff --git a/src/netcode/d_clisrv.c b/src/netcode/d_clisrv.c index 506de8c0289aea37e50f429c6f4a80dc7bff6d8d..1658856b68f965df310d2ef6a056e325e332a3e1 100644 --- a/src/netcode/d_clisrv.c +++ b/src/netcode/d_clisrv.c @@ -83,6 +83,7 @@ UINT8 playernode[MAXPLAYERS]; UINT16 pingmeasurecount = 1; UINT32 realpingtable[MAXPLAYERS]; //the base table of ping where an average will be sent to everyone. UINT32 playerpingtable[MAXPLAYERS]; //table of player latency values. +static INT32 pingtimeout[MAXPLAYERS]; tic_t servermaxping = 800; // server's max ping. Defaults to 800 tic_t maketic; @@ -120,137 +121,6 @@ void ResetNode(INT32 node) netnodes[node].player2 = -1; } -// -// CL_ClearPlayer -// -// Clears the player data so that a future client can use this slot -// -void CL_ClearPlayer(INT32 playernum) -{ - if (players[playernum].mo) - P_RemoveMobj(players[playernum].mo); - memset(&players[playernum], 0, sizeof (player_t)); - memset(playeraddress[playernum], 0, sizeof(*playeraddress)); -} - -static void UnlinkPlayerFromNode(INT32 playernum) -{ - INT32 node = playernode[playernum]; - - if (node == UINT8_MAX) - return; - - playernode[playernum] = UINT8_MAX; - - netnodes[node].numplayers--; - if (netnodes[node].numplayers <= 0) - { - netnodes[node].ingame = false; - Net_CloseConnection(node); - ResetNode(node); - } -} - -// If in a special stage, redistribute the player's -// spheres across the remaining players. -// I feel like this shouldn't even be in this file at all, but well. -static void RedistributeSpecialStageSpheres(INT32 playernum) -{ - if (!G_IsSpecialStage(gamemap) || D_NumPlayers() <= 1) - return; - - INT32 count = D_NumPlayers() - 1; - INT32 spheres = players[playernum].spheres; - INT32 rings = players[playernum].rings; - - while (spheres || rings) - { - INT32 sincrement = max(spheres / count, 1); - INT32 rincrement = max(rings / count, 1); - - INT32 i, n; - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i] || i == playernum) - continue; - - n = min(spheres, sincrement); - P_GivePlayerSpheres(&players[i], n); - spheres -= n; - - n = min(rings, rincrement); - P_GivePlayerRings(&players[i], n); - rings -= n; - } - } -} - -// -// CL_RemovePlayer -// -// Removes a player from the current game -// -void CL_RemovePlayer(INT32 playernum, kickreason_t reason) -{ - // Sanity check: exceptional cases (i.e. c-fails) can cause multiple - // kick commands to be issued for the same player. - if (!playeringame[playernum]) - return; - - if (server) - UnlinkPlayerFromNode(playernum); - - if (gametyperules & GTR_TEAMFLAGS) - P_PlayerFlagBurst(&players[playernum], false); // Don't take the flag with you! - - RedistributeSpecialStageSpheres(playernum); - - LUA_HookPlayerQuit(&players[playernum], reason); // Lua hook for player quitting - - // don't look through someone's view who isn't there - if (playernum == displayplayer) - { - // Call ViewpointSwitch hooks here. - // The viewpoint was forcibly changed. - LUA_HookViewpointSwitch(&players[consoleplayer], &players[consoleplayer], true); - displayplayer = consoleplayer; - } - - // Reset player data - CL_ClearPlayer(playernum); - - // remove avatar of player - playeringame[playernum] = false; - while (!playeringame[doomcom->numslots-1] && doomcom->numslots > 1) - doomcom->numslots--; - - // Reset the name - sprintf(player_names[playernum], "Player %d", playernum+1); - - player_name_changes[playernum] = 0; - - if (IsPlayerAdmin(playernum)) - { - RemoveAdminPlayer(playernum); // don't stay admin after you're gone - } - - LUA_InvalidatePlayer(&players[playernum]); - - if (G_TagGametype()) //Check if you still have a game. Location flexible. =P - P_CheckSurvivors(); - else if (gametyperules & GTR_RACE) - P_CheckRacers(); -} - -void CL_HandleTimeout(void) -{ - LUA_HookBool(false, HOOK(GameQuit)); - D_QuitNetGame(); - CL_Reset(); - D_StartTitle(); - M_StartMessage(M_GetText("Server Timeout\n\nPress Esc\n"), NULL, MM_NOTHING); -} - void CL_Reset(void) { if (metalrecording) @@ -290,93 +160,241 @@ void CL_Reset(void) // D_StartTitle should get done now, but the calling function will handle it } -SINT8 nametonum(const char *name) +// +// CL_ClearPlayer +// +// Clears the player data so that a future client can use this slot +// +void CL_ClearPlayer(INT32 playernum) { - INT32 playernum, i; - - if (!strcmp(name, "0")) - return 0; - - playernum = (SINT8)atoi(name); - - if (playernum < 0 || playernum >= MAXPLAYERS) - return -1; - - if (playernum) - { - if (playeringame[playernum]) - return (SINT8)playernum; - else - return -1; - } - - for (i = 0; i < MAXPLAYERS; i++) - if (playeringame[i] && !stricmp(player_names[i], name)) - return (SINT8)i; - - CONS_Printf(M_GetText("There is no player named \"%s\"\n"), name); - - return -1; + if (players[playernum].mo) + P_RemoveMobj(players[playernum].mo); + memset(&players[playernum], 0, sizeof (player_t)); + memset(playeraddress[playernum], 0, sizeof(*playeraddress)); } -static void Got_KickCmd(UINT8 **p, INT32 playernum) +// Xcmd XD_ADDPLAYER +static void Got_AddPlayer(UINT8 **p, INT32 playernum) { - INT32 pnum, msg; - char buf[3 + MAX_REASONLENGTH]; - char *reason = buf; - kickreason_t kickreason = KR_KICK; - boolean keepbody; - - pnum = READUINT8(*p); - msg = READUINT8(*p); - keepbody = (msg & KICK_MSG_KEEP_BODY) != 0; - msg &= ~KICK_MSG_KEEP_BODY; + INT16 node, newplayernum; + boolean splitscreenplayer; + boolean rejoined; + player_t *newplayer; - if (pnum == serverplayer && IsPlayerAdmin(playernum)) + if (playernum != serverplayer && !IsPlayerAdmin(playernum)) { - CONS_Printf(M_GetText("Server is being shut down remotely. Goodbye!\n")); - + // protect against hacked/buggy client + CONS_Alert(CONS_WARNING, M_GetText("Illegal add player command received from %s\n"), player_names[playernum]); if (server) - COM_BufAddText("quit\n"); - + SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY); return; } - // Is playernum authorized to make this kick? - if (playernum != serverplayer && !IsPlayerAdmin(playernum) - && !(playernode[playernum] != UINT8_MAX && netnodes[playernode[playernum]].numplayers == 2 - && netnodes[playernode[playernum]].player2 == pnum)) + node = READUINT8(*p); + newplayernum = READUINT8(*p); + splitscreenplayer = newplayernum & 0x80; + newplayernum &= ~0x80; + + rejoined = playeringame[newplayernum]; + + if (!rejoined) { - // We received a kick command from someone who isn't the - // server or admin, and who isn't in splitscreen removing - // player 2. Thus, it must be someone with a modified - // binary, trying to kick someone but without having - // authorization. + // Clear player before joining, lest some things get set incorrectly + // HACK: don't do this for splitscreen, it relies on preset values + if (!splitscreen && !botingame) + CL_ClearPlayer(newplayernum); + playeringame[newplayernum] = true; + G_AddPlayer(newplayernum); + if (newplayernum+1 > doomcom->numslots) + doomcom->numslots = (INT16)(newplayernum+1); - // We deal with this by changing the kick reason to - // "consistency failure" and kicking the offending user - // instead. + if (server && I_GetNodeAddress) + { + const char *address = I_GetNodeAddress(node); + char *port = NULL; + if (address) // MI: fix msvcrt.dll!_mbscat crash? + { + strcpy(playeraddress[newplayernum], address); + port = strchr(playeraddress[newplayernum], ':'); + if (port) + *port = '\0'; + } + } + } - // Note: Splitscreen in netgames is broken because of - // this. Only the server has any idea of which players - // are using splitscreen on the same computer, so - // clients cannot always determine if a kick is - // legitimate. + newplayer = &players[newplayernum]; - CONS_Alert(CONS_WARNING, M_GetText("Illegal kick command received from %s for player %d\n"), player_names[playernum], pnum); + newplayer->jointime = 0; + newplayer->quittime = 0; - // In debug, print a longer message with more details. - // TODO Callum: Should we translate this? -/* - CONS_Debug(DBG_NETPLAY, - "So, you must be asking, why is this an illegal kick?\n" - "Well, let's take a look at the facts, shall we?\n" - "\n" - "playernum (this is the guy who did it), he's %d.\n" - "pnum (the guy he's trying to kick) is %d.\n" - "playernum's node is %d.\n" - "That node has %d players.\n" - "Player 2 on that node is %d.\n" + READSTRINGN(*p, player_names[newplayernum], MAXPLAYERNAME); + + // the server is creating my player + if (node == mynode) + { + playernode[newplayernum] = 0; // for information only + if (!splitscreenplayer) + { + consoleplayer = newplayernum; + displayplayer = newplayernum; + secondarydisplayplayer = newplayernum; + DEBFILE("spawning me\n"); + ticcmd_oldangleturn[0] = newplayer->oldrelangleturn; + } + else + { + secondarydisplayplayer = newplayernum; + DEBFILE("spawning my brother\n"); + if (botingame) + newplayer->bot = 1; + ticcmd_oldangleturn[1] = newplayer->oldrelangleturn; + } + P_ForceLocalAngle(newplayer, (angle_t)(newplayer->angleturn << 16)); + D_SendPlayerConfig(); + addedtogame = true; + + if (rejoined) + { + if (newplayer->mo) + { + newplayer->viewheight = 41*newplayer->height/48; + + if (newplayer->mo->eflags & MFE_VERTICALFLIP) + newplayer->viewz = newplayer->mo->z + newplayer->mo->height - newplayer->viewheight; + else + newplayer->viewz = newplayer->mo->z + newplayer->viewheight; + } + + // wake up the status bar + ST_Start(); + // wake up the heads up text + HU_Start(); + + if (camera.chase && !splitscreenplayer) + P_ResetCamera(newplayer, &camera); + if (camera2.chase && splitscreenplayer) + P_ResetCamera(newplayer, &camera2); + } + } + + if (netgame) + { + char joinmsg[256]; + + if (rejoined) + strcpy(joinmsg, M_GetText("\x82*%s has rejoined the game (player %d)")); + else + strcpy(joinmsg, M_GetText("\x82*%s has joined the game (player %d)")); + strcpy(joinmsg, va(joinmsg, player_names[newplayernum], newplayernum)); + + // Merge join notification + IP to avoid clogging console/chat + if (server && cv_showjoinaddress.value && I_GetNodeAddress) + { + const char *address = I_GetNodeAddress(node); + if (address) + strcat(joinmsg, va(" (%s)", address)); + } + + HU_AddChatText(joinmsg, false); + } + + if (server && multiplayer && motd[0] != '\0') + COM_BufAddText(va("sayto %d %s\n", newplayernum, motd)); + + if (!rejoined) + LUA_HookInt(newplayernum, HOOK(PlayerJoin)); +} + +static void UnlinkPlayerFromNode(INT32 playernum) +{ + INT32 node = playernode[playernum]; + + if (node == UINT8_MAX) + return; + + playernode[playernum] = UINT8_MAX; + + netnodes[node].numplayers--; + if (netnodes[node].numplayers <= 0) + { + netnodes[node].ingame = false; + Net_CloseConnection(node); + ResetNode(node); + } +} + +static void PT_ClientQuit(SINT8 node, INT32 netconsole) +{ + if (client) + return; + + if (netnodes[node].ingame && netconsole != -1 && playeringame[netconsole]) + SendKicksForNode(node, KICK_MSG_PLAYER_QUIT | KICK_MSG_KEEP_BODY); + + Net_CloseConnection(node); + netnodes[node].ingame = false; + netnodes[node].player = -1; + netnodes[node].player2 = -1; +} + +static void Got_KickCmd(UINT8 **p, INT32 playernum) +{ + INT32 pnum, msg; + char buf[3 + MAX_REASONLENGTH]; + char *reason = buf; + kickreason_t kickreason = KR_KICK; + boolean keepbody; + + pnum = READUINT8(*p); + msg = READUINT8(*p); + keepbody = (msg & KICK_MSG_KEEP_BODY) != 0; + msg &= ~KICK_MSG_KEEP_BODY; + + if (pnum == serverplayer && IsPlayerAdmin(playernum)) + { + CONS_Printf(M_GetText("Server is being shut down remotely. Goodbye!\n")); + + if (server) + COM_BufAddText("quit\n"); + + return; + } + + // Is playernum authorized to make this kick? + if (playernum != serverplayer && !IsPlayerAdmin(playernum) + && !(playernode[playernum] != UINT8_MAX && netnodes[playernode[playernum]].numplayers == 2 + && netnodes[playernode[playernum]].player2 == pnum)) + { + // We received a kick command from someone who isn't the + // server or admin, and who isn't in splitscreen removing + // player 2. Thus, it must be someone with a modified + // binary, trying to kick someone but without having + // authorization. + + // We deal with this by changing the kick reason to + // "consistency failure" and kicking the offending user + // instead. + + // Note: Splitscreen in netgames is broken because of + // this. Only the server has any idea of which players + // are using splitscreen on the same computer, so + // clients cannot always determine if a kick is + // legitimate. + + CONS_Alert(CONS_WARNING, M_GetText("Illegal kick command received from %s for player %d\n"), player_names[playernum], pnum); + + // In debug, print a longer message with more details. + // TODO Callum: Should we translate this? +/* + CONS_Debug(DBG_NETPLAY, + "So, you must be asking, why is this an illegal kick?\n" + "Well, let's take a look at the facts, shall we?\n" + "\n" + "playernum (this is the guy who did it), he's %d.\n" + "pnum (the guy he's trying to kick) is %d.\n" + "playernum's node is %d.\n" + "That node has %d players.\n" + "Player 2 on that node is %d.\n" "pnum's node is %d.\n" "That node has %d players.\n" "Player 2 on that node is %d.\n" @@ -510,116 +528,95 @@ static void Got_KickCmd(UINT8 **p, INT32 playernum) CL_RemovePlayer(pnum, kickreason); } -static void Got_AddPlayer(UINT8 **p, INT32 playernum); - -// called one time at init -void D_ClientServerInit(void) +// If in a special stage, redistribute the player's +// spheres across the remaining players. +// I feel like this shouldn't even be in this file at all, but well. +static void RedistributeSpecialStageSpheres(INT32 playernum) { - DEBFILE(va("- - -== SRB2 v%d.%.2d.%d "VERSIONSTRING" debugfile ==- - -\n", - VERSION/100, VERSION%100, SUBVERSION)); + if (!G_IsSpecialStage(gamemap) || D_NumPlayers() <= 1) + return; - COM_AddCommand("getplayernum", Command_GetPlayerNum); - COM_AddCommand("kick", Command_Kick); - COM_AddCommand("ban", Command_Ban); - COM_AddCommand("banip", Command_BanIP); - COM_AddCommand("clearbans", Command_ClearBans); - COM_AddCommand("showbanlist", Command_ShowBan); - COM_AddCommand("reloadbans", Command_ReloadBan); - COM_AddCommand("connect", Command_connect); - COM_AddCommand("nodes", Command_Nodes); - COM_AddCommand("resendgamestate", Command_ResendGamestate); -#ifdef PACKETDROP - COM_AddCommand("drop", Command_Drop); - COM_AddCommand("droprate", Command_Droprate); -#endif -#ifdef _DEBUG - COM_AddCommand("numnodes", Command_Numnodes); -#endif + INT32 count = D_NumPlayers() - 1; + INT32 spheres = players[playernum].spheres; + INT32 rings = players[playernum].rings; - RegisterNetXCmd(XD_KICK, Got_KickCmd); - RegisterNetXCmd(XD_ADDPLAYER, Got_AddPlayer); -#ifdef DUMPCONSISTENCY - CV_RegisterVar(&cv_dumpconsistency); -#endif - Ban_Load_File(false); + while (spheres || rings) + { + INT32 sincrement = max(spheres / count, 1); + INT32 rincrement = max(rings / count, 1); - gametic = 0; - localgametic = 0; + INT32 i, n; + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i] || i == playernum) + continue; - // do not send anything before the real begin - SV_StopServer(); - SV_ResetServer(); - if (dedicated) - SV_SpawnServer(); + n = min(spheres, sincrement); + P_GivePlayerSpheres(&players[i], n); + spheres -= n; + + n = min(rings, rincrement); + P_GivePlayerRings(&players[i], n); + rings -= n; + } + } } -void SV_ResetServer(void) +// +// CL_RemovePlayer +// +// Removes a player from the current game +// +void CL_RemovePlayer(INT32 playernum, kickreason_t reason) { - INT32 i; - - // +1 because this command will be executed in com_executebuffer in - // tryruntic so gametic will be incremented, anyway maketic > gametic - // is not an issue - - maketic = gametic + 1; - neededtic = maketic; - tictoclear = maketic; - - joindelay = 0; + // Sanity check: exceptional cases (i.e. c-fails) can cause multiple + // kick commands to be issued for the same player. + if (!playeringame[playernum]) + return; - for (i = 0; i < MAXNETNODES; i++) - ResetNode(i); + if (server) + UnlinkPlayerFromNode(playernum); - for (i = 0; i < MAXPLAYERS; i++) - { - LUA_InvalidatePlayer(&players[i]); - playeringame[i] = false; - playernode[i] = UINT8_MAX; - memset(playeraddress[i], 0, sizeof(*playeraddress)); - sprintf(player_names[i], "Player %d", i + 1); - adminplayers[i] = -1; // Populate the entire adminplayers array with -1. - } + if (gametyperules & GTR_TEAMFLAGS) + P_PlayerFlagBurst(&players[playernum], false); // Don't take the flag with you! - memset(player_name_changes, 0, sizeof player_name_changes); + RedistributeSpecialStageSpheres(playernum); - mynode = 0; - cl_packetmissed = false; - cl_redownloadinggamestate = false; + LUA_HookPlayerQuit(&players[playernum], reason); // Lua hook for player quitting - if (dedicated) + // don't look through someone's view who isn't there + if (playernum == displayplayer) { - netnodes[0].ingame = true; - serverplayer = 0; + // Call ViewpointSwitch hooks here. + // The viewpoint was forcibly changed. + LUA_HookViewpointSwitch(&players[consoleplayer], &players[consoleplayer], true); + displayplayer = consoleplayer; } - else - serverplayer = consoleplayer; - - if (server) - servernode = 0; - doomcom->numslots = 0; + // Reset player data + CL_ClearPlayer(playernum); - // clear server_context - memset(server_context, '-', 8); + // remove avatar of player + playeringame[playernum] = false; + while (!playeringame[doomcom->numslots-1] && doomcom->numslots > 1) + doomcom->numslots--; - CV_RevertNetVars(); + // Reset the name + sprintf(player_names[playernum], "Player %d", playernum+1); - DEBFILE("\n-=-=-=-=-=-=-= Server Reset =-=-=-=-=-=-=-\n\n"); -} + player_name_changes[playernum] = 0; -static inline void SV_GenContext(void) -{ - UINT8 i; - // generate server_context, as exactly 8 bytes of randomly mixed A-Z and a-z - // (hopefully M_Random is initialized!! if not this will be awfully silly!) - for (i = 0; i < 8; i++) + if (IsPlayerAdmin(playernum)) { - const char a = M_RandomKey(26*2); - if (a < 26) // uppercase - server_context[i] = 'A'+a; - else // lowercase - server_context[i] = 'a'+(a-26); + RemoveAdminPlayer(playernum); // don't stay admin after you're gone } + + LUA_InvalidatePlayer(&players[playernum]); + + if (G_TagGametype()) //Check if you still have a game. Location flexible. =P + P_CheckSurvivors(); + else if (gametyperules & GTR_RACE) + P_CheckRacers(); } // @@ -633,182 +630,59 @@ void D_QuitNetGame(void) I_UpdateMouseGrab(); if (!netgame || !netbuffer) - return; - - DEBFILE("===========================================================================\n" - " Quitting Game, closing connection\n" - "===========================================================================\n"); - - // abort send/receive of files - CloseNetFile(); - RemoveAllLuaFileTransfers(); - waitingforluafiletransfer = false; - waitingforluafilecommand = false; - - if (server) - { - INT32 i; - - netbuffer->packettype = PT_SERVERSHUTDOWN; - for (i = 0; i < MAXNETNODES; i++) - if (netnodes[i].ingame) - HSendPacket(i, true, 0, 0); -#ifdef MASTERSERVER - if (serverrunning && ms_RoomId > 0) - UnregisterServer(); -#endif - } - else if (servernode > 0 && servernode < MAXNETNODES && netnodes[(UINT8)servernode].ingame) - { - netbuffer->packettype = PT_CLIENTQUIT; - HSendPacket(servernode, true, 0, 0); - } - - D_CloseConnection(); - ClearAdminPlayers(); - - DEBFILE("===========================================================================\n" - " Log finish\n" - "===========================================================================\n"); -#ifdef DEBUGFILE - if (debugfile) - { - fclose(debugfile); - debugfile = NULL; - } -#endif -} - -// Xcmd XD_ADDPLAYER -static void Got_AddPlayer(UINT8 **p, INT32 playernum) -{ - INT16 node, newplayernum; - boolean splitscreenplayer; - boolean rejoined; - player_t *newplayer; - - if (playernum != serverplayer && !IsPlayerAdmin(playernum)) - { - // protect against hacked/buggy client - CONS_Alert(CONS_WARNING, M_GetText("Illegal add player command received from %s\n"), player_names[playernum]); - if (server) - SendKick(playernum, KICK_MSG_CON_FAIL | KICK_MSG_KEEP_BODY); - return; - } - - node = READUINT8(*p); - newplayernum = READUINT8(*p); - splitscreenplayer = newplayernum & 0x80; - newplayernum &= ~0x80; - - rejoined = playeringame[newplayernum]; - - if (!rejoined) - { - // Clear player before joining, lest some things get set incorrectly - // HACK: don't do this for splitscreen, it relies on preset values - if (!splitscreen && !botingame) - CL_ClearPlayer(newplayernum); - playeringame[newplayernum] = true; - G_AddPlayer(newplayernum); - if (newplayernum+1 > doomcom->numslots) - doomcom->numslots = (INT16)(newplayernum+1); - - if (server && I_GetNodeAddress) - { - const char *address = I_GetNodeAddress(node); - char *port = NULL; - if (address) // MI: fix msvcrt.dll!_mbscat crash? - { - strcpy(playeraddress[newplayernum], address); - port = strchr(playeraddress[newplayernum], ':'); - if (port) - *port = '\0'; - } - } - } - - newplayer = &players[newplayernum]; - - newplayer->jointime = 0; - newplayer->quittime = 0; - - READSTRINGN(*p, player_names[newplayernum], MAXPLAYERNAME); - - // the server is creating my player - if (node == mynode) - { - playernode[newplayernum] = 0; // for information only - if (!splitscreenplayer) - { - consoleplayer = newplayernum; - displayplayer = newplayernum; - secondarydisplayplayer = newplayernum; - DEBFILE("spawning me\n"); - ticcmd_oldangleturn[0] = newplayer->oldrelangleturn; - } - else - { - secondarydisplayplayer = newplayernum; - DEBFILE("spawning my brother\n"); - if (botingame) - newplayer->bot = 1; - ticcmd_oldangleturn[1] = newplayer->oldrelangleturn; - } - P_ForceLocalAngle(newplayer, (angle_t)(newplayer->angleturn << 16)); - D_SendPlayerConfig(); - addedtogame = true; - - if (rejoined) - { - if (newplayer->mo) - { - newplayer->viewheight = 41*newplayer->height/48; - - if (newplayer->mo->eflags & MFE_VERTICALFLIP) - newplayer->viewz = newplayer->mo->z + newplayer->mo->height - newplayer->viewheight; - else - newplayer->viewz = newplayer->mo->z + newplayer->viewheight; - } - - // wake up the status bar - ST_Start(); - // wake up the heads up text - HU_Start(); + return; - if (camera.chase && !splitscreenplayer) - P_ResetCamera(newplayer, &camera); - if (camera2.chase && splitscreenplayer) - P_ResetCamera(newplayer, &camera2); - } - } + DEBFILE("===========================================================================\n" + " Quitting Game, closing connection\n" + "===========================================================================\n"); - if (netgame) + // abort send/receive of files + CloseNetFile(); + RemoveAllLuaFileTransfers(); + waitingforluafiletransfer = false; + waitingforluafilecommand = false; + + if (server) { - char joinmsg[256]; + INT32 i; - if (rejoined) - strcpy(joinmsg, M_GetText("\x82*%s has rejoined the game (player %d)")); - else - strcpy(joinmsg, M_GetText("\x82*%s has joined the game (player %d)")); - strcpy(joinmsg, va(joinmsg, player_names[newplayernum], newplayernum)); + netbuffer->packettype = PT_SERVERSHUTDOWN; + for (i = 0; i < MAXNETNODES; i++) + if (netnodes[i].ingame) + HSendPacket(i, true, 0, 0); +#ifdef MASTERSERVER + if (serverrunning && ms_RoomId > 0) + UnregisterServer(); +#endif + } + else if (servernode > 0 && servernode < MAXNETNODES && netnodes[(UINT8)servernode].ingame) + { + netbuffer->packettype = PT_CLIENTQUIT; + HSendPacket(servernode, true, 0, 0); + } - // Merge join notification + IP to avoid clogging console/chat - if (server && cv_showjoinaddress.value && I_GetNodeAddress) - { - const char *address = I_GetNodeAddress(node); - if (address) - strcat(joinmsg, va(" (%s)", address)); - } + D_CloseConnection(); + ClearAdminPlayers(); - HU_AddChatText(joinmsg, false); + DEBFILE("===========================================================================\n" + " Log finish\n" + "===========================================================================\n"); +#ifdef DEBUGFILE + if (debugfile) + { + fclose(debugfile); + debugfile = NULL; } +#endif +} - if (server && multiplayer && motd[0] != '\0') - COM_BufAddText(va("sayto %d %s\n", newplayernum, motd)); - - if (!rejoined) - LUA_HookInt(newplayernum, HOOK(PlayerJoin)); +void CL_HandleTimeout(void) +{ + LUA_HookBool(false, HOOK(GameQuit)); + D_QuitNetGame(); + CL_Reset(); + D_StartTitle(); + M_StartMessage(M_GetText("Server Timeout\n\nPress Esc\n"), NULL, MM_NOTHING); } void CL_AddSplitscreenPlayer(void) @@ -825,10 +699,73 @@ void CL_RemoveSplitscreenPlayer(void) SendKick(secondarydisplayplayer, KICK_MSG_PLAYER_QUIT); } -// is there a game running -boolean Playing(void) +void SV_ResetServer(void) { - return (server && serverrunning) || (client && cl_mode == CL_CONNECTED); + INT32 i; + + // +1 because this command will be executed in com_executebuffer in + // tryruntic so gametic will be incremented, anyway maketic > gametic + // is not an issue + + maketic = gametic + 1; + neededtic = maketic; + tictoclear = maketic; + + joindelay = 0; + + for (i = 0; i < MAXNETNODES; i++) + ResetNode(i); + + for (i = 0; i < MAXPLAYERS; i++) + { + LUA_InvalidatePlayer(&players[i]); + playeringame[i] = false; + playernode[i] = UINT8_MAX; + memset(playeraddress[i], 0, sizeof(*playeraddress)); + sprintf(player_names[i], "Player %d", i + 1); + adminplayers[i] = -1; // Populate the entire adminplayers array with -1. + } + + memset(player_name_changes, 0, sizeof player_name_changes); + + mynode = 0; + cl_packetmissed = false; + cl_redownloadinggamestate = false; + + if (dedicated) + { + netnodes[0].ingame = true; + serverplayer = 0; + } + else + serverplayer = consoleplayer; + + if (server) + servernode = 0; + + doomcom->numslots = 0; + + // clear server_context + memset(server_context, '-', 8); + + CV_RevertNetVars(); + + DEBFILE("\n-=-=-=-=-=-=-= Server Reset =-=-=-=-=-=-=-\n\n"); +} + +static inline void SV_GenContext(void) +{ + UINT8 i; + // generate server_context, as exactly 8 bytes of randomly mixed A-Z and a-z + // (hopefully M_Random is initialized!! if not this will be awfully silly!) + for (i = 0; i < 8; i++) + { + const char a = M_RandomKey(26*2); + if (a < 26) // uppercase + server_context[i] = 'A'+a; + else // lowercase + server_context[i] = 'a'+(a-26); + } } void SV_SpawnServer(void) @@ -860,6 +797,21 @@ void SV_SpawnServer(void) } } +// called at singleplayer start and stopdemo +void SV_StartSinglePlayerServer(void) +{ + server = true; + netgame = false; + multiplayer = false; + G_SetGametype(GT_COOP); + + // no more tic the game with this settings! + SV_StopServer(); + + if (splitscreen) + multiplayer = true; +} + void SV_StopServer(void) { tic_t i; @@ -881,21 +833,6 @@ void SV_StopServer(void) serverrunning = false; } -// called at singleplayer start and stopdemo -void SV_StartSinglePlayerServer(void) -{ - server = true; - netgame = false; - multiplayer = false; - G_SetGametype(GT_COOP); - - // no more tic the game with this settings! - SV_StopServer(); - - if (splitscreen) - multiplayer = true; -} - /** Called when a PT_SERVERSHUTDOWN packet is received * * \param node The packet sender (should be the server) @@ -933,45 +870,119 @@ static void PT_Login(SINT8 node, INT32 netconsole) return; } - // Do the final pass to compare with the sent md5 - D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", netconsole), &finalmd5); - - if (!memcmp(netbuffer->u.md5sum, finalmd5, 16)) + // Do the final pass to compare with the sent md5 + D_MD5PasswordPass(adminpassmd5, 16, va("PNUM%02d", netconsole), &finalmd5); + + if (!memcmp(netbuffer->u.md5sum, finalmd5, 16)) + { + CONS_Printf(M_GetText("%s passed authentication.\n"), player_names[netconsole]); + COM_BufInsertText(va("promote %d\n", netconsole)); // do this immediately + } + else + CONS_Printf(M_GetText("Password from %s failed.\n"), player_names[netconsole]); +#else + (void)netconsole; +#endif +} + +static void PT_AskLuaFile(SINT8 node) +{ + if (server && luafiletransfers && luafiletransfers->nodestatus[node] == LFTNS_ASKED) + AddLuaFileToSendQueue(node, luafiletransfers->realfilename); +} + +static void PT_HasLuaFile(SINT8 node) +{ + if (server && luafiletransfers && luafiletransfers->nodestatus[node] == LFTNS_SENDING) + SV_HandleLuaFileSent(node); +} + +static void PT_SendingLuaFile(SINT8 node) +{ + (void)node; + + if (client) + CL_PrepareDownloadLuaFile(); +} + +/* +Ping Update except better: +We call this once per second and check for people's pings. If their ping happens to be too high, we increment some timer and kick them out. +If they're not lagging, decrement the timer by 1. Of course, reset all of this if they leave. +*/ + +static inline void PingUpdate(void) +{ + INT32 i; + boolean laggers[MAXPLAYERS]; + UINT8 numlaggers = 0; + memset(laggers, 0, sizeof(boolean) * MAXPLAYERS); + + netbuffer->packettype = PT_PING; + + //check for ping limit breakage. + if (cv_maxping.value) + { + for (i = 1; i < MAXPLAYERS; i++) + { + if (playeringame[i] && !players[i].quittime + && (realpingtable[i] / pingmeasurecount > (unsigned)cv_maxping.value)) + { + if (players[i].jointime > 30 * TICRATE) + laggers[i] = true; + numlaggers++; + } + else + pingtimeout[i] = 0; + } + + //kick lagging players... unless everyone but the server's ping sucks. + //in that case, it is probably the server's fault. + if (numlaggers < D_NumPlayers() - 1) + { + for (i = 1; i < MAXPLAYERS; i++) + { + if (playeringame[i] && laggers[i]) + { + pingtimeout[i]++; + // ok your net has been bad for too long, you deserve to die. + if (pingtimeout[i] > cv_pingtimeout.value) + { + pingtimeout[i] = 0; + SendKick(i, KICK_MSG_PING_HIGH | KICK_MSG_KEEP_BODY); + } + } + /* + you aren't lagging, + but you aren't free yet. + In case you'll keep spiking, + we just make the timer go back down. (Very unstable net must still get kicked). + */ + else + pingtimeout[i] = (pingtimeout[i] == 0 ? 0 : pingtimeout[i]-1); + } + } + } + + //make the ping packet and clear server data for next one + for (i = 0; i < MAXPLAYERS; i++) { - CONS_Printf(M_GetText("%s passed authentication.\n"), player_names[netconsole]); - COM_BufInsertText(va("promote %d\n", netconsole)); // do this immediately + netbuffer->u.pingtable[i] = realpingtable[i] / pingmeasurecount; + //server takes a snapshot of the real ping for display. + //otherwise, pings fluctuate a lot and would be odd to look at. + playerpingtable[i] = realpingtable[i] / pingmeasurecount; + realpingtable[i] = 0; //Reset each as we go. } - else - CONS_Printf(M_GetText("Password from %s failed.\n"), player_names[netconsole]); -#else - (void)netconsole; -#endif -} - -static void PT_ClientQuit(SINT8 node, INT32 netconsole) -{ - if (client) - return; - if (netnodes[node].ingame && netconsole != -1 && playeringame[netconsole]) - SendKicksForNode(node, KICK_MSG_PLAYER_QUIT | KICK_MSG_KEEP_BODY); - - Net_CloseConnection(node); - netnodes[node].ingame = false; - netnodes[node].player = -1; - netnodes[node].player2 = -1; -} + // send the server's maxping as last element of our ping table. This is useful to let us know when we're about to get kicked. + netbuffer->u.pingtable[MAXPLAYERS] = cv_maxping.value; -static void PT_AskLuaFile(SINT8 node) -{ - if (server && luafiletransfers && luafiletransfers->nodestatus[node] == LFTNS_ASKED) - AddLuaFileToSendQueue(node, luafiletransfers->realfilename); -} + //send out our ping packets + for (i = 0; i < MAXNETNODES; i++) + if (netnodes[i].ingame) + HSendPacket(i, true, 0, sizeof(INT32) * (MAXPLAYERS+1)); -static void PT_HasLuaFile(SINT8 node) -{ - if (server && luafiletransfers && luafiletransfers->nodestatus[node] == LFTNS_SENDING) - SV_HandleLuaFileSent(node); + pingmeasurecount = 1; //Reset count } static void PT_Ping(SINT8 node, INT32 netconsole) @@ -997,14 +1008,6 @@ static void PT_Ping(SINT8 node, INT32 netconsole) } } -static void PT_SendingLuaFile(SINT8 node) -{ - (void)node; - - if (client) - CL_PrepareDownloadLuaFile(); -} - /** Handles a packet received from a node that isn't in game * * \param node The packet sender @@ -1124,120 +1127,6 @@ void GetPackets(void) } } -// -// NetUpdate -// Builds ticcmds for console player, -// sends out a packet -// -// no more use random generator, because at very first tic isn't yet synchronized -// Note: It is called consistAncy on purpose. -// -INT16 Consistancy(void) -{ - INT32 i; - UINT32 ret = 0; -#ifdef MOBJCONSISTANCY - thinker_t *th; - mobj_t *mo; -#endif - - DEBFILE(va("TIC %u ", gametic)); - - for (i = 0; i < MAXPLAYERS; i++) - { - if (!playeringame[i]) - ret ^= 0xCCCC; - else if (!players[i].mo); - else - { - ret += players[i].mo->x; - ret -= players[i].mo->y; - ret += players[i].powers[pw_shield]; - ret *= i+1; - } - } - // I give up - // Coop desynching enemies is painful - if (!G_PlatformGametype()) - ret += P_GetRandSeed(); - -#ifdef MOBJCONSISTANCY - if (gamestate == GS_LEVEL) - { - for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) - { - if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) - continue; - - mo = (mobj_t *)th; - - if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN | MF_STICKY)) - { - ret -= mo->type; - ret += mo->x; - ret -= mo->y; - ret += mo->z; - ret -= mo->momx; - ret += mo->momy; - ret -= mo->momz; - ret += mo->angle; - ret -= mo->flags; - ret += mo->flags2; - ret -= mo->eflags; - if (mo->target) - { - ret += mo->target->type; - ret -= mo->target->x; - ret += mo->target->y; - ret -= mo->target->z; - ret += mo->target->momx; - ret -= mo->target->momy; - ret += mo->target->momz; - ret -= mo->target->angle; - ret += mo->target->flags; - ret -= mo->target->flags2; - ret += mo->target->eflags; - ret -= mo->target->state - states; - ret += mo->target->tics; - ret -= mo->target->sprite; - ret += mo->target->frame; - } - else - ret ^= 0x3333; - if (mo->tracer && mo->tracer->type != MT_OVERLAY) - { - ret += mo->tracer->type; - ret -= mo->tracer->x; - ret += mo->tracer->y; - ret -= mo->tracer->z; - ret += mo->tracer->momx; - ret -= mo->tracer->momy; - ret += mo->tracer->momz; - ret -= mo->tracer->angle; - ret += mo->tracer->flags; - ret -= mo->tracer->flags2; - ret += mo->tracer->eflags; - ret -= mo->tracer->state - states; - ret += mo->tracer->tics; - ret -= mo->tracer->sprite; - ret += mo->tracer->frame; - } - else - ret ^= 0xAAAA; - ret -= mo->state - states; - ret += mo->tics; - ret -= mo->sprite; - ret += mo->frame; - } - } - } -#endif - - DEBFILE(va("Consistancy = %u\n", (ret & 0xFFFF))); - - return (INT16)(ret & 0xFFFF); -} - boolean TryRunTics(tic_t realtics) { // the machine has lagged but it is not so bad @@ -1291,126 +1180,44 @@ boolean TryRunTics(tic_t realtics) if (timedemo_quit) COM_ImmedExecute("quit"); else - D_StartTitle(); - } - else - // run the count * tics - while (neededtic > gametic) - { - boolean update_stats = !(paused || P_AutoPause()); - - DEBFILE(va("============ Running tic %d (local %d)\n", gametic, localgametic)); - - if (update_stats) - PS_START_TIMING(ps_tictime); - - G_Ticker((gametic % NEWTICRATERATIO) == 0); - ExtraDataTicker(); - gametic++; - consistancy[gametic%BACKUPTICS] = Consistancy(); - - if (update_stats) - { - PS_STOP_TIMING(ps_tictime); - PS_UpdateTickStats(); - } - - // Leave a certain amount of tics present in the net buffer as long as we've ran at least one tic this frame. - if (client && gamestate == GS_LEVEL && leveltime > 3 && neededtic <= gametic + cv_netticbuffer.value) - break; - } - - return true; - } - else - { - if (realtics) - hu_stopped = true; - - return false; - } -} - -/* -Ping Update except better: -We call this once per second and check for people's pings. If their ping happens to be too high, we increment some timer and kick them out. -If they're not lagging, decrement the timer by 1. Of course, reset all of this if they leave. -*/ - -static INT32 pingtimeout[MAXPLAYERS]; - -static inline void PingUpdate(void) -{ - INT32 i; - boolean laggers[MAXPLAYERS]; - UINT8 numlaggers = 0; - memset(laggers, 0, sizeof(boolean) * MAXPLAYERS); - - netbuffer->packettype = PT_PING; - - //check for ping limit breakage. - if (cv_maxping.value) - { - for (i = 1; i < MAXPLAYERS; i++) - { - if (playeringame[i] && !players[i].quittime - && (realpingtable[i] / pingmeasurecount > (unsigned)cv_maxping.value)) - { - if (players[i].jointime > 30 * TICRATE) - laggers[i] = true; - numlaggers++; - } - else - pingtimeout[i] = 0; - } - - //kick lagging players... unless everyone but the server's ping sucks. - //in that case, it is probably the server's fault. - if (numlaggers < D_NumPlayers() - 1) - { - for (i = 1; i < MAXPLAYERS; i++) + D_StartTitle(); + } + else + // run the count * tics + while (neededtic > gametic) { - if (playeringame[i] && laggers[i]) + boolean update_stats = !(paused || P_AutoPause()); + + DEBFILE(va("============ Running tic %d (local %d)\n", gametic, localgametic)); + + if (update_stats) + PS_START_TIMING(ps_tictime); + + G_Ticker((gametic % NEWTICRATERATIO) == 0); + ExtraDataTicker(); + gametic++; + consistancy[gametic%BACKUPTICS] = Consistancy(); + + if (update_stats) { - pingtimeout[i]++; - // ok your net has been bad for too long, you deserve to die. - if (pingtimeout[i] > cv_pingtimeout.value) - { - pingtimeout[i] = 0; - SendKick(i, KICK_MSG_PING_HIGH | KICK_MSG_KEEP_BODY); - } + PS_STOP_TIMING(ps_tictime); + PS_UpdateTickStats(); } - /* - you aren't lagging, - but you aren't free yet. - In case you'll keep spiking, - we just make the timer go back down. (Very unstable net must still get kicked). - */ - else - pingtimeout[i] = (pingtimeout[i] == 0 ? 0 : pingtimeout[i]-1); + + // Leave a certain amount of tics present in the net buffer as long as we've ran at least one tic this frame. + if (client && gamestate == GS_LEVEL && leveltime > 3 && neededtic <= gametic + cv_netticbuffer.value) + break; } - } - } - //make the ping packet and clear server data for next one - for (i = 0; i < MAXPLAYERS; i++) - { - netbuffer->u.pingtable[i] = realpingtable[i] / pingmeasurecount; - //server takes a snapshot of the real ping for display. - //otherwise, pings fluctuate a lot and would be odd to look at. - playerpingtable[i] = realpingtable[i] / pingmeasurecount; - realpingtable[i] = 0; //Reset each as we go. + return true; } + else + { + if (realtics) + hu_stopped = true; - // send the server's maxping as last element of our ping table. This is useful to let us know when we're about to get kicked. - netbuffer->u.pingtable[MAXPLAYERS] = cv_maxping.value; - - //send out our ping packets - for (i = 0; i < MAXNETNODES; i++) - if (netnodes[i].ingame) - HSendPacket(i, true, 0, sizeof(INT32) * (MAXPLAYERS+1)); - - pingmeasurecount = 1; //Reset count + return false; + } } void NetUpdate(void) @@ -1537,6 +1344,82 @@ void NetUpdate(void) FileSendTicker(); } +// called one time at init +void D_ClientServerInit(void) +{ + DEBFILE(va("- - -== SRB2 v%d.%.2d.%d "VERSIONSTRING" debugfile ==- - -\n", + VERSION/100, VERSION%100, SUBVERSION)); + + COM_AddCommand("getplayernum", Command_GetPlayerNum); + COM_AddCommand("kick", Command_Kick); + COM_AddCommand("ban", Command_Ban); + COM_AddCommand("banip", Command_BanIP); + COM_AddCommand("clearbans", Command_ClearBans); + COM_AddCommand("showbanlist", Command_ShowBan); + COM_AddCommand("reloadbans", Command_ReloadBan); + COM_AddCommand("connect", Command_connect); + COM_AddCommand("nodes", Command_Nodes); + COM_AddCommand("resendgamestate", Command_ResendGamestate); +#ifdef PACKETDROP + COM_AddCommand("drop", Command_Drop); + COM_AddCommand("droprate", Command_Droprate); +#endif +#ifdef _DEBUG + COM_AddCommand("numnodes", Command_Numnodes); +#endif + + RegisterNetXCmd(XD_KICK, Got_KickCmd); + RegisterNetXCmd(XD_ADDPLAYER, Got_AddPlayer); +#ifdef DUMPCONSISTENCY + CV_RegisterVar(&cv_dumpconsistency); +#endif + Ban_Load_File(false); + + gametic = 0; + localgametic = 0; + + // do not send anything before the real begin + SV_StopServer(); + SV_ResetServer(); + if (dedicated) + SV_SpawnServer(); +} + +SINT8 nametonum(const char *name) +{ + INT32 playernum, i; + + if (!strcmp(name, "0")) + return 0; + + playernum = (SINT8)atoi(name); + + if (playernum < 0 || playernum >= MAXPLAYERS) + return -1; + + if (playernum) + { + if (playeringame[playernum]) + return (SINT8)playernum; + else + return -1; + } + + for (i = 0; i < MAXPLAYERS; i++) + if (playeringame[i] && !stricmp(player_names[i], name)) + return (SINT8)i; + + CONS_Printf(M_GetText("There is no player named \"%s\"\n"), name); + + return -1; +} + +// is there a game running +boolean Playing(void) +{ + return (server && serverrunning) || (client && cl_mode == CL_CONNECTED); +} + /** Returns the number of players playing. * \return Number of players. Can be zero if we're running a ::dedicated * server. @@ -1551,6 +1434,120 @@ INT32 D_NumPlayers(void) return num; } +// +// NetUpdate +// Builds ticcmds for console player, +// sends out a packet +// +// no more use random generator, because at very first tic isn't yet synchronized +// Note: It is called consistAncy on purpose. +// +INT16 Consistancy(void) +{ + INT32 i; + UINT32 ret = 0; +#ifdef MOBJCONSISTANCY + thinker_t *th; + mobj_t *mo; +#endif + + DEBFILE(va("TIC %u ", gametic)); + + for (i = 0; i < MAXPLAYERS; i++) + { + if (!playeringame[i]) + ret ^= 0xCCCC; + else if (!players[i].mo); + else + { + ret += players[i].mo->x; + ret -= players[i].mo->y; + ret += players[i].powers[pw_shield]; + ret *= i+1; + } + } + // I give up + // Coop desynching enemies is painful + if (!G_PlatformGametype()) + ret += P_GetRandSeed(); + +#ifdef MOBJCONSISTANCY + if (gamestate == GS_LEVEL) + { + for (th = thlist[THINK_MOBJ].next; th != &thlist[THINK_MOBJ]; th = th->next) + { + if (th->function.acp1 == (actionf_p1)P_RemoveThinkerDelayed) + continue; + + mo = (mobj_t *)th; + + if (mo->flags & (MF_SPECIAL | MF_SOLID | MF_PUSHABLE | MF_BOSS | MF_MISSILE | MF_SPRING | MF_MONITOR | MF_FIRE | MF_ENEMY | MF_PAIN | MF_STICKY)) + { + ret -= mo->type; + ret += mo->x; + ret -= mo->y; + ret += mo->z; + ret -= mo->momx; + ret += mo->momy; + ret -= mo->momz; + ret += mo->angle; + ret -= mo->flags; + ret += mo->flags2; + ret -= mo->eflags; + if (mo->target) + { + ret += mo->target->type; + ret -= mo->target->x; + ret += mo->target->y; + ret -= mo->target->z; + ret += mo->target->momx; + ret -= mo->target->momy; + ret += mo->target->momz; + ret -= mo->target->angle; + ret += mo->target->flags; + ret -= mo->target->flags2; + ret += mo->target->eflags; + ret -= mo->target->state - states; + ret += mo->target->tics; + ret -= mo->target->sprite; + ret += mo->target->frame; + } + else + ret ^= 0x3333; + if (mo->tracer && mo->tracer->type != MT_OVERLAY) + { + ret += mo->tracer->type; + ret -= mo->tracer->x; + ret += mo->tracer->y; + ret -= mo->tracer->z; + ret += mo->tracer->momx; + ret -= mo->tracer->momy; + ret += mo->tracer->momz; + ret -= mo->tracer->angle; + ret += mo->tracer->flags; + ret -= mo->tracer->flags2; + ret += mo->tracer->eflags; + ret -= mo->tracer->state - states; + ret += mo->tracer->tics; + ret -= mo->tracer->sprite; + ret += mo->tracer->frame; + } + else + ret ^= 0xAAAA; + ret -= mo->state - states; + ret += mo->tics; + ret -= mo->sprite; + ret += mo->frame; + } + } + } +#endif + + DEBFILE(va("Consistancy = %u\n", (ret & 0xFFFF))); + + return (INT16)(ret & 0xFFFF); +} + tic_t GetLag(INT32 node) { return gametic - netnodes[node].tic;