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net_client.c
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net_client.c
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//
// Copyright(C) 2005-2014 Simon Howard
//
// 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 2
// 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.
//
// Network client code
//
#include <ctype.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "config.h"
#include "deh_main.h"
#include "deh_str.h"
#include "doomtype.h"
#include "i_system.h"
#include "i_timer.h"
#include "m_argv.h"
#include "m_config.h"
#include "m_fixed.h"
#include "m_misc.h"
#include "net_client.h"
#include "net_common.h"
#include "net_defs.h"
#include "net_gui.h"
#include "net_io.h"
#include "net_packet.h"
#include "net_petname.h"
#include "net_query.h"
#include "net_server.h"
#include "net_structrw.h"
#include "w_checksum.h"
#include "w_wad.h"
extern void D_ReceiveTic(ticcmd_t *ticcmds, boolean *playeringame);
typedef enum {
// waiting for the game to launch
CLIENT_STATE_WAITING_LAUNCH,
// waiting for the game to start
CLIENT_STATE_WAITING_START,
// in game
CLIENT_STATE_IN_GAME,
} net_clientstate_t;
// Type of structure used in the receive window
typedef struct {
// Whether this tic has been received yet
boolean active;
// Last time we sent a resend request for this tic
unsigned int resend_time;
// Tic data from server
net_full_ticcmd_t cmd;
} net_server_recv_t;
// Type of structure used in the send window
typedef struct {
// Whether this slot is active yet
boolean active;
// The tic number
unsigned int seq;
// Time the command was generated
unsigned int time;
// Ticcmd diff
net_ticdiff_t cmd;
} net_server_send_t;
extern fixed_t offsetms;
static net_connection_t client_connection;
static net_clientstate_t client_state;
static net_addr_t *server_addr;
static net_context_t *client_context;
// game settings, as received from the server when the game started
static net_gamesettings_t settings;
// Why did the server reject us?
char *net_client_reject_reason = NULL;
// true if the client code is in use
boolean net_client_connected;
// true if we have received waiting data from the server,
// and the wait data that was received.
boolean net_client_received_wait_data;
net_waitdata_t net_client_wait_data;
// Waiting at the initial wait screen for the game to be launched?
boolean net_waiting_for_launch = false;
// Name that we send to the server
char *net_player_name = NULL;
// Connected but not participating in the game (observer)
boolean drone = false;
// The last ticcmd constructed
static ticcmd_t last_ticcmd;
// Buffer of ticcmd diffs being sent to the server
static net_server_send_t send_queue[BACKUPTICS];
// Receive window
static ticcmd_t recvwindow_cmd_base[NET_MAXPLAYERS];
static int recvwindow_start;
static net_server_recv_t recvwindow[BACKUPTICS];
// Whether we need to send an acknowledgement and
// when gamedata was last received.
static boolean need_to_acknowledge;
static unsigned int gamedata_recv_time;
// The latency (time between when we sent our command and we got all
// the other players' commands from the server) for the last tic we
// received. We include this latency in tics we send to the server so
// that they can adjust to us.
static int last_latency;
// Hash checksums of our wad directory and dehacked data.
sha1_digest_t net_local_wad_sha1sum;
sha1_digest_t net_local_deh_sha1sum;
// Are we playing with the freedoom IWAD?
unsigned int net_local_is_freedoom;
#define NET_CL_ExpandTicNum(b) NET_ExpandTicNum(recvwindow_start, (b))
// Called when we become disconnected from the server
static void NET_CL_Disconnected(void) { D_ReceiveTic(NULL, NULL); }
// Called when a packet is received from the server containing game
// data. This updates the clock synchronization variable (offsetms)
// using a PID filter that keeps client clocks in sync.
static void UpdateClockSync(unsigned int seq, unsigned int remote_latency)
{
static int last_error, cumul_error;
int latency, error;
if (seq == send_queue[seq % BACKUPTICS].seq) {
latency = I_GetTimeMS() - send_queue[seq % BACKUPTICS].time;
}
else if (seq > send_queue[seq % BACKUPTICS].seq) {
// We have received the ticcmd from the server before we have
// even sent ours
latency = 0;
}
else {
return;
}
// PID filter. These are manually trained parameters.
#define KP 0.1
#define KI 0.01
#define KD 0.02
// How does our latency compare to the worst other player?
error = latency - remote_latency;
cumul_error += error;
offsetms = KP * (FRACUNIT * error) - KI * (FRACUNIT * cumul_error) + (KD * FRACUNIT) * (last_error - error);
last_error = error;
last_latency = latency;
NET_Log("client: latency %d, remote %d -> offset=%dms, cumul_error=%d", latency, remote_latency,
offsetms / FRACUNIT, cumul_error);
}
// Expand a net_full_ticcmd_t, applying the diffs in cmd->cmds as
// patches against recvwindow_cmd_base. Place the results into
// the d_net.c structures (netcmds/nettics) and save the new ticcmd
// back into recvwindow_cmd_base.
static void NET_CL_ExpandFullTiccmd(net_full_ticcmd_t *cmd, unsigned int seq, ticcmd_t *ticcmds)
{
int i;
// Expand tic diffs for all players
for (i = 0; i < NET_MAXPLAYERS; ++i) {
if (i == settings.consoleplayer && !drone) {
continue;
}
if (cmd->playeringame[i]) {
net_ticdiff_t *diff;
diff = &cmd->cmds[i];
// Use the ticcmd diff to patch the previous ticcmd to
// the new ticcmd
NET_TiccmdPatch(&recvwindow_cmd_base[i], diff, &ticcmds[i]);
// Store a copy for next time
recvwindow_cmd_base[i] = ticcmds[i];
}
}
}
// Advance the receive window
static void NET_CL_AdvanceWindow(void)
{
ticcmd_t ticcmds[NET_MAXPLAYERS];
while (recvwindow[0].active) {
// Expand tic diff data into d_net.c structures
NET_CL_ExpandFullTiccmd(&recvwindow[0].cmd, recvwindow_start, ticcmds);
D_ReceiveTic(ticcmds, recvwindow[0].cmd.playeringame);
// Advance the window
memmove(recvwindow, recvwindow + 1, sizeof(net_server_recv_t) * (BACKUPTICS - 1));
memset(&recvwindow[BACKUPTICS - 1], 0, sizeof(net_server_recv_t));
++recvwindow_start;
NET_Log("client: advanced receive window to %d", recvwindow_start);
}
}
// Shut down the client code, etc. Invoked after a disconnect.
static void NET_CL_Shutdown(void)
{
if (net_client_connected) {
net_client_connected = false;
NET_ReleaseAddress(server_addr);
// Shut down network module, etc. To do.
}
}
void NET_CL_LaunchGame(void) { NET_Conn_NewReliable(&client_connection, NET_PACKET_TYPE_LAUNCH); }
void NET_CL_StartGame(net_gamesettings_t *settings)
{
net_packet_t *packet;
// Start from a ticcmd of all zeros
memset(&last_ticcmd, 0, sizeof(ticcmd_t));
// Send packet
packet = NET_Conn_NewReliable(&client_connection, NET_PACKET_TYPE_GAMESTART);
NET_WriteSettings(packet, settings);
}
static void NET_CL_SendGameDataACK(void)
{
net_packet_t *packet;
packet = NET_NewPacket(10);
NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA_ACK);
NET_WriteInt8(packet, recvwindow_start & 0xff);
NET_Conn_SendPacket(&client_connection, packet);
NET_FreePacket(packet);
need_to_acknowledge = false;
}
static void NET_CL_SendTics(int start, int end)
{
net_packet_t *packet;
int i;
if (!net_client_connected) {
// Disconnected from server
return;
}
if (start < 0) start = 0;
// Build a new packet to send to the server
packet = NET_NewPacket(512);
NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA);
// Write the start tic and number of tics. Send only the low byte
// of start - it can be inferred by the server.
NET_WriteInt8(packet, recvwindow_start & 0xff);
NET_WriteInt8(packet, start & 0xff);
NET_WriteInt8(packet, end - start + 1);
// Add the tics.
for (i = start; i <= end; ++i) {
net_server_send_t *sendobj;
sendobj = &send_queue[i % BACKUPTICS];
NET_WriteInt16(packet, last_latency);
NET_WriteTiccmdDiff(packet, &sendobj->cmd, settings.lowres_turn);
}
// Send the packet
NET_Conn_SendPacket(&client_connection, packet);
// All done!
NET_FreePacket(packet);
// Acknowledgement has been sent as part of the packet
need_to_acknowledge = false;
}
// Add a new ticcmd to the send queue
void NET_CL_SendTiccmd(ticcmd_t *ticcmd, int maketic)
{
net_ticdiff_t diff;
net_server_send_t *sendobj;
int starttic, endtic;
// Calculate the difference to the last ticcmd
NET_TiccmdDiff(&last_ticcmd, ticcmd, &diff);
// Store in the send queue
sendobj = &send_queue[maketic % BACKUPTICS];
sendobj->active = true;
sendobj->seq = maketic;
sendobj->time = I_GetTimeMS();
sendobj->cmd = diff;
last_ticcmd = *ticcmd;
// Send to server.
starttic = maketic - settings.extratics;
endtic = maketic;
if (starttic < 0) starttic = 0;
NET_Log("client: generated tic %d, sending %d-%d", maketic, starttic, endtic);
NET_CL_SendTics(starttic, endtic);
}
// Parse a SYN packet received back from the server indicating a successful
// connection attempt.
static void NET_CL_ParseSYN(net_packet_t *packet)
{
net_protocol_t protocol;
char *server_version;
NET_Log("client: processing SYN response");
server_version = NET_ReadSafeString(packet);
if (server_version == NULL) {
NET_Log("client: error: failed to read server version");
return;
}
protocol = NET_ReadProtocol(packet);
if (protocol == NET_PROTOCOL_UNKNOWN) {
NET_Log("client: error: can't find a common protocol");
return;
}
// We are now successfully connected.
NET_Log("client: connected to server");
client_connection.state = NET_CONN_STATE_CONNECTED;
client_connection.protocol = protocol;
// Even though we have negotiated a compatible protocol, the game may still
// desync. Chocolate Doom's philosophy makes this unlikely, but if we're
// playing with a forked version, or even against a different version that
// fixes a compatibility issue, we may still have problems.
if (strcmp(server_version, PACKAGE_STRING) != 0) {
fprintf(stderr,
"NET_CL_ParseSYN: This is '%s', but the server is "
"'%s'. It is possible that this mismatch may cause the game "
"to desync.\n",
PACKAGE_STRING, server_version);
}
}
static void SetRejectReason(const char *s)
{
free(net_client_reject_reason);
if (s != NULL) {
net_client_reject_reason = strdup(s);
}
else {
net_client_reject_reason = NULL;
}
}
static void NET_CL_ParseReject(net_packet_t *packet)
{
char *msg;
msg = NET_ReadSafeString(packet);
if (msg == NULL) {
return;
}
if (client_connection.state == NET_CONN_STATE_CONNECTING) {
client_connection.state = NET_CONN_STATE_DISCONNECTED;
client_connection.disconnect_reason = NET_DISCONNECT_REMOTE;
SetRejectReason(msg);
}
}
// data received while we are waiting for the game to start
static void NET_CL_ParseWaitingData(net_packet_t *packet)
{
net_waitdata_t wait_data;
if (!NET_ReadWaitData(packet, &wait_data)) {
// Invalid packet?
return;
}
if (wait_data.num_players > wait_data.max_players || wait_data.ready_players > wait_data.num_players ||
wait_data.max_players > NET_MAXPLAYERS) {
// insane data
return;
}
if ((wait_data.consoleplayer >= 0 && drone) || (wait_data.consoleplayer < 0 && !drone) ||
(wait_data.consoleplayer >= wait_data.num_players)) {
// Invalid player number
return;
}
memcpy(&net_client_wait_data, &wait_data, sizeof(net_waitdata_t));
net_client_received_wait_data = true;
}
static void NET_CL_ParseLaunch(net_packet_t *packet)
{
unsigned int num_players;
NET_Log("client: processing launch packet");
if (client_state != CLIENT_STATE_WAITING_LAUNCH) {
NET_Log("client: error: not in waiting launch state, client_state=%d", client_state);
return;
}
// The launch packet contains the number of players that will be
// in the game when it starts, so that we can do the startup
// progress indicator (the wait data is unreliable).
if (!NET_ReadInt8(packet, &num_players)) {
NET_Log("client: error: failed to read number of players");
return;
}
net_client_wait_data.num_players = num_players;
client_state = CLIENT_STATE_WAITING_START;
NET_Log("client: now waiting for game start");
}
static void NET_CL_ParseGameStart(net_packet_t *packet)
{
NET_Log("client: processing game start packet");
if (!NET_ReadSettings(packet, &settings)) {
NET_Log("client: error: failed to read settings");
return;
}
if (client_state != CLIENT_STATE_WAITING_START) {
NET_Log("client: error: not in waiting start state, client_state=%d", client_state);
return;
}
if (settings.num_players > NET_MAXPLAYERS || settings.consoleplayer >= (signed int)settings.num_players) {
// insane values
NET_Log("client: error: bad settings, num_players=%d, consoleplayer=%d", settings.num_players,
settings.consoleplayer);
return;
}
if ((drone && settings.consoleplayer >= 0) || (!drone && settings.consoleplayer < 0)) {
// Invalid player number: must be positive for real players,
// negative for drones
NET_Log("client: error: mismatch: drone=%d, consoleplayer=%d", drone, settings.consoleplayer);
return;
}
NET_Log("client: beginning game state");
client_state = CLIENT_STATE_IN_GAME;
// Clear the receive window
memset(recvwindow, 0, sizeof(recvwindow));
recvwindow_start = 0;
memset(&recvwindow_cmd_base, 0, sizeof(recvwindow_cmd_base));
// Clear the send queue
memset(&send_queue, 0x00, sizeof(send_queue));
}
static void NET_CL_SendResendRequest(int start, int end)
{
net_packet_t *packet;
unsigned int nowtime;
int i;
// printf("CL: Send resend %i-%i\n", start, end);
packet = NET_NewPacket(64);
NET_WriteInt16(packet, NET_PACKET_TYPE_GAMEDATA_RESEND);
NET_WriteInt32(packet, start);
NET_WriteInt8(packet, end - start + 1);
NET_Conn_SendPacket(&client_connection, packet);
NET_FreePacket(packet);
nowtime = I_GetTimeMS();
// Save the time we sent the resend request
for (i = start; i <= end; ++i) {
int index;
index = i - recvwindow_start;
if (index < 0 || index >= BACKUPTICS) continue;
recvwindow[index].resend_time = nowtime;
}
}
// Check for expired resend requests
static void NET_CL_CheckResends(void)
{
int i;
int resend_start, resend_end;
unsigned int nowtime;
boolean maybe_deadlocked;
nowtime = I_GetTimeMS();
maybe_deadlocked = nowtime - gamedata_recv_time > 1000;
resend_start = -1;
resend_end = -1;
for (i = 0; i < BACKUPTICS; ++i) {
net_server_recv_t *recvobj;
boolean need_resend;
recvobj = &recvwindow[i];
// if need_resend is true, this tic needs another retransmit
// request (300ms timeout)
need_resend = !recvobj->active && recvobj->resend_time != 0 && nowtime > recvobj->resend_time + 300;
// if no game data has been received in a long time, we may be in
// a deadlock scenario where tics from the server have been lost, so
// we've stopped generating any more, so the server isn't sending us
// any, so we don't get any to trigger a resend request. So force the
// first few tics in the receive window to be requested.
if (i == 0 && !recvobj->active && recvobj->resend_time == 0 && maybe_deadlocked) {
need_resend = true;
}
if (need_resend) {
// Start a new run of resend tics?
if (resend_start < 0) {
resend_start = i;
}
resend_end = i;
}
else if (resend_start >= 0) {
// End of a run of resend tics
NET_Log("client: resend request timed out for %d-%d (%d)", recvwindow_start + resend_start,
recvwindow_start + resend_end, recvwindow[resend_start].resend_time);
NET_CL_SendResendRequest(recvwindow_start + resend_start, recvwindow_start + resend_end);
resend_start = -1;
}
}
if (resend_start >= 0) {
NET_Log("client: resend request timed out for %d-%d (%d)", recvwindow_start + resend_start,
recvwindow_start + resend_end, recvwindow[resend_start].resend_time);
NET_CL_SendResendRequest(recvwindow_start + resend_start, recvwindow_start + resend_end);
}
// We have received some data from the server and not acknowledged
// it yet. Normally this gets acknowledged when we send our game
// data, but if the client is a drone we need to do this.
if (need_to_acknowledge && nowtime - gamedata_recv_time > 200) {
NET_Log("client: no game data received since %d: triggering ack", gamedata_recv_time);
NET_CL_SendGameDataACK();
}
}
// Parsing of NET_PACKET_TYPE_GAMEDATA packets
// (packets containing the actual ticcmd data)
static void NET_CL_ParseGameData(net_packet_t *packet)
{
net_server_recv_t *recvobj;
unsigned int seq, num_tics;
unsigned int nowtime;
int resend_start, resend_end;
size_t i;
int index;
NET_Log("client: processing game data packet");
// Read header
if (!NET_ReadInt8(packet, &seq) || !NET_ReadInt8(packet, &num_tics)) {
NET_Log("client: error: failed to read header");
return;
}
nowtime = I_GetTimeMS();
// Whatever happens, we now need to send an acknowledgement of our
// current receive point.
if (!need_to_acknowledge) {
need_to_acknowledge = true;
gamedata_recv_time = nowtime;
}
// Expand byte value into the full tic number
seq = NET_CL_ExpandTicNum(seq);
NET_Log("client: got game data, seq=%d, num_tics=%d", seq, num_tics);
for (i = 0; i < num_tics; ++i) {
net_full_ticcmd_t cmd;
index = seq - recvwindow_start + i;
if (!NET_ReadFullTiccmd(packet, &cmd, settings.lowres_turn)) {
NET_Log("client: error: failed to read ticcmd %d", i);
return;
}
if (index < 0 || index >= BACKUPTICS) {
// Out of range of the recv window
continue;
}
// Store in the receive window
recvobj = &recvwindow[index];
recvobj->active = true;
recvobj->cmd = cmd;
NET_Log("client: stored tic %d in receive window", seq + i);
// If a packet is lost or arrives out of order, we might get
// the tic in the next packet instead (because of extratic).
// If that's the case then the latency for receiving that tic
// now will be bogus. So we only use the last tic in the packet
// to trigger a clock sync update.
if (i == num_tics - 1) {
UpdateClockSync(seq + i, cmd.latency);
}
}
// Has this been received out of sequence, ie. have we not received
// all tics before the first tic in this packet? If so, send a
// resend request.
// printf("CL: %p: %i\n", client, seq);
resend_end = seq - recvwindow_start;
if (resend_end <= 0) return;
if (resend_end >= BACKUPTICS) resend_end = BACKUPTICS - 1;
index = resend_end - 1;
resend_start = resend_end;
while (index >= 0) {
recvobj = &recvwindow[index];
if (recvobj->active) {
// ended our run of unreceived tics
break;
}
if (recvobj->resend_time != 0) {
// Already sent a resend request for this tic
break;
}
resend_start = index;
--index;
}
// Possibly send a resend request
if (resend_start < resend_end) {
NET_Log("client: request resend for %d-%d before %d", recvwindow_start + resend_start,
recvwindow_start + resend_end - 1, seq);
NET_CL_SendResendRequest(recvwindow_start + resend_start, recvwindow_start + resend_end - 1);
}
}
// Parse a resend request from the server due to a dropped packet
static void NET_CL_ParseResendRequest(net_packet_t *packet)
{
static unsigned int start;
static unsigned int end;
static unsigned int num_tics;
NET_Log("client: processing resend request");
if (drone) {
// Drones don't send gamedata.
NET_Log("client: error: resend request but we're a drone?");
return;
}
if (!NET_ReadInt32(packet, &start) || !NET_ReadInt8(packet, &num_tics)) {
NET_Log("client: error: couldn't read start and num_tics");
return;
}
end = start + num_tics - 1;
// printf("requested resend %i-%i .. ", start, end);
NET_Log("client: resend request: start=%d, num_tics=%d", start, num_tics);
// Check we have the tics being requested. If not, reduce the
// window of tics to only what we have.
while (start <= end && (!send_queue[start % BACKUPTICS].active || send_queue[start % BACKUPTICS].seq != start)) {
++start;
}
while (start <= end && (!send_queue[end % BACKUPTICS].active || send_queue[end % BACKUPTICS].seq != end)) {
--end;
}
// Resend those tics
if (start <= end) {
NET_Log("client: resending %d-%d", start, end);
NET_CL_SendTics(start, end);
}
else {
NET_Log("client: don't have the tics to resend");
}
}
// Console message that the server wants the client to print
static void NET_CL_ParseConsoleMessage(net_packet_t *packet)
{
char *msg;
msg = NET_ReadSafeString(packet);
if (msg == NULL) {
return;
}
printf("Message from server:\n%s\n", msg);
}
// parse a received packet
static void NET_CL_ParsePacket(net_packet_t *packet)
{
unsigned int packet_type;
if (!NET_ReadInt16(packet, &packet_type)) {
return;
}
NET_Log("client: packet from server, type %d", packet_type & ~NET_RELIABLE_PACKET);
NET_LogPacket(packet);
if (NET_Conn_Packet(&client_connection, packet, &packet_type)) {
// Packet eaten by the common connection code
}
else {
switch (packet_type) {
case NET_PACKET_TYPE_SYN:
NET_CL_ParseSYN(packet);
break;
case NET_PACKET_TYPE_REJECTED:
NET_CL_ParseReject(packet);
break;
case NET_PACKET_TYPE_WAITING_DATA:
NET_CL_ParseWaitingData(packet);
break;
case NET_PACKET_TYPE_LAUNCH:
NET_CL_ParseLaunch(packet);
break;
case NET_PACKET_TYPE_GAMESTART:
NET_CL_ParseGameStart(packet);
break;
case NET_PACKET_TYPE_GAMEDATA:
NET_CL_ParseGameData(packet);
break;
case NET_PACKET_TYPE_GAMEDATA_RESEND:
NET_CL_ParseResendRequest(packet);
break;
case NET_PACKET_TYPE_CONSOLE_MESSAGE:
NET_CL_ParseConsoleMessage(packet);
break;
default:
printf("client: unknown packet type %d\n", packet_type);
break;
}
}
}
// "Run" the client code: check for new packets, send packets as
// needed
void NET_CL_Run(void)
{
net_addr_t *addr;
net_packet_t *packet;
if (!net_client_connected) {
return;
}
while (NET_RecvPacket(client_context, &addr, &packet)) {
// only accept packets from the server
if (addr == server_addr) {
NET_CL_ParsePacket(packet);
}
NET_FreePacket(packet);
NET_ReleaseAddress(addr);
}
// Run the common connection code to send any packets as needed
NET_Conn_Run(&client_connection);
if (client_connection.state == NET_CONN_STATE_DISCONNECTED ||
client_connection.state == NET_CONN_STATE_DISCONNECTED_SLEEP) {
NET_CL_Disconnected();
NET_CL_Shutdown();
}
net_waiting_for_launch =
client_connection.state == NET_CONN_STATE_CONNECTED && client_state == CLIENT_STATE_WAITING_LAUNCH;
if (client_state == CLIENT_STATE_IN_GAME) {
// Possibly advance the receive window
NET_CL_AdvanceWindow();
// Check if our resend requests have timed out
NET_CL_CheckResends();
}
}
static void NET_CL_SendSYN(net_connect_data_t *data)
{
net_packet_t *packet;
NET_Log("client: sending SYN");
packet = NET_NewPacket(10);
NET_WriteInt16(packet, NET_PACKET_TYPE_SYN);
NET_WriteInt32(packet, NET_MAGIC_NUMBER);
NET_WriteString(packet, PACKAGE_STRING);
NET_WriteProtocolList(packet);
NET_WriteConnectData(packet, data);
NET_WriteString(packet, net_player_name);
NET_Conn_SendPacket(&client_connection, packet);
NET_FreePacket(packet);
}
// Connect to a server
boolean NET_CL_Connect(net_addr_t *addr, net_connect_data_t *data)
{
int start_time;
int last_send_time;
boolean sent_hole_punch;
server_addr = addr;
NET_ReferenceAddress(addr);
memcpy(net_local_wad_sha1sum, data->wad_sha1sum, sizeof(sha1_digest_t));
memcpy(net_local_deh_sha1sum, data->deh_sha1sum, sizeof(sha1_digest_t));
net_local_is_freedoom = data->is_freedoom;
// create a new network I/O context and add just the necessary module
client_context = NET_NewContext();
// initialize module for client mode
if (!addr->module->InitClient()) {
SetRejectReason("Failed to initialize client module");
return false;
}
NET_AddModule(client_context, addr->module);
net_client_connected = true;
net_client_received_wait_data = false;
sent_hole_punch = false;
NET_Conn_InitClient(&client_connection, addr, NET_PROTOCOL_UNKNOWN);
// try to connect
start_time = I_GetTimeMS();
last_send_time = -1;
SetRejectReason("Unknown reason");
while (client_connection.state == NET_CONN_STATE_CONNECTING) {
int nowtime = I_GetTimeMS();
// Send a SYN packet every second.
if (nowtime - last_send_time > 1000 || last_send_time < 0) {
NET_CL_SendSYN(data);
last_send_time = nowtime;
}
// time out after 120 seconds