Merged from revision: 7757

Multiplayer Bugfix: Reverted the "endless interrupt bugfix" for the pure client, because it was not working correctly, and the server could not press ALT + E to give the turn back to the client, if stuck.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@7758 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
Wanne
2015-02-28 12:54:15 +00:00
parent 8bfb14e90a
commit deba6d7ac0
11 changed files with 141 additions and 62 deletions
+115 -51
View File
@@ -1946,68 +1946,127 @@ void send_interrupt (SOLDIERTYPE *pSoldier)
client->RPC("sendINTERRUPT",(const char*)&INT, (int)sizeof(INT_STRUCT)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void recieveINTERRUPT (RPCParameters *rpcParameters)
{
if (cGameType == MP_TYPE_COOP)
#ifdef INTERRUPT_MP_DEADLOCK_FIX
void recieveINTERRUPT (RPCParameters *rpcParameters)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if( INT->bTeam == netbTeam || is_server)//its for us or we are server and its for AI which we control
if (cGameType == MP_TYPE_COOP)
{
if(INT->bTeam == netbTeam)
{
//for me
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}
else
{
//for ai
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"starting ai" );
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
if( INT->bTeam == netbTeam || is_server)//its for us or we are server and its for AI which we control
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
if(INT->bTeam == netbTeam)
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
//for me
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}
else
{
//for ai
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"starting ai" );
AddTopMessage( COMPUTER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
if(INT->bTeam==netbTeam)//for us
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
if(INT->bTeam==netbTeam)//for us
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
//start interrupt turn //real interrupt code
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
// It is our team
else if(INT->bTeam == 0)
{
//it for us ! :)
if(INT->gubOutOfTurnPersons==0)//indicates finished interrupt maybe can just call end interrupt
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"old int finish" );
}
else //start our interrupt turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Recieved interrupt between %s and %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
//start interrupt turn //real interrupt code
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
// It is our team
else if(INT->bTeam == 0)
{
//it for us ! :)
if(INT->gubOutOfTurnPersons==0)//indicates finished interrupt maybe can just call end interrupt
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"old int finish" );
}
else //start our interrupt turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
}
}
else
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
if(INT->bTeam==netbTeam)//for us
{
INT->bTeam=0;
INT->ubID=INT->ubID - ubID_prefix;
for(int i=0; i <= INT->gubOutOfTurnPersons; i++)//this loop translates soldier id's from what they are in someone else's game to what they are locally
{
if((INT->gubOutOfTurnOrder[i] >= ubID_prefix) && (INT->gubOutOfTurnOrder[i] < (ubID_prefix+6)))
{
INT->gubOutOfTurnOrder[i]=INT->gubOutOfTurnOrder[i]-ubID_prefix;
}
}
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
}
// WANNE - MP: This seems to cause the HANG on AI interrupt where we have to press ALT + E on the server!
if( INT->bTeam != 0)//not for our team - hayden
{
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
pMerc->HaultSoldierFromSighting(TRUE);
FreezeInterfaceForEnemyTurn();
InitEnemyUIBar( 0, 0 );
fInterfacePanelDirty = DIRTYLEVEL2;
gTacticalStatus.fInterruptOccurred = TRUE;
//this needed to add details of who's interrupt it is - hayden
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt with %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );//was MPClientMessage[17], can be reconnected if text updated and translated
}
else
{
//it for us ! :)
if(INT->gubOutOfTurnPersons==0)//indicates finished interrupt maybe can just call end interrupt
{
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"old int finish" );
}
else //start our interrupt turn
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to you.", TeamNameStrings[pOpponent->bTeam] );//was MPClientMessage[37], can be reconnected if text updated and translated
SOLDIERTYPE* pSoldier = MercPtrs[ INT->ubID ];
ManSeesMan(pSoldier,pOpponent,pOpponent->sGridNo,pOpponent->pathing.bLevel,2,1);
StartInterrupt();
}
}
}
}
else
#else
void recieveINTERRUPT (RPCParameters *rpcParameters)
{
INT_STRUCT* INT = (INT_STRUCT*)rpcParameters->input;
SOLDIERTYPE* pOpponent = MercPtrs[ INT->Interrupted];
@@ -2027,13 +2086,16 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
memcpy(gubOutOfTurnOrder,INT->gubOutOfTurnOrder, sizeof(UINT8) * MAXMERCS);
gubOutOfTurnPersons = INT->gubOutOfTurnPersons;
AddTopMessage( PLAYER_INTERRUPT_MESSAGE, TeamTurnString[ INT->bTeam ] );
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Interrupt of %s awarded to %s.", TeamNameStrings[pOpponent->bTeam], TeamNameStrings[INT->bTeam] );
}
// WANNE - MP: This seems to cause the HANG on AI interrupt where we have to press ALT + E on the server!
if( INT->bTeam != 0)//not for our team - hayden
{
//stop moving merc who was interrupted and init UI bar
SOLDIERTYPE* pMerc = MercPtrs[ INT->ubID ];
pMerc->HaultSoldierFromSighting(TRUE);
@@ -2062,7 +2124,8 @@ void recieveINTERRUPT (RPCParameters *rpcParameters)
}
}
}
}
#endif
void intAI (SOLDIERTYPE *pSoldier )
{
@@ -4339,11 +4402,11 @@ void overide_turn (void)
CHAR16 Cmsg[255];
if (cMaxClients == 2)
swprintf(Cmsg, MPClientMessage[30], client_names[0], client_names[1],"<?>","<?>");
swprintf(Cmsg, MPClientMessage[30], client_names[1],"<?>","<?>");
else if (cMaxClients == 3)
swprintf(Cmsg, MPClientMessage[30], client_names[0], client_names[1],client_names[2],"<?>");
swprintf(Cmsg, MPClientMessage[30], client_names[1],client_names[2],"<?>");
else
swprintf(Cmsg, MPClientMessage[30], client_names[0], client_names[1],client_names[2],client_names[3]);
swprintf(Cmsg, MPClientMessage[30], client_names[1],client_names[2],client_names[3]);
SGPRect CenterRect = { 100 + xResOffset, 100 + yResOffset, SCREEN_WIDTH - 100 - xResOffset, 300 + yResOffset };
@@ -4360,7 +4423,8 @@ void turn_callback (UINT8 ubResult)
// Pressed '1'
if(ubResult ==1)
{
EndTurn( 0 );
// WANNE: Nothing should happen. Do not give the turn to the server!
//EndTurn( 0 );
}
else
{
+4
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@@ -148,6 +148,10 @@ extern char cServerName[30];
//OJW - 20081224
#define MAX_CONNECT_RETRIES 5
// WANNE: After some MP-Tests: It seems there are still problems with enemy interupt and if this define is enabled the ALT + E (give turn to client) does not work either. So I disabled this define for now ...
// WANNE: If this define is enabled, it hopefully fixes the "enemy AI got stuck on pure client interrupt". (this "fix" was added in revision 5623)
//#define INTERRUPT_MP_DEADLOCK_FIX
// WANNE: This features seems to work without any errors, so it is enabled :)
#define ENABLE_MP_FRIENDLY_PLAYERS_SHARE_SAME_FOV
+14 -3
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@@ -1199,7 +1199,14 @@ void EndInterrupt( BOOLEAN fMarkInterruptOccurred )
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt of AI by %s", TeamNameStrings[npSoldier->bTeam]);
}
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn//else// pure client awarding interrupt resume //its our turn
#ifdef INTERRUPT_MP_DEADLOCK_FIX
//its our turn//else// pure client awarding interrupt resume //its our turn
else if(gTacticalStatus.ubCurrentTeam == 0)
#else
// pure client awarding interrupt resume
else
#endif
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Continuing interrupt with %s", TeamNameStrings[npSoldier->bTeam]);//this can be simplified if above comment is implemented
//ClearIntList();
@@ -2298,8 +2305,12 @@ void DoneAddingToIntList( SOLDIERTYPE * pSoldier, BOOLEAN fChange, UINT8 ubInter
// INTERRUPT is calculated on the pure client
else if(gTacticalStatus.ubCurrentTeam == 0)//its our turn (we are moving)
{
/*if (cGameType == MP_TYPE_COOP)
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);*/
#ifdef INTERRUPT_MP_DEADLOCK_FIX
// Do nothing
#else
if (cGameType == MP_TYPE_COOP)
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, MPClientMessage[79]);
#endif
send_interrupt( npSoldier );
+1 -1
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@@ -6949,7 +6949,7 @@ STR16 MPClientMessage[] =
L"'%s' (客户端 %d - '%S') 已被 '%s' (客户端 %d - '%S' 杀死)",
L"踢出客户端 #%d - '%S'",
// 30
L"开始排序客户端号. #1: %S, #2: %S, #3: %S, #4: %S",
L"开始排序客户端号. #1: <取消>, #2: %S, #3: %S, #4: %S",
L"开始客户端 #%d",
L"请求即时模式...",
L"转回即时模式。",
+1 -1
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@@ -6953,7 +6953,7 @@ STR16 MPClientMessage[] =
L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S')",
L"Kicked client #%d - '%S'",
// 30
L"Start a new turn for the selected client. #1: %S, #2: %S, #3: %S, #4: %S",
L"Start a new turn for the selected client. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
L"Starting turn for client #%d",
L"Requesting for realtime...",
L"Switched back to realtime.",
+1 -1
View File
@@ -6947,7 +6947,7 @@ STR16 MPClientMessage[] =
L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S').",
L"Kicked client #%d - '%S'.",
// 30
L"Start a new turn for the selected client. #1: %S, #2: %S, #3: %S, #4: %S",
L"Start a new turn for the selected client. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
L"Starting turn for client #%d.",
L"Requesting for realtime...",
L"Switched back to realtime.",
+1 -1
View File
@@ -6951,7 +6951,7 @@ STR16 MPClientMessage[] =
L"'%s' (client %d - '%S') a été tué par '%s' (client %d - '%S')",
L"Client kické #%d - '%S'",
// 30
L"Début de manche pour les numéros de clients : #1 - '%S' | #2 - '%S' | #3 - '%S' | #4 - '%S'",
L"Début de manche pour les numéros de clients : #1: <Annuler>, #2: %S, #3: %S, #4: %S",
L"Début de manche pour le client #%d",
L"Requête pour le realtime...",
L"Commutation en mode realtime.",
+1 -1
View File
@@ -6778,7 +6778,7 @@ STR16 MPClientMessage[] =
L"'%s' (Client #%d - '%S') wurde getötet von '%s' (Client #%d - '%S')",
L"Werfe Client #%d - '%S' aus dem Spiel.",
// 30
L"Starte neuen Spielzug für gewählten Client. #1: %S, #2: %S, #3: %S, #4: %S",
L"Starte neuen Spielzug für gewählten Client. #1: <Abbrechen>, #2: %S, #3: %S, #4: %S",
L"Starte Spielzug für Client #%d",
L"Anfrage auf Echtzeit-Modus...",
L"In Echtzeit-Modus gewechselt.",
+1 -1
View File
@@ -6949,7 +6949,7 @@ STR16 MPClientMessage[] =
L"'%s' (client %d - '%S') was killed by '%s' (client %d - '%S')",
L"Kicked client #%d - '%S'",
// 30
L"Start a new turn for the selected client. #1: %S, #2: %S, #3: %S, #4: %S",
L"Start a new turn for the selected client. #1: <Cancel>, #2: %S, #3: %S, #4: %S",
L"Starting turn for client #%d",
L"Requesting for realtime...",
L"Switched back to realtime.",
+1 -1
View File
@@ -6961,7 +6961,7 @@ STR16 MPClientMessage[] =
L"'%s' (klient %d - '%S') zabity przez '%s' (client %d - '%S')",
L"Wyrzucono #%d - '%S'",
// 30
L"Zacząć turę dla klientów. #1: %S, #2: %S, #3: %S, #4: %S",
L"Zacząć turę dla klientów. #1: <Anulować>, #2: %S, #3: %S, #4: %S",
L"Początek tury dla #%d",
L"Żądanie trybu realtime…",
L"Zmieniono w tryb realtime.",
+1 -1
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@@ -6945,7 +6945,7 @@ STR16 MPClientMessage[] =
L"%s (клиент %d - '%S') был убит %s (клиент %d - '%S')",
L"Клиент №%d - '%S' выкинут из игры.",
// 30
L"Принудительно дать ход клиенту. №1: %S, №2: %S, №3: %S, №4: %S",
L"Принудительно дать ход клиенту. №1: <Отменить>, №2: %S, №3: %S, №4: %S",
L"Начался ход клиента №%d",
L"Запрос перехода в режим реального время...",
L"Переход в режим реального времени.",