Files
source/Multiplayer/server.cpp

1236 lines
41 KiB
C++

#include "MessageIdentifiers.h"
#include "RakNetworkFactory.h"
#include "RakPeerInterface.h"
#include "RakNetStatistics.h"
#include "RakNetTypes.h"
#include "FileListTransfer.h"
#include "FileListTransferCBInterface.h"
#include "FileOperations.h"
#include "SuperFastHash.h"
#include "RakAssert.h"
#include "IncrementalReadInterface.h"
#include "BitStream.h"
#include "RakSleep.h"
#include <assert.h>
#include <cstdio>
#include <cstring>
#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <time.h>
#include <list>
#include "connect.h"
#include "types.h"
#include "gamesettings.h"
#include "message.h"
#include "FileMan.h"
#include "IniReader.h"
#include <vfs/Core/vfs.h>
#include "transfer_rules.h"
#include "MPJoinScreen.h"
#include "game init.h"
#include "text.h"
#include "network.h"
#include "message.h"
#include "overhead.h"
#include "fresh_header.h"
#include "Debug Control.h"
#include "MPXmlTeams.hpp"
extern CHAR16 gzFileTransferDirectory[100];
// WANNE: FILE TRANSFER
unsigned int setID;
// Sender progress notification
class ServerFileListProgress : public FileListProgress
{
virtual void OnFilePush(const char *fileName, unsigned int fileLengthBytes, unsigned int offset, unsigned int bytesBeingSent, bool done, SystemAddress targetSystem)
{
// WANNE: Removed output in strategy log screen, because otherwise we do not see chat messages easily
/*
if (done)
{
char* filename = ExtractFilename((char*)fileName);
ScreenMsg( FONT_RED, MSG_MPSYSTEM, MPServerMessage[10], filename);
}
*/
}
char *ExtractFilename(char *pathname)
{
char *s;
if ((s=strrchr(pathname, '\\')) != NULL) s++;
else if ((s=strrchr(pathname, '/')) != NULL) s++;
else if ((s=strrchr(pathname, ':')) != NULL) s++;
else s = pathname;
return s;
}
} serverFileListProgress;
// ------------------------------
// Global Server Variables from ja2_mp.ini
// ------------------------------
char gKitBag[100];
UINT8 gMaxMercs;
UINT8 gDisableMorale;
UINT8 gReportHiredMerc;
UINT8 gDisableBobbyRay;
UINT8 gDisableMercEquipment;
UINT8 gSameMercAllowed;
float gDamageMultiplier;
UINT8 gMaxClients ;
UINT8 gGameType;
UINT8 gDifficultyLevel;
UINT8 gSkillTraits;
UINT8 gSyncGameDirectory;
INT32 gSecondsPerTick;
INT32 gStartingCash;
float gStartingTime;
UINT8 gWeaponReadyBonus;
UINT8 gInventoryAttachment;
UINT8 gDisableSpectatorMode;
UINT8 gMaxEnemiesEnabled;
// ------------------------------
UINT16 nc; //number of open connection
UINT16 ncr; //number of ready confirmed connections
//something keep record of ready connections ..
int mercs_ready[255];
unsigned char SGetPacketIdentifier(Packet *p);
unsigned char SpacketIdentifier;
RakPeerInterface *server;
// WANNE: FILE TRANSFER
FileListTransfer fltServer; // flt1
IncrementalReadInterface incrementalReadInterface;
FileList fileList;
// OJW - 20090405
long fileListTotalBytes=0;
int numreadyteams;
int readyteamreg[10];
bool Sawarded;
SystemAddress blank;
typedef struct
{
SystemAddress address;
int cl_number;
}client_data;
client_data client_d[4];
int client_mercteam[4] = { 0 , 1 , 2 , 3 }; // random index of random_merc_teams per player
bool inline can_joingame();
char *ReplaceCharactersInString_Server(char *str, char *orig, char *rep)
{
static char buffer[4096];
char *p;
if(!(p = strstr(str, orig))) // Is 'orig' even in 'str'?
return str;
strncpy(buffer, str, p-str); // Copy characters from 'str' start to 'orig' st$
buffer[p-str] = '\0';
sprintf(buffer+(p-str), "%s%s", rep, p+strlen(orig));
return buffer;
}
int f_rec_num(int mode, SystemAddress sender)//from client data
{
int x;
client_data cl_record;
for ( x=0; x<4;x++)
{
cl_record = client_d[x];
if(mode==0)//find empty slot for new record
{
if(cl_record.address.binaryAddress==0)
return(x);
}
if(mode==1)//wipe clean all
{
client_d[x].address.binaryAddress=0;
client_d[x].address.port=0;
client_d[x].cl_number=0;
}
if(mode==2)//clear one record
{
if(cl_record.address.binaryAddress==sender.binaryAddress && cl_record.address.port==sender.port)
{
client_d[x].address.port=0;
client_d[x].cl_number=0;
client_d[x].address.binaryAddress=0;
return(254);
}
}
// OJW - 090212 - look up client number
if (mode == 3)
{
if(cl_record.address.binaryAddress==sender.binaryAddress && cl_record.address.port==sender.port)
{
return (x);
}
}
}
if(mode == 0)//'no free slots'
{
ScreenMsg( FONT_RED, MSG_MPSYSTEM, L"Client Record Error, Restart Server, and Report Error." );
return (255);
}
return(254);
}
// use UNASSIGNED_SYSTEM_ADDRESS instead of rpcParameters->sender to send it back to yourself (the sender)
// there is very little in here dependant on the game engine and originally started out as an independant dedicated server .exe, and could if go ther again ... hayden.
//********* RPC SECTION ************
void sendPATH(RPCParameters *rpcParameters)
{
server->RPC("recievePATH",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
// OJW - 20090405
void sendDOWNLOADSTATUS(RPCParameters *rpcParameters)
{
server->RPC("recieveDOWNLOADSTATUS",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendSTANCE(RPCParameters *rpcParameters)
{
server->RPC("recieveSTANCE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendDIR(RPCParameters *rpcParameters)
{
server->RPC("recieveDIR",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendFIRE(RPCParameters *rpcParameters)
{
server->RPC("recieveFIRE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendHIT(RPCParameters *rpcParameters)
{
EV_S_WEAPONHIT* hit = (EV_S_WEAPONHIT*)rpcParameters->input;
int team = MercPtrs[ hit->ubAttackerID ]->bTeam;
// AI
if (team == 1)
team = 4;
// Client
else if (team >= 6)
team -= 6;
else if (team == 0)
team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
Assert(team<5); // FIXME
gMPPlayerStats[team].hits++;
server->RPC("recieveHIT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendDISMISS(RPCParameters *rpcParameters)
{
server->RPC("recieveDISMISS",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendHIRE(RPCParameters *rpcParameters)
{
server->RPC("recieveHIRE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendguiPOS(RPCParameters *rpcParameters)
{
server->RPC("recieveguiPOS",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendguiDIR(RPCParameters *rpcParameters)
{
server->RPC("recieveguiDIR",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendEndTurn(RPCParameters *rpcParameters)
{
server->RPC("recieveEndTurn",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendAI(RPCParameters *rpcParameters)
{
server->RPC("recieveAI",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendSTOP(RPCParameters *rpcParameters)
{
server->RPC("recieveSTOP",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendINTERRUPT(RPCParameters *rpcParameters)
{
server->RPC("recieveINTERRUPT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendREADY(RPCParameters *rpcParameters)
{
server->RPC("recieveREADY",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendGUI(RPCParameters *rpcParameters)
{
server->RPC("recieveGUI",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendBULLET(RPCParameters *rpcParameters)
{
server->RPC("recieveBULLET",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendGRENADE(RPCParameters *rpcParameters)
{
server->RPC("recieveGRENADE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendGRENADERESULT(RPCParameters *rpcParameters)
{
server->RPC("recieveGRENADERESULT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendPLANTEXPLOSIVE(RPCParameters *rpcParameters)
{
server->RPC("recievePLANTEXPLOSIVE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendDETONATEEXPLOSIVE(RPCParameters *rpcParameters)
{
server->RPC("recieveDETONATEEXPLOSIVE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendDISARMEXPLOSIVE(RPCParameters *rpcParameters)
{
server->RPC("recieveDISARMEXPLOSIVE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendSPREADEFFECT(RPCParameters *rpcParameters)
{
server->RPC("recieveSPREADEFFECT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendNEWSMOKEEFFECT(RPCParameters *rpcParameters)
{
server->RPC("recieveNEWSMOKEEFFECT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendEXPLOSIONDAMAGE(RPCParameters *rpcParameters)
{
server->RPC("recieveEXPLOSIONDAMAGE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendSTATE(RPCParameters *rpcParameters)
{
server->RPC("recieveSTATE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendDEATH(RPCParameters *rpcParameters)
{
// the master copy of the scoreboard is kept on the server
death_struct* nDeath = (death_struct*)rpcParameters->input;
// Save Stats on the server side
gMPPlayerStats[nDeath->soldier_team-1].deaths++;
gMPPlayerStats[nDeath->attacker_team-1].kills++;
// get the client number of the client sending the message
int iCLnum = f_rec_num(3,rpcParameters->sender)+1;
server->RPC("recieveDEATH",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
#ifdef JA2BETAVERSION
wchar_t ateam[5];
wchar_t steam[5];
wchar_t clnum[5];
_itow(nDeath->attacker_team,ateam,10);
_itow(nDeath->soldier_team,steam,10);
_itow(iCLnum,clnum,10);
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"DEBUG: Soldier Killed : Attacking team %s , Soldier Team %s, Sender %s",ateam,steam,clnum);
char logmsg[100];
sprintf(logmsg, "MP DEBUG: Soldier Killed #%i : Attacking team %i , Soldier Team %i, Sender %i\n",nDeath->soldier_id,nDeath->attacker_team,nDeath->soldier_team,iCLnum);
MPDebugMsg( logmsg );
#endif
}
void sendhitSTRUCT(RPCParameters *rpcParameters)
{
EV_S_STRUCTUREHIT* miss = (EV_S_STRUCTUREHIT*)rpcParameters->input;
SOLDIERTYPE* pAttacker = MercPtrs[ miss->ubAttackerID ];
if (pAttacker != NULL)
{
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
// AI
if (team == 1)
team = 4;
// Clients
else if (team >= 6)
team -= 6;
else if (team == 0)
team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
Assert(team<5); // FIXME
gMPPlayerStats[team].misses++;
}
server->RPC("recievehitSTRUCT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendhitWINDOW(RPCParameters *rpcParameters)
{
EV_S_WINDOWHIT* miss = (EV_S_WINDOWHIT*)rpcParameters->input;
SOLDIERTYPE* pAttacker = MercPtrs[ miss->ubAttackerID ];
if (pAttacker != NULL)
{
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
// AI
if (team == 1)
team = 4;
// Clients
else if (team >= 6)
team -= 6;
else if (team == 0)
team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
Assert(team<5); // FIXME
gMPPlayerStats[team].misses++;
}
server->RPC("recievehitWINDOW",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendMISS(RPCParameters *rpcParameters)
{
EV_S_MISS* miss = (EV_S_MISS*)rpcParameters->input;
SOLDIERTYPE* pAttacker = MercPtrs[ miss->ubAttackerID ];
if (pAttacker != NULL)
{
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
// AI
if (team == 1)
team = 4;
// Clients
else if (team >= 6)
team -= 6;
else if (team == 0)
team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
Assert(team<5); // FIXME
gMPPlayerStats[team].misses++;
}
server->RPC("recieveMISS",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void updatenetworksoldier(RPCParameters *rpcParameters)
{
server->RPC("UpdateSoldierFromNetwork",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void Snull_team(RPCParameters *rpcParameters)
{
server->RPC("null_team",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendFIREW(RPCParameters *rpcParameters)
{
server->RPC("recieve_fireweapon",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendDOOR(RPCParameters *rpcParameters)
{
server->RPC("recieve_door",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void endINTERRUPT(RPCParameters *rpcParameters)
{
server->RPC("resume_turn",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendWIPE(RPCParameters *rpcParameters)
{
server->RPC("recieve_wipe",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendHEAL(RPCParameters *rpcParameters)
{
server->RPC("recieve_heal",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
// OJW - edge and team changes
void sendEDGECHANGE(RPCParameters *rpcParameters)
{
server->RPC("recieveEDGECHANGE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendTEAMCHANGE(RPCParameters *rpcParameters)
{
server->RPC("recieveTEAMCHANGE",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void requestSETID(SystemAddress addr)
{
server->RPC("requestSETID","", 0, HIGH_PRIORITY, RELIABLE, 0, addr, false, 0, UNASSIGNED_NETWORK_ID,0);
}
void receiveSETID(RPCParameters *rpcParameters)
{
setID = atoi((const char *)rpcParameters->input);
// WANNE: FILE TRANSFER: Send the files to the client
fltServer.Send(&fileList,server,rpcParameters->sender,setID,MEDIUM_PRIORITY,0,false, &incrementalReadInterface, 5000);
}
void startCOMBAT(RPCParameters *rpcParameters)
{
if(!( gTacticalStatus.uiFlags & INCOMBAT ))
{
gTacticalStatus.uiFlags |= INCOMBAT;
sc_struct* data = (sc_struct*)rpcParameters->input;
EndTurn( data->ubStartingTeam );
}
}
void sendREAL(RPCParameters *rpcParameters)
{
real_struct* rData = (real_struct*)rpcParameters->input;
if(readyteamreg[rData->bteam]==0)
{
readyteamreg[rData->bteam]=1;//register vote, to prevent double voting ;p~ //hayden
numreadyteams++;
int numactiveteams=0;
int b;
for(int i=6;i<=LAST_TEAM;i++)
{
if(i==6)
b=0;
else
b=i;
if(gTacticalStatus.Team[ b ].bTeamActive)
numactiveteams++;
}
//check # clients ready for realtime
if (numreadyteams >= numactiveteams)
{
//if all send notification for realtime changeover
//ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"Switching to realtime..." );
numreadyteams=0;
memset( &readyteamreg , 0 , sizeof (int) * 10);
server->RPC("gotoRT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
}
}
// 20081222 - OJW
void sendGAMEOVER(RPCParameters *rpcParameters)
{
// ignore the RPCParams and send the server side scoreboard
server->RPC("recieveGAMEOVER",(const char*)gMPPlayerStats, sizeof(gMPPlayerStats)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
void sendCHATMSG(RPCParameters *rpcParameters)
{
// ignore the RPCParams and send the server side scoreboard
server->RPC("recieveCHATMSG",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
// OJW - 20081223
// fix client disconnecting mid game, allowing the game to proceed
void HandleDisconnect(SystemAddress sender)
{
// find the CLIENT_NUM of the player
int x;
client_data cl_record;
for ( x=0; x<4;x++)
{
cl_record = client_d[x];
if(cl_record.address.binaryAddress==sender.binaryAddress && cl_record.address.port==sender.port)
{
// notify all the clients of the disconnect
server->RPC("recieveDISCONNECT",(const char*)&cl_record.cl_number , sizeof(int)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
f_rec_num(2,sender); // remove from server's client list
break;
}
}
}
// OJW - 20081218
// shuffle an integer array
//<TODO> remove shuffledList and put directly into arr[]
void rSortArray(int* arr, int len)
{
std::list<int> tmpList;
std::list<int> shuffledList;
std::list<int>::iterator Iter;
int i=0;
// add all our array items
for(i=0; i<len; i++)
tmpList.push_front(arr[i]);
// shuffle the items
while(tmpList.size())
{
int iRandPos = rand() % tmpList.size();
for(Iter = tmpList.begin(); iRandPos>0; iRandPos--, Iter++);
shuffledList.push_front(*Iter);
tmpList.erase(Iter);
}
// add all our elements
for(i=0; i<len; i++)
{
arr[i] = shuffledList.back();
shuffledList.pop_back();
}
}
// WANNE: FILE TRANSFER: Send all the settings the client needs to know for the file transfer before file transfer starts
void requestFILE_TRANSFER_SETTINGS(RPCParameters *rpcParameters)
{
SystemAddress sender = rpcParameters->sender;//get senders address
filetransfersettings_struct fts;
fts.syncClientsDirectory = gSyncGameDirectory;
strcpy(fts.fileTransferDirectory, s_ServerId.getServerId(vfs::Path(gzFileTransferDirectory)).utf8().c_str());
strcpy(fts.serverName, cServerName);
fts.totalTransferBytes = fileListTotalBytes;
// OJW - 200907819 - Only send to the client that asked for it
server->RPC("recieveFILE_TRANSFER_SETTINGS",(const char*)&fts, (int)sizeof(filetransfersettings_struct)*8, HIGH_PRIORITY, RELIABLE, 0, sender, false, 0, UNASSIGNED_NETWORK_ID,0);
}
//************************* //UNASSIGNED_SYSTEM_ADDRESS
//START INTERNAL SERVER
//*************************
//void send_settings (void)//send server settings to client
void requestSETTINGS(RPCParameters *rpcParameters )
{
// dont generate or send settings to a new user if they are about to be disconnected
// because no more players can join the the game
if (can_joingame())
{
client_info* clinf = (client_info*)rpcParameters->input;
// OJW - 20090507
// Disconnect if version is wrong
if (strcmp(clinf->client_version,MPVERSION)!=0)
{
CHAR16 verErrMsg[255];
swprintf(verErrMsg,255, MPClientMessage[66], clinf->client_version,MPVERSION);
// send disconnect reason only to this client
server->RPC("recieveDISCONNECTREASON",(const char*)&verErrMsg, (int)sizeof(CHAR16)*255*8, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, false, 0, UNASSIGNED_NETWORK_ID,0);
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"CONNECTION REJECTED - CLIENT HAS WRONG VERSION");
// disconnect this client
server->CloseConnection(rpcParameters->sender, true);
return;
}
//server assigned client numbers - hayden.
SystemAddress sender = rpcParameters->sender;//get senders address
int bslot = f_rec_num(0,blank);//get empty record slot
client_d[bslot].address=sender; //record clients address
int new_cl_num = bslot+1;//client number to assign
client_d[bslot].cl_number=new_cl_num; //record clients number
settings_struct lan;
lan.client_num = new_cl_num; //new server assigned number
strcpy(lan.client_name , clinf->client_name);
lan.randomStartingEdge = gRandomStartingEdge;
lan.randomMercs = gRandomMercs;
lan.maxClients = gMaxClients;
memcpy(lan.kitBag , gKitBag,sizeof (char)*100);
lan.damageMultiplier = gDamageMultiplier;
lan.sameMercAllowed = gSameMercAllowed;
lan.gsMercArriveSectorX = gsMercArriveSectorX;
lan.gsMercArriveSectorY = gsMercArriveSectorY;
lan.enemyEnabled = gEnemyEnabled;
lan.creatureEnabled = gCreatureEnabled;
lan.militiaEnabled = gMilitiaEnabled;
lan.civEnabled = gCivEnabled;
lan.gameType = gGameType;
lan.disableMorale = gDisableMorale;
lan.reportHiredMerc = gReportHiredMerc;
lan.secondsPerTick = gSecondsPerTick;
// WANNE.MP: Check
lan.soubBobbyRayQuality = BR_AWESOME;
lan.soubBobbyRayQuantity = BR_AWESOME;
lan.sofGunNut = TRUE;
lan.soubGameStyle = STYLE_REALISTIC;
lan.soubDifficultyLevel = gDifficultyLevel;
lan.soubSkillTraits = gSkillTraits;
lan.sofTurnTimeLimit = TRUE;
lan.sofIronManMode = FALSE;
lan.startingCash = gStartingCash;
// Old/Old
if (gInventoryAttachment == INVENTORY_OLD)
{
lan.inventoryAttachment = 0;
}
else
{
// New/Old
if (gGameOptions.ubAttachmentSystem == ATTACHMENT_OLD)
{
lan.inventoryAttachment = 1; // New/Old
}
// New/New
else
{
lan.inventoryAttachment = 2; // New/New
}
}
lan.disableBobbyRay=gDisableBobbyRay;
lan.disableMercEquipment=gDisableMercEquipment;
lan.maxMercs = gMaxMercs;
memcpy( lan.client_names , client_names, sizeof( char ) * 4 * 30 );
lan.team=clinf->team;
// OJW - 20090530 - fix teams not initialised properly
client_teams[ lan.client_num - 1 ] = lan.team;
// OJW - 20081218
if (gRandomStartingEdge)
{
// Get the edge from the randomized "client_edges"
lan.startingSectorEdge = client_edges[lan.client_num-1];
}
else
{
// WANNE: on DM, each client should get a unique starting edge per default
if (gGameType == MP_TYPE_DEATHMATCH || gGameType == MP_TYPE_TEAMDEATMATCH)
{
client_edges[0] = MP_EDGE_NORTH; // client 1
client_edges[1] = MP_EDGE_SOUTH; // client 2
client_edges[2] = MP_EDGE_EAST; // client 3
client_edges[3] = MP_EDGE_WEST; // client 4
lan.startingSectorEdge = client_edges[lan.client_num-1];
}
else
{
lan.startingSectorEdge=clinf->cl_edge;
}
}
// OJW - 20081223
if (gRandomMercs)
{
mpTeams.SerializeProfiles(lan.random_mercs);
}
lan.startingTime = gStartingTime;
lan.weaponReadyBonus = gWeaponReadyBonus;
lan.inventoryAttachment = gInventoryAttachment;
lan.disableSpectatorMode = gDisableSpectatorMode;
// OJW - 20081204
strcpy(lan.server_name , cServerName);
memcpy(lan.client_edges,client_edges,sizeof(int)*5);
memcpy(lan.client_teams,client_teams,sizeof(int)*4);
// OJW - 20091024 - send servers random table
memcpy(lan.random_table,guiPreRandomNums,sizeof(UINT32)*MAX_PREGENERATED_NUMS);
// OJW - 20090507
// send server version to client
strcpy(lan.server_version,MPVERSION);
server->RPC("recieveSETTINGS",(const char*)&lan, (int)sizeof(settings_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
// WANNE: FILE TRANSFER: A client connected -> start the file transfer!
if (gSyncGameDirectory)
requestSETID(rpcParameters->sender);
}
}
// added 081201 by Owen , allow the server to change the map while its still not in laptop mode
void send_mapchange(void)
{
if (is_server && !allowlaptop)
{
mapchange_struct lan;
lan.gsMercArriveSectorX=gsMercArriveSectorX;
lan.gsMercArriveSectorY=gsMercArriveSectorY;
lan.startingTime = gStartingTime;
server->RPC("recieveMAPCHANGE",(const char*)&lan, (int)sizeof(mapchange_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
}
else
{
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, MPServerMessage[45]);
}
}
// OJW 090212
bool inline can_joingame()
{
return !allowlaptop;
}
// Allow server to disconnect incoming clients after the game has started
void CheckIncomingConnection(Packet* p)
{
// some clients might reconnect after disconnecting, either after the laptop is unlocked
// or after the game has started
// we dont want to allow this as thier game will be out of state
if (!can_joingame())
{
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, L"CONNECTION REJECTED - GAME HAS STARTED");
// disconnect this client, no need to notify them as they will know if they disconnected
// before receiving a settings packet that they were not allowed to join
server->CloseConnection(p->systemAddress, true);
}
}
void AddFilesToSendList()
{
// we cannot just iterate over "*/*" as we would get ALL files and we don't want to send all files
// instead we only iterate over the files in the "_MULTIPLAYER" profile
vfs::CProfileStack *PS = getVFS()->getProfileStack();
vfs::CVirtualProfile *prof = PS->getProfile("_MULTIPLAYER");
if(prof != PS->topProfile())
{
// there is not supposed to be another profile?
// output error message
return;
}
CTransferRules transferRules;
transferRules.initFromTxtFile("transfer_rules.txt");
vfs::IBaseLocation* loc = prof->getLocation("");
SGP_THROW_IFFALSE(loc != NULL, "MP profile was successfully created, but the root directory is not included");
vfs::IBaseLocation::Iterator it = loc->begin();
int i=0;
for(; !it.end(); it.next(), i++)
{
vfs::Path const& valid_path = it.value()->getPath();
if(transferRules.applyRule(valid_path()) == CTransferRules::ACCEPT)
{
// transfer only those files that are not on the ignore list
vfs::tReadableFile* rfile = vfs::tReadableFile::cast(it.value());
if(!rfile)
{
continue;
}
vfs::size_t fsize = rfile->getSize();
fileListTotalBytes += (long)fsize;
if( (fsize>0) && rfile->openRead())
{
std::vector<vfs::Byte> data(fsize,0);
rfile->read(&data[0], fsize);
rfile->close();
fileList.AddFile(vfs::String::as_utf8(valid_path()).c_str(),&data[0], fsize,fsize,FileListNodeContext(0,0), false);
}
}
}
}
void start_server (void)
{
if(!is_server)
{
f_rec_num(1,blank);//wipe clean
// ----------------------------
// Read from ja2_mp.ini
// ----------------------------
CIniReader iniReader(JA2MP_INI_FILENAME); // Wird nur fr Strings gebraucht
strncpy(cServerName, iniReader.ReadString(JA2MP_INI_INITIAL_SECTION, JA2MP_SERVER_NAME, "My JA2 Server"), 30 );
strncpy(gKitBag, iniReader.ReadString(JA2MP_INI_INITIAL_SECTION,JA2MP_KIT_BAG, ""), 100);
vfs::PropertyContainer props;
props.initFromIniFile(JA2MP_INI_FILENAME);
UINT16 serverPort = (UINT16)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_SERVER_PORT, 60005);
UINT8 maxClients = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION,JA2MP_MAX_CLIENTS, 4);
UINT8 sameMercAllowed = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION,JA2MP_SAME_MERC, 1);
UINT8 civEnabled = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION,JA2MP_CIV_ENABLED, 0);
UINT8 gameType = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION,JA2MP_GAME_MODE, 0);
UINT8 difficultyLevel = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION,JA2MP_DIFFICULT_LEVEL, 3);
UINT8 skillTraits = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION,JA2MP_NEW_TRAITS, 0);
UINT8 randomMercs = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION,JA2MP_RANDOM_MERCS, 0);
UINT8 randomStartingEdge = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_RANDOM_EDGES, 0);
UINT8 damageSelection = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_DAMAGE_MULTIPLIER, 1);
UINT8 maxEnemiesEnabled = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_OVERRIDE_MAX_AI, 0);
UINT8 syncGameDirectory = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_SYNC_CLIENTS_MP_DIR, 1);
UINT8 reportHiredMerc = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_REPORT_NAME, 1);
UINT8 startingCashSelection = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_STARTING_BALANCE, 25000);
UINT8 timeTurnsSelection = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_TIMED_TURN_SECS_PER_TICK, 2);
UINT8 disableBobbyRay = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_DISABLE_BOBBY_RAYS, 0);
UINT8 maxMercs = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_MAX_MERCS, 6);
UINT8 timeSelection = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_TIME, 1);
UINT8 inventoryAttachment = (UINT8)props.getIntProperty(JA2MP_INI_INITIAL_SECTION, JA2MP_ALLOW_CUSTOM_NIV, 0);
// ----------------------------
// Save to global values
// ----------------------------
gMaxClients = maxClients;
gMaxEnemiesEnabled = 0;
gDisableMorale = 0;
gSyncGameDirectory = syncGameDirectory;
gReportHiredMerc = reportHiredMerc;
gDisableBobbyRay = disableBobbyRay;
gDisableMercEquipment = 0; // Disable AIM and MERC equipment
gMaxMercs = maxMercs;
gGameType = gameType;
gDifficultyLevel = difficultyLevel + 1;
gSkillTraits = skillTraits;
gEnemyEnabled = 0;
gCreatureEnabled = 0;
gMilitiaEnabled = 0;
gCivEnabled = 0;
gRandomMercs = randomMercs;
gRandomStartingEdge = randomStartingEdge;
gWeaponReadyBonus = 0;
gDisableSpectatorMode = 0;
gInventoryAttachment = inventoryAttachment;
if (gRandomStartingEdge)
{
// create random starting edges
int spawns[5] = { 0 , 1 , 2 , 3, 9 }; // 9 == Center
// Randomize spawns
rSortArray(spawns,5);
memcpy(client_edges,spawns,sizeof(int)*5);
}
if (gRandomMercs)
{
// randomly sort team indexes to give client
// one of four random merc teams
rSortArray(client_mercteam,4);
mpTeams.HandleServerStarted();
}
if(gGameType == MP_TYPE_COOP)//only enable ai during coop
{
gEnemyEnabled = 1; // always enable enemies in co-op
gMilitiaEnabled = 0; // always disable militia
gCivEnabled = civEnabled;
gMaxEnemiesEnabled = maxEnemiesEnabled;
}
// random_mercs implies same_merc
gSameMercAllowed = gRandomMercs ? 1 : sameMercAllowed;
switch (damageSelection)
{
case 0: // Very Low
gDamageMultiplier = 0.2f;
break;
case 1: // Low
gDamageMultiplier = 0.7f;
break;
case 2: // Normal
gDamageMultiplier = 1.0f;
break;
}
switch (timeTurnsSelection)
{
case 0: // Never
gSecondsPerTick = 0;
break;
case 1: // Slow
gSecondsPerTick = 5;
break;
case 2: // Medium
gSecondsPerTick = 100;
break;
case 3: // Fast
gSecondsPerTick = 400;
break;
}
switch (startingCashSelection)
{
case 0: // Low
gStartingCash = 5000;
break;
case 1: // Medium
gStartingCash = 50000;
break;
case 2: // High
gStartingCash = 100000;
break;
case 3: // Unlimited
gStartingCash = 999999999;
break;
}
switch (timeSelection)
{
case 0: // Morning
gStartingTime = 7.00f;
break;
case 1: // Afternoon
gStartingTime = 13.00f;
break;
case 2: // Night
gStartingTime = 2.00;
break;
}
//**********************
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, MPServerMessage[0] );
server=RakNetworkFactory::GetRakPeerInterface();
// WANNE: Set higher timeout than default (30 seconds)
server->SetTimeoutTime(120000, UNASSIGNED_SYSTEM_ADDRESS); // 120 Seconds
bool b = server->Startup(gMaxClients, 30, &SocketDescriptor(serverPort,0), 1);
server->SetMaximumIncomingConnections((gMaxClients));
server->SetOccasionalPing(true);
//RPC's
REGISTER_STATIC_RPC(server, sendPATH);
REGISTER_STATIC_RPC(server, sendDOWNLOADSTATUS);
REGISTER_STATIC_RPC(server, sendSTANCE);
REGISTER_STATIC_RPC(server, sendDIR);
REGISTER_STATIC_RPC(server, sendFIRE);
REGISTER_STATIC_RPC(server, sendHIT);
REGISTER_STATIC_RPC(server, sendHIRE);
REGISTER_STATIC_RPC(server, sendDISMISS);
REGISTER_STATIC_RPC(server, sendguiPOS);
REGISTER_STATIC_RPC(server, sendguiDIR);
REGISTER_STATIC_RPC(server, sendEndTurn);
REGISTER_STATIC_RPC(server, sendAI);
REGISTER_STATIC_RPC(server, sendSTOP);
REGISTER_STATIC_RPC(server, sendINTERRUPT);
REGISTER_STATIC_RPC(server, sendREADY);
REGISTER_STATIC_RPC(server, sendGUI);
REGISTER_STATIC_RPC(server, sendBULLET);
REGISTER_STATIC_RPC(server, sendGRENADE);
REGISTER_STATIC_RPC(server, sendGRENADERESULT);
REGISTER_STATIC_RPC(server, sendPLANTEXPLOSIVE);
REGISTER_STATIC_RPC(server, sendDETONATEEXPLOSIVE);
REGISTER_STATIC_RPC(server, sendDISARMEXPLOSIVE);
REGISTER_STATIC_RPC(server, sendSPREADEFFECT);
REGISTER_STATIC_RPC(server, sendNEWSMOKEEFFECT);
REGISTER_STATIC_RPC(server, sendEXPLOSIONDAMAGE);
REGISTER_STATIC_RPC(server, requestSETTINGS);
REGISTER_STATIC_RPC(server, requestFILE_TRANSFER_SETTINGS);
REGISTER_STATIC_RPC(server, sendSTATE);
REGISTER_STATIC_RPC(server, sendDEATH);
REGISTER_STATIC_RPC(server, sendhitSTRUCT);
REGISTER_STATIC_RPC(server, sendhitWINDOW);
REGISTER_STATIC_RPC(server, sendMISS);
REGISTER_STATIC_RPC(server, updatenetworksoldier);
REGISTER_STATIC_RPC(server, Snull_team);
REGISTER_STATIC_RPC(server, sendFIREW);
REGISTER_STATIC_RPC(server, sendDOOR);
REGISTER_STATIC_RPC(server, endINTERRUPT);
REGISTER_STATIC_RPC(server, sendREAL);
REGISTER_STATIC_RPC(server, startCOMBAT);
REGISTER_STATIC_RPC(server, sendWIPE);
REGISTER_STATIC_RPC(server, sendHEAL);
REGISTER_STATIC_RPC(server, sendEDGECHANGE);
REGISTER_STATIC_RPC(server, sendTEAMCHANGE);
REGISTER_STATIC_RPC(server, sendGAMEOVER);
REGISTER_STATIC_RPC(server, sendCHATMSG);
REGISTER_STATIC_RPC(server, receiveSETID);
if (b)
{
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, MPServerMessage[1]);
is_server = true;
// WANNE: FILE TRANSFER
server->AttachPlugin(&fltServer);
server->SetSplitMessageProgressInterval(1);
fltServer.SetCallback(&serverFileListProgress);
fileListTotalBytes=0;
if (gSyncGameDirectory == 1)
{
AddFilesToSendList();
}
connect_client();//connect client to server
}
else
{
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, MPServerMessage[4]);
}
}
else
{
ScreenMsg( FONT_LTBLUE, MSG_MPSYSTEM, MPServerMessage[3]);
}
}
// recieve and process server info packets
void server_packet ( void )
{
Packet* p;
if (is_server)
{
p = server->Receive();
while(p)
{
//continue; // Didn't get any packets
// We got a packet, get the identifier with our handy function
SpacketIdentifier = SGetPacketIdentifier(p);
//ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"packet recieved");
// Check if this is a network message packet
switch (SpacketIdentifier)
{
case ID_DISCONNECTION_NOTIFICATION://client disconnected purposefullly
// Connection lost normally
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_DISCONNECTION_NOTIFICATION");
HandleDisconnect(p->systemAddress);//clear record
break;
case ID_ALREADY_CONNECTED:
// Connection lost normally
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_ALREADY_CONNECTED");
break;
case ID_REMOTE_DISCONNECTION_NOTIFICATION: // Server telling the clients of another client disconnecting gracefully. You can manually broadcast this in a peer to peer enviroment if you want.
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_REMOTE_DISCONNECTION_NOTIFICATION");
break;
case ID_REMOTE_CONNECTION_LOST: // Server telling the clients of another client disconnecting forcefully. You can manually broadcast this in a peer to peer enviroment if you want.
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_REMOTE_CONNECTION_LOST");
break;
case ID_REMOTE_NEW_INCOMING_CONNECTION: // Server telling the clients of another client connecting. You can manually broadcast this in a peer to peer enviroment if you want.
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_REMOT/MING_CONNECTION");
break;
case ID_CONNECTION_ATTEMPT_FAILED:
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_CONNECTION_ATTEMPT_FAILED");
break;
case ID_NO_FREE_INCOMING_CONNECTIONS:
// Sorry, the server is full. I don't do anything here but
// A real app should tell the user
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_NO_FREE_INCOMING_CONNECTIONS");
break;
case ID_CONNECTION_LOST:
// Couldn't deliver a reliable packet - i.e. the other system was abnormally
// terminated
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_CONNECTION_LOST");//client dropped
HandleDisconnect(p->systemAddress);//clear record
break;
case ID_CONNECTION_REQUEST_ACCEPTED:
// This tells the client they have connected
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_CONNECTION_REQUEST_ACCEPTED");
break;
case ID_NEW_INCOMING_CONNECTION:
//tells server client has connected
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_NEW_INCOMING_CONNECTION");
#endif
// make sure they can connect
CheckIncomingConnection(p);
//send_settings();//send off server set settings
break;
case ID_MODIFIED_PACKET:
// Cheater!
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"ID_MODIFIED_PACKET");
#endif
break;
default:
#ifdef JA2BETAVERSION
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, L"** a packet has been recieved for which i dont know what to do... **");
#endif
break;
}
// We're done with the packet, get more :)
server->DeallocatePacket(p);
p = server->Receive();
}
}
}
// Copied from Multiplayer.cpp
// If the first byte is ID_TIMESTAMP, then we want the 5th byte
// Otherwise we want the 1st byte
unsigned char SGetPacketIdentifier(Packet *p)
{
if (p==0)
return 255;
if ((unsigned char)p->data[0] == ID_TIMESTAMP)
{
assert(p->length > sizeof(unsigned char) + sizeof(unsigned long));
return (unsigned char) p->data[sizeof(unsigned char) + sizeof(unsigned long)];
}
else
return (unsigned char) p->data[0];
}
void server_disconnect (void)
{
if(is_server)
{
server->DetachPlugin(&fltServer);
server->Shutdown(300);
is_server = false;
fileList.Clear();
// We're done with the network
RakNetworkFactory::DestroyRakPeerInterface(server);
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, MPServerMessage[6]);
}
else
{
ScreenMsg( FONT_ORANGE, MSG_MPSYSTEM, MPServerMessage[7]);
}
}