mirror of
https://github.com/1dot13/source.git
synced 2026-07-22 13:40:22 +02:00
New Features - Added hits, misses, accuracy to scoreboard - Added in-game chat with history - Added more options from the ini to the host screen, Use NIV and Enable civillians bugfixes - Clients connecting at the same time controlling the wrong client - Team Deathmatch working again - Refreshing the player list after a player changes team / edge - AI is always on for Co-op now - There is now always a scoreboard in Co-op even when you lose. - scores on the Co-op scoreboard have been fixed for all deaths including bleeding - Start Game button now only appears for server - Fixed cleaning up game resources on disconnection - Disabled the 1,2,3,4 keys for connecting / disconnecting - Fixed victory conditions for all game modes - Fixed players names getting copied into TeamTurnString each game resulting in multiple names - Fixed Assertion bug caused by the game sometimes calling SetCurrentWorldSector more than once before placement of mercs - Fixed a bug that was possible when merging items such as M14 and EBR stock on mapscreen. - Fixed bug with game starting while a player was in chat, closes chat window when game is starting - Fixed bug with game starting while a player was in the options screen, if the player leaves the mapscreen while ready, they are set to unready - Team and Spawn direction popups changed to use buttons to open/close them - Disabled players joining after the laptop has been unlocked, as they would be out of state with any hires git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@2628 3b4a5df2-a311-0410-b5c6-a8a6f20db521
969 lines
32 KiB
C++
969 lines
32 KiB
C++
|
|
#include "MessageIdentifiers.h"
|
|
#include "RakNetworkFactory.h"
|
|
#include "RakPeerInterface.h"
|
|
#include "RakNetStatistics.h"
|
|
#include "RakNetTypes.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 "types.h"
|
|
#include "gamesettings.h"
|
|
|
|
char kbag[100];
|
|
char net_div[30];
|
|
INT32 gsMAX_MERCS;
|
|
bool gsMORALE;
|
|
int gsREPORT_NAME;
|
|
|
|
#include "game init.h"
|
|
|
|
#include "text.h"
|
|
#include "network.h"
|
|
#include "connect.h"
|
|
#include "message.h"
|
|
#include "overhead.h"
|
|
#include "fresh_header.h"
|
|
#include "Debug Control.h"
|
|
UINT16 nc; //number of open connection
|
|
UINT16 ncr; //number of ready confirmed connections
|
|
//something keep record of ready connections ..
|
|
int mercs_ready[255];
|
|
|
|
bool gsDis_Bobby;
|
|
bool gsDis_Equip;
|
|
|
|
int gsSAME_MERC;
|
|
float gsDAMAGE_MULTIPLIER;
|
|
int gsINTERRUPTS ;
|
|
int gsMAX_CLIENTS ;
|
|
int gsPLAYER_BSIDE;
|
|
int gsTESTING;
|
|
|
|
INT32 gssecs_per_tick;
|
|
INT32 gsstarting_balance;
|
|
float TIME;
|
|
int sWEAPON_READIED_BONUS;
|
|
int sALLOW_CUSTOM_NIV;
|
|
int sDISABLE_SPEC_MODE;
|
|
|
|
unsigned char SGetPacketIdentifier(Packet *p);
|
|
unsigned char SpacketIdentifier;
|
|
|
|
RakPeerInterface *server;
|
|
|
|
int numreadyteams;
|
|
int readyteamreg[10];
|
|
|
|
bool Sawarded;
|
|
|
|
SystemAddress blank;
|
|
|
|
typedef struct
|
|
{
|
|
SystemAddress address;
|
|
int cl_number;
|
|
|
|
}client_data;
|
|
|
|
client_data client_d[4];
|
|
|
|
// OJW - 20081223
|
|
// Random Merc teams
|
|
// First attempt at "balanced" teams
|
|
int random_merc_teams[4][7] =
|
|
{
|
|
{ 16, 10, 19, 25, 4 , 11, 39 } , // Gus , Shadow, Spider , Raven , Vicki , Red , Meltdown
|
|
{ 29, 36, 28, 2 , 22, 8 , 32 } , // Magic , Scope, Danny , Lynx , Hitman , Steroid , Malice
|
|
{ 12, 5 , 20, 23, 48, 34, 17 } , // Reaper , Trevor, Cliff , Buzz , Cougar , Nails , Buns
|
|
{ 31, 7 , 33, 35, 27, 37, 1 } // Scully , Ivan , Dr Q , Thor , Len , Wolf , Blood
|
|
};
|
|
|
|
int client_mercteam[4] = { 0 , 1 , 2 , 3 }; // random index of random_merc_teams per player
|
|
|
|
bool inline can_joingame();
|
|
|
|
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_CHAT, 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);
|
|
}
|
|
|
|
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;
|
|
if (team == 1) team = 5;
|
|
else if (team >= 6) team -= 6;
|
|
else if (team == 0) team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
|
|
|
|
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 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 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);
|
|
|
|
#if _DEBUG
|
|
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_CHAT, 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;
|
|
|
|
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
|
|
if (team == 1) team = 5;
|
|
else if (team >= 6) team -= 6;
|
|
else if (team == 0) team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
|
|
|
|
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;
|
|
|
|
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
|
|
if (team == 1) team = 5;
|
|
else if (team >= 6) team -= 6;
|
|
else if (team == 0) team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
|
|
|
|
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;
|
|
|
|
int team = MercPtrs[ miss->ubAttackerID ]->bTeam;
|
|
if (team == 1) team = 5;
|
|
else if (team >= 6) team -= 6;
|
|
else if (team == 0) team = CLIENT_NUM-1; // this case should not be possible, including as a precaution
|
|
|
|
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 rINT(RPCParameters *rpcParameters)//who is first
|
|
//{
|
|
//
|
|
// AIint* data = (AIint*)rpcParameters->input;
|
|
//
|
|
// if( !Sawarded )
|
|
// {
|
|
// PauseAITemporarily();
|
|
// Sawarded=true;
|
|
// //send back to sender
|
|
// server->RPC("awardINT",(const char*)rpcParameters->input, (*rpcParameters).numberOfBitsOfData, HIGH_PRIORITY, RELIABLE, 0, rpcParameters->sender, false, 0, UNASSIGNED_NETWORK_ID,0);
|
|
// }
|
|
//}
|
|
|
|
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;
|
|
|
|
|
|
|
|
//ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"netbTeam %d is ready for realtime",rData->bteam );//diabled unless testing as cheats
|
|
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++;
|
|
|
|
}//same
|
|
//ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPServerMessage[5], numreadyteams, numactiveteams );
|
|
//check # clients ready for realtime
|
|
if (numreadyteams >= numactiveteams)
|
|
{
|
|
//if all send notification for realtime changeover
|
|
//ScreenMsg( FONT_LTBLUE, MSG_CHAT, 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++);
|
|
//Iter += iRandPos;
|
|
shuffledList.push_front(*Iter);
|
|
tmpList.erase(Iter);
|
|
}
|
|
|
|
// add all our elements
|
|
for(i=0; i<len; i++)
|
|
{
|
|
arr[i] = shuffledList.back();
|
|
shuffledList.pop_back();
|
|
}
|
|
}
|
|
|
|
|
|
//************************* //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;
|
|
|
|
//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 = clinf->client_num;//old client assigned number
|
|
lan.client_num = new_cl_num; //new server assigned number
|
|
strcpy(lan.client_name , clinf->client_name);
|
|
|
|
// OJW - 20081204
|
|
strcpy(lan.server_name , SERVER_NAME);
|
|
memcpy(lan.client_edges,client_edges,sizeof(int)*4);
|
|
memcpy(lan.client_teams,client_teams,sizeof(int)*4);
|
|
|
|
lan.RANDOM_SPAWN = RANDOM_SPAWN;
|
|
lan.RANDOM_MERCS = RANDOM_MERCS;
|
|
|
|
lan.max_clients = gsMAX_CLIENTS;
|
|
memcpy(lan.kitbag , kbag,sizeof (char)*100);
|
|
lan.damage_multiplier = gsDAMAGE_MULTIPLIER;
|
|
|
|
lan.same_merc = gsSAME_MERC;
|
|
lan.gsMercArriveSectorX=gsMercArriveSectorX;
|
|
lan.gsMercArriveSectorY=gsMercArriveSectorY;
|
|
|
|
lan.ENEMY_ENABLED=ENEMY_ENABLED;
|
|
lan.CREATURE_ENABLED=CREATURE_ENABLED;
|
|
lan.MILITIA_ENABLED=MILITIA_ENABLED;
|
|
lan.CIV_ENABLED=CIV_ENABLED;
|
|
|
|
lan.gsPLAYER_BSIDE=gsPLAYER_BSIDE;
|
|
|
|
lan.emorale=gsMORALE;
|
|
lan.gsREPORT_NAME=gsREPORT_NAME;
|
|
//something new
|
|
lan.secs_per_tick=gssecs_per_tick;
|
|
lan.soubBobbyRay=gGameOptions.ubBobbyRay;
|
|
lan.sofGunNut=gGameOptions.fGunNut;
|
|
lan.soubGameStyle=gGameOptions.ubGameStyle;
|
|
lan.soubDifficultyLevel=gGameOptions.ubDifficultyLevel;
|
|
lan.sofTurnTimeLimit=gGameOptions.fTurnTimeLimit;
|
|
lan.sofIronManMode=gGameOptions.fIronManMode;
|
|
lan.starting_balance=gsstarting_balance;
|
|
|
|
// OJW - 20090319 - Changing allow custom NIV to force NIV on all clients
|
|
// as with the new join screen setup, no way for the individual client to choose
|
|
// whether or not to use NIV. If this is wrong, its easily fixed...
|
|
// just change description text for the toggle option on the host screen to
|
|
// "Allow custom inventory" and delete this if statement.
|
|
if (sALLOW_CUSTOM_NIV==1)
|
|
gGameOptions.ubInventorySystem = INVENTORY_NEW;
|
|
|
|
lan.sofNewInv=gGameOptions.ubInventorySystem;
|
|
|
|
lan.soDis_Bobby=gsDis_Bobby;
|
|
lan.soDis_Equip=gsDis_Equip;
|
|
|
|
lan.gsMAX_MERCS=gsMAX_MERCS;
|
|
|
|
memcpy( lan.client_names , client_names, sizeof( char ) * 4 * 30 );
|
|
lan.team=clinf->team;
|
|
|
|
lan.TESTING=gsTESTING;
|
|
|
|
// OJW - 20081218
|
|
if (RANDOM_SPAWN)
|
|
lan.cl_edge = client_edges[lan.client_num-1];
|
|
else
|
|
lan.cl_edge=clinf->cl_edge;
|
|
|
|
// OJW - 20081223
|
|
if (RANDOM_MERCS)
|
|
{
|
|
memcpy(lan.random_mercs, random_merc_teams[client_mercteam[lan.client_num - 1]], sizeof(int) * 7);
|
|
}
|
|
|
|
lan.TIME=TIME;
|
|
lan.WEAPON_READIED_BONUS=sWEAPON_READIED_BONUS;
|
|
lan.ALLOW_CUSTOM_NIV=sALLOW_CUSTOM_NIV;
|
|
lan.DISABLE_SPEC_MODE=sDISABLE_SPEC_MODE;
|
|
|
|
|
|
server->RPC("recieveSETTINGS",(const char*)&lan, (int)sizeof(settings_struct)*8, HIGH_PRIORITY, RELIABLE, 0, UNASSIGNED_SYSTEM_ADDRESS, true, 0, UNASSIGNED_NETWORK_ID,0);
|
|
} // end if(can_joingame)
|
|
}
|
|
|
|
// 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.TIME=TIME;
|
|
|
|
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_CHAT, 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_CHAT, 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 start_server (void)
|
|
{
|
|
if(!is_server)
|
|
{
|
|
|
|
|
|
|
|
//retrieve settings from .ini
|
|
|
|
f_rec_num(1,blank);//wipe clean
|
|
//char maxclients[30];
|
|
char port[30];
|
|
char SERVER_PORT[30];
|
|
//char MAX_CLIENTS[30] ;
|
|
|
|
// GetPrivateProfileString( "Ja2_mp Settings","MAX_CLIENTS", "", maxclients, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","SERVER_PORT", "", port, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
// strcpy( MAX_CLIENTS , maxclients );
|
|
strcpy( SERVER_PORT, port );
|
|
|
|
|
|
char ints[30];
|
|
char maxclients[30];
|
|
|
|
char hire_same_merc[30];
|
|
char bteam1_enabled[30];
|
|
//char bteam2_enabled[30];
|
|
char bteam3_enabled[30];
|
|
char bteam4_enabled[30];
|
|
|
|
char player_bside[30];
|
|
|
|
char sBalance[30];
|
|
char time_div[30];
|
|
char mor[30];
|
|
|
|
char sRandomMercs[30];
|
|
char sRandomEdges[30];
|
|
|
|
// OJW - 20081204
|
|
GetPrivateProfileString( "Ja2_mp Settings","SERVER_NAME", "", SERVER_NAME, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
|
|
GetPrivateProfileString( "Ja2_mp Settings","SAME_MERC", "", hire_same_merc, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","DISABLE_MORALE", "", mor, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","MAX_CLIENTS", "", maxclients, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","DAMAGE_MULTIPLIER", "", net_div, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","RANDOM_MERCS", "", sRandomMercs, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","RANDOM_EDGES", "", sRandomEdges, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
|
|
GetPrivateProfileString( "Ja2_mp Settings","ENEMY_ENABLED", "", bteam1_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
//GetPrivateProfileString( "Ja2_mp Settings","CREATURE_ENABLED", "", bteam2_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","MILITIA_ENABLED", "", bteam3_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","CIV_ENABLED", "", bteam4_enabled, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
|
|
GetPrivateProfileString( "Ja2_mp Settings","GAME_MODE", "", player_bside, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
|
|
|
|
//something new
|
|
gsMORALE=0;
|
|
if(atoi(mor)==1)gsMORALE=1;
|
|
|
|
|
|
GetPrivateProfileString( "Ja2_mp Settings","KIT_BAG", "", kbag, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
|
|
char rpn[30];
|
|
GetPrivateProfileString( "Ja2_mp Settings","REPORT_NAME", "", rpn, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
gsREPORT_NAME=atoi(rpn);
|
|
|
|
GetPrivateProfileString( "Ja2_mp Settings","STARTING_BALANCE", "", sBalance, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","TIMED_TURN_SECS_PER_TICK", "", time_div, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
|
|
char dis_bob[30];
|
|
char dis_equip[30];
|
|
char max_merc[30];
|
|
char test[30];
|
|
GetPrivateProfileString( "Ja2_mp Settings","DISABLE_BOBBY_RAYS", "", dis_bob, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","DISABLE_AIM_AND_MERC_EQUIP", "", dis_equip, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","MAX_MERCS", "", max_merc, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
GetPrivateProfileString( "Ja2_mp Settings","TESTING", "", test, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
gsDis_Bobby=false;
|
|
gsDis_Equip=false;
|
|
|
|
if(atoi(dis_bob)==1)gsDis_Bobby=true;
|
|
if(atoi(dis_equip)==1)gsDis_Equip=true;
|
|
|
|
gsMAX_MERCS=atoi(max_merc);
|
|
gsTESTING = atoi(test);
|
|
|
|
gsPLAYER_BSIDE = atoi(player_bside);
|
|
|
|
ENEMY_ENABLED=0;
|
|
CREATURE_ENABLED=0;
|
|
MILITIA_ENABLED=0;
|
|
CIV_ENABLED=0;
|
|
|
|
RANDOM_MERCS = atoi(sRandomMercs);
|
|
RANDOM_SPAWN = atoi(sRandomEdges);
|
|
|
|
if (RANDOM_SPAWN)
|
|
{
|
|
// create random starting edges
|
|
int spawns[4] = { 0 , 1 , 2 , 3 };
|
|
rSortArray(spawns,4);
|
|
memcpy(client_edges,spawns,sizeof(int)*4);
|
|
}
|
|
|
|
if (RANDOM_MERCS)
|
|
{
|
|
// randomly sort team indexes to give client
|
|
// one of four random merc teams
|
|
rSortArray(client_mercteam,4);
|
|
}
|
|
|
|
if(gsPLAYER_BSIDE==2)//only enable ai during coop
|
|
{
|
|
ENEMY_ENABLED = 1; // always enable enemies in co-op
|
|
MILITIA_ENABLED = atoi(bteam3_enabled);
|
|
CIV_ENABLED = atoi(bteam4_enabled);
|
|
}
|
|
|
|
gsSAME_MERC = atoi(hire_same_merc);
|
|
gsDAMAGE_MULTIPLIER =(FLOAT)atof(net_div);
|
|
gsINTERRUPTS = atoi(ints);
|
|
gsMAX_CLIENTS = atoi(maxclients);
|
|
|
|
gssecs_per_tick=atoi(time_div) ;
|
|
gsstarting_balance=atoi(sBalance);
|
|
|
|
char time[30];
|
|
GetPrivateProfileString( "Ja2_mp Settings","TIME", "", time, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
TIME=(FLOAT)atof(time);
|
|
|
|
char wpr[30];
|
|
GetPrivateProfileString( "Ja2_mp Settings","WEAPON_READIED_BONUS", "", wpr, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
sWEAPON_READIED_BONUS=atoi(wpr);
|
|
|
|
char acniv[30];
|
|
GetPrivateProfileString( "Ja2_mp Settings","ALLOW_CUSTOM_NIV", "", acniv, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
sALLOW_CUSTOM_NIV=atoi(acniv);
|
|
|
|
char dspec[30];
|
|
GetPrivateProfileString( "Ja2_mp Settings","DISABLE_SPEC_MODE", "", dspec, MAX_PATH, "..\\Ja2_mp.ini" );
|
|
sDISABLE_SPEC_MODE=atoi(dspec);
|
|
|
|
//**********************
|
|
|
|
|
|
|
|
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPServerMessage[0] );
|
|
|
|
server=RakNetworkFactory::GetRakPeerInterface();
|
|
bool b = server->Startup(gsMAX_CLIENTS, 30, &SocketDescriptor(atoi(SERVER_PORT),0), 1);
|
|
|
|
server->SetMaximumIncomingConnections((gsMAX_CLIENTS));
|
|
|
|
|
|
|
|
|
|
//RPC's
|
|
REGISTER_STATIC_RPC(server, sendPATH);
|
|
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, 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, requestSETTINGS);
|
|
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, rOVH);
|
|
|
|
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, rINT);
|
|
//
|
|
|
|
|
|
if (b)
|
|
{
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPServerMessage[1]);
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPServerMessage[2]);
|
|
is_server = true;
|
|
|
|
connect_client();//connect client to server
|
|
}
|
|
else
|
|
{
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPServerMessage[4]);
|
|
|
|
}
|
|
}
|
|
else
|
|
{
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, 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_LTBLUE, MSG_CHAT, L"ID_DISCONNECTION_NOTIFICATION");
|
|
HandleDisconnect(p->systemAddress);//clear record
|
|
break;
|
|
case ID_ALREADY_CONNECTED:
|
|
// Connection lost normally
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, 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_LTBLUE, MSG_CHAT, 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_LTBLUE, MSG_CHAT, 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_LTBLUE, MSG_CHAT, L"ID_REMOT/MING_CONNECTION");
|
|
break;
|
|
case ID_CONNECTION_ATTEMPT_FAILED:
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, 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_LTBLUE, MSG_CHAT, 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_LTBLUE, MSG_CHAT, 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_LTBLUE, MSG_CHAT, L"ID_CONNECTION_REQUEST_ACCEPTED");
|
|
break;
|
|
case ID_NEW_INCOMING_CONNECTION:
|
|
//tells server client has connected
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"ID_NEW_INCOMING_CONNECTION");
|
|
// make sure they can connect
|
|
CheckIncomingConnection(p);
|
|
//send_settings();//send off server set settings
|
|
break;
|
|
case ID_MODIFIED_PACKET:
|
|
// Cheater!
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"ID_MODIFIED_PACKET");
|
|
break;
|
|
default:
|
|
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, L"** a packet has been recieved for which i dont know what to do... **");
|
|
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->Shutdown(300);
|
|
is_server = false;
|
|
// We're done with the network
|
|
RakNetworkFactory::DestroyRakPeerInterface(server);
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPServerMessage[6]);
|
|
}
|
|
else
|
|
{
|
|
ScreenMsg( FONT_LTBLUE, MSG_CHAT, MPServerMessage[7]);
|
|
}
|
|
} |