1 |
#include "Flatline.h" |
2 |
#include "Oni_Character.h" |
3 |
#include "Flatline_Server.h" |
4 |
//#include <sys/time.h> |
5 |
#include <time.h> |
6 |
uint32_t last1 = 0; uint32_t last2 = 0; |
7 |
player_info Players[MAX_PLAYERS] = {{0}, {0}, {0}, {0}}; |
8 |
player_info * PlayerList[MAX_CONNECTIONS] = {0}; |
9 |
const char * Rejection_Messages[][255] = { |
10 |
{"Server is full"}, |
11 |
{"-2"}, |
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{"-3"}, |
13 |
{"-4"}, |
14 |
{"-5"}, |
15 |
}; |
16 |
|
17 |
#define BETTER_SYNC |
18 |
|
19 |
void DoRareSync( short Player, sockaddr_in * sender ) |
20 |
{ |
21 |
flatline_packet sync = {0}; |
22 |
|
23 |
if (Player > max_connections || !PlayerList[ Player ] ) return; |
24 |
|
25 |
|
26 |
// DDrConsole_PrintF( "Sending sync data for player %i, new index %u", Player, PlayerList[ Player ]->rare_sync_index); |
27 |
sender->sin_addr.S_un.S_addr = htonl(sender->sin_addr.S_un.S_addr); |
28 |
sync.id = RARE_SYNC_DATA; |
29 |
sprintf( sync.rare_sync_data.Class, TMrInstance_GetInstanceName( PlayerList[ Player ]->Chr->ONCC ) ); |
30 |
//using ->Inventory instead of ->Chr->Inventory to keep the index and Inventory in sync, just in case. |
31 |
memcpy( &(sync.rare_sync_data.Inventory), &(PlayerList[ Player ]->Inventory), sizeof(Inventory) ); |
32 |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
33 |
sync.rare_sync_data.Inventory.Weapons[0] = NULL; |
34 |
sync.rare_sync_data.Inventory.Weapons[1] = NULL; |
35 |
sync.rare_sync_data.Inventory.Weapons[2] = NULL; |
36 |
sync.rare_sync_data.PlayerNum = Player; |
37 |
sync.rare_sync_data.index = PlayerList[ Player ]->rare_sync_index; |
38 |
NetTCPServer_Send( sender, (char*)&sync, sizeof(rare_sync_data) + FLATLINE_HEADER ); |
39 |
} |
40 |
|
41 |
bool FLrServer_PacketCallback(char* data, int datalen, int from) |
42 |
{ |
43 |
int i, j; |
44 |
bool found_player = 0; |
45 |
flatline_packet * packet = (flatline_packet*)data; |
46 |
static int recieved = 0; |
47 |
sockaddr_in sender; |
48 |
sender.sin_family = AF_INET; |
49 |
sender.sin_port = htons(27777); |
50 |
sender.sin_addr = *((struct in_addr*)(int*)&from); |
51 |
|
52 |
|
53 |
//packet->data[datalen] = '\0'; |
54 |
|
55 |
//DDrConsole_PrintF("Packet \r%d recieved from %i", ++recieved, from); |
56 |
|
57 |
|
58 |
|
59 |
//if data[0] != CONNECT_SEND, search in playerlist for ip address |
60 |
|
61 |
|
62 |
|
63 |
|
64 |
switch(packet->id) { |
65 |
flatline_packet connect_recv; |
66 |
player_info * playah; |
67 |
//rewrite this when we get TCP support. |
68 |
//rewrite this before we get TCP support* |
69 |
//the way of seeing if there is room for players sucks. |
70 |
case CONNECT_SEND: |
71 |
; |
72 |
|
73 |
connect_recv.id = CONNECT_REPLY; |
74 |
|
75 |
//if(Players[i].ip == sender.sin_addr.S_un.S_addr) break; //needs to send an error message |
76 |
sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr); |
77 |
playah = FLrServer_AddPlayer(from,packet->connect_send.name, 0); |
78 |
DDrConsole_PrintF("%s connected from %s", packet->connect_send.name, inet_ntoa(sender.sin_addr ) ); |
79 |
if(!((int)playah > -5 && (int)playah <= 0)) { |
80 |
flatline_packet new_char = {0}; |
81 |
CharacterObject* Char; |
82 |
connect_recv.connect_reply.goodtogo = 1; |
83 |
connect_recv.connect_reply.player_slot = playah->list_slot; |
84 |
DDrConsole_PrintF("Slot: %i", playah->list_slot); |
85 |
|
86 |
//sending this several times to make sure it gets through. Really need to make up some form of packet tracking. |
87 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
88 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
89 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
90 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
91 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(connect_reply) + FLATLINE_HEADER); |
92 |
Sleep(100); |
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|
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new_char.id = NEW_PLAYER; |
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Char = &new_char.new_player.Character; |
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memset(Char, 0, sizeof(CharacterObject)); |
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Char->Header.Type = 'CHAR'; |
98 |
Char->OSD.Options = chr_dontaim; |
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for(j = 0; j < max_connections; j++) { |
100 |
if(PlayerList[j] != 0) { |
101 |
new_char.new_player.Playernumber = j; |
102 |
sprintf(Char->OSD.Name,"%s",PlayerList[j]->name); |
103 |
|
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sprintf(Char->OSD.Class, "%s", TMrInstance_GetInstanceName(PlayerList[j]->Chr->ONCC)); |
105 |
DDrConsole_PrintF("Class %s", Char->OSD.Class ); |
106 |
|
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sprintf(Char->OSD.Class, "konoko_generic"); |
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NetTCPServer_Send((sockaddr *) &sender, (char*)&new_char, sizeof(new_player) + FLATLINE_HEADER ); |
109 |
} |
110 |
|
111 |
} |
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} |
113 |
else { |
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//fix the error messages... |
115 |
DDrConsole_PrintF("Server is full. :("); |
116 |
connect_recv.connect_reply.goodtogo = 0; |
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sender.sin_addr.S_un.S_addr = htonl(sender.sin_addr.S_un.S_addr); |
118 |
memcpy(&connect_recv.connect_reply.message,"Server is full.", sizeof("Server is full.")); |
119 |
NetTCPServer_Send((sockaddr *) &sender, (char*)&connect_recv, sizeof(bool)*2 + FLATLINE_HEADER + sizeof("Server is full.")); |
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|
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} |
122 |
|
123 |
|
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break; |
125 |
case CONNECT_REPLY: |
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break; //do nothing...a server shouldn't recieve this type of packet. |
127 |
case MESSAGE: |
128 |
for(i = 0; i < MAX_PLAYERS; i++) { |
129 |
//DDrConsole_PrintF("%i : %i | %s : %s", from, Players[i].ip, inet_ntoa(*(struct in_addr*)&from), inet_ntoa(*(struct in_addr*)&(Players[i].ip))); |
130 |
if(Players[i].ip == sender.sin_addr.S_un.S_addr) { |
131 |
found_player = 1; |
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break; |
133 |
} |
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} |
135 |
if(found_player == 0) return true; |
136 |
else { |
137 |
char message_buffer[512] = {0}; |
138 |
flatline_packet message; |
139 |
int message_size; |
140 |
data[datalen] = 0; |
141 |
|
142 |
DDrConsole_PrintF("%s: %s", Players[i].name, packet->data); |
143 |
sprintf(message_buffer, "%s: %s", Players[i].name, packet->data); |
144 |
|
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message.id = MESSAGE; |
146 |
message_size = sprintf(message.data, "%s", message_buffer); |
147 |
COrMessage_Print(message_buffer, "chat", 0); |
148 |
UDPServer_SendToAll(&message, message_size + 1 + FLATLINE_HEADER); |
149 |
break; |
150 |
} |
151 |
case CHANGE_NAME: |
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; //wtf, needed or i get an error. |
153 |
DDrConsole_PrintF("Changing Name to: %s", packet->data); |
154 |
for(i = 0; i < MAX_PLAYERS; i++) { |
155 |
if(Players[i].ip == sender.sin_addr.S_un.S_addr) { |
156 |
found_player = 1; |
157 |
break; |
158 |
} |
159 |
} |
160 |
if(found_player == 0) return true; |
161 |
else { |
162 |
bool name_exists = 0; |
163 |
for(j = 0; j < MAX_PLAYERS; j++) { |
164 |
if(!strcmp(packet->data, Players[j].name)) { |
165 |
name_exists = 1; |
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break; |
167 |
} |
168 |
} |
169 |
if(!name_exists) { |
170 |
char message_buffer[1024]; |
171 |
sprintf(message_buffer,"%s changed their name to %s", Players[i].name, packet->data); |
172 |
COrMessage_Print(message_buffer, "name_change", 0); |
173 |
memcpy(Players[i].name, packet->data, 256); |
174 |
|
175 |
} |
176 |
break; |
177 |
} |
178 |
case PLAYER_INPUT: |
179 |
|
180 |
for(i = 0; i < max_connections; i++) { |
181 |
if(PlayerList[i] != 0 && PlayerList[i]->ip == sender.sin_addr.S_un.S_addr) { |
182 |
found_player = 1; |
183 |
break; |
184 |
} |
185 |
} |
186 |
|
187 |
if(found_player == 0) return true; |
188 |
else { |
189 |
input_struct * packet_input = &packet->input_struct; |
190 |
|
191 |
|
192 |
PlayerList[i]->Actions1 = packet_input->Actions1; |
193 |
PlayerList[i]->Actions2 = packet_input->Actions2; |
194 |
PlayerList[i]->MouseDeltaX = packet_input->MouseDeltaX; |
195 |
PlayerList[i]->MouseDeltaY = packet_input->MouseDeltaY; |
196 |
PlayerList[i]->LastInputTime = packet_input->Time; |
197 |
|
198 |
break; |
199 |
} |
200 |
case RARE_SYNC_DATA_REQUEST: |
201 |
DoRareSync( packet->sync_request , &sender); |
202 |
break; |
203 |
default: |
204 |
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
205 |
break; |
206 |
} |
207 |
return true; |
208 |
} |
209 |
|
210 |
bool FLrServer_Run() |
211 |
{ |
212 |
// Get the local hostname |
213 |
char szHostName[255]; |
214 |
struct hostent *host_entry; |
215 |
gethostname(szHostName, 255); |
216 |
|
217 |
host_entry=gethostbyname(szHostName); |
218 |
DDrConsole_PrintF("Server started at %s...", inet_ntoa (*(struct in_addr *)*host_entry->h_addr_list)); |
219 |
return NetUDPServer_Listen(27777, FLrServer_PacketCallback); |
220 |
} |
221 |
|
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|
223 |
RGBA green = {0, 0xFF, 0, 0}; |
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RGBA red = {0, 0, 0xFF, 0}; |
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RGBA grey = {0x80,0x80,0x80,0x80}; |
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|
227 |
//FLrClient_Run |
228 |
//Looping function that waits for packets from the server. |
229 |
//TODO: Convert connection packet stuff to TCP |
230 |
int client_slot = 0; |
231 |
bool FLrClient_Run(flatline_packet* packet) |
232 |
{ |
233 |
|
234 |
char data[1400]; |
235 |
uint16_t len; |
236 |
int j; |
237 |
int sent_bytes; |
238 |
client_connected = 0; |
239 |
|
240 |
|
241 |
//starts the connection |
242 |
DDrConsole_PrintF("Connecting to server %s on socket %i", inet_ntoa(address.sin_addr), client_sock); |
243 |
sent_bytes = NetUDPSocket_Send(client_sock, (sockaddr*)&address, (char*)packet, 255); |
244 |
if(sent_bytes == SOCKET_ERROR) { |
245 |
NetCatchError(); |
246 |
} |
247 |
//loops once per second waiting for a reply. |
248 |
for(j = 0; j < CONNECTION_TIMEOUT; j++) { |
249 |
while(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, data, &len)){ |
250 |
packet = (flatline_packet*)data; |
251 |
if(packet->id == CONNECT_REPLY) { |
252 |
if(packet->connect_reply.goodtogo){ |
253 |
client_connected = 1; |
254 |
|
255 |
client_slot = ((connect_reply*)packet->data)->player_slot; |
256 |
|
257 |
PlayerList[client_slot] = Players+client_slot; |
258 |
PlayerList[client_slot]->Chr = ONgGameState->PlayerCharacter; |
259 |
|
260 |
DDrConsole_PrintColored("Connection successful!",0,green, grey); |
261 |
|
262 |
//disable local input. |
263 |
DDrPatch_NOOP(0x004FA929, 5 + 6 + 5); |
264 |
|
265 |
//DDrConsole_PrintF("Slot %i", ((connect_reply*)packet)->player_slot); |
266 |
break; |
267 |
} |
268 |
else { |
269 |
DDrConsole_PrintF("Connection rejected: %s", ((connect_reply*)packet->data)->message); |
270 |
return false; |
271 |
break; |
272 |
} |
273 |
} |
274 |
} |
275 |
if(client_connected) break; |
276 |
DDrConsole_PrintF("Connection timing out in %i seconds...", CONNECTION_TIMEOUT - j); |
277 |
Sleep(1000); |
278 |
} |
279 |
//the client timed out without recieving an error message. |
280 |
if(!client_connected) { |
281 |
DDrConsole_PrintColored("Connection timed out.",0,red, grey); |
282 |
return false; |
283 |
} |
284 |
else |
285 |
{ |
286 |
ActiveCharacter * Active; |
287 |
flatline_packet packet; |
288 |
//#define SPAM_INPUT |
289 |
#ifdef SPAM_INPUT |
290 |
struct timeval lasttime; |
291 |
struct timeval thistime; |
292 |
gettimeofday(&lasttime, 0); |
293 |
#endif |
294 |
while(1) { |
295 |
#ifdef SPAM_INPUT |
296 |
gettimeofday(&thistime, 0); |
297 |
|
298 |
//DDrConsole_PrintF("%i.%i | %i.%i | %i.%i",lasttime.tv_sec, lasttime.tv_usec, thistime.tv_sec, thistime.tv_usec, |
299 |
// thistime.tv_sec - lasttime.tv_sec, thistime.tv_usec - lasttime.tv_usec); |
300 |
//checks to see if enough time has passed since the last input update (by default once every 10ms) |
301 |
if( |
302 |
((thistime.tv_sec > lasttime.tv_sec) && ((thistime.tv_usec + 1000000 - lasttime.tv_usec ) > update_rate * 1000) ) |
303 |
|| ((thistime.tv_sec == lasttime.tv_sec) && ((thistime.tv_usec - lasttime.tv_usec ) > update_rate * 1000)) |
304 |
) { |
305 |
|
306 |
flatline_packet input_packet; |
307 |
lasttime.tv_usec = ++thistime.tv_usec; //in case recieving packets takes less than 1 ms. |
308 |
|
309 |
input_packet.id = PLAYER_INPUT; |
310 |
|
311 |
if( ((GameState*)(ONgGameState))->Input.Current.Actions1 != last1 || ((GameState*)(ONgGameState))->Input.Current.Actions2 != last2) { |
312 |
last1 =((GameState*)(ONgGameState))->Input.Current.Actions1; |
313 |
last2 =((GameState*)(ONgGameState))->Input.Current.Actions2; |
314 |
} |
315 |
|
316 |
((input_struct*)(void*)(input_packet.data))->Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
317 |
((input_struct*)(void*)(input_packet.data))->Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
318 |
((input_struct*)(void*)(input_packet.data))->MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; |
319 |
((input_struct*)(void*)(input_packet.data))->MouseDeltaY = ((GameState*)(ONgGameState))->Input.MouseDeltaY; |
320 |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); |
321 |
//if(sent_bytes == SOCKET_ERROR) NetCatchError(); |
322 |
} |
323 |
#endif |
324 |
if(NetUDPSocket_Recieve(client_sock, (sockaddr_storage *) &client_address, &packet, &len)) { |
325 |
//packet = (flatline_packet*)data; |
326 |
//DDrConsole_PrintF("Data recieved, length %i, type %i", len, ((flatline_packet*)data)->id); |
327 |
switch(packet.id) { |
328 |
case MESSAGE: |
329 |
COrMessage_Print(packet.data, "chat", 0); |
330 |
break; |
331 |
case CONNECT_SEND: |
332 |
;if(1) { |
333 |
flatline_packet connect_recv; |
334 |
memcpy(&connect_recv.connect_reply.message,"This isn't a server!", sizeof("This isn't a server!")); |
335 |
NetUDPSocket_Send(client_sock, (sockaddr *) &address, (char*)&connect_recv, sizeof(bool) + FLATLINE_HEADER + sizeof("This isn't a server!")); |
336 |
} |
337 |
case CONNECT_REPLY: |
338 |
break; //extra packet or something. |
339 |
case NEW_PLAYER: |
340 |
;if(1) { //haxhaxhax |
341 |
CharacterObject* Char = &(packet.new_player.Character); |
342 |
uint32_t chr_index = 0; |
343 |
Character* PC; |
344 |
DDrConsole_PrintF("%i | %i", packet.new_player.Playernumber ,client_slot); |
345 |
//Char->OSD.Options = 0; |
346 |
if(packet.new_player.Playernumber == client_slot) { |
347 |
PlayerList[packet.new_player.Playernumber] = &Players[0]; |
348 |
PC = (ONgGameState->PlayerCharacter); |
349 |
Players[0].Chr = PC; |
350 |
|
351 |
} |
352 |
else { |
353 |
ONrGameState_NewCharacter(Char, NULL, NULL, &chr_index); |
354 |
ONgGameState->CharacterStorage[chr_index].field_1E8 = 0; |
355 |
PlayerList[packet.new_player.Playernumber] = &Players[chr_index]; |
356 |
Players[chr_index].Chr = &(ONgGameState->CharacterStorage[chr_index]); |
357 |
Players[chr_index].Chr->Flags &= 0xFFBFFFFF; |
358 |
Players[chr_index].spawnnumber = chr_index; |
359 |
DDrConsole_PrintF("Spawning player %s, class %s, slot %i", ((new_player*)(packet.data))->Character.OSD.Name, ((new_player*)(packet.data))->Character.OSD.Class,chr_index) ; |
360 |
} |
361 |
//Players[((new_player*)(packet.data))->Playernumber].spawnnumber = ONrGameState_NewCharacter(&(((new_player*)(packet.data))->Character), NULL, NULL, 0); |
362 |
break; |
363 |
} |
364 |
case PLAYER_DATA: |
365 |
if(1) { //haxhaxhax |
366 |
player_data* data = &packet.player_data; |
367 |
uint16_t i = data->PlayerNum; |
368 |
GameInput * Active_Input; |
369 |
data = (void*)packet.data; |
370 |
|
371 |
//DDrConsole_PrintF("Got data for Player %i, %x", i, PlayerList[i]); |
372 |
if (i > max_connections) break; |
373 |
if( !PlayerList[i] ) break; |
374 |
//PlayerList[i]->Chr = ((GameState *)ONgGameState)->CharacterStorage; |
375 |
#ifndef BETTER_SYNC |
376 |
PlayerList[i]->Chr->Health = data->Health; |
377 |
PlayerList[i]->Chr->MaxHealth = data->MaxHealth; |
378 |
PlayerList[i]->Chr->Position = data->Position; |
379 |
PlayerList[i]->Chr->Location = data->Location; |
380 |
PlayerList[i]->Chr->LastPosition = data->LastPosition; |
381 |
PlayerList[i]->Chr->Facing = data->Facing; |
382 |
PlayerList[i]->Chr->DesiredFacing = data->DesiredFacing; |
383 |
PlayerList[i]->Chr->CosmeticFacing = data->CosmeticFacing; |
384 |
PlayerList[i]->Actions1 = data->Inputs.Actions1; |
385 |
PlayerList[i]->Actions2 = data->Inputs.Actions2; |
386 |
PlayerList[i]->MouseDeltaX = data->Inputs.MouseDeltaX; |
387 |
PlayerList[i]->MouseDeltaY = data->Inputs.MouseDeltaY; |
388 |
|
389 |
Active = ((ActiveCharacter*)(ONrGetActiveCharacter(PlayerList[i]->Chr))); |
390 |
if(!Active) break; |
391 |
|
392 |
Active->PhyContext->Position = data->Position; |
393 |
#else |
394 |
PlayerList[i]->Actions1 = data->Inputs.Actions1; |
395 |
PlayerList[i]->Actions2 = data->Inputs.Actions2; |
396 |
PlayerList[i]->MouseDeltaX = data->Inputs.MouseDeltaX; |
397 |
PlayerList[i]->MouseDeltaY = data->Inputs.MouseDeltaY; |
398 |
memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); |
399 |
#endif |
400 |
if( !server_started && data->rare_sync_index > PlayerList[i]->rare_sync_index ) |
401 |
{ |
402 |
int sent_bytes; |
403 |
flatline_packet sync_request = {0}; |
404 |
sync_request.id = RARE_SYNC_DATA_REQUEST; |
405 |
sync_request.sync_request = i; |
406 |
DDrConsole_PrintF( "Requesting sync data for player %i, old index %u", i, PlayerList[i]->rare_sync_index); |
407 |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&sync_request, FLATLINE_HEADER + sizeof(int) ); |
408 |
} |
409 |
|
410 |
|
411 |
#if 0 |
412 |
TMrInstance_GetDataPtr('TRAM',data->Animation,Active->Animation); |
413 |
Active->AnimationFromState = data->AnimationFromState; |
414 |
Active->AnimationToState = data->AnimationToState; |
415 |
Active->AnimationType = data->AnimationType; |
416 |
Active->NextAnimationType = data->NextAnimationType; |
417 |
Active->Frame = data->Frame; |
418 |
Active->InterpolationCurrentFrame = data->InterpolationCurrentFrame; |
419 |
Active->InterpolationFromState = data->InterpolationFromState; |
420 |
Active->InterpolationLength = data->InterpolationLength; |
421 |
memcpy(Active->InterpolationStartRotations, data->InterpolationStartRotations, |
422 |
sizeof(Quaternion) * 19); |
423 |
memcpy(Active->BoneMatrices, data->BoneMatrices, |
424 |
sizeof(Quaternion) * 19); |
425 |
Active->Stitch = data->Stitch; |
426 |
Active->StitchHeight = data->StitchHeight; |
427 |
Active->StitchVelocity = data->StitchVelocity; |
428 |
|
429 |
Active->Overlay = data->Overlay; |
430 |
memcpy(Active->OverlayRotations, data->OverlayRotations, |
431 |
sizeof(Quaternion) * 19); |
432 |
#endif |
433 |
//Active->animationtype2 = data->AnimationType2; |
434 |
/* |
435 |
if((int)*((char*)(Active + 0x1AF8) + 0x166) > data->Frame + 1) |
436 |
*(uint16_t *)((char*)Active + 0x1C88) = data->Frame + 1; |
437 |
*/ |
438 |
break; |
439 |
} |
440 |
case RARE_SYNC_DATA: |
441 |
if(1) { |
442 |
sl_arg hax[2]; |
443 |
int dontuse; |
444 |
uint16_t i = packet.rare_sync_data.PlayerNum; |
445 |
|
446 |
if (i > max_connections) break; |
447 |
if( !PlayerList[i] ) break; |
448 |
|
449 |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
450 |
packet.rare_sync_data.Inventory.Weapons[0] = NULL; |
451 |
packet.rare_sync_data.Inventory.Weapons[1] = NULL; |
452 |
packet.rare_sync_data.Inventory.Weapons[2] = NULL; |
453 |
// TMrInstance_GetDataPtr( 'ONCC', packet.rare_sync_data.Class, PlayerList[ i ]->Chr->ONCC ); |
454 |
|
455 |
//add the target character |
456 |
hax[0].type = sl_int32; |
457 |
hax[0].value_int32 = PlayerList[ packet.rare_sync_data.PlayerNum ]->spawnnumber; |
458 |
|
459 |
//add the new class |
460 |
//fix this later so we cant buffer overflow :O |
461 |
hax[1].type = sl_str32; |
462 |
hax[1].value_str32 = packet.rare_sync_data.Class; |
463 |
|
464 |
//we are directly calling a bsl function instead of using the normal method for two reasons |
465 |
//1. it has all the checking built in |
466 |
iSetCharacterClass( 0, 2, hax, &dontuse, &dontuse, hax ); |
467 |
//DDrConsole_PrintF( "Recieved sync data for player %i, class %s, old index %u, new index %u", i, packet.rare_sync_data.Class, PlayerList[i]->rare_sync_index, packet.rare_sync_data.index); |
468 |
memcpy( &(PlayerList[ i ]->Chr->Inventory), &(packet.rare_sync_data.Inventory), sizeof(Inventory )); |
469 |
|
470 |
PlayerList[i]->rare_sync_index = packet.rare_sync_data.index; |
471 |
} |
472 |
break; |
473 |
|
474 |
default: |
475 |
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
476 |
break; |
477 |
} |
478 |
} |
479 |
else { |
480 |
Sleep(1); |
481 |
} |
482 |
} |
483 |
} |
484 |
return true; |
485 |
} |
486 |
|
487 |
//wtf, this needs cleaned up... |
488 |
player_info *FLr_FindEmptySlot() { |
489 |
int j; |
490 |
for(j = 0; j < MAX_PLAYERS; j++) { |
491 |
if (Players[j].ip == 0) { |
492 |
return &Players[j]; |
493 |
} |
494 |
} |
495 |
return 0; |
496 |
} |
497 |
|
498 |
extern uint16_t max_connections; |
499 |
uint16_t FLr_FindEmptyListSlot() { |
500 |
int j; |
501 |
for(j = 0; j < max_connections; j++) { |
502 |
if (PlayerList[j] == 0) { |
503 |
return j; |
504 |
} |
505 |
} |
506 |
return -1; |
507 |
} |
508 |
typedef struct |
509 |
{ |
510 |
uint16_t x; |
511 |
uint16_t y; |
512 |
|
513 |
} IMtPoint2D; |
514 |
static flatline_packet cache_input = {0}; |
515 |
extern void* TSrTest; |
516 |
void * ONICALL FLrInput_Update_Keys(void) |
517 |
{ |
518 |
uint16_t i; |
519 |
/*DDrConsole_PrintF("Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x", |
520 |
ONgGameState->Input.Current.Actions1, ONgGameState->Input.Current.Actions2, |
521 |
ONgGameState->Input.Start.Actions1,ONgGameState->Input.Start.Actions2, |
522 |
ONgGameState->Input.Stop.Actions1, ONgGameState->Input.Stop.Actions2, |
523 |
ONgGameState->Input.Stopped.Actions2, ONgGameState->Input.Stopped.Actions2 |
524 |
); |
525 |
*/ |
526 |
ActiveCharacter * Active_Player = ONgGameState->ActiveCharacters; |
527 |
Active_Player->PhyContext->Rotation; |
528 |
Active_Player->PhyContext->Position; |
529 |
ONgGameState->PlayerCharacter->Position; |
530 |
|
531 |
|
532 |
|
533 |
/* |
534 |
if( ONgGameState->Input.MouseDeltaX != 0 || ONgGameState->Input.MouseDeltaY != 0 || |
535 |
ONgGameState->Input.field_8 != 0 || ONgGameState->Input.field_C != 0 ) |
536 |
|
537 |
DDrConsole_PrintF("%f %f | %f %f", |
538 |
ONgGameState->Input.MouseDeltaX , ONgGameState->Input.MouseDeltaY, |
539 |
ONgGameState->Input.field_8, ONgGameState->Input.field_C); |
540 |
|
541 |
*/ |
542 |
//if sprint timer is equal to 0, display 0 |
543 |
//else if sprint timer is equal to -1, display -1 |
544 |
//else display difference |
545 |
//good thing this is just quick an dirty debug stuff :) |
546 |
|
547 |
//basically it seems that if the difference is bigger than 15 frames, you cant dash. : / |
548 |
|
549 |
#ifndef SPAM_INPUT |
550 |
if(client_connected) |
551 |
{ |
552 |
int sent_bytes; |
553 |
flatline_packet input_packet = {0}; |
554 |
input_packet.id = PLAYER_INPUT; |
555 |
input_packet.input_struct.Time = ONgGameState->GameTime; |
556 |
input_packet.input_struct.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
557 |
input_packet.input_struct.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
558 |
input_packet.input_struct.MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; |
559 |
input_packet.input_struct.MouseDeltaY = ((GameState*)(ONgGameState))->Input.MouseDeltaY; |
560 |
|
561 |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&input_packet, sizeof(input_struct) + FLATLINE_HEADER); |
562 |
|
563 |
//return ONgGameState; |
564 |
} |
565 |
#endif |
566 |
//Testing drawing text to the screen...this failed. Will need to get it working eventually. |
567 |
if( TSrTest ) |
568 |
{ |
569 |
// OniRectangle TextRect = { 128, 128, 256, 256 }; |
570 |
IMtPoint2D Point = {50, 50}; |
571 |
//TSrContext_DrawText(TSrTest, "Testing woohoo", 255, 0, &Point); |
572 |
TSrContext_DrawText(TSrTest, "WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW", 255, 0, &Point); |
573 |
|
574 |
} |
575 |
if(!(server_started || client_connected)) return ONgGameState; |
576 |
|
577 |
for(i = 0; i < max_connections; i++) { |
578 |
ActiveCharacter * Active_Player; |
579 |
GameInput * Active_Input; |
580 |
if(PlayerList[i] == 0) continue; |
581 |
|
582 |
//is this right? |
583 |
Active_Player = (void*)ONrGetActiveCharacter( PlayerList[i]->Chr); |
584 |
|
585 |
if(Active_Player == 0) continue; |
586 |
Active_Input = &(Active_Player->Input); |
587 |
if(server_started) { |
588 |
player_data * data; |
589 |
flatline_packet data_out = {0}; |
590 |
|
591 |
//if( PlayerList[i]->Chr->Health == 0) PlayerList[i]->Chr->Health = PlayerList[i]->Chr->MaxHealth; |
592 |
|
593 |
data_out.id = PLAYER_DATA; |
594 |
data = (void*)&(data_out.data); |
595 |
data->PlayerNum = i; |
596 |
data->Health = PlayerList[i]->Chr->Health; |
597 |
data->MaxHealth = PlayerList[i]->Chr->MaxHealth; |
598 |
data->Position = PlayerList[i]->Chr->Position; |
599 |
data->Location = PlayerList[i]->Chr->Location; |
600 |
data->LastPosition = PlayerList[i]->Chr->LastPosition; |
601 |
data->Facing = PlayerList[i]->Chr->Facing; |
602 |
data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing; |
603 |
data->CosmeticFacing = PlayerList[i]->Chr->CosmeticFacing; |
604 |
|
605 |
|
606 |
data->Position = Active_Player->PhyContext->Position; |
607 |
|
608 |
if( PlayerList[i]->OldClass != PlayerList[i]->Chr->ONCC || memcmp( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ) ) |
609 |
{ |
610 |
PlayerList[i]->OldClass = PlayerList[i]->Chr->ONCC; |
611 |
memcpy( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ); |
612 |
PlayerList[i]->rare_sync_index++; |
613 |
|
614 |
} |
615 |
|
616 |
data->rare_sync_index = PlayerList[i]->rare_sync_index; |
617 |
|
618 |
#if 0 |
619 |
data->Frame = Active_Player->Frame; |
620 |
memcpy(data->Animation, TMrInstance_GetInstanceName(Active_Player->Animation), 32); |
621 |
data->AnimationToState = Active_Player->AnimationToState; |
622 |
data->AnimationFromState = Active_Player->AnimationFromState; |
623 |
data->AnimationType = Active_Player->AnimationType; |
624 |
data->NextAnimationType = Active_Player->NextAnimationType; |
625 |
data->InterpolationCurrentFrame = Active_Player->InterpolationCurrentFrame; |
626 |
data->InterpolationFromState = Active_Player->InterpolationFromState; |
627 |
data->InterpolationLength = Active_Player->InterpolationLength; |
628 |
memcpy(data->InterpolationStartRotations, Active_Player->InterpolationStartRotations, |
629 |
sizeof(Quaternion) * 19); |
630 |
// data->InterpolationStartRotations = Active_Player->InterpolationStartRotations; |
631 |
memcpy(data->BoneMatrices, Active_Player->BoneMatrices, |
632 |
sizeof(Quaternion) * 19); |
633 |
data->Stitch = Active_Player->Stitch; |
634 |
data->StitchHeight = Active_Player->StitchHeight; |
635 |
data->StitchVelocity = Active_Player->StitchVelocity; |
636 |
|
637 |
data->Overlay = Active_Player->Overlay; |
638 |
memcpy( data->OverlayRotations, Active_Player->OverlayRotations |
639 |
,sizeof(Quaternion) * 19); |
640 |
#endif |
641 |
if(i == 0) { |
642 |
data->Inputs.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
643 |
data->Inputs.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
644 |
data->Inputs.MouseDeltaX = ONgGameState->Input.MouseDeltaX; |
645 |
data->Inputs.MouseDeltaY = ONgGameState->Input.MouseDeltaY; |
646 |
} |
647 |
else{ |
648 |
data->Inputs.Actions1 = PlayerList[i]->Actions1; |
649 |
data->Inputs.Actions2 = PlayerList[i]->Actions2; |
650 |
data->Inputs.MouseDeltaX = PlayerList[i]->MouseDeltaX; |
651 |
data->Inputs.MouseDeltaY = PlayerList[i]->MouseDeltaY; |
652 |
} |
653 |
memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); |
654 |
|
655 |
UDPServer_SendToAll(&data_out, sizeof(player_data) + FLATLINE_HEADER); |
656 |
} |
657 |
|
658 |
if( (server_started && i !=0) || (!server_started/* && i != client_slot*/) ) |
659 |
{ |
660 |
//this just made sync even worse... |
661 |
#ifdef JITTER_FIX |
662 |
input_struct * New_Input = &PlayerList[i]->MouseDeltaX; |
663 |
input_struct * Cache_Input = &PlayerList[i]->CacheInput; |
664 |
Active_Input->Stop.Actions1 = ~Cache_Input->Actions1 & Active_Input->Current.Actions1; |
665 |
Active_Input->Stop.Actions2 = ~Cache_Input->Actions2 & Active_Input->Current.Actions2; |
666 |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & Cache_Input->Actions1; |
667 |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & Cache_Input->Actions2; |
668 |
Active_Input->Current.Actions1 = Cache_Input->Actions1; |
669 |
Active_Input->Current.Actions2 = Cache_Input->Actions2; |
670 |
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
671 |
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
672 |
Active_Input->MouseDeltaX = Cache_Input->MouseDeltaX; |
673 |
Active_Input->MouseDeltaY = Cache_Input->MouseDeltaY; |
674 |
memcpy( Cache_Input, New_Input, sizeof(input_struct)); |
675 |
#else |
676 |
|
677 |
Active_Input->Stop.Actions1 = ~PlayerList[i]->Actions1 & Active_Input->Current.Actions1; |
678 |
Active_Input->Stop.Actions2 = ~PlayerList[i]->Actions2 & Active_Input->Current.Actions2; |
679 |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Actions1; |
680 |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Actions2; |
681 |
|
682 |
Active_Input->Current.Actions1 = PlayerList[i]->Actions1; |
683 |
Active_Input->Current.Actions2 = PlayerList[i]->Actions2; |
684 |
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
685 |
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
686 |
Active_Input->MouseDeltaX = PlayerList[i]->MouseDeltaX; |
687 |
Active_Input->MouseDeltaY = PlayerList[i]->MouseDeltaY; |
688 |
//DDrConsole_PrintF("Timer: %i", (Active_Player->SprintTimer != 0) ? (Active_Player->SprintTimer == -1) ? -1 : (ONgGameState->GameTime - Active_Player->SprintTimer) : 0); |
689 |
|
690 |
//DDrConsole_PrintF("1E8 %u", ONgGameState->PlayerCharacter->field_1E8); |
691 |
/* |
692 |
DDrConsole_PrintF("T %u | Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x", |
693 |
PlayerList[i]->LastInputTime, |
694 |
Active_Input->Current.Actions1, Active_Input->Current.Actions2, |
695 |
Active_Input->Start.Actions1,Active_Input->Start.Actions2, |
696 |
Active_Input->Stop.Actions1, Active_Input->Stop.Actions2, |
697 |
Active_Input->Stopped.Actions1, Active_Input->Stopped.Actions2 |
698 |
); |
699 |
*/ |
700 |
|
701 |
|
702 |
#endif |
703 |
|
704 |
#ifdef BETTER_SYNC |
705 |
if( !server_started && PlayerList[i]->player_data.Health != 0) { |
706 |
PlayerList[i]->Chr->Health = PlayerList[i]->player_data.Health; |
707 |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->player_data.MaxHealth; |
708 |
PlayerList[i]->Chr->Position = PlayerList[i]->player_data.Position; |
709 |
PlayerList[i]->Chr->Location = PlayerList[i]->player_data.Location; |
710 |
PlayerList[i]->Chr->LastPosition = PlayerList[i]->player_data.LastPosition; |
711 |
PlayerList[i]->Chr->Facing = PlayerList[i]->player_data.Facing; |
712 |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->player_data.DesiredFacing; |
713 |
PlayerList[i]->Chr->CosmeticFacing = PlayerList[i]->player_data.CosmeticFacing; |
714 |
PlayerList[i]->Actions1 = PlayerList[i]->player_data.Inputs.Actions1; |
715 |
PlayerList[i]->Actions2 = PlayerList[i]->player_data.Inputs.Actions2; |
716 |
PlayerList[i]->MouseDeltaX = PlayerList[i]->player_data.Inputs.MouseDeltaX; |
717 |
PlayerList[i]->MouseDeltaY = PlayerList[i]->player_data.Inputs.MouseDeltaY; |
718 |
Active_Player->PhyContext->Position = PlayerList[i]->player_data.Position; |
719 |
} |
720 |
#endif |
721 |
|
722 |
} |
723 |
} |
724 |
|
725 |
return ONgGameState; |
726 |
} |