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; |
95 |
|
Char = &new_char.new_player.Character; |
96 |
|
memset(Char, 0, sizeof(CharacterObject)); |
97 |
|
Char->Header.Type = 'CHAR'; |
98 |
< |
Char->OSD.Options = chr_dontaim | chr_unkillable; |
98 |
> |
Char->OSD.Options = chr_dontaim; |
99 |
|
for(j = 0; j < max_connections; j++) { |
100 |
|
if(PlayerList[j] != 0) { |
101 |
|
new_char.new_player.Playernumber = j; |
193 |
|
PlayerList[i]->Actions2 = packet_input->Actions2; |
194 |
|
PlayerList[i]->MouseDeltaX = packet_input->MouseDeltaX; |
195 |
|
PlayerList[i]->MouseDeltaY = packet_input->MouseDeltaY; |
196 |
< |
|
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; |
252 |
|
client_connected = 1; |
253 |
|
|
254 |
|
client_slot = ((connect_reply*)packet->data)->player_slot; |
255 |
< |
|
256 |
< |
PlayerList[client_slot] = Players+client_slot; |
257 |
< |
PlayerList[client_slot]->Chr = ONgGameState->PlayerCharacter; |
231 |
< |
|
232 |
< |
|
255 |
> |
|
256 |
> |
PlayerList[client_slot] = Players+client_slot; |
257 |
> |
PlayerList[client_slot]->Chr = ONgGameState->PlayerCharacter; |
258 |
|
|
259 |
|
DDrConsole_PrintColored("Connection successful!",0,green, grey); |
260 |
+ |
|
261 |
+ |
//disable local input. |
262 |
+ |
DDrPatch_NOOP(0x004FA929, 5 + 6 + 5); |
263 |
+ |
|
264 |
|
//DDrConsole_PrintF("Slot %i", ((connect_reply*)packet)->player_slot); |
265 |
|
break; |
266 |
|
} |
350 |
|
} |
351 |
|
else { |
352 |
|
ONrGameState_NewCharacter(Char, NULL, NULL, &chr_index); |
353 |
+ |
ONgGameState->CharacterStorage[chr_index].field_1E8 = 0; |
354 |
|
PlayerList[packet.new_player.Playernumber] = &Players[chr_index]; |
355 |
|
Players[chr_index].Chr = &(ONgGameState->CharacterStorage[chr_index]); |
356 |
|
Players[chr_index].Chr->Flags &= 0xFFBFFFFF; |
357 |
+ |
Players[chr_index].spawnnumber = chr_index; |
358 |
|
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) ; |
359 |
|
} |
360 |
|
//Players[((new_player*)(packet.data))->Playernumber].spawnnumber = ONrGameState_NewCharacter(&(((new_player*)(packet.data))->Character), NULL, NULL, 0); |
371 |
|
if (i > max_connections) break; |
372 |
|
if( !PlayerList[i] ) break; |
373 |
|
//PlayerList[i]->Chr = ((GameState *)ONgGameState)->CharacterStorage; |
374 |
< |
|
374 |
> |
#ifndef BETTER_SYNC |
375 |
|
PlayerList[i]->Chr->Health = data->Health; |
376 |
|
PlayerList[i]->Chr->MaxHealth = data->MaxHealth; |
377 |
|
PlayerList[i]->Chr->Position = data->Position; |
389 |
|
if(!Active) break; |
390 |
|
|
391 |
|
Active->PhyContext->Position = data->Position; |
392 |
+ |
#else |
393 |
+ |
PlayerList[i]->Actions1 = data->Inputs.Actions1; |
394 |
+ |
PlayerList[i]->Actions2 = data->Inputs.Actions2; |
395 |
+ |
PlayerList[i]->MouseDeltaX = data->Inputs.MouseDeltaX; |
396 |
+ |
PlayerList[i]->MouseDeltaY = data->Inputs.MouseDeltaY; |
397 |
+ |
memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); |
398 |
+ |
#endif |
399 |
+ |
if( !server_started && data->rare_sync_index > PlayerList[i]->rare_sync_index ) |
400 |
+ |
{ |
401 |
+ |
int sent_bytes; |
402 |
+ |
flatline_packet sync_request = {0}; |
403 |
+ |
sync_request.id = RARE_SYNC_DATA_REQUEST; |
404 |
+ |
sync_request.sync_request = i; |
405 |
+ |
DDrConsole_PrintF( "Requesting sync data for player %i, old index %u", i, PlayerList[i]->rare_sync_index); |
406 |
+ |
sent_bytes = NetUDPSocket_Send(client_sock,(sockaddr *) &address, (char*)&sync_request, FLATLINE_HEADER + sizeof(int) ); |
407 |
+ |
} |
408 |
+ |
|
409 |
|
|
410 |
|
#if 0 |
411 |
|
TMrInstance_GetDataPtr('TRAM',data->Animation,Active->Animation); |
436 |
|
*/ |
437 |
|
break; |
438 |
|
} |
439 |
+ |
case RARE_SYNC_DATA: |
440 |
+ |
if(1) { |
441 |
+ |
sl_arg hax[2]; |
442 |
+ |
int dontuse; |
443 |
+ |
uint16_t i = packet.rare_sync_data.PlayerNum; |
444 |
+ |
|
445 |
+ |
if (i > max_connections) break; |
446 |
+ |
if( !PlayerList[i] ) break; |
447 |
+ |
|
448 |
+ |
//WEAPONS ARE DISABLED. Why? Pain in the arse to sync. |
449 |
+ |
packet.rare_sync_data.Inventory.Weapons[0] = NULL; |
450 |
+ |
packet.rare_sync_data.Inventory.Weapons[1] = NULL; |
451 |
+ |
packet.rare_sync_data.Inventory.Weapons[2] = NULL; |
452 |
+ |
// TMrInstance_GetDataPtr( 'ONCC', packet.rare_sync_data.Class, PlayerList[ i ]->Chr->ONCC ); |
453 |
+ |
|
454 |
+ |
//add the target character |
455 |
+ |
hax[0].type = sl_int32; |
456 |
+ |
hax[0].value_int32 = PlayerList[ packet.rare_sync_data.PlayerNum ]->spawnnumber; |
457 |
+ |
|
458 |
+ |
//add the new class |
459 |
+ |
//fix this later so we cant buffer overflow :O |
460 |
+ |
hax[1].type = sl_str32; |
461 |
+ |
hax[1].value_str32 = packet.rare_sync_data.Class; |
462 |
+ |
|
463 |
+ |
//we are directly calling a bsl function instead of using the normal method for two reasons |
464 |
+ |
//1. it has all the checking built in |
465 |
+ |
iSetCharacterClass( 0, 2, hax, &dontuse, &dontuse, hax ); |
466 |
+ |
//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); |
467 |
+ |
memcpy( &(PlayerList[ i ]->Chr->Inventory), &(packet.rare_sync_data.Inventory), sizeof(Inventory )); |
468 |
+ |
|
469 |
+ |
PlayerList[i]->rare_sync_index = packet.rare_sync_data.index; |
470 |
+ |
} |
471 |
+ |
break; |
472 |
+ |
|
473 |
|
default: |
474 |
|
DDrConsole_PrintF("Warning, recieved badly formed packet!"); |
475 |
|
break; |
483 |
|
return true; |
484 |
|
} |
485 |
|
|
486 |
< |
//UDPServer_SendToAll |
405 |
< |
//Sends a packet to all the clients currently connected. |
406 |
< |
//Returns the number of players sent to. |
407 |
< |
int UDPServer_SendToAll(void* packet, int size) { |
408 |
< |
int j; |
409 |
< |
int players = 0; |
410 |
< |
sockaddr_in address; |
411 |
< |
memset(&address, 0, sizeof(sockaddr_in)); |
412 |
< |
address.sin_family = AF_INET; |
413 |
< |
address.sin_addr.s_addr = htonl(INADDR_ANY); |
414 |
< |
address.sin_port = htons(27777); |
415 |
< |
for(j = 0; j < max_connections; j++) { |
416 |
< |
if (PlayerList[j] != 0 && PlayerList[j]->ip && (PlayerList[j]->ip != inet_addr("127.0.0.1"))) { |
417 |
< |
int sent_bytes; |
418 |
< |
address.sin_addr.s_addr = htonl(PlayerList[j]->ip);//*((struct in_addr*)(int*)&(Players[j].ip)); |
419 |
< |
sent_bytes = NetUDPServer_Send((sockaddr *) &address, (char*)packet, size); |
420 |
< |
if(sent_bytes == SOCKET_ERROR) NetCatchError(); |
421 |
< |
else players++; |
422 |
< |
} |
423 |
< |
} |
424 |
< |
return players; |
425 |
< |
} |
426 |
< |
|
486 |
> |
//wtf, this needs cleaned up... |
487 |
|
player_info *FLr_FindEmptySlot() { |
488 |
|
int j; |
489 |
|
for(j = 0; j < MAX_PLAYERS; j++) { |
509 |
|
extern void* TSrTest; |
510 |
|
void * ONICALL FLrInput_Update_Keys(void) |
511 |
|
{ |
512 |
< |
uint16_t i; |
512 |
> |
uint16_t i; |
513 |
> |
/*DDrConsole_PrintF("Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x", |
514 |
> |
ONgGameState->Input.Current.Actions1, ONgGameState->Input.Current.Actions2, |
515 |
> |
ONgGameState->Input.Start.Actions1,ONgGameState->Input.Start.Actions2, |
516 |
> |
ONgGameState->Input.Stop.Actions1, ONgGameState->Input.Stop.Actions2, |
517 |
> |
ONgGameState->Input.Stopped.Actions2, ONgGameState->Input.Stopped.Actions2 |
518 |
> |
); |
519 |
> |
*/ |
520 |
> |
ActiveCharacter * Active_Player = ONgGameState->ActiveCharacters; |
521 |
> |
|
522 |
> |
//if sprint timer is equal to 0, display 0 |
523 |
> |
//else if sprint timer is equal to -1, display -1 |
524 |
> |
//else display difference |
525 |
> |
//good thing this is just quick an dirty debug stuff :) |
526 |
> |
|
527 |
> |
//basically it seems that if the difference is bigger than 15 frames, you cant dash. : / |
528 |
> |
|
529 |
|
#ifndef SPAM_INPUT |
530 |
|
if(client_connected) |
531 |
|
{ |
532 |
|
int sent_bytes; |
533 |
|
flatline_packet input_packet = {0}; |
534 |
|
input_packet.id = PLAYER_INPUT; |
535 |
< |
|
535 |
> |
input_packet.input_struct.Time = ONgGameState->GameTime; |
536 |
|
input_packet.input_struct.Actions1 = ((GameState*)(ONgGameState))->Input.Current.Actions1; |
537 |
|
input_packet.input_struct.Actions2 = ((GameState*)(ONgGameState))->Input.Current.Actions2; |
538 |
|
input_packet.input_struct.MouseDeltaX = ((GameState*)(ONgGameState))->Input.MouseDeltaX; |
544 |
|
} |
545 |
|
#endif |
546 |
|
//Testing drawing text to the screen...this failed. Will need to get it working eventually. |
547 |
< |
if( TSrTest ) |
547 |
> |
if( TSrTest ) |
548 |
|
{ |
549 |
|
OniRectangle TextRect = { 20, 20, 50, 50 }; |
550 |
|
TSrContext_DrawText(TSrTest, "Testing woohoo", 0xFF, 0, &TextRect); |
556 |
|
GameInput * Active_Input; |
557 |
|
if(PlayerList[i] == 0) continue; |
558 |
|
|
559 |
< |
Active_Player = (void*)ONrGetActiveCharacter(PlayerList[i]->Chr); |
559 |
> |
//is this right? |
560 |
> |
Active_Player = (void*)ONrGetActiveCharacter( PlayerList[i]->Chr); |
561 |
|
|
562 |
|
if(Active_Player == 0) continue; |
563 |
|
Active_Input = &(Active_Player->Input); |
575 |
|
data->Facing = PlayerList[i]->Chr->Facing; |
576 |
|
data->DesiredFacing = PlayerList[i]->Chr->DesiredFacing; |
577 |
|
data->CosmeticFacing = PlayerList[i]->Chr->CosmeticFacing; |
578 |
+ |
data->Position = Active_Player->PhyContext->Position; |
579 |
+ |
|
580 |
+ |
if( PlayerList[i]->OldClass != PlayerList[i]->Chr->ONCC || memcmp( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ) ) |
581 |
+ |
{ |
582 |
+ |
PlayerList[i]->OldClass = PlayerList[i]->Chr->ONCC; |
583 |
+ |
memcpy( &(PlayerList[i]->Inventory), &(PlayerList[i]->Chr->Inventory), sizeof(Inventory) ); |
584 |
+ |
PlayerList[i]->rare_sync_index++; |
585 |
+ |
|
586 |
+ |
} |
587 |
+ |
|
588 |
+ |
data->rare_sync_index = PlayerList[i]->rare_sync_index; |
589 |
|
|
590 |
|
#if 0 |
591 |
|
data->Frame = Active_Player->Frame; |
618 |
|
data->Inputs.Actions1 = PlayerList[i]->Actions1; |
619 |
|
data->Inputs.Actions2 = PlayerList[i]->Actions2; |
620 |
|
} |
621 |
+ |
memcpy( &(PlayerList[i]->player_data), data, sizeof(player_data) ); |
622 |
+ |
|
623 |
|
UDPServer_SendToAll(&data_out, sizeof(player_data) + FLATLINE_HEADER); |
624 |
|
} |
625 |
|
|
626 |
< |
if( (server_started && i !=0) || (!server_started && i != client_slot)) { |
626 |
> |
if( (server_started && i !=0) || (!server_started/* && i != client_slot*/) ) |
627 |
> |
{ |
628 |
> |
//this just made sync even worse....maybe keystrokes are actually _behind_ |
629 |
> |
// |
630 |
> |
// |
631 |
> |
#ifdef JITTER_FIX |
632 |
> |
input_struct * New_Input = &PlayerList[i]->MouseDeltaX; |
633 |
> |
input_struct * Cache_Input = &PlayerList[i]->CacheInput; |
634 |
> |
Active_Input->Stop.Actions1 = ~Cache_Input->Actions1 & Active_Input->Current.Actions1; |
635 |
> |
Active_Input->Stop.Actions2 = ~Cache_Input->Actions2 & Active_Input->Current.Actions2; |
636 |
> |
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & Cache_Input->Actions1; |
637 |
> |
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & Cache_Input->Actions2; |
638 |
> |
Active_Input->Current.Actions1 = Cache_Input->Actions1; |
639 |
> |
Active_Input->Current.Actions2 = Cache_Input->Actions2; |
640 |
> |
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
641 |
> |
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
642 |
> |
Active_Input->MouseDeltaX = Cache_Input->MouseDeltaX; |
643 |
> |
Active_Input->MouseDeltaY = Cache_Input->MouseDeltaY; |
644 |
> |
memcpy( Cache_Input, New_Input, sizeof(input_struct)); |
645 |
> |
#else |
646 |
> |
|
647 |
|
Active_Input->Stop.Actions1 = ~PlayerList[i]->Actions1 & Active_Input->Current.Actions1; |
648 |
|
Active_Input->Stop.Actions2 = ~PlayerList[i]->Actions2 & Active_Input->Current.Actions2; |
649 |
|
Active_Input->Start.Actions1 = ~Active_Input->Current.Actions1 & PlayerList[i]->Actions1; |
650 |
|
Active_Input->Start.Actions2 = ~Active_Input->Current.Actions2 & PlayerList[i]->Actions2; |
651 |
+ |
|
652 |
|
Active_Input->Current.Actions1 = PlayerList[i]->Actions1; |
653 |
|
Active_Input->Current.Actions2 = PlayerList[i]->Actions2; |
654 |
|
Active_Input->Stopped.Actions1 = ~Active_Input->Current.Actions1; |
655 |
|
Active_Input->Stopped.Actions2 = ~Active_Input->Current.Actions2; |
656 |
|
Active_Input->MouseDeltaX = PlayerList[i]->MouseDeltaX; |
657 |
|
Active_Input->MouseDeltaY = PlayerList[i]->MouseDeltaY; |
658 |
+ |
DDrConsole_PrintF("Timer: %i", (Active_Player->SprintTimer != 0) ? (Active_Player->SprintTimer == -1) ? -1 : (ONgGameState->GameTime - Active_Player->SprintTimer) : 0); |
659 |
+ |
|
660 |
+ |
//DDrConsole_PrintF("1E8 %u", ONgGameState->PlayerCharacter->field_1E8); |
661 |
+ |
/* |
662 |
+ |
DDrConsole_PrintF("T %u | Current: %x %x | Start: %x %x | Stop: %x %x | Stopped %x %x", |
663 |
+ |
PlayerList[i]->LastInputTime, |
664 |
+ |
Active_Input->Current.Actions1, Active_Input->Current.Actions2, |
665 |
+ |
Active_Input->Start.Actions1,Active_Input->Start.Actions2, |
666 |
+ |
Active_Input->Stop.Actions1, Active_Input->Stop.Actions2, |
667 |
+ |
Active_Input->Stopped.Actions1, Active_Input->Stopped.Actions2 |
668 |
+ |
); |
669 |
+ |
*/ |
670 |
+ |
|
671 |
+ |
|
672 |
+ |
#endif |
673 |
+ |
|
674 |
+ |
#ifdef BETTER_SYNC |
675 |
+ |
if( !server_started && PlayerList[i]->player_data.Health != 0) { |
676 |
+ |
PlayerList[i]->Chr->Health = PlayerList[i]->player_data.Health; |
677 |
+ |
PlayerList[i]->Chr->MaxHealth = PlayerList[i]->player_data.MaxHealth; |
678 |
+ |
PlayerList[i]->Chr->Position = PlayerList[i]->player_data.Position; |
679 |
+ |
PlayerList[i]->Chr->Location = PlayerList[i]->player_data.Location; |
680 |
+ |
PlayerList[i]->Chr->LastPosition = PlayerList[i]->player_data.LastPosition; |
681 |
+ |
PlayerList[i]->Chr->Facing = PlayerList[i]->player_data.Facing; |
682 |
+ |
PlayerList[i]->Chr->DesiredFacing = PlayerList[i]->player_data.DesiredFacing; |
683 |
+ |
PlayerList[i]->Chr->CosmeticFacing = PlayerList[i]->player_data.CosmeticFacing; |
684 |
+ |
PlayerList[i]->Actions1 = PlayerList[i]->player_data.Inputs.Actions1; |
685 |
+ |
PlayerList[i]->Actions2 = PlayerList[i]->player_data.Inputs.Actions2; |
686 |
+ |
PlayerList[i]->MouseDeltaX = PlayerList[i]->player_data.Inputs.MouseDeltaX; |
687 |
+ |
PlayerList[i]->MouseDeltaY = PlayerList[i]->player_data.Inputs.MouseDeltaY; |
688 |
+ |
Active_Player->PhyContext->Position = PlayerList[i]->player_data.Position; |
689 |
+ |
} |
690 |
+ |
#endif |
691 |
+ |
|
692 |
|
} |
693 |
|
} |
694 |
+ |
|
695 |
+ |
//Make the current controls match the sent controls, now that we have sent them off and everything is synced. |
696 |
+ |
//No, don't do it to the direct input, it breaks stuff. |
697 |
+ |
//Need to disable the function that puts game input onto characters because we are doing it directly. |
698 |
+ |
/* |
699 |
+ |
if( !server_started ) |
700 |
+ |
{ |
701 |
+ |
ONgGameState->Input.MouseDeltaX = PlayerList[client_slot]->MouseDeltaX; |
702 |
+ |
ONgGameState->Input.MouseDeltaY = PlayerList[client_slot]->MouseDeltaY; |
703 |
+ |
ONgGameState->Input.Current.Actions1 = PlayerList[client_slot]->Actions1; |
704 |
+ |
ONgGameState->Input.Current.Actions2 = PlayerList[client_slot]->Actions2; |
705 |
+ |
} |
706 |
+ |
*/ |
707 |
+ |
|
708 |
|
return ONgGameState; |
709 |
|
} |