📄 oldd_net.c
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}
else
{
skiptics -= newtics;
newtics = 0;
}
netbuffer->player = consoleplayer;
if (doomcom->drone)
netbuffer->player |= PL_DRONE;
//
// drone packets
//
if (doomcom->drone)
{
I_StartTic ();
D_ProcessEvents ();
goto sendit;
}
//
// build new ticcmds for console player
//
gameticdiv = (gametic+doomcom->ticdup-1)/doomcom->ticdup;
for (i=0 ; i<newtics ; i++)
{
I_StartTic ();
D_ProcessEvents ();
if (maketic - gameticdiv >= BACKUPTICS/2 /* /doomcom->ticdup */- 1)
{
newtics = i;
break; // can't hold any more
}
//printf ("mk:%i ",maketic);
G_BuildTiccmd (&localcmds[maketic%BACKUPTICS]);
maketic++;
}
//
// send the packet to the other nodes
//
sendit:
for (i=0 ; i<doomcom->numnodes ; i++)
if (nodeingame[i])
{
if (doomcom->drone)
{
netbuffer->starttic = realstart = maketic + BACKUPTICS/2;
netbuffer->numtics = 0;
}
else
{
netbuffer->starttic = realstart = resendto[i];
netbuffer->numtics = maketic - realstart;
resendto[i] = maketic - doomcom->extratics;
}
if (netbuffer->numtics > BACKUPTICS)
I_Error ("NetUpdate: netbuffer->numtics > BACKUPTICS");
for (j=0 ; j< netbuffer->numtics ; j++)
netbuffer->cmds[j] =
localcmds[(realstart+j)%BACKUPTICS];
if (remoteresend[i])
{
netbuffer->retransmitfrom = nettics[i]/doomcom->ticdup;
HSendPacket (i, NCMD_RETRANSMIT);
}
else
{
netbuffer->retransmitfrom = 0;
HSendPacket (i, 0);
}
}
//
// listen for other packets
//
listen:
GetPackets ();
}
/*
=====================
=
= CheckAbort
=
=====================
*/
void CheckAbort (void)
{
event_t *ev;
I_WaitVBL(2);
I_StartTic ();
for ( ; eventtail != eventhead
; eventtail = (++eventtail)&(MAXEVENTS-1) )
{
ev = &events[eventtail];
if (ev->type == ev_keydown && ev->data1 == KEY_ESCAPE)
I_Error ("Network game synchronization aborted.");
}
}
/*
=====================
=
= D_ArbitrateNetStart
=
=====================
*/
void D_ArbitrateNetStart (void)
{
int i;
boolean gotinfo[MAXNETNODES];
autostart = true;
memset (gotinfo,0,sizeof(gotinfo));
if (doomcom->consoleplayer)
{ // listen for setup info from key player
printf ("listening for network start info...\n");
while (1)
{
CheckAbort ();
if (!HGetPacket ())
continue;
if (netbuffer->checksum & NCMD_SETUP)
{
if (netbuffer->player != VERSION)
I_Error ("Different DOOM versions cannot play a net game!");
startskill = netbuffer->retransmitfrom & 15;
deathmatch = (netbuffer->retransmitfrom & 0x80) > 0;
nomonsters = (netbuffer->retransmitfrom & 0x40) > 0;
respawnparm = (netbuffer->retransmitfrom & 0x20) > 0;
startmap = netbuffer->starttic & 15;
startepisode = netbuffer->starttic >> 4;
return;
}
}
}
else
{ // key player, send the setup info
printf ("sending network start info...\n");
do
{
CheckAbort ();
for (i=0 ; i<doomcom->numnodes ; i++)
{
netbuffer->retransmitfrom = startskill;
if (deathmatch)
netbuffer->retransmitfrom |= 0x80;
if (nomonsters)
netbuffer->retransmitfrom |= 0x40;
if (respawnparm)
netbuffer->retransmitfrom |= 0x20;
netbuffer->starttic = startepisode * 16 + startmap;
netbuffer->player = VERSION;
netbuffer->numtics = 0;
HSendPacket (i, NCMD_SETUP);
}
while (HGetPacket ())
{
gotinfo[netbuffer->player&0x7f] = true;
}
for (i=1 ; i<doomcom->numnodes ; i++)
if (!gotinfo[i])
break;
} while (i < doomcom->numnodes);
}
}
/*
===================
=
= D_CheckNetGame
=
= Works out player numbers among the net participants
===================
*/
extern int viewangleoffset;
void D_CheckNetGame (void)
{
int i;
for (i=0 ; i<MAXNETNODES ; i++)
{
nodeingame[i] = false;
nettics[i] = 0;
remoteresend[i] = false; // set when local needs tics
resendto[i] = 0; // which tic to start sending
}
// I_InitNetwork sets doomcom and netgame
I_InitNetwork ();
if (doomcom->id != DOOMCOM_ID)
I_Error ("Doomcom buffer invalid!");
netbuffer = &doomcom->data;
consoleplayer = displayplayer = doomcom->consoleplayer;
if (netgame)
D_ArbitrateNetStart ();
printf ("startskill %i deathmatch: %i startmap: %i startepisode: %i\n", startskill, deathmatch, startmap, startepisode);
// read values out of doomcom
ticdup = doomcom->ticdup;
for (i=0 ; i<doomcom->numplayers ; i++)
playeringame[i] = true;
for (i=0 ; i<doomcom->numnodes ; i++)
nodeingame[i] = true;
printf ("player %i of %i (%i nodes)\n", consoleplayer+1, doomcom->numplayers, doomcom->numnodes);
}
/*
==================
=
= D_QuitNetGame
=
= Called before quitting to leave a net game without hanging the
= other players
=
==================
*/
void D_QuitNetGame (void)
{
int i, j;
if (debugfile)
fclose (debugfile);
if (!netgame || !usergame || consoleplayer == -1)
return;
// send a bunch of packets for security
netbuffer->player = consoleplayer;
if (doomcom->drone)
netbuffer->player |= PL_DRONE;
netbuffer->numtics = 0;
for (i=0 ; i<4 ; i++)
{
for (j=1 ; j<doomcom->numnodes ; j++)
if (nodeingame[j])
HSendPacket (j, NCMD_EXIT);
I_WaitVBL (1);
}
}
/*
===============
=
= TryRunTics
=
===============
*/
int frametics[4], frameon;
int frameskip[4];
int oldnettics;
extern boolean advancedemo;
void TryRunTics (void)
{
int i;
int lowtic, nextlowest;
int entertic;
int static oldentertics;
int realtics, availabletics;
int counts;
int numplaying;
//
// get real tics
//
entertic = I_GetTime ();
realtics = entertic - oldentertics;
oldentertics = entertic;
//
// get available tics
//
NetUpdate ();
lowtic = nextlowest = MAXINT;
numplaying = 0;
for (i=0 ; i<doomcom->numnodes ; i++)
if (nodeingame[i])
{
numplaying++;
if (nettics[i] < lowtic)
{
nextlowest = lowtic;
lowtic = nettics[i];
}
else if (nettics[i] < nextlowest)
nextlowest = nettics[i];
}
availabletics = lowtic - gametic;
//
// decide how many tics to run
//
if (realtics < availabletics-1)
counts = realtics+1;
else if (realtics < availabletics)
counts = realtics;
else
counts = availabletics;
if (counts < 1)
counts = 1;
frameon++;
if (debugfile)
fprintf (debugfile,"=======real: %i avail: %i game: %i\n",realtics, availabletics,counts);
//=============================================================================
//
// ideally nettics[0] should be 1 - 3 tics above lowtic
// if we are consistantly slower, speed up time
// drones should never hold up the other players
//
for (i=0 ; i<MAXPLAYERS ; i++)
if (playeringame[i])
break;
if (consoleplayer == i)
{ // the key player does not adapt
}
else
{
if (nettics[0] <= nettics[nodeforplayer[i]])
{
gametime--;
// printf ("-");
}
frameskip[frameon&3] = (oldnettics > nettics[nodeforplayer[i]]);
oldnettics = nettics[0];
if (frameskip[0] && frameskip[1] && frameskip[2] && frameskip[3])
{
skiptics = 1;
// printf ("+");
}
}
//=============================================================================
//
// wait for new tics if needed
//
while (lowtic < gametic + counts)
{
NetUpdate ();
lowtic = MAXINT;
for (i=0 ; i<doomcom->numnodes ; i++)
if (nodeingame[i] && nettics[i] < lowtic)
lowtic = nettics[i];
if (lowtic < gametic)
I_Error ("TryRunTics: lowtic < gametic");
// don't stay in here forever -- give the menu a chance to work
if (I_GetTime () - entertic >= 20)
return;
}
//
// run the tics
//
while (counts--)
{
G_Ticker ();
NetUpdate (); // check for new console commands
gametic++;
}
}
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