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authorFelix Morgner <felix.morgner@gmail.com>2026-08-24 11:16:07 +0200
committerFelix Morgner <felix.morgner@gmail.com>2026-08-24 11:16:07 +0200
commitc068f22329d5cc722622a2183bbb22eef2093df7 (patch)
tree12d56c1aede67988a55e241364606bfbb4dba933 /src/parsec/net_glob.cpp
downloadopenparsec-main.tar.xz
openparsec-main.zip
initial importHEADmain
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diff --git a/src/parsec/net_glob.cpp b/src/parsec/net_glob.cpp
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+/*
+ * PARSEC - Global Variables
+ *
+ * $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:30 $
+ *
+ * Orginally written by:
+ * Copyright (c) Clemens Beer <cbx@parsec.org> 2002
+ * Copyright (c) Markus Hadwiger <msh@parsec.org> 1996-2000
+ *
+ * This program is free software; you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation; either version 2 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
+ */
+
+// C library
+#include <stddef.h>
+#include <stdio.h>
+#include <stdlib.h>
+
+// compilation flags/debug support
+#include "config.h"
+#include "debug.h"
+
+// general definitions
+#include "general.h"
+#include "objstruc.h"
+
+// local module header
+#include "net_glob.h"
+
+// subsystem headers
+#include "net_defs.h"
+
+// engine globals
+#include "e_global.h"
+
+//NOTE:
+// the inclusion order of NET_GLOB.H and NET_DEFS.H
+// has to be this way, because one inline function
+// in NET_DEFS.H references PlayerId and NET_GLOB.C
+// won't compile if the prototype in NET_GLOB.H is
+// not included beforehand.
+
+// proprietary module headers
+#include "net_udpdf.h"
+
+
+// net id of local player -----------------------------------------------------
+//
+int LocalPlayerId = PLAYERID_ANONYMOUS;
+
+
+// name of local player -------------------------------------------------------
+//
+char LocalPlayerName[ MAX_PLAYER_NAME + 1 ];
+
+
+// miscellaneous network game globals -----------------------------------------
+//
+int NetAvailable = FALSE;
+int NetworkGameMask = NETWORK_GAME_OFF;
+int NetConnected = NETWORK_GAME_OFF; // connect status
+int NetJoined = FALSE; // join status
+int EntryMode = FALSE;
+int ShipDowned = FALSE;
+int Packet_Send_Frequency = DEFAULT_CLIENT_SEND_FREQUENCY; /* 20Hz */
+int Packet_Send_Frametime = FRAME_MEASURE_TIMEBASE / Packet_Send_Frequency;
+int Packet_Recv_Rate = DEFAULT_CLIENT_RECV_RATE;
+
+// indicates whether we have received a full playerstate from the server ------
+//
+int HaveFullPlayerState = FALSE;
+
+// # of refframes the server times out ----------------------------------------
+//
+refframe_t ServerTimeoutFrames = DEFAULT_TIMEOUT_SERVER_CONNECTION;
+
+
+// allows to select a specific interface on a multi-homed host ----------------
+//
+int NetInterfaceSelect = 0;
+
+// name of server to resolve ( used by NET_ServerConnect() implementation) ----
+//
+char* CurServerToResolve = NULL;
+
+// node of server to jump to (used by NET_ServerJump() implementation) --------
+//
+node_t* CurJumpServerNode = NULL;
+
+
+// current maximum number of players (in peer-to-peer or on server) -----------
+//
+int CurMaxPlayers = MAX_NET_ALLOC_SLOTS;
+
+
+// server ID of current server ------------------------------------------------
+//
+int CurServerID = -1;
+
+
+// current maximum size of the packet payload ---------------------------------
+//
+int CurMaxDataLength = NET_UDP_DATA_LENGTH;
+
+
+// id of player whose killstat will be sent next ------------------------------
+//
+int CurKillUpdate = 0;
+
+
+// id of last player who killed us --------------------------------------------
+//
+int CurKiller = KILLERID_UNKNOWN;
+
+
+// current universe (game area on same server/connection) ---------------------
+//
+int MyUniverse = 0;
+
+
+// number of active remote players (including local player!) ------------------
+//
+int NumRemPlayers = 0;
+
+
+// id that will be appended to next message for sequencing purposes -----------
+//
+int CurSendMessageId_PEER = 1;
+
+
+// current game time ----------------------------------------------------------
+//
+int CurGameTime = GAME_PEERTOPEER;
+
+
+// fictitious name of current server (not related to the actual host name) ----
+//
+char* CurServerName = NULL;
+
+
+// current ping to current server (for display purposes) ----------------------
+//
+int CurServerPing = -1;
+
+
+// ping time to server (gets set on ping reply processing) --------------------
+//
+int ServerPingTime = -1;
+
+
+// global remote event list administration ------------------------------------
+//
+int RE_List_Avail;
+char* RE_List_CurPos;
+
+
+// info needed about each remote player ---------------------------------------
+//
+int Player_Status[ MAX_NET_ALLOC_SLOTS ];
+GenObject * Player_Ship[ MAX_NET_ALLOC_SLOTS ];
+int Player_ShipId[ MAX_NET_ALLOC_SLOTS ];
+int Player_AliveCounter[ MAX_NET_ALLOC_SLOTS ];
+int Player_UpToDate[ MAX_NET_ALLOC_SLOTS ];
+int Player_KillStat[ MAX_NET_ALLOC_SLOTS ];
+int Player_LastMsgId[ MAX_NET_ALLOC_SLOTS ];
+int Player_LastUpdateGameStateMsgId[ MAX_NET_ALLOC_SLOTS ];
+char Player_Name[ MAX_NET_ALLOC_SLOTS ][ MAX_PLAYER_NAME + 1 ];
+
+
+// list of masterservers to query ---------------------------------------------
+//
+char* Masters[ MAX_MASTERSERVERS ] = { NULL, NULL, NULL };
+
+
+// jump table for networking subsystem ----------------------------------------
+//
+net_subsys_jtab_s net_subsys_jtab;
+
+
+// module registration function -----------------------------------------------
+//
+REGISTER_MODULE( NET_GLOB )
+{
+
+}
+
+
+