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|
/*
* PARSEC HEADER: net_defs.h
*/
#ifndef _NET_DEFS_H_
#define _NET_DEFS_H_
// ----------------------------------------------------------------------------
// NETWORKING SUBSYSTEM (NET) related definitions -
// ----------------------------------------------------------------------------
// possible values and masks of global NetworkGame ----------------------------
//
#define NETWORK_GAME_OFF 0x00
#define NETWORK_GAME_ON 0x01
#define NETWORK_GAME_SIMULATED 0x02
// game management constants (special values of global CurGameTime) -----------
//
#define GAME_NOTSTARTEDYET -1
#define GAME_FINISHED_TIME -2
#define GAME_FINISHED_KILLS -3
#define GAME_TERMINATED -4
#define GAME_PEERTOPEER -5
#define GAME_RUNNING() ( CurGameTime >= 0 )
#define GAME_OVER() ( ( CurGameTime == GAME_FINISHED_TIME ) || ( CurGameTime == GAME_FINISHED_KILLS ) )
#define GAME_NO_SERVER() ( CurGameTime == GAME_PEERTOPEER )
// identification of killer ---------------------------------------------------
//
#define KILLERID_UNKNOWN 0 // playerid of killer not known
#define KILLERID_BIAS 1 // playerid bias (additive)
// number of allocated network slots (absolute maximum number of players) -----
//
#define MAX_NET_ALLOC_SLOTS 16
// special player ids ---------------------------------------------------------
//
#define PLAYERID_SERVER 128 // packet destination is the server
#define PLAYERID_ANONYMOUS -2 // packet sender is not connected
#define PLAYERID_MASTERSERVER -3 // packet sender is masterserver
#define PLAYERID_INVALID -4 // invalid sender
// maximum number of simultaneous network players in game-server mode ---------
//
#define MAX_NET_GMSV_PLAYERS MAX_NET_ALLOC_SLOTS
// maximum number of simultaneous network players in peer-to-peer mode --------
//
#define MAX_NET_UDP_PEER_PLAYERS 8
#define MAX_NET_IPX_PEER_PLAYERS 4
// current maximum number of network players, depending on active protocol ----
//
#define MAX_NET_PROTO_PLAYERS CurMaxPlayers // declared in NET_GLOB.H
// node address compare results -----------------------------------------------
//
#define NODECMP_LESSTHAN -1
#define NODECMP_EQUAL 0
#define NODECMP_GREATERTHAN 1
// message id for connectionless datagrams ------------------------------------
//
#define MSGID_DATAGRAM 0xFFFFFFFF
// size of packet signature ---------------------------------------------------
//
#define PACKET_SIGNATURE_SIZE 8
// maximum packet payload for ipx ---------------------------------------------
//
#define NET_IPX_DATA_LENGTH 546
// maximum packet payload for udp ---------------------------------------------
//
#define NET_UDP_DATA_LENGTH 1400
// current maximum packet payload ---------------------------------------------
//
#ifdef PARSEC_CLIENT
#define NET_MAX_DATA_LENGTH CurMaxDataLength
#else // !PARSEC_CLIENT
#define NET_MAX_DATA_LENGTH NET_UDP_DATA_LENGTH
#endif // !PARSEC_CLIENT
// max. length of internal packets --------------------------------------------
//
#define NET_MAX_NETPACKET_INTERNAL_LEN 2 * NET_UDP_DATA_LENGTH
// size of statically allocated packets ---------------------------------------
//
#define NET_ALLOC_DATA_LENGTH NET_UDP_DATA_LENGTH
// size of remote packet stored into file (by recording it) -------------------
//
#define RECORD_PACKET_SIZE NET_ALLOC_DATA_LENGTH
// maximum number of pending slot requests ------------------------------------
//
#define MAX_SLOT_REQUESTS 8
// maximum number of bytes in a remote address --------------------------------
// (regardless of protocol; accommodates IPv6)
#define MAX_NODE_ADDRESS_BYTES 16
// maximum number of specified masterservers ----------------------------------
//
#define MAX_MASTERSERVERS 3
// maximum number of servers (for serverlist and starmap) ---------------------
//
#define MAX_SERVERS 256
// maximum # of links from one server -----------------------------------------
//
#define MAX_NUM_LINKS 16
// maximum # of map objects ---------------------------------------------------
//
#define MAX_MAP_OBJECTS 128
// max. length of map object names --------------------------------------------
//
#define MAX_MAP_OBJ_NAME 31
// various size constants -----------------------------------------------------
//
#include "net_limits.h"
// encapsulate node address in portable manner --------------------------------
//
struct node_t {
byte address[ MAX_NODE_ADDRESS_BYTES ];
};
// status of local ship that is transmitted to remote players -----------------
//
struct ShipRemInfo {
Xmatrx ObjPosition; // 12 * 4 = 48
word CurDamage; // 2
word CurShield; // 2
fixed_t CurSpeed; // 4
bams_t CurYaw; // 4
bams_t CurPitch; // 4
bams_t CurRoll; // 4
geomv_t CurSlideHorz; // 4
geomv_t CurSlideVert; // 4
int NumMissls; // 4
int NumHomMissls; // 4
int NumMines; // 4
int NumPartMissls; // 4
};
// info about ship that should be created on remote host ----------------------
//
struct ShipCreateInfo {
dword ShipIndex;
Xmatrx ObjPosition;
};
// server properties that are returned in ping packets ------------------------
//
struct ServerInfo {
char name[ 32 ];
byte portlo;
byte porthi;
byte _padding[ 42 ];
};
//NOTE:
// sizeof( ServerInfo ) must be <= sizeof( ShipRemInfo )
// ----------------------------------------------------------------------------
// PEER protocol revisions:
// ----------------------------------------------------------------------------
//
// 0.1 build 0190 NetGameData
// 0.2 build 0196 ( maxplayers set to 8 ) OldNetGameData = NetGameData from 0190
// 0.3 build 0198 complete new packet handling ( NetPacket{External} )
// 0.4 build 0198 CRC stored in packets
// parsec peer-to-peer protocol version number --------------------------------
//
#define P2P_PROTOCOL_MAJOR 0
#define P2P_PROTOCOL_MINOR 4
//NOTE: internal NetPackets are those that are used by all network/game functions
// except the ones actually sending and receiving packets over the wire
//NOTE: As we want to have only some fields in the structure inherited, we
// can not use standard C++ inheritance here. Instead we define the
// structures such, that they are compatible in the (shared) sections.
// The main reason for this is the variable sized remote event list
//NOTE: if you change anything in the "shared" sections of NetPacket, be sure
// to do the same in NetPacket_GMSV and NetPacket_PEER
// common base structure for internal ( in-memory ) packet structure ( protocol independent )
//
struct NetPacket {
//------------------------------------------------------------------------
// header ( shared ) // = 128
//------------------------------------------------------------------------
int SendPlayerId; // 4
dword MessageId; // 4
int Command; // 4
int params[ 29 ]; // 116
//------------------------------------------------------------------------
// payload ( differs ) // = 128
//------------------------------------------------------------------------
byte payload_pad[ 128 ]; // 128
//------------------------------------------------------------------------
// remote event list ( shared ) /// NET_MAX_DATA_LENGTH ( 1400 or 546 ) - 256 = 1144 or 290
//------------------------------------------------------------------------
//size_t RE_ListSize; // 4
//dword RE_List; // 4 ( RE_Header + 2 )
size_t test1;
dword test2;
};
// interal ( in-memory ) packet structure when using the gameserver protocol --
//
struct NetPacket_GMSV {
//------------------------------------------------------------------------
// header ( shared ) // = 128
//------------------------------------------------------------------------
int SendPlayerId; // 4
dword MessageId; // 4
int Command; // 4
// int removeme_params[ 29 ]; // 116 //FIXME: not needed in GMSV protocol
//------------------------------------------------------------------------
// payload ( differs ) // = 128
//------------------------------------------------------------------------
dword ReliableMessageId; // 4
dword AckMessageId; // 4
dword AckReliableMessageId; // 4
// byte payload_pad[ 128 - 3 * sizeof( dword ) ]; // 112 //FIXME: get rid of this
//------------------------------------------------------------------------
// remote event list ( shared )
//------------------------------------------------------------------------
size_t RE_ListSize; // 4
dword RE_List; // 4 ( RE_Header + 2 )
};
// interal ( in-memory ) packet structure when using the peer-to-peer protocol
//
struct NetPacket_PEER {
//------------------------------------------------------------------------
// header ( shared ) // = 128
//------------------------------------------------------------------------
int SendPlayerId; // 4
dword MessageId; // 4
int Command; // 4
int params[ 29 ]; // 116
//------------------------------------------------------------------------
// payload ( differs ) // = 128
//------------------------------------------------------------------------
int DestPlayerId; // 4
byte Universe; // 1
byte NumPlayers; // 1
byte _padding1[ 2 ]; // 2
byte PlayerKills[ MAX_NET_ALLOC_SLOTS ]; // 16
ShipRemInfo ShipInfo; // 76
int GameTime; // 4
byte payload_pad[ 128 - 104 ]; // 24
//------------------------------------------------------------------------
// remote event list ( shared ) /// NET_MAX_DATA_LENGTH ( 1400 or 546 ) - 256 = 1144 or 290
//------------------------------------------------------------------------
size_t RE_ListSize; // 4
dword RE_List; // 4 ( RE_Header + 2 )
};
//NOTE: external NetPackets are those that are actually sent over the wire or
// stored in recorded demos
// common base structure for external network packets -------------------------
//
struct NetPacketExternal {
// header -------------------------
char Signature[ 1 ];
};
// external packet format for gameserver protocol -----------------------------
//
struct NetPacketExternal_GMSV : NetPacketExternal {
// header -------------------------
char Signature2[ 3 ];
word Protocol;
byte MajorVersion;
byte MinorVersion;
dword crc32;
//FIXME: padding ?????
// payload ------------------------
int SendPlayerId;
dword MessageId;
dword ReliableMessageId;
dword AckMessageId;
dword AckReliableMessageId;
byte Command;
// signed char removeme_param1; // do we need these in gameserver protocol??
// signed char removeme_param2;
// signed char removeme_param3;
// int removeme_param4;
dword RE_List;
};
// external DEMO packet format for gameserver protocol ------------------------
//
typedef struct NetPacketExternal_GMSV NetPacketExternal_DEMO_GMSV;
// external packet format for peer-to-peer protocol ---------------------------
//
struct NetPacketExternal_PEER : NetPacketExternal {
// header -------------------------
char Signature2[ 3 ];
word Protocol;
byte MajorVersion;
byte MinorVersion;
dword crc32;
//FIXME: padding ?????
// payload ------------------------
dword MessageId;
byte Command;
signed char param1;
signed char param2;
signed char param3;
int param4;
byte Universe;
byte NumPlayers;
signed char SendPlayerId;
signed char DestPlayerId;
byte PlayerKills[ MAX_NET_ALLOC_SLOTS ];
ShipRemInfo ShipInfo;
int GameTime;
dword RE_List;
};
// external DEMO packet format for peer-to-peer protocol ----------------------
//
struct NetPacketExternal_DEMO_PEER : NetPacketExternal {
// header -------------------------
char Signature2[ 3 ];
word Protocol;
byte MajorVersion;
byte MinorVersion;
// additional header for DEMO -----
size_t pktsize;
dword crc32; // CRC over the whole packet
dword crc_header; // CRC over the header ( not including this field )
// payload ------------------------
dword MessageId;
byte Command;
signed char param1;
signed char param2;
signed char param3;
int param4;
byte Universe;
byte NumPlayers;
signed char SendPlayerId;
signed char DestPlayerId;
byte PlayerKills[ MAX_NET_ALLOC_SLOTS ];
ShipRemInfo ShipInfo;
int GameTime;
dword RE_List;
};
// external packet format for legacy recorded demos ( stored in demos <= 0190 ) -------
//
struct NetPacketExternal_DEMO_PEER_0190 : NetPacketExternal {
// header -------------------------
char Signature2[ PACKET_SIGNATURE_SIZE - 1 ];
// payload ------------------------
dword MessageId;
byte Command;
signed char param1;
signed char param2;
signed char param3;
int param4;
byte Universe;
byte NumPlayers;
signed char SendPlayerId;
signed char DestPlayerId;
byte PlayerKills[ MAX_NET_IPX_PEER_PLAYERS ];
ShipRemInfo ShipInfo;
int GameTime;
dword RE_List;
};
//#define NETGAMEDATA_SIZE NET_MAX_DATA_LENGTH
/*
#ifndef _NEW_NETPACKET
// game data for network transfer ---------------------------------------------
//
struct NetGameData {
char Signature[ PACKET_SIGNATURE_SIZE ];
dword MessageId;
byte Command;
signed char param1;
signed char param2;
signed char param3;
int param4;
byte Universe;
byte NumPlayers;
signed char SendPlayerId;
signed char DestPlayerId;
byte PlayerKills[ MAX_NET_ALLOC_SLOTS ];
ShipRemInfo ShipInfo;
int GameTime;
dword RE_List;
};
// OLD game data for network transfer -----------------------------------------
//
struct OldNetGameData {
char Signature[ PACKET_SIGNATURE_SIZE ];
dword MessageId;
byte Command;
signed char param1;
signed char param2;
signed char param3;
int param4;
byte Universe;
byte NumPlayers;
signed char SendPlayerId;
signed char DestPlayerId;
byte PlayerKills[ MAX_NET_IPX_PEER_PLAYERS ];
ShipRemInfo ShipInfo;
int GameTime;
dword RE_List;
};
#endif // !_NEW_NETPACKET
*/
// maximum available space for remote event-list ------------------------------
//
#define RE_LIST_MAXAVAIL ( NETs_RmEvList_GetMaxSize() )
#define RE_LIST_ALLOC_SIZE ( NET_ALLOC_DATA_LENGTH + sizeof( RE_Header ) )
// packet types (commands) ----------------------------------------------------
//
#define PKTP_CONNECT 0x00 // initial request for connection (peer-to-peer only)
#define PKTP_CONNECT_REPLY 0x01 // reply to connect request (peer-to-peer only)
#define PKTP_DISCONNECT 0x02 // disconnect entirely (peer-to-peer only)
#define PKTP_SLOT_REQUEST 0x03 // slave requests slot (peer-to-peer only)
#define PKTP_SUBDUE_SLAVE 0x04 // make sure slave subjects himself (peer-to-peer only)
#define PKTP_JOIN 0x05 // join game (connection already up) (peer-to-peer only)
#define PKTP_UNJOIN 0x06 // unjoin game (exit to entry-mode) (peer-to-peer only)
#define PKTP_GAME_STATE 0x07 // current game state update ( joined ) (peer-to-peer only)
#define PKTP_NODE_ALIVE 0x08 // prevent being kicked out ( unjoined ) (peer-to-peer only)
//#define PKTP_PING 0x09 // ping packet (peer-to-peer only)
#define PKTP_COMMAND 0x20 // client/server command ( C <-> S )
#define PKTP_STREAM 0x21 // client/server stream ( C <-> S )
// object list identifiers ----------------------------------------------------
//
#define SHIP_LIST 0x00
#define LASER_LIST 0x01
#define MISSL_LIST 0x02
#define EXTRA_LIST 0x03
#define CUSTM_LIST 0x04
// particle object types ------------------------------------------------------
//
#define POBJ_ENERGYFIELD 0x01
#define POBJ_MEGASHIELD 0x02
#define POBJ_SPREADFIRE 0x03
// weapon status flags --------------------------------------------------------
//
#define WPSTATE_OFF 0x00
#define WPSTATE_ON 0x01
// player connect/join status -------------------------------------------------
//
#define PLAYER_INACTIVE 0x00
#define PLAYER_CONNECTED 0x01
#define PLAYER_JOINED 0x03
// cause of return to entry-mode ----------------------------------------------
//
#define USER_EXIT 0x00
#define SHIP_DOWNED 0x01
// remote event control blocks ------------------------------------------------
//
enum re_events {
RE_EMPTY, // 0x00
RE_DELETED, // 0x01
RE_CREATEOBJECT, // 0x02
RE_CREATELASER, // 0x03
RE_CREATEMISSILE, // 0x04
RE_CREATEEXTRA, // 0x05
RE_KILLOBJECT, // 0x06
RE_SENDTEXT, // 0x07
RE_PLAYERNAME, // 0x08
RE_PARTICLEOBJECT, // 0x09
RE_PLAYERLIST, // 0x0a
RE_CONNECTQUEUE, // 0x0b
RE_WEAPONSTATE, // 0x0c
RE_STATESYNC, // 0x0d
RE_CREATESWARM, // 0x0e
RE_CREATEEMP, // 0x0f
RE_OWNERSECTION, // 0x10 // 16
RE_PLAYERSTATUS, // 0x11 // 17
RE_PLAYERANDSHIPSTATUS, // 0x12 // 18
RE_KILLSTATS, // 0x13 // 19
RE_GAMESTATE, // 0x14 // 20
RE_COMMANDINFO, // 0x15 // 21
RE_CLIENTINFO, // 0x16 // 22
RE_CREATEEXTRA2, // 0x17 // 23
RE_IPV4SERVERINFO, // 0x18 // 24
RE_SERVERLINKINFO, // 0x19 // 25
RE_MAPOBJECT, // 0x1a // 26
RE_STARGATE, // 0x1b // 27
RE_CREATEMINE,
RE_NUMEVENTS
};
// used if remote event size > 255
#define RE_BLOCKSIZE_INVALID 0x00
// header every block starts with
struct RE_Header {
byte RE_Type; //1
byte RE_BlockSize; //1
}; //Size: 2
// generic object creation
struct RE_CreateObject : RE_Header { //2
word ObjectClass; //2
dword HostObjId; //4
Xmatrx ObjPosition; //48
dword Flags; //4
}; //Size: 60
// laser object creation
struct RE_CreateLaser : RE_Header { //2
word ObjectClass; //2
dword HostObjId; //4
Xmatrx ObjPosition; //48
Vertex3 DirectionVec; //16
}; //72
// missile object creation
struct RE_CreateMissile : RE_Header { //2
word ObjectClass; //2
dword HostObjId; //4
Xmatrx ObjPosition; //48
Vertex3 DirectionVec; //16
dword TargetHostObjId; //4
}; //76
// extra object creation
struct RE_CreateExtra : RE_Header { //2
word ExtraIndex; //2
dword HostObjId; //4
Xmatrx ObjPosition; //28
}; //36
// extra object creation
struct RE_CreateExtra2 : RE_Header { //2
word ExtraIndex; //2
dword HostObjId; //4
Xmatrx ObjPosition; //48
Vector3 DriftVec; //16
int DriftTimeout; //4
}; //76
// Mine object creation
struct RE_CreateMine : RE_Header { //2
word ExtraIndex; //2
dword HostObjId; //4
Xmatrx ObjPosition; //48
}; //56
// object destruction
struct RE_KillObject : RE_Header { //2
byte ListId; //1
byte Flags; //1
dword HostObjId; //4
}; //8
// arbitrary text
struct RE_SendText : RE_Header { //2
char TextStart[1];
}; //3 - 257
// player name
struct RE_PlayerName : RE_Header { //2
char PlayerName[ MAX_PLAYER_NAME + 1 ]; //32
}; //34
// particle object creation
struct RE_ParticleObject : RE_Header { //2
word ObjectType; //2
Vertex3 Origin; //16
}; //20
// list of all remote players
struct RE_PlayerList : RE_Header { //2
byte SyncValKillLimit;
byte SyncValNebulaId;
byte Status[ MAX_NET_IPX_PEER_PLAYERS ];
node_t AddressTable[ MAX_NET_IPX_PEER_PLAYERS ];
char NameTable[ MAX_NET_IPX_PEER_PLAYERS ][ MAX_PLAYER_NAME + 1 ];
ShipCreateInfo ShipInfoTable[ MAX_NET_IPX_PEER_PLAYERS ];
};
// list of remote players trying to connect
struct RE_ConnectQueue : RE_Header {
short NumRequests;
node_t AddressTable[ MAX_SLOT_REQUESTS ];
char NameTable[ MAX_SLOT_REQUESTS ][ MAX_PLAYER_NAME + 1 ];
};
// weapon firing
struct RE_WeaponState : RE_Header { //2
byte State; //1
byte _dummy; //1
dword WeaponMask; //4
// dword Specials; // would break demos
int CurEnergy; //4
int SenderId; //4
}; //16
// state synchroniziation
struct RE_StateSync : RE_Header { //2
byte StateKey; //1
byte StateValue; //1
}; //4 (was 8)
// swarm missile creation
struct RE_CreateSwarm : RE_Header { //2
Vertex3 Origin; //16
dword TargetHostObjId; //4
dword RandSeed; //4
byte SenderId; //4
}; //30
// emp creation
struct RE_CreateEmp : RE_Header { //2
byte Upgradelevel; //1
int SenderId; // 4
}; //7
// owner section
struct RE_OwnerSection : RE_Header { //2
byte owner; //1
}; //3
// playerstate
struct RE_PlayerStatus : RE_Header { //2
word player_status; //2
signed char params[ 4 ]; //4
int objectindex; //4
byte senderid; //1
refframe_t RefFrame; //4
// sizeof( RE_PlayerStatus ) = (2) + 2 + 4 + 4 + 4 = 17
};
#define UF_PROPERTIES 0x0001
#define UF_SPEEDS 0x0002
#define UF_RESYNCPOS 0x0004
#define UF_STATUS 0x0008
#define UF_ALL 0xFFFF
// full ship & player state
struct RE_PlayerAndShipStatus : RE_PlayerStatus //20
{
Xmatrx ObjPosition; // 48
word CurDamage; // 2
word CurShield; // 2
fixed_t CurSpeed; // 4
bams_t CurYaw; // 4
bams_t CurPitch; // 4
bams_t CurRoll; // 4
geomv_t CurSlideHorz; // 4
geomv_t CurSlideVert; // 4
int CurEnergy; // 4
byte NumMissls; // 1
byte NumHomMissls; // 1
byte NumMines; // 1
byte NumPartMissls; // 1
byte UpdateFlags; // 1
// sizeof( RE_PlayerAndShipStatus ) = (17) + 85 = 102
};
// killstats
struct RE_KillStats : RE_Header { //2
byte PlayerKills[ MAX_NET_ALLOC_SLOTS ]; //16
// 18
};
// gamestate
struct RE_GameState : RE_Header { //2
int GameTime; //4
// 6
};
// max. length of a command ---------------------------------------------------
#define MAX_RE_COMMANDINFO_COMMAND_LEN 254 - 1 - 2 /*header*/ - 1 /*code*/
// command ( GMSV mode only )
struct RE_CommandInfo : RE_Header { //2
byte code; //1
//char command[ MAX_RE_COMMANDINFO_COMMAND_LEN + 1 ];
char command[1]; //?
}; //4 to 250
#define PACK_SERVERRATE( r ) ( (byte)(r / 100) )
#define UNPACK_SERVERRATE( r ) ( (r) * 100 )
// clientinfo ( GMSV mode only )
struct RE_ClientInfo : RE_Header {
byte client_sendfreq; // packets per sec.
byte server_sendrate; // bytes per sec.
// 4
};
// serverinfo about a IP4 server
struct RE_IPv4ServerInfo : RE_Header {
byte node[ 6 ];
word flags;
word serverid;
int xpos;
int ypos;
// sizeof( RE_IPv4ServerInfo ) = (2) + 6 + 2 + 2 + 4 + 4 = 20
};
// serverlink info flags ------------------------------------------------------
//
#define SERVERLINKINFO_1_TO_2 0x01 // link is 1 --> 2
#define SERVERLINKINFO_2_TO_1 0x02 // link is 1 <-- 2
#define SERVERLINKINFO_BOTH 0x03 // link is 1 <-> 2
// linkinfo between 2 servers -------------------------------------------------
//
struct RE_ServerLinkInfo : RE_Header {
word flags;
word serverid1;
word serverid2;
// sizeof( RE_ServerLinkInfo ) = (2) + 2 + 2 + 2 = 8
};
// map object -----------------------------------------------------------------
//
struct RE_MapObject : RE_Header {
word map_objectid;
char name[ MAX_MAP_OBJ_NAME + 1 ];
int xpos;
int ypos;
int w;
int h;
char texname[ MAX_TEXNAME + 1 ];
// sizeof( RE_MapObject ) = (2) + 2 + 32 + 4 + 4 + 4 + 4 + 32 = 84
};
// stargate properties --------------------------------------------------------
//
struct RE_Stargate : RE_Header {
word serverid; // 2
float pos[ 3 ]; // 12
float dir[ 3 ]; // 12
bams_t rotspeed; // 4
float radius; // 4
float actdistance; // 4
float partvel; // 4
float modulrad1; // 4
float modulrad2; // 4
char flare_name [ MAX_TEXNAME + 1 ]; // 32
char interior_name [ MAX_TEXNAME + 1 ]; // 32
word numpartactive; // 2
word actcyllen; // 2
word modulspeed; // 2
byte acttime; // 1
byte autoactivate; // 1
byte dormant; // 1
byte active; // 1
byte _mksz128[ 2 ]; // 2
// sizeof( RE_Stargate ) = 128
};
//NOTE:
// new remote event structures must ensure proper alignment
// after the two leading header bytes, which usually means
// using two single bytes or a word as first field.
// make object id unique in network game by appending local player's id -------
//
#ifndef PARSEC_MASTER
#ifdef PARSEC_SERVER
inline dword CreateGlobalObjId( dword localobjid, dword dwOwner )
{
ASSERT( ( ( dwOwner >= 0 ) && ( dwOwner < MAX_NET_ALLOC_SLOTS ) ) || ( dwOwner == PLAYERID_SERVER ) );
return ( ( dwOwner << 16 ) | ( localobjid & 0xffff ) );
}
#else
inline dword CreateGlobalObjId( dword localobjid )
{
ASSERT( !NetConnected || ( ( LocalPlayerId >= 0 ) && ( LocalPlayerId < MAX_NET_ALLOC_SLOTS ) ) );
return ( ( LocalPlayerId << 16 ) | ( localobjid & 0xffff ) );
}
#endif // PARSEC_SERVER
#endif // PARSEC_MASTER
// calc host object-id for ship of remote player (ship object id is 0) --------
//
//#define ShipHostObjId( playerid ) ( playerid << 16 )
inline dword ShipHostObjId( dword playerid )
{
return ( playerid << 16 );
}
// retrieve owner from HostOjbNumber ------------------------------------------
//
inline dword GetOwnerFromHostOjbNumber( dword _HostObjNumber )
{
return _HostObjNumber >> 16;
}
// determine owner of object (remote player id) -------------------------------
//
inline dword GetObjectOwner( const GenObject *obj )
{
return GetOwnerFromHostOjbNumber( obj->HostObjNumber );
}
#ifdef PARSEC_CLIENT
// include system-specific subsystem prototypes
#include "net_subh.h"
#else // !PARSEC_CLIENT
// include system-specific subsystem prototypes
#include "net_subh_sv.h"
#endif // !PARSEC_CLIENT
#endif // _NET_DEFS_H_
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