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/*
* PARSEC - Connect Functions
*
* $Author: uberlinuxguy $ - $Date: 2004/09/15 12:25:30 $
*
* Orginally written by:
* Copyright (c) Markus Hadwiger <msh@parsec.org> 1998-2000
*
* 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>
#include <string.h>
// compilation flags/debug support
#include "config.h"
#include "debug.h"
// general definitions
#include "general.h"
#include "objstruc.h"
// global externals
#include "globals.h"
// subsystem headers
#include "net_defs.h"
#include "vid_defs.h"
// subsystem linkage info
#include "linkinfo.h"
// network code config
#include "net_conf.h"
// local module header
#include "net_conn.h"
// proprietary module headers
#include "con_aux.h"
#include "con_ext.h"
#include "con_main.h"
#include "e_demo.h"
#include "g_supp.h"
#include "sys_bind.h"
#include "vid_init.h"
// maximum id of universe to try if entry has been refused --------------------
//
#define MAX_UNIVERSE 2
// string constants -----------------------------------------------------------
//
static char net_unavailable[] = "network not available.";
static char replay_in_progress[] = "demo replay in progress. command not allowed.";
static char stopping_replay[] = "stopping demo replay.";
static char already_connected[] = "already connected.";
static char not_connected[] = "not connected.";
static char forcing_unjoin[] = "forcing unjoin.";
static char disconnect_ok[] = "disconnect ok.";
static char disconnect_for_switch[] = "subsystem change only possible while disconnected.";
// protocol name table --------------------------------------------------------
//
static protocol_s _protocol_table[] = {
#if defined( LINKED_PROTOCOL_PEERTOPEER )
{ "peer-to-peer", BT_PROTOCOL_PEERTOPEER },
#endif
#if defined( LINKED_PROTOCOL_GAMESERVER )
{ "game-server", BT_PROTOCOL_GAMESERVER },
#endif
#if defined( LINKED_PROTOCOL_DEMONULL )
{ "demo", BT_PROTOCOL_DEMONULL },
#endif
{ NULL, -1, }
};
PUBLIC protocol_s *protocol_table = _protocol_table;
// get name of currently selected protocol ------------------------------------
//
const char *NET_GetCurrentProtocolName()
{
// search for currently selected protocol in table
for ( int id = 0; protocol_table[ id ].name; id++ )
if ( protocol_table[ id ].id == sys_BindType_PROTOCOL )
return protocol_table[ id ].name;
return "none";
}
// on-the-fly protocol and packet api switching -------------------------------
//
int NET_SwitchNetSubsys( const char *protocol )
{
ASSERT(protocol != NULL);
// ensure messages work correctly
CON_AddLine( con_prompt );
CON_DisableLineFeed();
// search for protocol with specified name
int protid = 0;
if ( protocol != NULL ) {
for ( ; protocol_table[ protid ].name; protid++ ) {
if ( strcmp( protocol, protocol_table[ protid ].name ) == 0 )
break;
}
if ( protocol_table[ protid ].name == NULL )
return FALSE;
}
// only if not connected
if ( NetConnected ) {
MSGOUT( disconnect_for_switch );
return FALSE;
}
// ensure no replay in progress while switching
if ( DEMO_ReplayActive() ) {
MSGOUT( stopping_replay );
DEMO_StopReplay();
}
// deinit old subsystem
NETs_KillAPI();
// rebind protocol
if ( protocol != NULL ) {
sys_BindType_PROTOCOL = protocol_table[ protid ].id;
SYS_Bind_PROTOCOL();
}
// init new subsystem
NETs_InitAPI();
return TRUE;
}
// display names of players currently playing in universe ---------------------
//
INLINE
void DisplayPlayerNames()
{
//TODO:
// this function is only used when there was no remote slot available.
// the names of all remote players are displayed in textmode.
}
// used to perform automatic connect on game-entry ----------------------------
//
int NET_AutomaticConnect()
{
//NOTE:
// this function is used by G_BOOT::HandleEntryMode().
// start with universe #1
MyUniverse = 1;
// find universe with available player slot
while ( ( MyUniverse <= MAX_UNIVERSE ) && !NETs_Connect() ) {
// display players occupying universe
DisplayPlayerNames();
MSGOUT( "Already four players in universe %d.", MyUniverse );
if ( MyUniverse < MAX_UNIVERSE )
MSGOUT( "Trying next universe:" );
// try to enter next universe
MyUniverse++;
}
// no free slot found in any universe?
if ( MyUniverse > MAX_UNIVERSE ) {
if ( TextModeActive ) {
VID_InitMode();
}
return FALSE;
}
return TRUE;
}
// rebind networking protocol -------------------------------------------------
//
PRIVATE
void RebindProtocol( int protid )
{
// check if rebind necessary
if ( sys_BindType_PROTOCOL != protid ) {
// set protocol
sys_BindType_PROTOCOL = protid;
// deinit old subsystem
NETs_KillAPI();
// rebind protocol
SYS_Bind_PROTOCOL();
// init new subsystem
NETs_InitAPI();
}
}
// user connect peer-to-peer --------------------------------------------------
//
PRIVATE
int PeerConnect()
{
#ifdef LINKED_PROTOCOL_PEERTOPEER
// rebind protocol if necessary
RebindProtocol( BT_PROTOCOL_PEERTOPEER );
// start with universe #1
MyUniverse = 1;
// find universe with available player slot
while ( ( MyUniverse <= MAX_UNIVERSE ) && !NETs_Connect() ) {
MSGOUT( "connect to universe %d refused.", MyUniverse );
// try to enter next universe
MyUniverse++;
}
// no free slot found in any universe?
if ( MyUniverse > MAX_UNIVERSE ) {
MSGOUT( "unable to establish connection." );
ASSERT( !EntryMode );
return FALSE;
} else {
// always start network game in entry mode
InFloatingMenu = FloatingMenu;
EntryMode = TRUE;
// make sure it's off
ObjCamOff();
return TRUE;
}
#else
MSGOUT( "peer-to-peer protocol not linked." );
return FALSE;
#endif
}
// default client-server protocol ---------------------------------------------
//
#ifdef LINKED_PROTOCOL_GAMESERVER
int default_prot = BT_PROTOCOL_GAMESERVER;
#else
int default_prot = -1;
#endif
// user connect to server -----------------------------------------------------
//
PRIVATE
int ServerConnect( const char *server )
{
#if defined( LINKED_PROTOCOL_GAMESERVER )
//NOTE:
// the default client/server protocol will be bound
// automatically if peer-to-peer is active.
// this normally is game-server, provided it is
// linked. if it is not linked an error message results.
// ensure client/server protocol is bound
int protid = sys_BindType_PROTOCOL;
if ( protid == BT_PROTOCOL_PEERTOPEER )
protid = default_prot;
// error if no client-server protocol linked
if ( protid == -1 ) {
MSGOUT( "no client-server protocol available." );
return FALSE;
}
// rebind protocol if necessary
RebindProtocol( protid );
// always universe 1
//FIXME: ?? GMSV ??
MyUniverse = 1;
// store server name temporarely
ASSERT( CurServerToResolve == NULL );
CurServerToResolve = (char *) ALLOCMEM( strlen( server ) + 1 );
strcpy( CurServerToResolve, server );
// try to establish connection
int connect_success = NETs_Connect();
// delete temp server name
ASSERT( CurServerToResolve != NULL );
FREEMEM( CurServerToResolve );
CurServerToResolve = NULL;
if ( !connect_success ) {
MSGOUT( "connect to server refused." );
ASSERT( !EntryMode );
return FALSE;
} else {
// always start network game in entry mode
InFloatingMenu = FloatingMenu;
EntryMode = TRUE;
// make sure it's off
ObjCamOff();
return TRUE;
}
#else
MSGOUT( "client-server protocol not linked." );
return FALSE;
#endif
}
// user connect ---------------------------------------------------------------
//
int NET_CommandConnect( const char *server )
{
ASSERT( server != NULL );
//NOTE:
// this function may be called by CON_COM::NetConnect(),
// or M_MAIN::MenuItemSelectConnect().
// ensure messages work correctly
CON_AddLine( con_prompt );
CON_DisableLineFeed();
// ensure network is available
if ( NetworkGameMask == NETWORK_GAME_OFF ) {
MSGOUT( net_unavailable );
return FALSE;
}
// ensure no replay in progress
if ( DEMO_ReplayActive() ) {
if ( AUX_STOP_DEMO_REPLAY_ON_CONNECT ) {
MSGOUT( stopping_replay );
DEMO_StopReplay();
} else {
MSGOUT( replay_in_progress );
return FALSE;
}
}
// only if not connected
if ( NetConnected ) {
MSGOUT( already_connected );
return FALSE;
}
// determine type of connection
if ( strcmp( server, "peers" ) == 0 ) {
// try to connect to peers via broadcast
return PeerConnect();
} else {
// try to connect to server
return ServerConnect( server );
}
}
// user disconnect ------------------------------------------------------------
//
int NET_CommandDisconnect()
{
// this function may be called by CON_COM::NetDisconnect(),
// or M_MAIN::MenuItemSelectDisconnect().
// ensure messages work correctly
CON_AddLine( con_prompt );
CON_DisableLineFeed();
// ensure network is available
if ( NetworkGameMask == NETWORK_GAME_OFF ) {
MSGOUT( net_unavailable );
return FALSE;
}
// only if connected
if ( !NetConnected ) {
MSGOUT( not_connected );
return FALSE;
}
// ensure no replay in progress
if ( DEMO_ReplayActive() ) {
MSGOUT( replay_in_progress );
return FALSE;
}
// if joined unjoin first
if ( NetJoined ) {
MSGOUT( forcing_unjoin );
ObjCamOff();
NETs_Unjoin( USER_EXIT );
}
// close connection
NETs_Disconnect();
// set floating menu and entrymode state
InFloatingMenu = FloatingMenu;
EntryMode = FALSE;
// make sure it's off
ObjCamOff();
MSGOUT( disconnect_ok );
return TRUE;
}
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