123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167 |
- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition Source Code 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 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition Source Code 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #include "Precompiled.h"
- #include "../Main/Main.h"
- #include <sys/types.h>
- #include <sys/socket.h>
- #include "tech5/engine/sys/sys_lobby.h"
- bool useTech5Packets = true;
- #if 1
- struct networkitem
- {
- int source;
- int size;
- char buffer[256*64];
- };
- std::queue< networkitem > networkstacks[4];
- //sockaddr_in sockaddrs[4];
- int DoomLibRecv( char* buff, DWORD *numRecv )
- {
- //int player = DoomInterface::CurrentPlayer();
- int player = ::g->consoleplayer;
- if (networkstacks[player].empty())
- return -1;
- networkitem item = networkstacks[player].front();
-
- memcpy( buff, item.buffer, item.size );
- *numRecv = item.size;
- //*source = sockaddrs[item.source];
- networkstacks[player].pop();
-
- return 1;
- }
- void I_Printf(char *error, ...);
- int DoomLibSend( const char* buff, DWORD size, sockaddr_in *target, int toNode )
- {
- int i;
-
- i = DoomLib::RemoteNodeToPlayerIndex( toNode );
- //I_Printf( "DoomLibSend %d --> %d: %d\n", ::g->consoleplayer, i, size );
- networkitem item;
- item.source = DoomInterface::CurrentPlayer();
- item.size = size;
- memcpy( item.buffer, buff, size );
- networkstacks[i].push( item );
- return 1;
- }
- int DoomLibSendRemote()
- {
- if ( gameLocal == NULL ) {
- return 0;
- }
- int curPlayer = DoomLib::GetPlayer();
- for (int player = 0; player < gameLocal->Interface.GetNumPlayers(); ++player)
- {
- DoomLib::SetPlayer( player );
- for( int i = 0; i < 4; i++ ) {
-
- //Check if it is remote
- int node = DoomLib::PlayerIndexToRemoteNode( i );
- if ( ::g->sendaddress[node].sin_addr.s_addr == ::g->sendaddress[0].sin_addr.s_addr ) {
- continue;
- }
- while(!networkstacks[i].empty()) {
- networkitem item = networkstacks[i].front();
- int c;
- //WSABUF buffer;
- //DWORD num_sent;
- //buffer.buf = (char*)&item.buffer;
- //buffer.len = item.size;
-
- if ( useTech5Packets ) {
- idLobby & lobby = static_cast< idLobby & >( session->GetGameLobbyBase() );
- lobbyUser_t * user = lobby.GetLobbyUser( i );
- if ( user != NULL ) {
- lobby.SendConnectionLess( user->address, idLobby::OOB_GENERIC_GAME_DATA, (const byte *)(&item.buffer[0] ), item.size );
- }
- } else {
- c = sendto( ::g->sendsocket, &item.buffer, item.size, MSG_DONTWAIT, (sockaddr*)&::g->sendaddress[node], sizeof(::g->sendaddress[node]) );
- //c = WSASendTo(::g->sendsocket, &buffer, 1, &num_sent, 0, (sockaddr*)&::g->sendaddress[node], sizeof(::g->sendaddress[node]), 0, 0);
- }
- networkstacks[i].pop();
- }
- }
- }
- DoomLib::SetPlayer(curPlayer);
- return 1;
- }
- void DL_InitNetworking( DoomInterface *pdi )
- {
- // DHM - Nerve :: Clear out any old splitscreen packets that may be lingering.
- for ( int i = 0; i<4; i++ ) {
- while ( !networkstacks[i].empty() ) {
- networkstacks[i].pop();
- }
- }
- /*sockaddrs[0].sin_addr.s_addr = inet_addr("0.0.0.1" );
- sockaddrs[1].sin_addr.s_addr = inet_addr("0.0.0.2" );
- sockaddrs[2].sin_addr.s_addr = inet_addr("0.0.0.3" );
- sockaddrs[3].sin_addr.s_addr = inet_addr("0.0.0.4" );*/
- pdi->SetNetworking( DoomLibRecv, DoomLibSend, DoomLibSendRemote );
- }
- #else
- void DL_InitNetworking( DoomInterface *pdi ) {
- }
- #endif
|