1 /*
2 * Copyright (C) Volition, Inc. 1999. All rights reserved.
3 *
4 * All source code herein is the property of Volition, Inc. You may not sell
5 * or otherwise commercially exploit the source or things you created based on the
6 * source.
7 *
8 */
9
10
11
12
13 #include "network/multi.h"
14 #include "object/object.h"
15 #include "freespace.h"
16 #include "gamesequence/gamesequence.h"
17 #include "popup/popup.h"
18 #include "popup/popupdead.h"
19 #include "network/multi_endgame.h"
20 #include "playerman/player.h"
21 #include "network/multimsgs.h"
22 #include "network/multiui.h"
23 #include "network/multiutil.h"
24 #include "network/multi_pmsg.h"
25 #include "network/multi_portfwd.h"
26 #include "hud/hudconfig.h"
27 #include "network/multi_fstracker.h"
28 #include "network/multi_mdns.h"
29
30
31 // ----------------------------------------------------------------------------------------------------------
32 // Put all functions/data related to leaving a netgame, handling players leaving, handling the server leaving,
33 // and notifying the user of all of these actions, here.
34 //
35
36
37 // ----------------------------------------------------------------------------------------------------------
38 // MULTI ENDGAME DEFINES/VARS
39 //
40
41
42 // set when the server/client has ended the game on some notification or error and is waiting for clients to leave
43 #define MULTI_ENDGAME_SERVER_WAIT 5.0f
44 int Multi_endgame_server_waiting = 0;
45 float Multi_endgame_server_wait_stamp = -1.0f;
46 int Multi_endgame_client_waiting = 0;
47
48 // error/notification codes (taken from parameters to multi_quit_game(...)
49 int Multi_endgame_notify_code;
50 int Multi_endgame_error_code;
51 int Multi_endgame_wsa_error;
52
53 // for reentrancy problems on standalone
54 int Multi_endgame_processing;
55
56 // ----------------------------------------------------------------------------------------------------------
57 // MULTI ENDGAME FORWARD DECLARATIONS
58 //
59
60 // called when a given netgame is about to end completely
61 void multi_endgame_cleanup();
62
63 // throw up a popup with the given notification code and optional winsock code
64 void multi_endgame_popup(int notify_code,int error_code,int wsa_error = -1);
65
66 // called when server is waiting for clients to disconnect
67 int multi_endgame_server_ok_to_leave();
68
69 // check to see if we need to be warping out (strange transition possibilities)
70 void multi_endgame_check_for_warpout();
71
72
73 // ----------------------------------------------------------------------------------------------------------
74 // MULTI ENDGAME FUNCTIONS
75 //
76
77 // initialize the endgame processor (call when joining/starting a new netgame)
multi_endgame_init()78 void multi_endgame_init()
79 {
80 // set this so that the server/client knows he hasn't tried to end the game
81 Multi_endgame_server_waiting = 0;
82 Multi_endgame_client_waiting = 0;
83
84 // reset the timestamp used when server is waiting for all other clients to leave.
85 Multi_endgame_server_wait_stamp = -1.0f;
86
87 // initialiaze all endgame notify and error codes
88 Multi_endgame_notify_code = -1;
89 Multi_endgame_error_code = -1;
90 Multi_endgame_wsa_error = -1;
91
92 // for reentrancy problems in to endgame_process
93 Multi_endgame_processing = 0;
94 }
95
96 // process all endgame related events
multi_endgame_process()97 void multi_endgame_process()
98 {
99 if ( Multi_endgame_processing )
100 return;
101
102 Multi_endgame_processing = 1;
103
104 // check to see if we need to be warping out (strange transition possibilities)
105 multi_endgame_check_for_warpout();
106
107 // if we're the server of the game
108 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
109 // if we're not waiting for clients to leave, do nothing
110 if(!Multi_endgame_server_waiting){
111 Multi_endgame_processing = 0;
112 return;
113 }
114
115 // if a popup is already active, do nothing
116 if(popup_active()){
117 Multi_endgame_processing = 0;
118 return;
119 }
120
121 // otherwise popup until things are hunky-dory
122 if(!multi_endgame_server_ok_to_leave()){
123 if(Game_mode & GM_STANDALONE_SERVER){
124 while(!multi_endgame_server_ok_to_leave()){
125 // run networking, etc.
126 game_set_frametime(-1);
127 game_do_state_common(gameseq_get_state());
128 }
129 } else {
130 popup_till_condition( multi_endgame_server_ok_to_leave , XSTR("&Cancel",645), XSTR("Waiting for clients to disconnect",646));
131 }
132 }
133
134 // mark myself as not waiting and get out
135 multi_endgame_cleanup();
136 } else {
137 // if we're not waiting to leave the game, do nothing
138 if(!Multi_endgame_client_waiting){
139 Multi_endgame_processing = 0;
140 return;
141 }
142
143 // otherwise, check to see if there is a popup active
144 if(popup_active()){
145 Multi_endgame_processing = 0;
146 return;
147 }
148
149 // if not, then we are good to leave
150 multi_endgame_cleanup();
151 }
152
153 Multi_endgame_processing = 0;
154 }
155
156 // if the game has been flagged as ended (ie, its going to be reset)
multi_endgame_ending()157 int multi_endgame_ending()
158 {
159 return (Multi_endgame_client_waiting || Multi_endgame_server_waiting);
160 }
161
162 // reentrancy check
163 int Multi_quit_game = 0;
164 // general quit function, with optional notification, error, and winsock error codes
multi_quit_game(int prompt,int notify_code,int err_code,int wsa_error)165 int multi_quit_game(int prompt, int notify_code, int err_code, int wsa_error)
166 {
167 int ret_val;
168
169 // check for reentrancy
170 if(Multi_quit_game){
171 return 0;
172 }
173
174 // if we're not connected or have not net-player
175 if((Net_player == NULL) || !(Net_player->flags & NETINFO_FLAG_CONNECTED)){
176 return 1;
177 }
178
179 // reentrancy
180 Multi_quit_game = 1;
181
182 // reset my control info so that I don't continually do whacky stuff. This is ugly
183 //player_control_reset_ci( &Player->ci );
184 if ( Game_mode & GM_IN_MISSION ) {
185 memset(&Player->ci, 0, sizeof(Player->ci) );
186 Player->ci.afterburner_stop = 1;
187 physics_read_flying_controls( &Player_obj->orient, &Player_obj->phys_info, &(Player->ci), flFrametime);
188 }
189
190 // CASE 1 - response to a user request
191 // if there is no associated notification or error code, don't override the prompt argument
192 if((err_code == -1) && (notify_code == -1)){
193 // if we're the server and we're already waiting for clients to leave, don't do anything
194 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_server_waiting){
195 Multi_quit_game = 0;
196 return 0;
197 }
198
199 // if we're the client and we're already waiting to leave, don't do anythin
200 if(!(Net_player->flags & NETINFO_FLAG_AM_MASTER) && Multi_endgame_client_waiting){
201 Multi_quit_game = 0;
202 return 0;
203 }
204
205 // see if we should be prompting for confirmation
206 if (prompt != PROMPT_NONE) {
207 int p_flags = PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON | PF_BODY_BIG;
208
209 if ( (Game_mode & GM_IN_MISSION) && ((Net_player->flags & NETINFO_FLAG_GAME_HOST) || popupdead_is_active()) ) {
210 p_flags |= PF_RUN_STATE;
211 }
212
213 if (prompt == PROMPT_HOST) {
214 ret_val = popup(p_flags, 2, POPUP_CANCEL, POPUP_OK, XSTR("Warning - quitting will end the game for all players!", 647));
215 } else {
216 ret_val = popup(p_flags, 2, POPUP_NO, POPUP_YES, XSTR("Are you sure you want to quit?", 648));
217 }
218
219 // check for cancel
220 if ( (ret_val == 0) || (ret_val == -1) ) {
221 Multi_quit_game = 0;
222 return 0;
223 }
224 }
225
226 // if i'm the server of the game, tell all clients that i'm leaving, then wait
227 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
228 send_netgame_end_error_packet(MULTI_END_NOTIFY_SERVER_LEFT,MULTI_END_ERROR_NONE);
229
230 // set the waiting flag and the waiting timestamp
231 Multi_endgame_server_waiting = 1;
232 Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
233 }
234 // if i'm the client, quit now
235 else {
236 multi_endgame_cleanup();
237 }
238 }
239 // CASE 2 - response to an error code or packet from the server
240 // this is the case where we're being forced to quit the game because of some error or other notification
241 else {
242 // if i'm the server, send a packet to the clients telling them that I'm leaving and why
243 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && !Multi_endgame_server_waiting){
244 // if we're in the debrief state, mark down that the server has left the game
245 if(((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)) && !(Game_mode & GM_STANDALONE_SERVER)){
246 multi_debrief_server_left();
247
248 // add a message to the chatbox
249 multi_display_chat_msg(XSTR("<Team captains have left>",649),0,0);
250
251 // set ourselves to be "not quitting"
252 Multi_quit_game = 0;
253
254 // tell the users, the game has ended
255 send_netgame_end_error_packet(notify_code,err_code);
256 return 0;
257 }
258
259 send_netgame_end_error_packet(notify_code,err_code);
260
261 // store the globals
262 Multi_endgame_notify_code = notify_code;
263 Multi_endgame_error_code = err_code;
264 Multi_endgame_wsa_error = wsa_error;
265
266 // by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
267 Multi_endgame_server_waiting = 1;
268 Multi_endgame_server_wait_stamp = MULTI_ENDGAME_SERVER_WAIT;
269 }
270 // if i'm the client, set the error codes and leave the game now
271 else if(!Multi_endgame_client_waiting){
272 // if we're in the debrief state, mark down that the server has left the game
273 if((gameseq_get_state() == GS_STATE_DEBRIEF) || (gameseq_get_state() == GS_STATE_MULTI_DOGFIGHT_DEBRIEF)){
274 multi_debrief_server_left();
275
276 // add a message to the chatbox
277 multi_display_chat_msg(XSTR("<The server has ended the game>",650),0,0);
278
279 // shut our reliable socket to the server down
280 psnet_rel_close_socket(Net_player->reliable_socket);
281 Net_player->reliable_socket = PSNET_INVALID_SOCKET;
282
283 // remove our do-networking flag
284 Net_player->flags &= ~(NETINFO_FLAG_DO_NETWORKING);
285
286 Multi_quit_game = 0;
287 return 0;
288 }
289
290 Multi_endgame_notify_code = notify_code;
291 Multi_endgame_error_code = err_code;
292 Multi_endgame_wsa_error = wsa_error;
293
294 // by setting this, multi_endgame_process() will know to check and see if it is ok for us to leave
295 Multi_endgame_client_waiting = 1;
296 }
297 }
298
299 // unset the reentrancy flag
300 Multi_quit_game = 0;
301
302 return 1;
303 }
304
305
306 // ----------------------------------------------------------------------------------------------------------
307 // MULTI ENDGAME FORWARD DEFINITIONS
308 //
309
310 // called when a given netgame is about to end completely
multi_endgame_cleanup()311 void multi_endgame_cleanup()
312 {
313 int idx;
314
315 hud_config_as_player();
316
317 send_leave_game_packet();
318
319 // flush all outgoing io, force all packets through
320 multi_io_send_buffered_packets();
321
322 // mark myself as disconnected
323 if(!(Game_mode & GM_STANDALONE_SERVER)){
324 Net_player->flags &= ~(NETINFO_FLAG_CONNECTED|NETINFO_FLAG_DO_NETWORKING);
325 }
326
327 /*this is a semi-hack so that if we're the master and we're quitting, we don't get an assert
328
329 Karajorma - From the looks of things this code actually CAUSES an Int3 and doesn't cause an assert anymore
330 besides if the game is over why are we setting flags on a Player_obj anyway?
331
332 if((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (Player_obj != NULL)){
333 Player_obj->flags &= ~(OF_PLAYER_SHIP);
334 obj_set_flags( Player_obj, Player_obj->flags | OF_COULD_BE_PLAYER );
335 }
336 */
337
338 // shut my socket down (will also let the server know i've received any notifications/error from him)
339 // psnet_rel_close_socket( &(Net_player->reliable_socket) );
340
341 // 11/18/98 - DB, changed the above to kill all sockets. Its the safest thing to do
342 for(idx=0; idx<MAX_PLAYERS; idx++){
343 psnet_rel_close_socket(Net_players[idx].reliable_socket);
344 Net_players[idx].reliable_socket = PSNET_INVALID_SOCKET;
345 }
346
347 // set the game quitting flag in our local netgame info - this will _insure_ that even if we miss a packet or
348 // there is some sequencing error, the next time through the multi_do_frame() loop, the game will be ended
349 // Netgame.flags |= (NG_FLAG_QUITTING | NG_FLAG_ENDED);
350
351 // close all open SPX/TCP reliable sockets
352 if(Net_player->flags & NETINFO_FLAG_AM_MASTER){
353 // do it for all players, since we're leaving anyway.
354 for(idx=0;idx<MAX_PLAYERS;idx++){
355 // 6/25/98 -- MWA delete all players from the game
356
357 if ( &Net_players[idx] != Net_player ) {
358 delete_player( idx );
359 }
360 }
361 }
362
363 // if we're currently in the pause state, pop back into gameplay first
364 if(gameseq_get_state() == GS_STATE_MULTI_PAUSED){
365 gameseq_pop_state();
366 }
367
368 if (Game_mode & GM_STANDALONE_SERVER) {
369 // multi_standalone_quit_game();
370 multi_standalone_reset_all();
371 } else {
372 Player->flags |= PLAYER_FLAGS_IS_MULTI;
373
374 // log game out of tracker
375 if (Net_player->flags & NETINFO_FLAG_MT_CONNECTED) {
376 multi_fs_tracker_logout();
377 }
378
379 // stop port forwarding
380 multi_port_forward_close();
381
382 // stop mdns
383 multi_mdns_service_close();
384
385 // if we're in Parallax Online mode, log back in there
386 if (Multi_options_g.pxo == 1) {
387 Assert(Multi_options_g.protocol == NET_TCP);
388 gameseq_post_event(GS_EVENT_PXO);
389 } else {
390 gameseq_post_event(GS_EVENT_MULTI_JOIN_GAME);
391 }
392
393 // if we have an error code, bring up the discon popup
394 if ( ((Multi_endgame_notify_code != -1) || (Multi_endgame_error_code != -1)) && !(Game_mode & GM_STANDALONE_SERVER) ) {
395 multi_endgame_popup(Multi_endgame_notify_code,Multi_endgame_error_code,Multi_endgame_wsa_error);
396 }
397 }
398
399 /*
400 extern CFILE *obj_stream;
401 if(obj_stream != NULL){
402 cfclose(obj_stream);
403 obj_stream = NULL;
404 }
405 */
406
407 // unload the multiplayer common interface palette
408 multi_common_unload_palette();
409
410 // reinitialize endgame stuff
411 // multi_endgame_init();
412 }
413
414 // throw up a popup with the given notification code and optional winsock code
multi_endgame_popup(int notify_code,int error_code,int wsa_error)415 void multi_endgame_popup(int notify_code,int error_code,int wsa_error)
416 {
417 char err_msg[255];
418 int flags = PF_USE_AFFIRMATIVE_ICON;
419
420 // if there is a popup already active, just kill it
421 if(popup_active()){
422 // if there is already a popup active, kill it
423 popup_kill_any_active();
424
425 Int3();
426 } else {
427 // if there is a winsock error code, stick it on the end of the text
428 if(wsa_error != -1){
429 sprintf(err_msg,NOX("WSAERROR : %d\n\n"),wsa_error);
430 flags |= PF_TITLE_RED;
431 } else {
432 strcpy_s(err_msg,"");
433 }
434
435 // setup the error message string
436 if(notify_code != MULTI_END_NOTIFY_NONE){
437 switch(notify_code){
438 case MULTI_END_NOTIFY_KICKED :
439 strcat_s(err_msg,XSTR("You have been kicked",651));
440 break;
441 case MULTI_END_NOTIFY_SERVER_LEFT:
442 strcat_s(err_msg,XSTR("The server has left the game",652));
443 break;
444 case MULTI_END_NOTIFY_FILE_REJECTED:
445 strcat_s(err_msg,XSTR("Your mission file has been rejected by the server",653));
446 break;
447 case MULTI_END_NOTIFY_EARLY_END:
448 strcat_s(err_msg,XSTR("The game has ended while you were ingame joining",654));
449 break;
450 case MULTI_END_NOTIFY_INGAME_TIMEOUT:
451 strcat_s(err_msg,XSTR("You have waited too long to select a ship",655));
452 break;
453 case MULTI_END_NOTIFY_KICKED_BAD_XFER:
454 strcat_s(err_msg,XSTR("You were kicked because mission file xfer failed",998));
455 break;
456 case MULTI_END_NOTIFY_KICKED_CANT_XFER:
457 strcat_s(err_msg,XSTR("You were kicked because you do not have the builtin mission",999));
458 strcat_s(err_msg, NOX(" "));
459 strcat_s(err_msg, Game_current_mission_filename);
460 break;
461 case MULTI_END_NOTIFY_KICKED_INGAME_ENDED:
462 strcat_s(err_msg,XSTR("You were kicked because you were ingame joining a game that has ended",1000));
463 break;
464 default :
465 Int3();
466 }
467 } else {
468 switch(error_code){
469 case MULTI_END_ERROR_CONTACT_LOST :
470 strcat_s(err_msg,XSTR("Contact with server has been lost",656));
471 break;
472 case MULTI_END_ERROR_CONNECT_FAIL :
473 strcat_s(err_msg,XSTR("Failed to connect to server on reliable socket",657));
474 break;
475 case MULTI_END_ERROR_LOAD_FAIL :
476 strcat_s(err_msg,XSTR("Failed to load mission file properly",658));
477 break;
478 case MULTI_END_ERROR_INGAME_SHIP :
479 strcat_s(err_msg,XSTR("Unable to create ingame join player ship",659));
480 break;
481 case MULTI_END_ERROR_INGAME_BOGUS :
482 strcat_s(err_msg,XSTR("Recevied bogus packet data while ingame joining",660));
483 break;
484 case MULTI_END_ERROR_STRANS_FAIL :
485 strcat_s(err_msg,XSTR("Server transfer failed (obsolete)",661));
486 break;
487 case MULTI_END_ERROR_SHIP_ASSIGN:
488 strcat_s(err_msg,XSTR("Server encountered errors trying to assign players to ships",662));
489 break;
490 case MULTI_END_ERROR_HOST_LEFT:
491 strcat_s(err_msg,XSTR("Host has left the game, aborting...",663));
492 break;
493 case MULTI_END_ERROR_XFER_FAIL:
494 strcat_s(err_msg,XSTR("There was an error receiving the mission file!",665));
495 break;
496 case MULTI_END_ERROR_WAVE_COUNT:
497 strcat_s(err_msg,XSTR("The player wings Alpha, Beta, Gamma, and Zeta must have only 1 wave. One of these wings currently has more than 1 wave.", 987));
498 break;
499 case MULTI_END_ERROR_TEAM0_EMPTY:
500 strcat_s(err_msg,XSTR("All players from team 1 have left the game", 1645));
501 break;
502 case MULTI_END_ERROR_TEAM1_EMPTY:
503 strcat_s(err_msg,XSTR("All players from team 2 have left the game", 1646));
504 break;
505 case MULTI_END_ERROR_CAPTAIN_LEFT:
506 strcat_s(err_msg,XSTR("Team captain(s) have left the game, aborting...",664));
507 break;
508 default :
509 Int3();
510 }
511 }
512
513 // show the popup
514 popup(flags,1,POPUP_OK,err_msg);
515 }
516 }
517
518 // called when server is waiting for clients to disconnect
multi_endgame_server_ok_to_leave()519 int multi_endgame_server_ok_to_leave()
520 {
521 int idx;
522
523 // check to see if our client disconnect timestamp has elapsed
524 if ( Multi_endgame_server_wait_stamp > 0.0f ) {
525 Multi_endgame_server_wait_stamp -= flFrametime;
526 if ( Multi_endgame_server_wait_stamp <= 0.0f ) {
527 return 1;
528 }
529 }
530
531 // check to see if all clients have disconnected
532 for(idx=0;idx<MAX_PLAYERS;idx++){
533 if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
534 return 0;
535 }
536 }
537
538 // all conditions passed
539 return 1;
540 }
541
542 // check to see if we need to be warping out (strange transition possibilities)
multi_endgame_check_for_warpout()543 void multi_endgame_check_for_warpout()
544 {
545 int need_to_warpout = 0;
546
547 // if we're not in the process of warping out - do nothing
548 if(!(Net_player->flags & NETINFO_FLAG_WARPING_OUT)){
549 return;
550 }
551
552 // determine if sufficient warping-out conditions exist
553 if((Game_mode & GM_IN_MISSION) && // if i'm still in the mission
554 ((Netgame.game_state == NETGAME_STATE_ENDGAME) || // if the netgame ended
555 (Netgame.game_state == NETGAME_STATE_DEBRIEF)) // if the netgame is now in the debriefing state
556 ) {
557 need_to_warpout = 1;
558 }
559
560 // if we need to be warping out but are stuck in a dead popup, cancel it
561 if(need_to_warpout && (popupdead_is_active() || (Net_player->flags & NETINFO_FLAG_RESPAWNING) || (Net_player->flags & NETINFO_FLAG_OBSERVER)) ){
562 // flush all active pushed state
563 multi_handle_state_special();
564
565 // begin the warpout process
566 send_debrief_event();
567
568 // if text input mode is active, clear it
569 multi_msg_text_flush();
570 }
571 }
572