Reset detection.

git-svn-id: svn://svn.code.sf.net/p/sc2/code/trunk@2573 8092fc87-c524-0410-9efc-e669fe64eaf9
This commit is contained in:
meep-eep
2006-12-06 04:20:51 +00:00
parent 14da945d5d
commit 8a0ba77f24
2 changed files with 201 additions and 0 deletions
+167
View File
@@ -0,0 +1,167 @@
/*
* Copyright 2006 Serge van den Boom <svdb@stack.nl>
*
* 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
*/
// See doc/devel/netplay/protocol
#define NETCONNECTION_INTERNAL
#include "../netplay.h"
#include "reset.h"
#include "types.h"
#include "../packetsenders.h"
#include "../../melee.h"
// For resetFeedback.
#include <assert.h>
// Reset packets are sent to indicate that a game is to be reset.
// i.e. the game is to return to the SuperMelee fleet setup menu.
// The reset will occur when a reset packet has both been sent and
// received. When a reset packet is received and the local side had not
// sent a reset packet itself, the local side will confirm the reset.
// When both sides initiate a reset simultaneously, the reset packets
// of each side will act as a confirmation for the other side.
//
// When a reset packet has been sent, no further gameplay packets should be
// sent until the game has been reset. Non-gameplay packets such as 'ping'
// are allowed.
// When a reset packet has been received, all further incoming gameplay
// packets are ignored until the game has been reset.
//
// conn->stateFlags.reset.localReset is set when a reset packet is sent.
// conn->stateFlags.reset.remoteReset is set when a reset packet is
// received.
//
// When either localReset or remoteReset gets set and the other flag isn't
// set, Netplay_connectionReset() gets called.
//
// As soon as the following three conditions are met, the reset callback is
// called and the localReset and remoteReset flags are cleared.
// - conn->stateFlags.reset.localReset is set
// - conn->stateFlags.reset.remoteReset is set
// - the reset callback is non-NULL.
//
// Elsewhere in the UQM source:
// When the local side causes a reset, it calls Netplay_localReset().
// When a remote reset packet is received, Netplay_remoteReset() is called
// (which will sent a reset packet back as confirmation, as required).
// At the end of melee, the reset callback is set (for each connection),
// and the game will wait until the reset callback for each connection has
// been called (when the forementioned conditions have become true)
// (or until the connection is terminated).
// This function is called when one side initiates a reset.
static void
Netplay_connectionReset(NetConnection *conn, NetplayResetReason reason,
bool byRemote) {
switch (NetConnection_getState(conn)) {
case NetState_unconnected:
case NetState_connecting:
case NetState_init:
case NetState_inSetup:
break;
case NetState_preBattle:
case NetState_interBattle:
case NetState_selectShip:
case NetState_inBattle:
case NetState_endingBattle:
case NetState_endingBattle2:
case NetState_endMelee:
resetFeedback(conn->player, reason, byRemote);
break;
}
}
static void
Netplay_doConnectionResetCallback(NetConnection *conn) {
NetConnection_ResetCallback callback;
void *resetArg;
callback = conn->resetCallback;
resetArg = conn->resetCallbackArg;
NetConnection_setResetCallback(conn, NULL, NULL);
// Clear the resetCallback field before performing the callback,
// so that it can be set again from inside the callback
// function.
callback(conn, resetArg);
}
static void
Netplay_resetConditionTriggered(NetConnection *conn) {
if (conn->resetCallback == NULL)
return;
if (!conn->stateFlags.reset.localReset ||
!conn->stateFlags.reset.remoteReset)
return;
conn->stateFlags.reset.localReset = false;
conn->stateFlags.reset.remoteReset = false;
Netplay_doConnectionResetCallback(conn);
}
void
Netplay_setResetCallback(NetConnection *conn,
NetConnection_ResetCallback callback, void *resetArg) {
NetConnection_setResetCallback(conn, callback, resetArg);
Netplay_resetConditionTriggered(conn);
}
void
Netplay_localReset(NetConnection *conn, NetplayResetReason reason) {
assert(!conn->stateFlags.reset.localReset);
conn->stateFlags.reset.localReset = true;
if (conn->stateFlags.reset.remoteReset) {
// Both sides have initiated/confirmed the reset.
Netplay_resetConditionTriggered(conn);
} else {
sendReset(conn, reason);
Netplay_connectionReset(conn, reason, false);
}
}
void
Netplay_remoteReset(NetConnection *conn, NetplayResetReason reason) {
assert(!conn->stateFlags.reset.remoteReset);
// Should already be checked when the packet arrives.
conn->stateFlags.reset.remoteReset = true;
if (!conn->stateFlags.reset.localReset) {
Netplay_connectionReset(conn, reason, true);
sendReset(conn, reason);
conn->stateFlags.reset.localReset = true;
}
Netplay_resetConditionTriggered(conn);
}
bool
Netplay_isLocalReset(const NetConnection *conn) {
return conn->stateFlags.reset.localReset;
}
bool
Netplay_isRemoteReset(const NetConnection *conn) {
return conn->stateFlags.reset.remoteReset;
}
+34
View File
@@ -0,0 +1,34 @@
/*
* Copyright 2006 Serge van den Boom <svdb@stack.nl>
*
* 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
*/
#ifndef _RESET_H
#define _RESET_H
#include "../netconnection.h"
#include "../packet.h"
void Netplay_setResetCallback(NetConnection *conn,
NetConnection_ResetCallback callback, void *resetArg);
void Netplay_localReset(NetConnection *conn, NetplayResetReason reason);
void Netplay_remoteReset(NetConnection *conn, NetplayResetReason reason);
bool Netplay_isLocalReset(const NetConnection *conn);
bool Netplay_isRemoteReset(const NetConnection *conn);
#endif /* _RESET_H */