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:
@@ -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;
|
||||
}
|
||||
|
||||
@@ -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 */
|
||||
|
||||
Reference in New Issue
Block a user