X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fgame%2Fg_netmsg.pas;h=c2e379b76d25e2b6890ed70f77dd52f8211c2306;hb=36fd4e713dc3cc0d54fd94085af17a77f5078e11;hp=6133b001e2d5fd2df4777195d2bfe433b232db3c;hpb=2304c541d7bdbf7de389437482ecdff37fc7fbd5;p=d2df-sdl.git diff --git a/src/game/g_netmsg.pas b/src/game/g_netmsg.pas index 6133b00..c2e379b 100644 --- a/src/game/g_netmsg.pas +++ b/src/game/g_netmsg.pas @@ -112,6 +112,7 @@ const NET_EV_PLAYER_TOUCH = 18; NET_EV_SECRET = 19; NET_EV_INTER_READY = 20; + NET_EV_LMS_NOSPAWN = 21; NET_VE_STARTED = 1; NET_VE_PASSED = 2; @@ -429,37 +430,26 @@ begin Name := PName; FClientID := C^.ID; // round in progress, don't spawn - if (gGameSettings.MaxLives > 0) and (gLMSRespawn = LMS_RESPAWN_NONE) then - begin - Lives := 0; - FNoRespawn := True; - Spectate; - FWantsInGame := True; // TODO: look into this later - C^.WaitForFirstSpawn := true; - end - else - begin - e_LogWritefln('*** client #%u (cid #%u) authenticated...', [C.ID, C.Player]); - //e_LogWritefln('spawning player with pid #%u...', [PID]); - //Respawn(gGameSettings.GameType = GT_SINGLE); - //k8: no, do not spawn a player yet, wait for "request full state" packet - Lives := 0; - Spectate; - FNoRespawn := True; - // `FWantsInGame` seems to mean "spawn the player on the next occasion". - // that is, if we'll set it to `true`, the player can be spawned after - // warmup time ran out, for example, regardless of the real player state. - // also, this seems to work only for the initial connection. further - // map changes could initiate resource downloading, but the player will - // be spawned immediately. - // the proper solution will require another player state, "ephemeral". - // the player should start any map in "ephemeral" state, and turned into - // real mobj only when they sent a special "i am ready" packet. this packet - // must be sent after receiving the full state, so the player will get a full - // map view before going into game. - FWantsInGame := false; - C^.WaitForFirstSpawn := true; - end; + e_LogWritefln('*** client #%u (cid #%u) authenticated...', [C.ID, C.Player]); + //e_LogWritefln('spawning player with pid #%u...', [PID]); + //Respawn(gGameSettings.GameType = GT_SINGLE); + //k8: no, do not spawn a player yet, wait for "request full state" packet + Lives := 0; + Spectate; + FNoRespawn := True; + // `FWantsInGame` seems to mean "spawn the player on the next occasion". + // that is, if we'll set it to `true`, the player can be spawned after + // warmup time ran out, for example, regardless of the real player state. + // also, this seems to work only for the initial connection. further + // map changes could initiate resource downloading, but the player will + // be spawned immediately. + // the proper solution will require another player state, "ephemeral". + // the player should start any map in "ephemeral" state, and turned into + // real mobj only when they sent a special "i am ready" packet. this packet + // must be sent after receiving the full state, so the player will get a full + // map view before going into game. + FWantsInGame := false; + C^.WaitForFirstSpawn := true; end; //if not C^.WaitForFirstSpawn then @@ -491,11 +481,23 @@ begin if not C.WaitForFirstSpawn then exit; plr := g_Player_Get(C^.Player); if not assigned(plr) then exit; + g_Net_Slist_ServerPlayerComes(); e_LogWritefln('*** client #%u (cid #%u) first spawn', [C.ID, C.Player]); C.WaitForFirstSpawn := false; plr.FNoRespawn := false; plr.FWantsInGame := true; // TODO: look into this later - plr.Respawn(False); + + if (gGameSettings.MaxLives > 0) and (gLMSRespawn = LMS_RESPAWN_NONE) then + begin + plr.Spectate; + MH_SEND_GameEvent(NET_EV_LMS_NOSPAWN, 0, 'N', C.ID); + end + else + begin + plr.Respawn(False); + if gLMSRespawn > LMS_RESPAWN_NONE then + MH_SEND_GameEvent(NET_EV_LMS_WARMUP, gLMSRespawnTime - gTime, 'N', C.ID); + end; end; @@ -592,7 +594,12 @@ begin NET_CHEAT_SPECTATE: begin if Pl.FSpectator then - Pl.Respawn(False) + begin + if (gGameSettings.MaxLives = 0) or (gLMSRespawn = LMS_RESPAWN_WARMUP) then + Pl.Respawn(False) + else + MH_SEND_GameEvent(NET_EV_LMS_NOSPAWN, Pl.UID); + end else Pl.Spectate; end; @@ -814,28 +821,18 @@ begin if CreatePlayers and (ID >= 0) then NetClients[ID].State := NET_STATE_GAME; - if gLMSRespawn > LMS_RESPAWN_NONE then - begin - e_LogWritefln('*** client #%u (cid #%u) WARMUP', [ID, NetClients[ID].Player]); - MH_SEND_GameEvent(NET_EV_LMS_WARMUP, (gLMSRespawnTime - gTime) div 1000, 'N', ID); - end; - g_Net_Flush(); end; procedure MH_SEND_Info(ID: Byte); -var - Map: string; begin - Map := g_ExtractFileName(gMapInfo.Map); - NetOut.Clear(); NetOut.Write(Byte(NET_MSG_INFO)); NetOut.Write(ID); NetOut.Write(NetClients[ID].Player); - NetOut.Write(gGameSettings.WAD); - NetOut.Write(Map); + NetOut.Write(ExtractFileName(gGameSettings.WAD)); + NetOut.Write(g_ExtractFileName(gMapInfo.Map)); NetOut.Write(gWADHash); NetOut.Write(gGameSettings.GameMode); NetOut.Write(gGameSettings.GoalLimit); @@ -1181,6 +1178,7 @@ begin NetOut.Write(Byte(FJetpack)); NetOut.Write(FFireTime); NetOut.Write(Byte(FFlaming)); + NetOut.Write(FSpawnInvul); end; g_Net_Host_Send(ID, True, NET_CHAN_PLAYER); @@ -1779,6 +1777,7 @@ begin NET_EV_MAPEND: goodCmd := true; NET_EV_PLAYER_KICK: goodCmd := true; NET_EV_PLAYER_BAN: goodCmd := true; + NET_EV_LMS_WARMUP: goodCmd := true; end; if not goodCmd then exit; end; @@ -1800,7 +1799,7 @@ begin gGameSettings.GameMode := gSwitchGameMode; gWADHash := EvHash; - if not g_Game_StartMap(EvStr, True) then + if not g_Game_StartMap(false{asMegawad}, EvStr, True) then begin if not isWadPath(EvStr) then g_FatalError(Format(_lc[I_GAME_ERROR_MAP_LOAD], [gGameSettings.WAD + ':\' + EvStr])) @@ -1815,6 +1814,8 @@ begin NET_EV_MAPEND: begin + gLMSRespawn := LMS_RESPAWN_NONE; + gLMSRespawnTime := 0; if (g_Res_received_map_start <> 0) then begin g_Res_received_map_start := -1; @@ -1859,7 +1860,18 @@ begin end; NET_EV_LMS_WARMUP: - g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [EvNum]), True); + begin + if EvNum > 0 then + begin + gLMSRespawn := LMS_RESPAWN_WARMUP; + gLMSRespawnTime := gTime + EvNum; + g_Console_Add(Format(_lc[I_MSG_WARMUP_START], [EvNum div 1000]), True); + end + else if gPlayer1 = nil then + begin + g_Console_Add(_lc[I_PLAYER_SPECT4], True); + end; + end; NET_EV_LMS_SURVIVOR: g_Console_Add('*** ' + _lc[I_MESSAGE_LMS_SURVIVOR] + ' ***', True); @@ -1945,6 +1957,7 @@ begin NET_EV_LMS_START: begin g_Player_RemoveAllCorpses; + gLMSRespawn := LMS_RESPAWN_NONE; g_Game_Message(_lc[I_MESSAGE_LMS_START], 144); end; @@ -1965,6 +1978,9 @@ begin NET_EV_LMS_DRAW: g_Game_Message(_lc[I_GAME_WIN_DRAW], 144); + NET_EV_LMS_NOSPAWN: + g_Console_Add(_lc[I_PLAYER_SPECT4], True); + NET_EV_KILLCOMBO: g_Game_Announce_KillCombo(EvNum); @@ -2330,21 +2346,27 @@ begin begin if Pl = gPlayer1 then begin - gLMSPID1 := UID; + gSpectLatchPID1 := UID; gPlayer1 := nil; end; if Pl = gPlayer2 then begin - gLMSPID2 := UID; + gSpectLatchPID2 := UID; gPlayer2 := nil; end; end else begin - if (gPlayer1 = nil) and (gLMSPID1 > 0) then - gPlayer1 := g_Player_Get(gLMSPID1); - if (gPlayer2 = nil) and (gLMSPID2 > 0) then - gPlayer2 := g_Player_Get(gLMSPID2); + if (gPlayer1 = nil) and (gSpectLatchPID1 > 0) and (UID = gSpectLatchPID1) then + begin + gPlayer1 := Pl; + gSpectLatchPID1 := 0; + end; + if (gPlayer2 = nil) and (gSpectLatchPID2 > 0) and (UID = gSpectLatchPID2) then + begin + gPlayer2 := Pl; + gSpectLatchPID2 := 0; + end; end; FGhost := M.ReadByte() <> 0; FPhysics := M.ReadByte() <> 0; @@ -2356,6 +2378,7 @@ begin if (OldFire <= 0) and (FFireTime > 0) then g_Sound_PlayExAt('SOUND_IGNITE', Obj.X, Obj.Y); Flam := M.ReadByte() <> 0; + FSpawnInvul := M.ReadLongInt(); if OldJet and not FJetpack then JetpackOff else if not OldJet and FJetpack then