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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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 3 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, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** Confidential - Westwood Studios ***
- ***********************************************************************************************
- * *
- * Project Name : Commando *
- * *
- * $Archive:: /Commando/Code/Commando/bioevent.cpp $*
- * *
- * $Author:: Steve_t $*
- * *
- * $Modtime:: 2/20/02 11:01p $*
- * *
- * $Revision:: 26 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "bioevent.h"
- #include <stdio.h>
- #include <stdlib.h>
- #include "networkobjectfactory.h"
- #include "cnetwork.h"
- #include "networkobjectmgr.h"
- #include "evictionevent.h"
- #include "playermanager.h"
- #include "god.h"
- #include "gametype.h"
- #include "apppackettypes.h"
- #include "gamedataupdateevent.h"
- #include "consolemode.h"
- #include "winevent.h"
- #include "gamespyadmin.h"
- DECLARE_NETWORKOBJECT_FACTORY(cBioEvent, NETCLASSID_BIOEVENT);
- //-----------------------------------------------------------------------------
- cBioEvent::cBioEvent(void) :
- SenderId(0),
- TeamChoice(-1),
- ClanID(0)
- {
- Set_App_Packet_Type(APPPACKETTYPE_BIOEVENT);
- }
- //-----------------------------------------------------------------------------
- void
- cBioEvent::Init(int teamChoice, unsigned long clanID)
- {
- WWASSERT(cNetwork::I_Am_Client());
- SenderId = cNetwork::Get_My_Id();
- Nickname = cNetInterface::Get_Nickname();
- TeamChoice = teamChoice;
- ClanID = clanID;
- strcpy(MapName, The_Game()->Get_Map_Name().Peek_Buffer());
- Set_Network_ID(NetworkObjectMgrClass::Get_New_Client_ID());
- if (cNetwork::I_Am_Server()) {
- Act();
- } else {
- Set_Object_Dirty_Bit(0, BIT_CREATION, true);
- }
- }
- //-----------------------------------------------------------------------------
- void
- cBioEvent::Act(void)
- {
- WWASSERT(cNetwork::I_Am_Server());
- //
- // This is where we validate a player. If we don't want him to play,
- // for whichever reason, after learning all about him, evict him here.
- // Note that the server has already seen the player name in
- // cNetwork::Application_Acceptance_Handler.
- // Now the server will see additional data.
- //
- bool is_accepted = true;
- EvictionCodeEnum eviction_code = EVICTION_POOR_BANDWIDTH;
- if (is_accepted) {
- //
- // Tell the new guy about all existing players
- //
- for (SLNode<cPlayer> * player_node = cPlayerManager::Get_Player_Object_List()->Head();
- player_node;
- player_node = player_node->Next()) {
- cPlayer * p_player = player_node->Data();
- WWASSERT(p_player != NULL);
- cNetwork::Send_Object_Update(p_player, SenderId);
- }
- //GAMESPY
- if (cGameSpyAdmin::Is_Gamespy_Game() &&
- cGameSpyAdmin::Is_Nickname_Collision(Nickname)) {
- WideStringClass new_nickname;
- int count = 1;
- do {
- new_nickname.Format(L"%s(%d)", Nickname, count++);
- } while (cGameSpyAdmin::Is_Nickname_Collision(new_nickname));
- Nickname = new_nickname;
- }
- cPlayer * p_player = cGod::Create_Player(SenderId, Nickname, TeamChoice, ClanID);
- WWASSERT(p_player != NULL);
- if (!IS_SOLOPLAY) {
- //
- // Record his IP address for diagnostic purposes
- //
- WWASSERT(cNetwork::Get_Server_Rhost(SenderId) != NULL);
- SOCKADDR_IN & address = cNetwork::Get_Server_Rhost(SenderId)->Get_Address();
- p_player->Set_Ip_Address(address.sin_addr.s_addr);
- //
- // Tell the remote host object to expect a lot of temporary extra bandwidth.
- //
- if (cNetwork::PServerConnection != NULL) {
- cNetwork::PServerConnection->Set_Rhost_Expect_Packet_Flood(p_player->Get_Id(), true);
- }
- //
- // Update him about any dynamic game data parameters.
- //
- WWDEBUG_SAY(("BioEvent acting\n"));
- cGameDataUpdateEvent * p_event = new cGameDataUpdateEvent();
- p_event->Init(p_player->Get_Id());
- StringClass str(128, true);
- Nickname.Convert_To(str);
- ConsoleBox.Print_Maybe("Player %s joined the game\n", str.Peek_Buffer());
- //
- // If we (the server) are already in intermission mode then deactivate the player until the next map starts. The player
- // will have already loaded the next map. ST - 1/17/2002 7:43PM
- //
- if (The_Game()->IsIntermission.Is_True()) {
- //
- // If the new player has the old map loaded (which can happen if the intermission starts after the client has
- // started loading the old map) then send him a wineven so he knows to load the next map.
- //
- if (stricmp(MapName, The_Game()->Get_Map_Name().Peek_Buffer()) != 0) {
- cWinEvent * p_win = new cWinEvent;
- p_win->Init(The_Game()->Get_Winner_ID(), SenderId, The_Game()->Is_Map_Cycle_Over());
- cNetwork::Send_Object_Update(p_win, SenderId);
- } else {
- p_player->Set_Is_In_Game(false);
- p_player->Set_Is_Waiting_For_Intermission(true);
- }
- }
- }
- } else {
- cEvictionEvent * p_event = new cEvictionEvent;
- p_event->Init(SenderId, eviction_code);
- cNetwork::Flush();
- cNetwork::Server_Kill_Connection(SenderId);
- }
- Set_Delete_Pending();
- }
- //-----------------------------------------------------------------------------
- void
- cBioEvent::Export_Creation(BitStreamClass & packet)
- {
- cNetEvent::Export_Creation(packet);
- WWASSERT(cNetwork::I_Am_Only_Client());
- WWASSERT(SenderId > 0);
- packet.Add(SenderId);
- packet.Add_Wide_Terminated_String(Nickname);
- packet.Add(TeamChoice);
- packet.Add(ClanID);
- packet.Add_Terminated_String(MapName, false);
- WWDEBUG_SAY(("cBioEvent sent\n"));
- Set_Delete_Pending();
- }
- //-----------------------------------------------------------------------------
- void
- cBioEvent::Import_Creation(BitStreamClass & packet)
- {
- cNetEvent::Import_Creation(packet);
- WWASSERT(cNetwork::I_Am_Server());
- packet.Get(SenderId);
- packet.Get_Wide_Terminated_String(Nickname.Get_Buffer(256), 256, true);
- packet.Get(TeamChoice);
- packet.Get(ClanID);
- packet.Get_Terminated_String(MapName, sizeof(MapName), false);
- WWASSERT(SenderId > 0);
- WWDEBUG_SAY(("cBioEvent recd\n"));
- Act();
- }
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