257 lines
5.1 KiB
C
257 lines
5.1 KiB
C
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//
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// The server.
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//
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#ifndef _SERVER_
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#define _SERVER_
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#include "gamestate.h"
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//
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// Creates a new session. Returns TRUE on success.
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//
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#define SERVER_CONNECT_TYPE_LAN 0
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#define SERVER_CONNECT_TYPE_INTERNET 1
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SLONG SERVER_session_create(
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CBYTE *name,
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SLONG max_players,
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SLONG connection_type,
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CBYTE *internet_address);
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//
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// Ends the current session.
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//
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void SERVER_session_destroy(void);
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//
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// Process the server. Gets keypresses from all the players and
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// sends them out to eachother. Receives requests for new players
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// and handles them joining and leaving.
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//
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void SERVER_process(void);
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//
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// Draws the dedicated server screen- this only draws stuff a few
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// times every second. Most of the time it just returns.
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//
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void SERVER_draw(void);
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// ========================================================
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//
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// HOW TO JOIN A GAME
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//
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// ========================================================
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//
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// - Ping with the server to establish a common time.
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// - Request joining the game.
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// - Wait for a copy of the gamestate from the server.
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// - Send the server a message when you have recieved gamestate.
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// - Start processing the game with the keylist messages the
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// server will start sending you.
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// - You will now receive an activate player message telling you
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// on which game turn your ship can start moving.
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//
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// ========================================================
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//
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// SERVER MESSAGES
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//
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// ========================================================
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//
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// Here is a description of the messages that the server sends and
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// expects to receive.
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//
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//
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// Each message start with a SLONG game turn followed by a number of blocks.
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// The first byte of a block is the block type, and then there follows the
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// block data.
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//
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#define SERVER_BLOCK_TYPE_REQUEST_JOIN 1
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#define SERVER_BLOCK_TYPE_NEW_PLAYER 2
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#define SERVER_BLOCK_TYPE_ACTIVATE_NEW_PLAYER 3
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#define SERVER_BLOCK_TYPE_MY_KEYPRESS_LIST 4
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#define SERVER_BLOCK_TYPE_REMOTE_KEYPRESS_LIST 5
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#define SERVER_BLOCK_TYPE_PING 6
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#define SERVER_BLOCK_TYPE_GAMESTATE 7
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#define SERVER_BLOCK_TYPE_RECEIVED_GAMESTATE 8
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#define SERVER_BLOCK_TYPE_PLAYER_LEFT 9
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//
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// JOIN. Send this message to the server when you want to join
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// in the session. Send this message after you have pinged
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// with the server to establish a common time.
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//
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typedef struct
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{
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UBYTE type; // i.e. SERVER_BLOCK_TYPE_REQUEST_JOIN
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UBYTE red;
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UBYTE green;
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UBYTE blue;
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float mass;
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float power;
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CBYTE name[32];
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} SERVER_Block_request_join;
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//
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// NEW_PLAYER. The server is telling you that a new player has joined
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// in the game.
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//
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typedef struct
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{
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UBYTE type; // i.e. SERVER_BLOCK_TYPE_NEW_PLAYER
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UBYTE red;
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UBYTE green;
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UBYTE blue;
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CBYTE name[32];
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UBYTE ship_index; // Index into the SHIP_ship structure.
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UBYTE local; // if TRUE, then this is you!
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UWORD padding;
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SLONG active; // The gameturn when this ship becomes active.
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float x;
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float y;
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float mass;
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float power;
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} SERVER_Block_new_player;
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//
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// MY KEYPRESS LIST. Tells the server about your last few keypresses.
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//
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typedef struct
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{
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UBYTE type; // SERVER_BLOCK_TYPE_MY_KEYPRESS_LIST
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UBYTE ship_index; // Index into the SHIP_ship structure.
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UBYTE num_keys;
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UBYTE padding;
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float hash; // So we know if we're in sync.
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UBYTE key[]; // The array of keys...
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} SERVER_Block_my_keypress_list;
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//
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// REMOTE KEYPRESS LIST. This is the server telling you about a remote player's keypresses.
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//
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typedef struct
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{
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UBYTE type; // SERVER_BLOCK_TYPE_REMOTE_KEYPRESS_LIST
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UBYTE ship_index; // Index into the SHIP_ship structure.
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UBYTE num_keys;
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UBYTE padding;
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SLONG gameturn; // The turn the first key is for.
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UBYTE key[]; // The array of keys...
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} SERVER_Block_remote_keypress_list;
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//
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// PING. Use ping as a NOP message to establish a common time with the server.
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// This is the only message where you don't have to send a valid initial SLONG gameturn.
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//
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typedef struct
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{
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UBYTE type; // SERVER_BLOCK_TYPE_PING
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UBYTE padding[3];
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SLONG id; // When the server returns your ping, it will use the same id.
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SLONG game_process; // The current high resolution game turn.
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} SERVER_Block_ping;
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//
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// GAMESTATE. The gamestate at a particular time.
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//
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typedef struct
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{
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UBYTE type; // SERVER_BLOCK_TYPE_GAMESTATE
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UBYTE padding[3];
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SLONG gameturn; // The gameturn when this gamestate is for. It may not
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// be the same as the gameturn when the message is sent.
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GAMESTATE_State gs;
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} SERVER_Block_gamestate;
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//
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// RECEIVED_GAMESTATE. Tell the server that you have received gamestate. Start
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// processing gamestate after sending this message. You will receive remote
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// kepress list messages and should send keypress messages yourself.
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//
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typedef struct
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{
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UBYTE type; // SERVER_BLOCK_TYPE_RECEIVED
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UBYTE padding[3];
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} SERVER_Block_received_gamestate;
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//
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// PLAYER_LEFT. A player has left the game.
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//
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typedef struct
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{
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UBYTE type; // SERVER_BLOCK_TYPE_PLAYER_LEFT
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UBYTE player_index; // Index into the PLAYER_player structure.
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UBYTE padding[2];
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SLONG game_turn_when_the_player_leaves;
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} SERVER_Block_player_left;
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#endif
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