/* ** 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 . */ /*********************************************************************************************** *** 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 #include #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 * 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(); }