Write skins, colors, weaponprefs into XD_ADDPLAYER

Should fix the Green Eggman bug. Needs multiplayer testing.
This commit is contained in:
Sally Coolatta 2025-09-12 01:26:32 -04:00
parent ec70f62f36
commit c743a156b1
3 changed files with 139 additions and 106 deletions

View file

@ -3751,6 +3751,12 @@ static void Got_AddPlayer(const UINT8 **p, INT32 playernum)
newplayer = &players[newplayernum];
READSTRINGN(*p, player_names[newplayernum], MAXPLAYERNAME);
UINT16 skin = READUINT16(*p);
UINT16 color = READUINT16(*p);
INT16 follower = READINT16(*p);
UINT16 followercolor = READUINT16(*p);
UINT8 weaponprefs = READUINT8(*p);
UINT8 mindelay = READUINT8(*p);
READMEM(*p, public_key, PUBKEYLENGTH);
READMEM(*p, clientpowerlevels[newplayernum], sizeof(((serverplayer_t *)0)->powerlevels));
@ -3790,13 +3796,20 @@ static void Got_AddPlayer(const UINT8 **p, INT32 playernum)
}
P_ForceLocalAngle(newplayer, newplayer->angleturn);
D_SendPlayerConfig(splitscreenplayer);
addedtogame = true;
if (server)
{
for (i = 0; i < G_LocalSplitscreenPartySize(newplayernum); ++i)
playerdelaytable[G_LocalSplitscreenPartyMember(newplayernum, i)] = mindelay;
}
}
players[newplayernum].splitscreenindex = splitscreenplayer;
players[newplayernum].bot = false;
newplayer->splitscreenindex = splitscreenplayer;
newplayer->bot = false;
D_PlayerChangeSkinAndColor(newplayer, skin, color, follower, followercolor);
WeaponPref_Set(newplayernum, weaponprefs);
// Previously called at the top of this function, commented as
// "caused desyncs in this spot :(". But we can't do this in
@ -3986,7 +3999,7 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
const char *name4, uint8_t *key4, UINT16 *pwr4)
{
INT32 n, newplayernum, i;
UINT8 buf[4 + MAXPLAYERNAME + PUBKEYLENGTH + MAXAVAILABILITY + sizeof(((serverplayer_t *)0)->powerlevels)];
UINT8 buf[4 + MAXPLAYERNAME + 10 + PUBKEYLENGTH + MAXAVAILABILITY + sizeof(((serverplayer_t *)0)->powerlevels)];
UINT8 *buf_p = buf;
boolean newplayer = false;
@ -4049,6 +4062,8 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
{
nodetoplayer[node] = newplayernum;
WRITESTRINGN(buf_p, name, MAXPLAYERNAME);
D_WritePlayerSkinAndColor(0, NULL, &buf_p);
D_WritePlayerWeaponPref(0, &buf_p);
WRITEMEM(buf_p, key, PUBKEYLENGTH);
WRITEMEM(buf_p, pwr, sizeof(((serverplayer_t *)0)->powerlevels));
}
@ -4056,6 +4071,8 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
{
nodetoplayer2[node] = newplayernum;
WRITESTRINGN(buf_p, name2, MAXPLAYERNAME);
D_WritePlayerSkinAndColor(1, NULL, &buf_p);
D_WritePlayerWeaponPref(1, &buf_p);
WRITEMEM(buf_p, key2, PUBKEYLENGTH);
WRITEMEM(buf_p, pwr2, sizeof(((serverplayer_t *)0)->powerlevels));
}
@ -4063,6 +4080,8 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
{
nodetoplayer3[node] = newplayernum;
WRITESTRINGN(buf_p, name3, MAXPLAYERNAME);
D_WritePlayerSkinAndColor(2, NULL, &buf_p);
D_WritePlayerWeaponPref(2, &buf_p);
WRITEMEM(buf_p, key3, PUBKEYLENGTH);
WRITEMEM(buf_p, pwr3, sizeof(((serverplayer_t *)0)->powerlevels));
}
@ -4070,6 +4089,8 @@ static boolean SV_AddWaitingPlayers(SINT8 node, UINT8 *availabilities,
{
nodetoplayer4[node] = newplayernum;
WRITESTRINGN(buf_p, name4, MAXPLAYERNAME);
D_WritePlayerSkinAndColor(3, NULL, &buf_p);
D_WritePlayerWeaponPref(3, &buf_p);
WRITEMEM(buf_p, key4, PUBKEYLENGTH);
WRITEMEM(buf_p, pwr4, sizeof(((serverplayer_t *)0)->powerlevels));
}

View file

@ -932,35 +932,24 @@ VaguePartyDescription (int playernum, int size, int default_color)
return party_description;
}
static INT32 snacpending[MAXSPLITSCREENPLAYERS] = {0,0,0,0};
static INT32 chmappending = 0;
// name, color, or skin has changed
//
static void SendNameAndColor(const UINT8 n)
void D_WritePlayerSkinAndColor(const UINT8 n, const player_t *player, UINT8 **p)
{
const INT32 playernum = g_localplayers[n];
player_t *player = NULL;
if (splitscreen < n)
if (player != NULL)
{
return; // can happen if skin4/color4/name4 changed
// We cannot return during this function,
// handle your input sanitizing before
I_Assert(splitscreen >= n);
}
if (playernum == -1)
{
return;
}
player = &players[playernum];
UINT16 sendColor = cv_playercolor[n].value;
UINT16 sendFollowerColor = cv_followercolor[n].value;
// don't allow inaccessible colors
if (sendColor != SKINCOLOR_NONE && K_ColorUsable(sendColor, false, true) == false)
{
if (player->skincolor && K_ColorUsable(player->skincolor, false, true) == true)
if (player != NULL // in-game change
&& player->skincolor != SKINCOLOR_NONE
&& K_ColorUsable(player->skincolor, false, true) == true)
{
// Use our previous color
CV_StealthSetValue(&cv_playercolor[n], player->skincolor);
@ -971,7 +960,11 @@ static void SendNameAndColor(const UINT8 n)
CV_StealthSetValue(&cv_playercolor[n], SKINCOLOR_NONE);
}
lastgoodcolor[playernum] = sendColor = cv_playercolor[n].value;
sendColor = cv_playercolor[n].value;
if (player != NULL)
{
lastgoodcolor[player - players] = sendColor;
}
}
// ditto for follower colour:
@ -981,14 +974,8 @@ static void SendNameAndColor(const UINT8 n)
sendFollowerColor = cv_followercolor[n].value;
}
// We'll handle it later if we're not playing.
if (!Playing())
{
return;
}
// Don't change skin if the server doesn't want you to.
if (!CanChangeSkin(playernum))
if (player != NULL && !CanChangeSkin(player - players))
{
CV_StealthSet(&cv_skin[n], skins[player->skin]->name);
}
@ -996,7 +983,7 @@ static void SendNameAndColor(const UINT8 n)
// check if player has the skin loaded (cv_skin may have
// the name of a skin that was available in the previous game)
cv_skin[n].value = R_SkinAvailableEx(cv_skin[n].string, false);
if ((cv_skin[n].value < 0) || !R_SkinUsable(playernum, cv_skin[n].value, false))
if ((cv_skin[n].value < 0) || !R_SkinUsable((player ? player - players : -1), cv_skin[n].value, false))
{
CV_StealthSet(&cv_skin[n], DEFAULTSKIN);
cv_skin[n].value = 0;
@ -1021,52 +1008,66 @@ static void SendNameAndColor(const UINT8 n)
}
}
// Don't send if everything was identical.
if (!strcmp(cv_playername[n].string, player_names[playernum])
&& sendColor == player->prefcolor
&& !stricmp(cv_skin[n].string, skins[player->prefskin]->name)
&& !stricmp(cv_follower[n].string,
(player->preffollower < 0 ? "None" : followers[player->preffollower].name))
&& sendFollowerColor == player->preffollowercolor)
WRITEUINT16(*p, (UINT16)cv_skin[n].value);
WRITEUINT16(*p, sendColor);
if (horngoner)
{
WRITEINT16(*p, (-1));
}
else
{
WRITEINT16(*p, (INT16)cv_follower[n].value);
}
//CONS_Printf("Sending follower id %d\n", (INT16)cv_follower[n].value);
WRITEUINT16(*p, sendFollowerColor);
}
static INT32 snacpending[MAXSPLITSCREENPLAYERS] = {0,0,0,0};
static INT32 chmappending = 0;
// name, color, or skin has changed
//
static void SendNameAndColor(const UINT8 n)
{
if (!Playing())
{
return;
}
snacpending[n]++;
if (splitscreen < n)
{
return; // can happen if skin4/color4/name4 changed
}
const INT32 playernum = g_localplayers[n];
if (playernum == -1)
{
return;
}
player_t *player = &players[playernum];
UINT8 buf[MAXPLAYERNAME+13];
UINT8 *p = buf;
// Don't change name if muted
if (player_name_changes[playernum] >= MAXNAMECHANGES)
if (player_name_changes[player - players] >= MAXNAMECHANGES)
{
CV_StealthSet(&cv_playername[n], player_names[playernum]);
CV_StealthSet(&cv_playername[n], player_names[player - players]);
HU_AddChatText("\x85* You must wait to change your name again.", false);
}
else if (cv_mute.value && !(server || IsPlayerAdmin(playernum)))
else if (cv_mute.value && !(server || IsPlayerAdmin(player - players)))
{
CV_StealthSet(&cv_playername[n], player_names[playernum]);
CV_StealthSet(&cv_playername[n], player_names[player - players]);
}
else // Cleanup name if changing it
{
CleanupPlayerName(playernum, cv_playername[n].zstring);
CleanupPlayerName(player - players, cv_playername[n].zstring);
}
char buf[MAXPLAYERNAME+13];
char *p = buf;
// Finally write out the complete packet and send it off.
WRITESTRINGN(p, cv_playername[n].zstring, MAXPLAYERNAME);
WRITEUINT16(p, sendColor);
WRITEUINT16(p, (UINT16)cv_skin[n].value);
if (horngoner)
{
WRITEINT16(p, (-1));
}
else
{
WRITEINT16(p, (INT16)cv_follower[n].value);
}
//CONS_Printf("Sending follower id %d\n", (INT16)cv_follower[n].value);
WRITEUINT16(p, sendFollowerColor);
D_WritePlayerSkinAndColor(n, player, &p);
snacpending[n]++;
SendNetXCmdForPlayer(n, XD_NAMEANDCOLOR, buf, p - buf);
}
@ -1131,6 +1132,30 @@ static void FinalisePlaystateChange(INT32 playernum)
P_CheckRacers(); // also SRB2Kart
}
void D_PlayerChangeSkinAndColor(player_t *p, UINT16 skin, UINT16 color, INT16 follower, UINT16 followercolor)
{
// queue the rest for next round
p->prefcolor = color % numskincolors;
if (K_ColorUsable(p->prefcolor, false, false) == false)
{
p->prefcolor = SKINCOLOR_NONE;
}
p->prefskin = skin;
p->preffollowercolor = followercolor;
p->preffollower = follower;
if (
(p->jointime <= 1) // Just entered
|| (cv_restrictskinchange.value == 0 // Not restricted
&& !Y_IntermissionPlayerLock()) // Not start of intermission
)
{
// update preferences immediately
G_UpdatePlayerPreferences(p);
}
}
static void Got_NameAndColor(const UINT8 **cp, INT32 playernum)
{
player_t *p = &players[playernum];
@ -1164,8 +1189,8 @@ static void Got_NameAndColor(const UINT8 **cp, INT32 playernum)
}
READSTRINGN(*cp, name, MAXPLAYERNAME);
color = READUINT16(*cp);
skin = READUINT16(*cp);
color = READUINT16(*cp);
follower = READINT16(*cp);
followercolor = READUINT16(*cp);
@ -1176,26 +1201,7 @@ static void Got_NameAndColor(const UINT8 **cp, INT32 playernum)
SetPlayerName(playernum, name);
}
// queue the rest for next round
p->prefcolor = color % numskincolors;
if (K_ColorUsable(p->prefcolor, false, false) == false)
{
p->prefcolor = SKINCOLOR_NONE;
}
p->prefskin = skin;
p->preffollowercolor = followercolor;
p->preffollower = follower;
if (
(p->jointime <= 1) // Just entered
|| (cv_restrictskinchange.value == 0 // Not restricted
&& !Y_IntermissionPlayerLock()) // Not start of intermission
)
{
// update preferences immediately
G_UpdatePlayerPreferences(p);
}
D_PlayerChangeSkinAndColor(p, skin, color, follower, followercolor);
}
enum {
@ -1215,26 +1221,26 @@ enum {
// HOURS LOST TO G_PlayerReborn: UNCOUNTABLE
};
void WeaponPref_Send(UINT8 ssplayer)
void D_WritePlayerWeaponPref(const UINT8 n, UINT8 **p)
{
UINT8 prefs = 0;
if (cv_kickstartaccel[ssplayer].value)
if (cv_kickstartaccel[n].value)
prefs |= WP_KICKSTARTACCEL;
if (cv_autoroulette[ssplayer].value)
if (cv_autoroulette[n].value)
prefs |= WP_AUTOROULETTE;
if (cv_shrinkme[ssplayer].value)
if (cv_shrinkme[n].value)
prefs |= WP_SHRINKME;
if (gamecontrolflags[ssplayer] & GCF_ANALOGSTICK)
if (gamecontrolflags[n] & GCF_ANALOGSTICK)
prefs |= WP_ANALOGSTICK;
if (cv_autoring[ssplayer].value)
if (cv_autoring[n].value)
prefs |= WP_AUTORING;
if (ssplayer == 0)
if (n == 0)
{
if (cv_voice_selfmute.value)
prefs |= WP_SELFMUTE;
@ -1243,14 +1249,19 @@ void WeaponPref_Send(UINT8 ssplayer)
prefs |= WP_SELFDEAFEN;
}
if (cv_strictfastfall[ssplayer].value)
if (cv_strictfastfall[n].value)
prefs |= WP_STRICTFASTFALL;
UINT8 buf[2];
buf[0] = prefs;
buf[1] = cv_mindelay.value;
WRITEUINT8(*p, prefs);
WRITEUINT8(*p, cv_mindelay.value);
}
SendNetXCmdForPlayer(ssplayer, XD_WEAPONPREF, buf, sizeof buf);
void WeaponPref_Send(UINT8 ssplayer)
{
UINT8 buf[2];
UINT8 *p = buf;
D_WritePlayerWeaponPref(ssplayer, &p);
SendNetXCmdForPlayer(ssplayer, XD_WEAPONPREF, buf, p - buf);
}
void WeaponPref_Save(UINT8 **cp, INT32 playernum)
@ -1280,13 +1291,10 @@ void WeaponPref_Save(UINT8 **cp, INT32 playernum)
WRITEUINT8(*cp, prefs);
}
size_t WeaponPref_Parse(const UINT8 *bufstart, INT32 playernum)
void WeaponPref_Set(INT32 playernum, UINT8 prefs)
{
const UINT8 *p = bufstart;
player_t *player = &players[playernum];
UINT8 prefs = READUINT8(p);
player->pflags &= ~(PF_KICKSTARTACCEL|PF_SHRINKME|PF_AUTOROULETTE|PF_AUTORING);
player->pflags2 &= ~(PF2_SELFMUTE | PF2_SELFDEAFEN | PF2_STRICTFASTFALL);
@ -1315,14 +1323,14 @@ size_t WeaponPref_Parse(const UINT8 *bufstart, INT32 playernum)
if (prefs & WP_STRICTFASTFALL)
player->pflags2 |= PF2_STRICTFASTFALL;
}
if (leveltime < 2)
{
// BAD HACK: No other place I tried to slot this in
// made it work for the host when they initally host,
// so this will have to do.
K_UpdateShrinkCheat(player);
}
size_t WeaponPref_Parse(const UINT8 *bufstart, INT32 playernum)
{
const UINT8 *p = bufstart;
UINT8 prefs = READUINT8(p);
WeaponPref_Set(playernum, prefs);
return p - bufstart;
}

View file

@ -201,7 +201,11 @@ void D_RegisterServerCommands(void);
void D_RegisterClientCommands(void);
void CleanupPlayerName(INT32 playernum, const char *newname);
boolean EnsurePlayerNameIsGood(char *name, INT32 playernum);
void D_WritePlayerSkinAndColor(const UINT8 n, const player_t *player, UINT8 **p);
void D_PlayerChangeSkinAndColor(player_t *player, UINT16 skin, UINT16 color, INT16 follower, UINT16 followercolor);
void D_WritePlayerWeaponPref(const UINT8 n, UINT8 **p);
void WeaponPref_Send(UINT8 ssplayer);
void WeaponPref_Set(INT32 playernum, UINT8 prefs);
void WeaponPref_Save(UINT8 **cp, INT32 playernum);
size_t WeaponPref_Parse(const UINT8 *p, INT32 playernum);
void D_SendPlayerConfig(UINT8 n);