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bomberman.cpp
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1031 lines (946 loc) · 31.4 KB
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/*
Kage game server.
Copyright 2019 Shuouma <dreamcast-talk.com>
Copyright 2026 Flyinghead <flyinghead.github@gmail.com>
Copyright 2026 Farkus / LikeAGFeld
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 <https://www.gnu.org/licenses/>.
*/
#include "bomberman.h"
#include "log.h"
#include <numeric>
using namespace std::chrono_literals;
BMRoom::BMRoom(Lobby& lobby, uint32_t id, const std::string& name, uint32_t attributes, Player *owner, asio::io_context& io_context)
: Room(lobby, id, name, attributes, owner, io_context), timer(io_context)
{
// needed after the owner is added in the parent constructor
updateSlots();
resetMatch();
}
void BMRoom::addPlayer(Player *player) {
Room::addPlayer(player);
updateSlots();
}
bool BMRoom::removePlayer(Player *player)
{
const bool wasOwner = player == owner;
const int idx = getPlayerIndex(player);
bool b = Room::removePlayer(player);
if (!b)
{
updateSlots();
for (unsigned i = idx; i < players.size() - 1; i++)
states[i] = states[i + 1];
for (Player *pl : players)
{
Packet packet;
sendRosterList(packet);
pl->send(packet);
}
if (wasOwner)
broadcastKeyholder();
}
return b;
}
uint32_t BMRoom::getPlayerCount() const {
return std::accumulate(slots.begin(), slots.end(), 0);
}
void BMRoom::sendRosterList(Packet& packet)
{
BMCmd cmd {};
cmd.command = BMCmd::ROSTER_LIST;
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(cmd.full);
packet.writeData((uint16_t)0); // flag?
packet.writeData(getHostCount());
for (const Player *pl : players)
{
packet.writeData(pl->getId()); // player kage id
uint32_t slots = (uint32_t)getSlotCount(pl);
packet.writeData(slots); // guest+1 count
uint32_t pos = (uint32_t)getPlayerPosition(pl);
for (unsigned i = 0; i < slots; i++)
// playerId [0-7]
packet.writeData(pos + i); // FIXME different from udp_8 but looks better.
}
}
// owner: needs ROOM_JOIN only at creation
// needs ROSTER_LIST when player joins
// joiner: needs ROOM_JOIN
// and send ROSTER_LIST to all
void BMRoom::createJoinRoomReply(Packet& reply, Packet& relay, Player *player)
{
player->send(reply);
reply.reset();
Room::createJoinRoomReply(reply, relay, player);
reply.init(Packet::REQ_CHG_ROOM_ATTR);
reply.writeData(id);
reply.writeData("USER", 4);
reply.writeData(getPlayerCount());
relay.init(Packet::REQ_CHG_ROOM_ATTR);
relay.writeData(id);
relay.writeData("USER", 4);
relay.writeData(getPlayerCount());
Player::sendToAll(relay, players, player);
relay.reset();
player->send(reply);
reply.reset();
const int playerIndex = getPlayerIndex(player);
if (players.size() > 1)
{
states[playerIndex].status = State::Joining;
player->notifyRoomOnAck();
}
else {
states[playerIndex].status = State::InRoom;
}
BMCmd cmd{};
cmd.command = BMCmd::ROOM_JOIN;
reply.init(Packet::REQ_CHAT);
reply.flags |= Packet::FLAG_RUDP;
reply.writeData(cmd.full);
reply.writeData((uint16_t)0); // flag?
reply.writeData(player->getId()); // player kage id [914]
reply.writeData((uint32_t)getPlayerIndex(player)); // FIXME [915] [0-F]? client id?
uint32_t pos = (uint32_t)getPlayerPosition(player);
reply.writeData(pos); // player pos [916]
uint32_t slots = getSlotCount(player);
reply.writeData(slots - 1); // guest count [911]
reply.writeData(owner->getId()); // room owner kage id [912]
reply.writeData((uint32_t)getPlayerPosition(owner)); // room owner player pos [913]
// for each guest: -1 or guest pos (1 - 7)
for (unsigned i = 1; i < slots; i++)
reply.writeData(++pos);
player->send(reply);
reply.reset();
// not needed for owner at creation
if (player != owner)
sendRosterList(reply);
sendRosterList(relay);
}
void BMRoom::broadcastKeyholder() const
{
Packet packet;
BMCmd cmd{};
cmd.command = BMCmd::NEW_MASTER;
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(cmd.full);
packet.writeData((uint16_t)0);
packet.writeData(owner->getId()); // room owner kage id
packet.writeData((uint32_t)getPlayerPosition(owner)); // room owner player pos
Player::sendToAll(packet, players);
DEBUG_LOG(Game::Bomberman, "broadcastKeyholder: owner %s", owner->getName().c_str());
}
// return a slot mask of all players (including guests) that have accepted the rules
uint8_t BMRoom::getReadySlotMask() const
{
uint8_t mask = 0;
for (const Player *player : players)
{
int index = getPlayerIndex(player);
if (states[index].status != State::RulesAccepted)
continue;
mask |= getSlotMask(player);
}
return mask;
}
uint8_t BMRoom::getSlotMask(const Player *player) const
{
const int pos = getPlayerPosition(player);
const int slots = getSlotCount(player);
uint8_t mask = 0;
for (int i = 0; i < slots; i++)
mask |= 1 << (pos + i);
return mask;
}
void BMRoom::broadcastReadySlotMask() const
{
Packet packet;
BMCmd cmd{};
cmd.command = BMCmd::READY_MASK;
cmd.size = 4;
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(cmd.full);
packet.writeData((uint16_t)0);
const uint32_t mask = getReadySlotMask();
packet.writeData(mask);
Player::sendToAll(packet, players);
DEBUG_LOG(Game::Bomberman, "broadcastReadySlotMask: mask %x", mask);
}
void BMRoom::sendGameStarting(Packet& packet, uint16_t clientId)
{
BMCmd cmd {};
cmd.command = BMCmd::GAME_STARTING;
cmd.size = 4;
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(cmd.full);
packet.writeData(clientId);
packet.writeData(id);
}
void BMRoom::rudpAcked(Player *player)
{
int i = getPlayerIndex(player);
if (i < 0)
return;
if (states[i].status == State::Joining)
{
DEBUG_LOG(Game::Bomberman, "[%s] BMRoom::rudpAcked (join)", player->getName().c_str());
states[i].status = State::InRoom;
broadcastReadySlotMask();
Packet packet;
sendRules(packet);
if (!packet.empty())
player->send(packet);
return;
}
else if (states[i].status == State::GameEnd)
// {
// DEBUG_LOG(Game::Bomberman, "[%s] BMRoom::rudpAcked (end 1)", player->getName().c_str());
// states[i].status = State::SettleDeadBits;
// for (unsigned j = 0; j < players.size(); j++)
// if (states[j].status != State::SettleDeadBits)
// return;
// for (auto& player : players)
// player->notifyRoomOnAck();
// BMCmd cmd { BMCmd::CMPL_DEAD_BITS, 4 }; // completed dead bits
// Packet packet;
// packet.init(Packet::REQ_CHAT);
// packet.flags |= Packet::FLAG_RUDP;
// packet.writeData(cmd.full);
// packet.writeData((uint16_t)0);
// packet.writeData(getDeadPlayers());
// Player::sendToAll(packet, players);
// }
// else if (states[i].status == State::SettleDeadBits)
{
DEBUG_LOG(Game::Bomberman, "[%s] BMRoom::rudpAcked (end 2)", player->getName().c_str());
states[i].status = State::CompletedDeadBits;
bool allDone = true;
for (unsigned j = 0; j < players.size(); j++)
if (states[j].status != State::CompletedDeadBits) {
allDone = false;
break;
}
if (allDone)
{
DEBUG_LOG(Game::Bomberman, "All players have ended the game");
gameNumber++;
if (gameNumber < rules[2])
resetGame();
else
resetMatch();
}
// FIXME BMCmd::END_GAME makes the room owner disconnect the line?
// 0x17 confuses the owner/winner
// same for roster list
/*
BMCmd cmd { 0x17, 0 };
Packet packet;
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(cmd.full);
packet.writeData((uint16_t)0);
player->send(packet);
*/
/*
Packet packet;
sendRules(packet);
player->send(packet);
*/
}
}
int BMRoom::getSlotCount(const Player *player) const
{
int idx = getPlayerIndex(player);
if (idx < 0)
return 0;
return slots[idx];
}
int BMRoom::getPlayerPosition(const Player *player) const
{
int idx = getPlayerIndex(player);
if (idx < 0)
return idx;
return std::accumulate(slots.begin(), slots.begin() + idx, 0);
}
void BMRoom::updateSlots()
{
slots.clear();
for (const Player *player : players)
{
const auto& extra = player->getExtraData();
int slotCount = read32(extra.data(), 0) + 1;
slots.push_back(slotCount);
}
}
void BMRoom::setRules(const uint8_t *p, uint16_t ruleSetter)
{
this->ruleSetter = ruleSetter;
memcpy(rules.data(), p, rules.size());
for (State& state : states)
if (state.status == State::RulesAccepted)
state.status = State::InRoom;
broadcastReadySlotMask();
}
void BMRoom::agreeRules(Player *player)
{
int index = getPlayerIndex(player);
if (index >= 0) {
states[index].status = State::RulesAccepted;
broadcastReadySlotMask();
}
}
void BMRoom::sendRules(Packet& packet)
{
if (ruleSetter == 0)
// rules not set
return;
BMCmd cmd {};
cmd.command = BMCmd::ACCEPT_RULES; // means "new rules" when sent to game
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(cmd.full);
packet.writeData(ruleSetter);
packet.writeData(rules.data(), rules.size());
}
void BMRoom::playerInGame(Player *player)
{
int idx = getPlayerIndex(player);
if (idx >= 0)
{
states[idx].status = State::InGame;
inGame = true;
for (unsigned i = 0; i < players.size(); i++)
inGame = inGame && (states[i].status == State::InGame);
if (inGame)
{
DEBUG_LOG(Game::Bomberman, "%s: all MapInfo sent. sending game time info", player->getName().c_str());
Packet packet;
BMCmd cmd {};
cmd.command = BMCmd::TIME_INFO;
cmd.size = 12;
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(cmd.full);
packet.writeData((uint16_t)0);
packet.writeData(0u);
packet.writeData(60u * 60u * (unsigned)getTimeLimit().count());
packet.writeData(0u);
Player::sendToAll(packet, players);
}
}
}
uint32_t BMRoom::getDeadPlayers() const
{
uint32_t mask = (1 << getPlayerCount()) - 1;
if (rules[0] == 0)
{
// Survival mode
int i = 0;
for (unsigned pl = 0; pl < players.size(); pl++)
{
const int slots = getSlotCount(players[pl]);
for (int slot = 0; slot < slots; slot++, i++)
if (!states[pl].dead[slot])
mask &= ~(1 << i);
}
}
else
{
// Hyper bomber mode
int i = 0;
for (unsigned pl = 0; pl < players.size(); pl++)
{
const int slots = getSlotCount(players[pl]);
for (int slot = 0; slot < slots; slot++, i++)
if (states[pl].positions[slot].unk == 0x80 && !states[pl].dead[slot]) {
mask &= ~(1 << i);
break;
}
}
}
return mask;
}
void BMRoom::savePlayerCoords(Player *player, const uint8_t *data)
{
const int slots = getSlotCount(player);
const int pos = getPlayerPosition(player);
for (int i = 0; i < slots; i++)
{
State& state = states[getPlayerIndex(player)];
state.positions[i].readFrom(data + sizeof(CompactUser) * (pos + i));
if (state.positions[i].unk == 4 && !state.dead[i])
// Player is dead
state.dead[i] = true;
else if (state.positions[i].unk == 0 && state.dead[i])
// Player has respawned (hyper bomber mode)
state.dead[i] = false;
}
}
// cmd2
void BMRoom::savePowerUps(Player *player, const uint8_t *data)
{
// States marked like (this) are set by the server
// Appearing sequence:
// hidden -> appearing -> visible
// Successful pick up
// claimed -> (granted) -> acquired
// TODO: Denied pick up
// Hyper bomber death sequence:
// acquired -> released (with coords, unk1=1) -> (random) -> appearing -> visible
for (unsigned i = 0; i < powerUps.size(); i++)
{
PowerUp pup(data + i * sizeof(pup));
uint16_t curState = powerUps[i].state;
switch (curState)
{
case PowerUp::Hidden:
powerUps[i] = pup;
break;
case PowerUp::Appearing:
if (pup.state == PowerUp::Visible) {
powerUps[i] = pup;
}
else if (pup.state == PowerUp::Claimed)
{
// TODO wait and arbitrate
pup.state = PowerUp::Granted;
powerUps[i] = pup;
}
break;
case PowerUp::Visible:
if (pup.state == PowerUp::Claimed)
{
// TODO wait and arbitrate
pup.state = PowerUp::Granted;
powerUps[i] = pup;
}
break;
case PowerUp::Expired:
// TODO verify that status 4 is really expired
// This shouldn't be allowed if 4 is expired
if (pup.state == PowerUp::Claimed)
{
WARN_LOG(Game::Bomberman, "Claiming an expired power-up?");
pup.state = PowerUp::Granted;
powerUps[i] = pup;
}
else if (pup.state == PowerUp::Gone) {
powerUps[i] = pup;
}
break;
case PowerUp::Acquired: // Picked up by a player
// Only transitions to 0 (or 4?) should be allowed? And only by the item owner
if (pup.state == PowerUp::Gone && pup.slot == powerUps[i].slot)
powerUps[i] = pup;
if (pup.state == PowerUp::Released && pup.slot == powerUps[i].slot)
{
// item has been released to a random location. Make it visible
pup.state = PowerUp::Random;
powerUps[i] = pup;
DEBUG_LOG(Game::Bomberman, "PowerUp Acquired -> Released (Random). Slot %d coords %d %d", pup.slot, pup.pos.x, pup.pos.y);
}
else if (pup.state != PowerUp::Acquired && pup.slot == powerUps[i].slot) {
WARN_LOG(Game::Bomberman, "PowerUp transitioning from acquired to %x? by slot %d, owner %d",
pup.state, pup.slot, powerUps[i].slot);
}
break;
case PowerUp::Granted: // Granted to a player by the server
if (pup.state == PowerUp::Acquired && pup.slot == powerUps[i].slot)
powerUps[i] = pup;
else if (pup.state != powerUps[i].state
&& pup.state != PowerUp::Visible
&& pup.state != PowerUp::Claimed
&& pup.slot == powerUps[i].slot)
WARN_LOG(Game::Bomberman, "PowerUp current state not handled: Granted -> %x", pup.state);
break;
case PowerUp::Released: // Released by a dead player in hyper bomber mode
if (pup.state == PowerUp::Random && pup.slot == powerUps[i].slot)
{
// TODO Can this happen now? Can't find any occurrence
powerUps[i] = pup;
DEBUG_LOG(Game::Bomberman, "PowerUp Released -> Random. coords %d %d", pup.pos.x, pup.pos.y);
}
else if (pup.state == PowerUp::Acquired) {
powerUps[i] = pup;
DEBUG_LOG(Game::Bomberman, "PowerUp Released -> Acquired. Slot %d coords %d %d", pup.slot, pup.pos.x, pup.pos.y);
}
else if (pup.state != powerUps[i].state && pup.slot == powerUps[i].slot)
WARN_LOG(Game::Bomberman, "PowerUp current state not handled: Released -> %x", pup.state);
break;
case PowerUp::Random:
if ((pup.state == PowerUp::Appearing || pup.state == PowerUp::Visible)
&& pup.slot == powerUps[i].slot)
powerUps[i] = pup;
else if (pup.state != powerUps[i].state && pup.slot == powerUps[i].slot)
WARN_LOG(Game::Bomberman, "PowerUp current state not handled: Random -> %x", pup.state);
break;
default:
if (powerUps[i].param == 0)
powerUps[i] = pup;
else
WARN_LOG(Game::Bomberman, "PowerUp current state not handled: %x -> %x", curState, pup.state);
break;
}
}
}
// cmd1 and cmd2
void BMRoom::saveBrickMap(Player *player, const uint8_t *data) {
for (unsigned i = 0; i < brickMap.size(); i++)
brickMap[i] &= data[i];
}
// cmd1
void BMRoom::saveTimestamp(Player *player, const uint8_t *data)
{
const int idx = getPlayerIndex(player);
if (idx >= 0)
states[idx].cmd1Timestamp = read32(data, 0);
}
// cmd1
void BMRoom::saveBombState(Player *player, const uint8_t *data)
{
const int slots = getSlotCount(player);
const int pos = getPlayerPosition(player);
for (unsigned i = 0; i < bombs.size(); i++)
{
Bomb bomb { &data[i * sizeof(Bomb)] };
if ((int)bomb.slot < pos || (int)bomb.slot >= pos + slots)
continue;
if (bomb.type == 0 && bombs[i].type != 1)
// only allow transition from exploded to unused
continue;
else if (bomb.type == 4)
// change to type 5 to materialize it
bomb.type = 5;
// change to 6 to refuse placement?
bombs[i] = bomb;
}
}
void BMRoom::writePlayersPos(Packet& packet)
{
int slots = 0;
int pos = 0;
for (const Player *player : players)
{
slots = getSlotCount(player);
pos = getPlayerPosition(player);
const State& state = states[getPlayerIndex(player)];
for (int slot = 0; slot < slots; slot++)
state.positions[slot].writeTo(packet.advance(sizeof(CompactUser)));
}
for (int i = pos + slots; i < 8; i++)
memset(packet.advance(sizeof(CompactUser)), 0, sizeof(CompactUser));
}
void BMRoom::writeTimestamp(Packet& packet)
{
uint32_t latest = 0;
for (const State& state : states)
latest = std::max(latest, state.cmd1Timestamp);
packet.writeData(latest);
}
void BMRoom::makeCmd1Packet(Player *player, Packet& packet)
{
packet.init(Packet::REQ_CHAT);
BMCmd cmd { BMCmd::BOMB_DATA, 0xC8 };
packet.writeData(cmd.full);
packet.writeData((uint16_t)(inGame ? 0 : EOG_MARK));
writePlayersPos(packet);
writeTimestamp(packet);
for (const Bomb& bomb : bombs)
bomb.writeTo(packet.advance(sizeof(Bomb)));
packet.writeData(brickMap.data(), brickMap.size());
}
void BMRoom::makeCmd2Packet(Packet& packet)
{
packet.init(Packet::REQ_CHAT);
BMCmd cmd { BMCmd::MAP_DATA, 0xA4 };
packet.writeData(cmd.full);
packet.writeData((uint16_t)(inGame ? 0 : EOG_MARK));
writePlayersPos(packet);
for (const PowerUp& pup : powerUps)
pup.writeTo(packet.advance(sizeof(PowerUp)));
packet.writeData(brickMap.data(), brickMap.size());
}
void BMRoom::makeCmd3Packet(Packet& packet)
{
packet.init(Packet::REQ_CHAT);
BMCmd cmd { BMCmd::POS_DATA, 0x3C };
packet.writeData(cmd.full);
packet.writeData((uint16_t)(inGame ? 0 : EOG_MARK));
writePlayersPos(packet);
}
std::chrono::minutes BMRoom::getTimeLimit() const {
return std::chrono::minutes(rules[3] + 1);
}
void BMRoom::saveMapInfo(Player *player, const uint8_t *data, bool last)
{
int idx = getPlayerIndex(player);
if (idx < 0)
return;
if (states[idx].status == State::MapInfoStarted)
return;
states[idx].status = State::MapInfoStarted;
if (player != owner)
return;
bombsPerPlayer = read32(data, 0xc);
DEBUG_LOG(Game::Bomberman, "%d bomb(s) per player", bombsPerPlayer);
}
bool BMRoom::checkEndOfGame(Player *player, uint8_t command, uint8_t mark)
{
if (mark != EOG_MARK)
return false;
State& playerState = states[getPlayerIndex(player)];
if (playerState.status != State::InGame)
return false;
INFO_LOG(Game::Bomberman, "[%s] Game end", player->getName().c_str());
playerState.endOfGameMask |= 1 << (command - 1);
return playerState.endOfGameMask == 7;
}
void BMRoom::sendEndOfGame(Player *player, Packet& packet)
{
State& state = states[getPlayerIndex(player)];
if (state.status == State::GameEnd)
return;
if (state.endOfGameMask != 7)
return;
state.status = State::GameEnd;
player->notifyRoomOnAck();
BMCmd cmd { BMCmd::CMPL_DEAD_BITS, 4 };
if (gameNumber < rules[2] - 1)
cmd.command = BMCmd::SET_DEAD_BITS;
packet.init(Packet::REQ_CHAT);
packet.flags |= Packet::FLAG_RUDP;
packet.writeData(cmd.full);
packet.writeData((uint16_t)0);
packet.writeData(getDeadPlayers());
}
void BMRoom::resetGame()
{
inGame = false;
for (unsigned i = 0; i < players.size(); i++)
{
State& state = states[i];
state.cmd1Timestamp = 0;
state.dead.fill(false);
state.endOfGameMask = 0;
state.positions.fill({});
// we don't reset the status since it should be correct
}
powerUps.fill({});
brickMap.fill(0xff);
bombs.fill({});
}
void BMRoom::resetMatch() {
resetGame();
gameNumber = 0;
}
BombermanServer::BombermanServer(uint16_t port, asio::io_context& io_context)
: LobbyServer(Game::Bomberman, port, io_context)
{
}
bool BombermanServer::handlePacket(Player *player, const uint8_t *data, size_t len)
{
BMRoom *room = (BMRoom *)player->getRoom();
if (room == nullptr)
return false;
uint16_t subtype = read16(data, 0x10);
BMCmd cmd;
cmd.full = subtype;
if (data[3] == Packet::REQ_GAME_DATA)
{
switch (cmd.command)
{
case BMCmd::BOMB_DATA:
{
// 20 d8 00 11 00 00 10 01 00 00 00 10 00 00 00 00 ...............
// 02 c8 08 00 00 00 00 00 35 78 00 00 00 00 00 00 ........5x......
// 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
// (...)
// 00 00 00 00 00 00 00 00 ff ff ff ff ff ff ff ff ................
// ff 0f ff ff ff ff ff ff ........
if (room->getPlayerIndex(player) == 0) {
Position p1(read16(data, 0x14));
DEBUG_LOG(Game::Bomberman, "GAME_DATA_1: P1 %g:%g %x %x", p1.xpos(), p1.ypos(), data[0x16], data[0x17]);
}
else {
Position p2(read16(data, 0x18));
DEBUG_LOG(Game::Bomberman, "GAME_DATA_1: P2 %g:%g %x %x", p2.xpos(), p2.ypos(), data[0x16], data[0x17]);
}
room->savePlayerCoords(player, data + 0x14);
room->saveTimestamp(player, data + 0x34);
room->saveBombState(player, data + 0x38);
room->saveBrickMap(player, data + 0xC8);
room->makeCmd1Packet(player, replyPacket);
if (room->checkEndOfGame(player, BMCmd::BOMB_DATA, data[0x13]))
{
player->send(replyPacket);
replyPacket.reset();
room->sendEndOfGame(player, replyPacket);
}
}
break;
case BMCmd::MAP_DATA:
// 20 b4 00 11 00 00 10 02 00 00 00 13 00 00 00 00 ...............
// 04 a4 80 00 04 38 00 00 00 00 00 00 00 00 00 00 .....8..........
// 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
// 00 00 00 00 00 00 10 00 00 00 10 00 00 00 10 00 ................
// 00 00 10 00 00 00 10 00 00 00 10 00 00 00 10 00 ................
// 00 00 10 00 00 00 10 00 00 00 10 00 00 00 10 00 ................
// 00 00 10 00 00 00 10 00 00 00 10 00 00 00 10 00 ................
// 00 00 10 00 00 00 10 00 00 00 10 00 00 00 10 00 ................
// 00 00 10 00 00 00 10 00 00 00 10 00 00 00 00 00 ................
// 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
// 00 00 00 00 ff ff ff ff ff ff ff ff ff 0f ff ff ................
// ff ff ff ff ....
if (room->getPlayerIndex(player) == 0) {
Position p1(read16(data, 0x14));
DEBUG_LOG(Game::Bomberman, "GAME_DATA_2: P1 %g:%g %x %x", p1.xpos(), p1.ypos(), data[0x16], data[0x17]);
}
room->savePlayerCoords(player, data + 0x14);
room->savePowerUps(player, data + 0x34);
room->saveBrickMap(player, data + 0xA4);
room->makeCmd2Packet(replyPacket);
if (room->checkEndOfGame(player, BMCmd::MAP_DATA, data[0x13]))
{
player->send(replyPacket);
replyPacket.reset();
room->sendEndOfGame(player, replyPacket);
}
break;
case BMCmd::POS_DATA:
// 20 34 00 11 00 00 10 01 00 00 00 12 00 00 00 00 4..............
// 06 3c 08 00 00 00 00 00 35 78 00 00 00 00 00 00 .<......5x......
// 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 ................
// 00 00 00 00 ....
if (room->getPlayerIndex(player) == 0) {
Position p1(read16(data, 0x14));
DEBUG_LOG(Game::Bomberman, "GAME_DATA_3: P1 %g:%g %x %x", p1.xpos(), p1.ypos(), data[0x16], data[0x17]);
}
room->savePlayerCoords(player, data + 0x14);
room->makeCmd3Packet(replyPacket);
if (room->checkEndOfGame(player, BMCmd::POS_DATA, data[0x13]))
{
player->send(replyPacket);
replyPacket.reset();
room->sendEndOfGame(player, replyPacket);
}
break;
case BMCmd::START_TIMER: // CalcTimer_First
DEBUG_LOG(Game::Bomberman, "%s: start SyncTimer. client ID %x", player->getName().c_str(), *(const uint16_t *)&data[0x12]);
// owner:
// 60 14 00 11 00 00 10 01 00 00 00 08 00 00 00 09 `...............
// 08 00 00 00 ....
// non owner:
// 60 14 00 11 00 00 10 02 00 00 00 04 00 00 00 07 `...............
// 08 00 08 00 ....
relayPacket.init(Packet::REQ_CHAT);
relayPacket.relay(player->getId());
relayPacket.writeData(&data[0x10], (int)(len - 0x10));
break;
case BMCmd::NEXT_TIMER: // CalcTimer_Next
DEBUG_LOG(Game::Bomberman, "%s: timer tick: %x", player->getName().c_str(), read32(data, 0x14));
// 20 18 00 11 00 00 10 02 00 00 00 09 00 00 00 00 ...............
// 0a 04 08 00 00 00 00 07 ........
// timer
// then
// 20 18 00 11 00 00 10 02 00 00 00 0a 00 00 00 00 ...............
// 0a 04 08 00 00 00 00 18 ........
// timer
// 29
relayPacket.init(Packet::REQ_CHAT);
relayPacket.relay(player->getId());
relayPacket.writeData(&data[0x10], (int)(len - 0x10));
break;
case BMCmd::SET_RULES: // Set game rules
{
const uint16_t clientId = read16(data, 0x12);
DEBUG_LOG(Game::Bomberman, "%s: set game rules. client ID %x", player->getName().c_str(), clientId);
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
player->send(replyPacket);
replyPacket.reset();
room->setRules(&data[0x14], clientId);
room->sendRules(relayPacket);
room->sendRules(replyPacket); // important
break;
}
//case 9: // ?
// 2 ints per slot: be room pos [0-7], be p[8bf + pos * 5] -> set by msg C
// only sent by owner?
// NOT USED...
case BMCmd::START_BATTLE:
{
// 0000 a0 18 00 11 00 00 10 02 00 00 00 09 00 00 00 00 ................
// 0010 14 04 80 00 00 00 de 92 ba 47 66 10 .........Gf.
DEBUG_LOG(Game::Bomberman, "%s: START BATTLE!", player->getName().c_str());
replyPacket.respOK(Packet::REQ_CHAT);
player->ackPacket(replyPacket, data);
player->send(replyPacket);
replyPacket.reset();
const uint16_t clientId = *(uint16_t *)&data[12];
room->sendGameStarting(replyPacket, clientId);
room->sendGameStarting(relayPacket, clientId);
break;
}
case BMCmd::ACCEPT_RULES: // Agree new rules
// non owner:
// 0000 a0 14 00 11 00 00 10 04 00 00 00 08 00 00 00 00 ................
// 0010 16 00 08 00 ba 47 66 10 .....Gf.
// clientID (<<11)
DEBUG_LOG(Game::Bomberman, "%s: agree new rules", player->getName().c_str());
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
room->agreeRules(player);
break;
case BMCmd::ACK_RULES: // Received new rules
// non owner:
// 0000 a0 14 00 11 00 00 10 04 00 00 00 06 00 00 00 00 ................
// 0010 18 00 08 00 ba 47 66 10 .....Gf.
// clientID (<<11)
DEBUG_LOG(Game::Bomberman, "%s: received new rules", player->getName().c_str());
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
// TODO also received by winner after a game. Reset to game room if match is over?
break;
case BMCmd::ACK_START:
DEBUG_LOG(Game::Bomberman, "%s: ack game starting. client ID %x", player->getName().c_str(), *(const uint16_t *)&data[0x12]);
// owner:
// a0 14 00 11 00 00 10 01 00 00 00 0a 00 00 00 00 ................
// 1a 00 80 00 ....
// non owner:
// a0 14 00 11 00 00 10 02 00 00 00 08 00 00 00 00 ................
// 1a 00 08 00 ....
// clientID
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
relayPacket.init(Packet::REQ_CHAT);
relayPacket.flags |= Packet::FLAG_RUDP;
relayPacket.relay(player->getId());
relayPacket.writeData(data + 0x10, len - 0x10);
break;
case BMCmd::START_GAME: // map info sent, ready to start sending game data
DEBUG_LOG(Game::Bomberman, "%s: START GAME. client ID %x", player->getName().c_str(), *(const uint16_t *)&data[0x12]);
// a0 14 00 11 00 00 10 01 00 00 00 0f 00 00 00 00 ................
// 1c 00 08 00 ....
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
room->playerInGame(player);
break;
case BMCmd::RESTART_GAME: // map info sent, ready to start sending game data (for 2nd+ games in same match)
// 0000 a0 14 00 11 00 00 10 01 00 00 00 13 00 00 00 00 ................
// 0010 1e 00 80 00 ba 47 66 10 .....Gf.
DEBUG_LOG(Game::Bomberman, "%s: RESTART GAME", player->getName().c_str());
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
room->playerInGame(player);
break;
case BMCmd::END_GAME: // game has ended, responding to settle/completed dead bits (16,19)
// Game resets game time info received and start sending synctimer 2 s later if match isn't over (msg 16)
DEBUG_LOG(Game::Bomberman, "%s: END GAME cmd=10", player->getName().c_str());
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
// no effect room->broadcastReadySlotMask();
// sending rules or roster list doesn't help
// sending packet F, 10 or 17 doesn't work
break;
case BMCmd::END_BATTLE: // battle has ended, returning to game room
{
// Only received when match is over. Next message is room unlock if owner.
// a8 14 00 11 00 00 10 02 00 00 00 10 00 00 00 00 ................
// 26 00 80 00 &...
DEBUG_LOG(Game::Bomberman, "%s: END BATTLE cmd=13", player->getName().c_str());
replyPacket.init(Packet::REQ_QRY_USERS);
replyPacket.writeData(0u);
replyPacket.writeData(0u);
const std::vector<Player *>& players = room->getPlayers();
replyPacket.writeData((uint32_t)players.size());
for (Player *pl : players)
{
replyPacket.writeData(pl->getName().c_str(), 0x10);
replyPacket.writeData(pl->getId());
const auto& extra = pl->getExtraData();
replyPacket.writeData((uint32_t)extra.size());
replyPacket.writeData(extra.data(), extra.size());
}
player->send(replyPacket);
replyPacket.reset();
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
break;
}
case BMCmd::MAP_INFO: // SendGameMapBlock: Send MapInfo
DEBUG_LOG(Game::Bomberman, "%s: SendGameMapBlock 1A", player->getName().c_str());
room->saveMapInfo(player, data + 0x14, false);
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
break;
case BMCmd::MAP_INFO_LAST: // SendGameMapBlock: Send MapInfo
DEBUG_LOG(Game::Bomberman, "%s: SendGameMapBlock 1B", player->getName().c_str());
room->saveMapInfo(player, data + 0x14, true);
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
break;
default:
ERROR_LOG(game, "Unhandled udp 11 command: %x (%04x)", cmd.command, cmd.full);
dumpData(data, len);
return false;
}
return true;
}
if (data[3] != Packet::REQ_CHAT || (read16(data, 0) & Packet::FLAG_RELAY))
return false;
switch (cmd.command)
{
case BMCmd::KICK_PLAYER:
{
replyPacket.init(Packet::REQ_NOP);
player->ackPacket(replyPacket, data);
const uint32_t playerPos = data[0x14];
for (Player *player : room->getPlayers())
{
if (room->getPlayerPosition(player) == (int)playerPos)
{
Packet pkt;
pkt.init(Packet::REQ_CHAT);
pkt.flags |= Packet::FLAG_RUDP;
pkt.writeData(&data[0x10], 4);
pkt.writeData((const uint8_t *)&playerPos, sizeof(playerPos));
player->send(pkt);