File diff r715:f920f6262d41 → r716:ae3edbaa50e7
network.c
Show inline comments
 
@@ -32,12 +32,16 @@ static Patches network_tmp_patches;
 

	
 
// The amount of clients connected
 
static byte _network_clients_connected = 0;
 
// The index counter for new clients (is never decreased)
 
static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
 

	
 
/* Some externs / forwards */
 
extern void ShowJoinStatusWindow();
 
extern void StateGameLoop();
 

	
 
// Function that looks up the CI for a given client-index
 
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
 
{
 
	NetworkClientInfo *ci;
 

	
 
	for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++)
 
@@ -45,26 +49,26 @@ NetworkClientInfo *NetworkFindClientInfo
 
			return ci;
 

	
 
	return NULL;
 
}
 

	
 
// Function that looks up the CS for a given client-index
 
ClientState *NetworkFindClientStateFromIndex(uint16 client_index)
 
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 

	
 
	for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++)
 
		if (cs->index == client_index)
 
			return cs;
 

	
 
	return NULL;
 
}
 

	
 
// NetworkGetClientName is a server-safe function to get the name of the client
 
//  if the user did not send it yet, Client #<no> is used.
 
void NetworkGetClientName(char *client_name, size_t size, ClientState *cs)
 
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
 
{
 
	NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
 
	if (ci->client_name[0] == '\0')
 
		snprintf(client_name, size, "Client #%d", cs->index);
 
	else
 
		snprintf(client_name, size, "%s", ci->client_name);
 
@@ -116,13 +120,13 @@ void CDECL NetworkTextMessage(NetworkAct
 
			AddTextMessage(color, duration, "[All] %s: %s", name, buf);
 
			break;
 
	}
 
}
 

	
 
// Calculate the frame-lag of a client
 
uint NetworkCalculateLag(const ClientState *cs)
 
uint NetworkCalculateLag(const NetworkClientState *cs)
 
{
 
	int lag = cs->last_frame_server - cs->last_frame;
 
	// This client has missed his ACK packet after 1 DAY_TICKS..
 
	//  so we increase his lag for every frame that passes!
 
	// The packet can be out by a max of _net_frame_freq
 
	if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
 
@@ -147,21 +151,21 @@ void ClientStartError(char *error) {
 

	
 
void ServerStartError(char *error) {
 
	DEBUG(net, 0)("[NET] Server could not start network: %s",error);
 
	NetworkError(STR_NETWORK_ERR_SERVER_START);
 
}
 

	
 
void NetworkClientError(byte res, ClientState *cs) {
 
static void NetworkClientError(byte res, NetworkClientState *cs) {
 
	// First, send a CLIENT_ERROR to the server, so he knows we are
 
	//  disconnection (and why!)
 
	NetworkErrorCode errorno;
 

	
 
	// We just want to close the connection..
 
	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
 
		cs->quited = true;
 
		CloseClient(cs);
 
		NetworkCloseClient(cs);
 
		_networking = false;
 

	
 
		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
 
		return;
 
	}
 

	
 
@@ -176,18 +180,18 @@ void NetworkClientError(byte res, Client
 

	
 
		// Dequeue all commands before closing the socket
 
		NetworkSend_Packets(DEREF_CLIENT(0));
 
	}
 

	
 
	_switch_mode = SM_MENU;
 
	CloseClient(cs);
 
	NetworkCloseClient(cs);
 
	_networking = false;
 
}
 

	
 
// Find all IP-aliases for this host
 
void NetworkFindIPs(void)
 
static void NetworkFindIPs(void)
 
{
 
	int i, last;
 

	
 
#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
 
	/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
 
	int _netstat(int fd, char **output, int verbose);
 
@@ -385,15 +389,15 @@ void ParseConnectionString(const byte **
 
		}
 
	}
 
}
 

	
 
// Creates a new client from a socket
 
//   Used both by the server and the client
 
static ClientState *AllocClient(SOCKET s)
 
static NetworkClientState *NetworkAllocClient(SOCKET s)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	NetworkClientInfo *ci;
 
	byte client_no;
 

	
 
	client_no = 0;
 

	
 
	if (_network_server) {
 
@@ -426,26 +430,26 @@ static ClientState *AllocClient(SOCKET s
 
	}
 

	
 
	return cs;
 
}
 

	
 
// Close a connection
 
void CloseClient(ClientState *cs)
 
void NetworkCloseClient(NetworkClientState *cs)
 
{
 
	NetworkClientInfo *ci;
 
	// Socket is already dead
 
	if (cs->socket == INVALID_SOCKET) return;
 

	
 
	DEBUG(net, 1) ("[NET] Closed client connection");
 

	
 
	if (!cs->quited && _network_server && cs->status > STATUS_INACTIVE) {
 
		// We did not receive a leave message from this client...
 
		NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
 
		char str1[100], str2[100];
 
		char client_name[NETWORK_NAME_LENGTH];
 
		ClientState *new_cs;
 
		NetworkClientState *new_cs;
 

	
 
		NetworkGetClientName(client_name, sizeof(client_name), cs);
 

	
 
		GetString(str1, STR_NETWORK_ERR_LEFT);
 
		GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
 

	
 
@@ -500,16 +504,14 @@ void CloseClient(ClientState *cs)
 
	cs->socket = INVALID_SOCKET;
 
	cs->status = STATUS_INACTIVE;
 
	cs->index = NETWORK_EMPTY_INDEX;
 
	ci->client_index = NETWORK_EMPTY_INDEX;
 
}
 

	
 
extern void ShowJoinStatusWindow();
 

	
 
// A client wants to connect to a server
 
bool NetworkConnect(const char *hostname, int port)
 
static bool NetworkConnect(const char *hostname, int port)
 
{
 
	SOCKET s;
 
	struct sockaddr_in sin;
 

	
 
	DEBUG(net, 1) ("[NET] Connecting to %s %d", hostname, port);
 

	
 
@@ -547,13 +549,13 @@ bool NetworkConnect(const char *hostname
 
		if (ioctlsocket(s, FIONBIO, &blocking) != 0)
 
		#endif
 
			DEBUG(net, 0)("[NET] Setting non-blocking failed"); /* XXX should this be an error? */
 
	}
 

	
 
	// in client mode, only the first client field is used. it's pointing to the server.
 
	AllocClient(s);
 
	NetworkAllocClient(s);
 

	
 
	ShowJoinStatusWindow();
 

	
 
	memcpy(&network_tmp_patches, &_patches, sizeof(_patches));
 

	
 
	return true;
 
@@ -561,13 +563,13 @@ bool NetworkConnect(const char *hostname
 

	
 
// For the server, to accept new clients
 
static void NetworkAcceptClients(void)
 
{
 
	struct sockaddr_in sin;
 
	SOCKET s;
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
#ifndef __MORPHOS__
 
	int sin_len;
 
#else
 
	LONG sin_len; // for some reason we need a 'LONG' under MorphOS
 
#endif
 

	
 
@@ -591,13 +593,13 @@ static void NetworkAcceptClients(void)
 
		// set nodelay
 
		#if !defined(BEOS_NET_SERVER) // not implemented on BeOS net_server...
 
		// The (const char*) cast is needed for windows!!
 
		{int b = 1; setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));}
 
		#endif
 

	
 
		cs = AllocClient(s);
 
		cs = NetworkAllocClient(s);
 
		if (cs == NULL) {
 
			// no more clients allowed?
 
			// Send to the client that we are full!
 
			Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
 

	
 
			p->buffer[0] = p->size & 0xFF;
 
@@ -623,13 +625,13 @@ static void NetworkAcceptClients(void)
 
			ci->client_ip = sin.sin_addr.s_addr;
 
		}
 
	}
 
}
 

	
 
// Set up the listen socket for the server
 
bool NetworkListen(void)
 
static bool NetworkListen(void)
 
{
 
	SOCKET ls;
 
	struct sockaddr_in sin;
 
	int port;
 

	
 
	port = _network_server_port;
 
@@ -679,37 +681,37 @@ bool NetworkListen(void)
 
	_listensocket = ls;
 

	
 
	return true;
 
}
 

	
 
// Close all current connections
 
void NetworkClose(void)
 
static void NetworkClose(void)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 

	
 
	FOR_ALL_CLIENTS(cs) {
 
		if (!_network_server) {
 
			SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
 
			NetworkSend_Packets(cs);
 
		}
 
		CloseClient(cs);
 
		NetworkCloseClient(cs);
 
	}
 

	
 
	if (_network_server) {
 
		// We are a server, also close the listensocket
 
		closesocket(_listensocket);
 
		_listensocket = INVALID_SOCKET;
 
		DEBUG(net, 1) ("[NET] Closed listener");
 
		NetworkUDPClose();
 
	}
 
}
 

	
 
// Inits the network (cleans sockets and stuff)
 
void NetworkInitialize(void)
 
static void NetworkInitialize(void)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	uint i;
 

	
 
	_local_command_queue = NULL;
 

	
 
	// Clean all client-sockets
 
	memset(_clients, 0, sizeof(_clients));
 
@@ -732,13 +734,13 @@ void NetworkInitialize(void)
 

	
 
	NetworkUDPInitialize();
 

	
 
	// add all servers from the config file to our list
 
	for (i=0; i != lengthof(_network_server_list); i++) {
 
		if (_network_server_list[i] == NULL) break;
 
		AddServer(_network_server_list[i]);
 
		NetworkAddServer(_network_server_list[i]);
 
	}
 
}
 

	
 
// Query a server to fetch his game-info
 
//  If game_info is true, only the gameinfo is fetched,
 
//   else only the client_info is fetched
 
@@ -772,28 +774,31 @@ void NetworkQueryServer(const byte* host
 
	// No networking, close everything down again
 
	NetworkDisconnect();
 
}
 

	
 
// validates an address entered as a string and adds the server to
 
// the list
 
void AddServer(byte *b)
 
void NetworkAddServer(const byte *b)
 
{
 
	if (*b != '\0') {
 
		const byte *port = NULL;
 
		const byte *player = NULL;
 
		byte host[NETWORK_HOSTNAME_LENGTH];
 
		uint16 rport;
 

	
 
		ttd_strlcpy(host, b, lengthof(host));
 

	
 
		ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
 
		rport = NETWORK_DEFAULT_PORT;
 

	
 
		ParseConnectionString(&player, &port, b);
 
		ParseConnectionString(&player, &port, host);
 

	
 
		if (player != NULL) _network_playas = atoi(player);
 
		if (port != NULL) rport = atoi(port);
 

	
 
		NetworkQueryServer(b, rport, true);
 
		NetworkQueryServer(host, rport, true);
 
	}
 
}
 

	
 
// Used by clients, to connect to a server
 
bool NetworkClientConnectGame(const byte* host, unsigned short port)
 
{
 
@@ -820,13 +825,13 @@ bool NetworkClientConnectGame(const byte
 
		NetworkError(STR_NETWORK_ERR_NOCONNECTION);
 
	}
 

	
 
	return _networking;
 
}
 

	
 
void NetworkInitGameInfo(void)
 
static void NetworkInitGameInfo(void)
 
{
 
	NetworkClientInfo *ci;
 

	
 
	ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
 
	if (_network_game_info.server_name[0] == '\0')
 
		snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
 
@@ -910,13 +915,13 @@ bool NetworkServerStart(void)
 

	
 
// The server is rebooting...
 
// The only difference with NetworkDisconnect, is the packets that is sent
 
void NetworkReboot(void)
 
{
 
	if (_network_server) {
 
		ClientState *cs;
 
		NetworkClientState *cs;
 
		FOR_ALL_CLIENTS(cs) {
 
			SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
 
			NetworkSend_Packets(cs);
 
		}
 
	}
 

	
 
@@ -934,13 +939,13 @@ void NetworkReboot(void)
 
}
 

	
 
// We want to disconnect from the host/clients
 
void NetworkDisconnect(void)
 
{
 
	if (_network_server) {
 
		ClientState *cs;
 
		NetworkClientState *cs;
 
		FOR_ALL_CLIENTS(cs) {
 
			SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
 
			NetworkSend_Packets(cs);
 
		}
 
	}
 

	
 
@@ -961,15 +966,15 @@ void NetworkDisconnect(void)
 

	
 
	_networking = false;
 
	_network_server = false;
 
}
 

	
 
// Receives something from the network
 
bool NetworkReceive(void)
 
static bool NetworkReceive(void)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	int n;
 
	fd_set read_fd, write_fd;
 
	struct timeval tv;
 

	
 
	FD_ZERO(&read_fd);
 
	FD_ZERO(&write_fd);
 
@@ -1019,13 +1024,13 @@ bool NetworkReceive(void)
 
	return true;
 
}
 

	
 
// This sends all buffered commands (if possible)
 
static void NetworkSend(void)
 
{
 
	ClientState *cs;
 
	NetworkClientState *cs;
 
	FOR_ALL_CLIENTS(cs) {
 
		if (cs->writable) {
 
			NetworkSend_Packets(cs);
 

	
 
			if (cs->status == STATUS_MAP) {
 
				// This client is in the middle of a map-send, call the function for that
 
@@ -1033,13 +1038,13 @@ static void NetworkSend(void)
 
			}
 
		}
 
	}
 
}
 

	
 
// Handle the local-command-queue
 
void NetworkHandleLocalQueue(void)
 
static void NetworkHandleLocalQueue(void)
 
{
 
	if (_local_command_queue != NULL) {
 
		CommandPacket *cp;
 
		CommandPacket *cp_prev;
 

	
 
		cp = _local_command_queue;
 
@@ -1068,16 +1073,13 @@ void NetworkHandleLocalQueue(void)
 
				cp = cp->next;
 
			}
 
		}
 
	}
 
}
 

	
 

	
 
extern void StateGameLoop();
 

	
 
bool NetworkDoClientLoop(void)
 
static bool NetworkDoClientLoop(void)
 
{
 
	_frame_counter++;
 

	
 
	NetworkHandleLocalQueue();
 

	
 
	StateGameLoop();
 
@@ -1165,13 +1167,13 @@ void NetworkGameLoop(void)
 
		}
 
	}
 

	
 
	NetworkSend();
 
}
 

	
 
void NetworkGenerateUniqueId()
 
static void NetworkGenerateUniqueId(void)
 
{
 
	md5_state_t state;
 
	md5_byte_t digest[16];
 
	char hex_output[16*2 + 1];
 
	char coding_string[NETWORK_NAME_LENGTH];
 
	int di;