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#include "stdafx.h"
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#include "ttd.h"
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#include "network_data.h"
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#ifdef ENABLE_NETWORK
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#include "table/strings.h"
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#include "gui.h"
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#include "command.h"
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#include "player.h"
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#include "console.h"
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#include "economy.h"
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#if defined(WIN32)
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# include <windows.h>
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# include <winsock.h>
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#include "network_client.h"
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#include "network_server.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include "console.h" /* IConsoleCmdExec */
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#include <stdarg.h> /* va_list */
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# pragma comment (lib, "ws2_32.lib")
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# define ENABLE_NETWORK
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# define GET_LAST_ERROR() WSAGetLastError()
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# define EWOULDBLOCK WSAEWOULDBLOCK
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#endif
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// The listen socket for the server
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static SOCKET _listensocket;
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// Network copy of patches, so the patches of a client are not fucked up
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// after he joined a server
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static Patches network_tmp_patches;
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#if defined(UNIX)
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// Make compatible with WIN32 names
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# define SOCKET int
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# define INVALID_SOCKET -1
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// we need different defines for MorphOS and AmigaOS
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#if !defined(__MORPHOS__) && !defined(__AMIGA__)
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# define ioctlsocket ioctl
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# define closesocket close
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# define GET_LAST_ERROR() errno
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#endif
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// Need this for FIONREAD on solaris
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# define BSD_COMP
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# include <unistd.h>
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# include <sys/ioctl.h>
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// The amount of clients connected
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static byte _network_clients_connected = 0;
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// The index counter for new clients (is never decreased)
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static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
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// Function that looks up the CI for a given client-index
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NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
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{
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NetworkClientInfo *ci;
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// Socket stuff
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# include <sys/socket.h>
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# include <netinet/in.h>
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# include <arpa/inet.h>
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# include <errno.h>
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# include <sys/time.h>
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// NetDB
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# include <netdb.h>
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for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++)
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if (ci->client_index == client_index)
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return ci;
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# ifndef TCP_NODELAY
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# define TCP_NODELAY 0x0001
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# endif
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return NULL;
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}
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#endif
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// Function that looks up the CS for a given client-index
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ClientState *NetworkFindClientStateFromIndex(uint16 client_index)
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{
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ClientState *cs;
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#if defined(__MORPHOS__) || defined(__AMIGA__)
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# include <exec/types.h>
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# include <proto/exec.h> // required for Open/CloseLibrary()
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# if defined(__MORPHOS__)
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# include <sys/filio.h> // FION#? defines
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# else // __AMIGA__
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# include <proto/socket.h>
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# endif
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for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++)
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if (cs->index == client_index)
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return cs;
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// make source compatible with bsdsocket.library functions
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# define closesocket(s) CloseSocket(s)
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# define GET_LAST_ERROR() Errno()
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# define ioctlsocket(s,request,status) IoctlSocket((LONG)s,(ULONG)request,(char*)status)
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struct Library *SocketBase = NULL;
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return NULL;
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}
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#if !defined(__MORPHOS__)
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// usleep() implementation
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#include <devices/timer.h>
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#include <dos/dos.h>
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struct Device *TimerBase = NULL;
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struct MsgPort *TimerPort = NULL;
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struct timerequest *TimerRequest = NULL;
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#endif
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#endif /* __MORPHOS__ || __AMIGA__ */
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#define SEND_MTU 1460
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#if defined(ENABLE_NETWORK)
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// NetworkGetClientName is a server-safe function to get the name of the client
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// if the user did not send it yet, Client #<no> is used.
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void NetworkGetClientName(char *client_name, size_t size, ClientState *cs)
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{
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NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
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if (ci->client_name[0] == '\0')
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snprintf(client_name, size, "Client #%d", cs->index);
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else
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snprintf(client_name, size, "%s", ci->client_name);
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}
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enum {
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PACKET_TYPE_WELCOME = 0,
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PACKET_TYPE_READY,
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PACKET_TYPE_ACK,
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PACKET_TYPE_SYNC,
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PACKET_TYPE_FSYNC,
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PACKET_TYPE_XMIT,
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PACKET_TYPE_COMMAND,
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PACKET_TYPE_EVENT,
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};
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// sent from client -> server whenever the client wants to exec a command.
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// send from server -> client when another player execs a command.
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typedef struct CommandPacket {
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byte packet_length;
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byte packet_type;
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uint16 cmd;
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uint32 p1,p2;
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TileIndex tile;
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byte player;// player id, this is checked by the server.
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byte when; // offset from the current max_frame value minus 1. this is set by the server.
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uint32 dp[8];
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} CommandPacket;
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// This puts a text-message to the console, or in the future, the chat-box,
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// (to keep it all a bit more general)
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void NetworkTextMessage(NetworkAction action, uint16 color, const char *name, const char *str, ...)
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{
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char buf[1024];
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va_list va;
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const int duration = 10; // Game days the messages stay visible
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typedef struct EventPacket {
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byte packet_length;
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byte packet_type;
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byte event_type;
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byte data_start;
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} EventPacket;
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#define COMMAND_PACKET_BASE_SIZE (sizeof(CommandPacket) - 8 * sizeof(uint32))
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// sent from server -> client periodically to tell the client about the current tick in the server
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// and how far the client may progress.
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typedef struct SyncPacket {
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byte packet_length;
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byte packet_type;
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byte frames; // how many more frames may the client execute? this is relative to the old value of max.
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byte server; // where is the server currently executing? this is negatively relative to the old value of max.
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uint32 random_seed_1; // current random state at server. used to detect out of sync.
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uint32 random_seed_2;
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} SyncPacket;
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typedef struct FrameSyncPacket {
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byte packet_length;
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byte packet_type;
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byte frames; // where is the server currently executing? this is negatively relative to the old value of max.
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} FrameSyncPacket;
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va_start(va, str);
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vsprintf(buf, str, va);
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va_end(va);
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// sent from server -> client as an acknowledgement that the server received the command.
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// the command will be executed at the current value of "max".
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typedef struct AckPacket {
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byte packet_length;
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byte packet_type;
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int16 when;
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} AckPacket;
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typedef struct ReadyPacket {
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byte packet_length;
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byte packet_type;
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} ReadyPacket;
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typedef struct FilePacketHdr {
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byte packet_length;
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byte packet_type;
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} FilePacketHdr;
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switch (action) {
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case NETWORK_ACTION_JOIN_LEAVE:
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IConsolePrintF(color, "*** %s %s", name, buf);
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AddTextMessage(color, duration, "*** %s %s", name, buf);
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break;
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case NETWORK_ACTION_GIVE_MONEY:
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IConsolePrintF(color, "*** %s %s", name, buf);
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AddTextMessage(color, duration, "*** %s %s", name, buf);
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break;
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case NETWORK_ACTION_CHAT_PLAYER:
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IConsolePrintF(color, "[Team] %s: %s", name, buf);
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AddTextMessage(color, duration, "[Team] %s: %s", name, buf);
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break;
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case NETWORK_ACTION_CHAT_CLIENT:
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IConsolePrintF(color, "[Private] %s: %s", name, buf);
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AddTextMessage(color, duration, "[Private] %s: %s", name, buf);
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break;
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case NETWORK_ACTION_CHAT_TO_CLIENT:
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IConsolePrintF(color, "[Private] To %s: %s", name, buf);
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AddTextMessage(color, duration, "[Private] To %s: %s", name, buf);
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break;
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case NETWORK_ACTION_CHAT_TO_PLAYER:
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IConsolePrintF(color, "[Team] To %s: %s", name, buf);
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AddTextMessage(color, duration, "[Team] To %s: %s", name, buf);
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break;
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case NETWORK_ACTION_NAME_CHANGE:
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IConsolePrintF(color, "*** %s changed his name to %s", name, buf);
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AddTextMessage(color, duration, "*** %s changed his name to %s", name, buf);
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break;
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default:
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IConsolePrintF(color, "[All] %s: %s", name, buf);
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AddTextMessage(color, duration, "[All] %s: %s", name, buf);
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break;
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}
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}
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// sent from server to client when the client has joined.
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typedef struct WelcomePacket {
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byte packet_length;
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byte packet_type;
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uint32 player_seeds[MAX_PLAYERS][2];
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uint32 frames_max;
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uint32 frames_srv;
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uint32 frames_cnt;
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} WelcomePacket;
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// Calculate the frame-lag of a client
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uint NetworkCalculateLag(const ClientState *cs)
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{
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int lag = cs->last_frame_server - cs->last_frame;
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// This client has missed his ACK packet after 1 DAY_TICKS..
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// so we increase his lag for every frame that passes!
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// The packet can be out by a max of _net_frame_freq
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if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
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lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
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typedef struct Packet Packet;
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struct Packet {
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Packet *next; // this one has to be the first element.
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uint siz;
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byte buf[SEND_MTU]; // packet payload
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};
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typedef struct ClientState {
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int socket;
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bool inactive; // disable sending of commands/syncs to client
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bool writable;
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bool ready;
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uint timeout;
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uint xmitpos;
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uint eaten;
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Packet *head, **last;
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uint buflen; // receive buffer len
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byte buf[1024]; // receive buffer
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} ClientState;
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return lag;
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}
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typedef struct QueuedCommand QueuedCommand;
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struct QueuedCommand {
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QueuedCommand *next;
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CommandPacket cp;
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CommandCallback *callback;
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uint32 cmd;
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uint32 frame;
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};
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typedef struct CommandQueue CommandQueue;
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struct CommandQueue {
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QueuedCommand *head, **last;
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};
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#define MAX_CLIENTS (MAX_PLAYERS + 1)
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// packets waiting to be executed, for each of the players.
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// this list is sorted in frame order, so the item on the front will be executed first.
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static CommandQueue _command_queue;
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// in the client, this is the list of commands that have not yet been acked.
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// when it is acked, it will be moved to the appropriate position at the end of the player queue.
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static CommandQueue _ack_queue;
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// There was a non-recoverable error, drop back to the main menu with a nice
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// error
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void NetworkError(StringID error_string)
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{
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_switch_mode = SM_MENU;
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_switch_mode_errorstr = error_string;
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}
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static ClientState _clients[MAX_CLIENTS];
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static int _num_clients;
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// keep a history of the 16 most recent seeds to be able to capture out of sync errors.
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static uint32 _my_seed_list[16][2];
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static bool _network_ready_sent;
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static uint32 _frame_fsync_last;
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typedef struct FutureSeeds {
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uint32 frame;
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uint32 seed[2];
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} FutureSeeds;
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void ClientStartError(char *error) {
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DEBUG(net, 0)("[NET] Client could not start network: %s",error);
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NetworkError(STR_NETWORK_ERR_CLIENT_START);
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}
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// remember some future seeds that the server sent to us.
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static FutureSeeds _future_seed[8];
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static uint _num_future_seed;
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static SOCKET _listensocket; // tcp socket
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void ServerStartError(char *error) {
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DEBUG(net, 0)("[NET] Server could not start network: %s",error);
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NetworkError(STR_NETWORK_ERR_SERVER_START);
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}
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static SOCKET _udp_client_socket; // udp server socket
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static SOCKET _udp_server_socket; // udp client socket
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typedef struct UDPPacket {
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byte command_code;
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byte data_len;
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byte command_check;
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byte data[255];
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} UDPPacket;
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void NetworkClientError(byte res, ClientState *cs) {
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// First, send a CLIENT_ERROR to the server, so he knows we are
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// disconnection (and why!)
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NetworkErrorCode errorno;
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enum {
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NET_UDPCMD_SERVERSEARCH = 1,
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NET_UDPCMD_SERVERACTIVE,
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NET_UDPCMD_GETSERVERINFO,
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NET_UDPCMD_SERVERINFO,
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};
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// We just want to close the connection..
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if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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cs->quited = true;
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CloseClient(cs);
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_networking = false;
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void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet);
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static void HandleCommandPacket(ClientState *cs, CommandPacket *np);
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static void CloseClient(ClientState *cs);
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void NetworkSendWelcome(ClientState *cs, bool direct);
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uint32 _network_ip_list[10]; // network ip list
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// this is set to point to the savegame
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static byte *_transmit_file;
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static size_t _transmit_file_size;
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static FILE *_recv_file;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return;
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}
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/* multi os compatible sleep function */
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void CSleep(int milliseconds) {
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#if defined(WIN32)
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Sleep(milliseconds);
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#endif
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#if defined(UNIX)
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#if !defined(__BEOS__) && !defined(__MORPHOS__) && !defined(__AMIGAOS__)
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usleep(milliseconds*1000);
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#endif
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#ifdef __BEOS__
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snooze(milliseconds*1000);
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#endif
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#if defined(__MORPHOS__)
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usleep(milliseconds*1000);
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#endif
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#if defined(__AMIGAOS__) && !defined(__MORPHOS__)
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{
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ULONG signals;
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ULONG TimerSigBit = 1 << TimerPort->mp_SigBit;
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switch(res) {
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case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
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case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
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default: errorno = NETWORK_ERROR_GENERAL;
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}
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// This means we fucked up and the server closed the connection
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if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL) {
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SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
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// send IORequest
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TimerRequest->tr_node.io_Command = TR_ADDREQUEST;
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TimerRequest->tr_time.tv_secs = (milliseconds * 1000) / 1000000;
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TimerRequest->tr_time.tv_micro = (milliseconds * 1000) % 1000000;
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SendIO((struct IORequest *)TimerRequest);
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// Dequeue all commands before closing the socket
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NetworkSend_Packets(DEREF_CLIENT(0));
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}
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|
|
if ( !((signals = Wait(TimerSigBit|SIGBREAKF_CTRL_C)) & TimerSigBit) ) {
|
|
|
AbortIO((struct IORequest *)TimerRequest);
|
|
|
}
|
|
|
WaitIO((struct IORequest *)TimerRequest);
|
|
|
}
|
|
|
#endif // __AMIGAOS__ && !__MORPHOS__
|
|
|
#endif
|
|
|
_switch_mode = SM_MENU;
|
|
|
CloseClient(cs);
|
|
|
_networking = false;
|
|
|
}
|
|
|
|
|
|
//////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
// ****************************** //
|
|
|
// * Network Error Handlers * //
|
|
|
// ****************************** //
|
|
|
|
|
|
static void NetworkHandleSaveGameError()
|
|
|
{
|
|
|
_networking_sync = false;
|
|
|
_networking_queuing = true;
|
|
|
_switch_mode = SM_MENU;
|
|
|
_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
|
|
|
}
|
|
|
|
|
|
static void NetworkHandleConnectionLost()
|
|
|
{
|
|
|
_networking_sync = false;
|
|
|
_networking_queuing = true;
|
|
|
_switch_mode = SM_MENU;
|
|
|
_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
|
|
|
}
|
|
|
|
|
|
static void NetworkHandleDeSync()
|
|
|
// Find all IP-aliases for this host
|
|
|
void NetworkFindIPs(void)
|
|
|
{
|
|
|
DEBUG(net, 0) ("NET: error: network sync error at frame %i", _frame_counter);
|
|
|
{
|
|
|
int i;
|
|
|
for (i=15; i>=0; i--) DEBUG(net,0) ("NET frame %i: [0]=%i, [1]=%i",_frame_counter-(i+1),_my_seed_list[i][0],_my_seed_list[i][1]);
|
|
|
for (i=0; i<8; i++) DEBUG(net,0) ("NET frame %i: [0]=%i, [1]=%i",_frame_counter+i,_future_seed[i].seed[0],_future_seed[i].seed[1]);
|
|
|
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);
|
|
|
|
|
|
int seek_past_header(char **pos, const char *header) {
|
|
|
char *new_pos = strstr(*pos, header);
|
|
|
if (new_pos == 0) {
|
|
|
return B_ERROR;
|
|
|
}
|
|
|
*pos += strlen(header) + new_pos - *pos + 1;
|
|
|
return B_OK;
|
|
|
}
|
|
|
|
|
|
int output_length;
|
|
|
char *output_pointer = NULL;
|
|
|
char **output;
|
|
|
int sock = socket(AF_INET, SOCK_DGRAM, 0);
|
|
|
i = 0;
|
|
|
|
|
|
// If something fails, make sure the list is empty
|
|
|
_network_ip_list[0] = 0;
|
|
|
|
|
|
if (sock < 0) {
|
|
|
DEBUG(net, 0)("Error creating socket!");
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
output_length = _netstat(sock, &output_pointer, 1);
|
|
|
if (output_length < 0) {
|
|
|
DEBUG(net, 0)("Error running _netstat!");
|
|
|
return;
|
|
|
}
|
|
|
_networking_sync = false;
|
|
|
_networking_queuing = true;
|
|
|
_switch_mode = SM_MENU;
|
|
|
_switch_mode_errorstr = STR_NETWORK_ERR_DESYNC;
|
|
|
}
|
|
|
|
|
|
output = &output_pointer;
|
|
|
if (seek_past_header(output, "IP Interfaces:") == B_OK) {
|
|
|
for (;;) {
|
|
|
uint32 n, fields, read;
|
|
|
uint8 i1, i2, i3, i4, j1, j2, j3, j4;
|
|
|
struct in_addr inaddr;
|
|
|
fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
|
|
|
&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
|
|
|
read += 1;
|
|
|
if (fields != 9) {
|
|
|
break;
|
|
|
}
|
|
|
inaddr.s_addr = htonl((uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4);
|
|
|
if (inaddr.s_addr != 0) {
|
|
|
_network_ip_list[i] = inaddr.s_addr;
|
|
|
i++;
|
|
|
}
|
|
|
if (read < 0) {
|
|
|
break;
|
|
|
}
|
|
|
*output += read;
|
|
|
}
|
|
|
/* XXX - Using either one of these crashes openttd heavily? - wber */
|
|
|
/*free(output_pointer);*/
|
|
|
/*free(output);*/
|
|
|
closesocket(sock);
|
|
|
}
|
|
|
#elif defined(HAVE_GETIFADDRS)
|
|
|
struct ifaddrs *ifap, *ifa;
|
|
|
|
|
|
// If something fails, make sure the list is empty
|
|
|
_network_ip_list[0] = 0;
|
|
|
|
|
|
if (getifaddrs(&ifap) != 0)
|
|
|
return;
|
|
|
|
|
|
// ****************************** //
|
|
|
// * TCP Packets and Handlers * //
|
|
|
// ****************************** //
|
|
|
i = 0;
|
|
|
for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
|
|
|
if (ifa->ifa_addr == NULL || ifa->ifa_addr->sa_family != AF_INET)
|
|
|
continue;
|
|
|
_network_ip_list[i] = ((struct sockaddr_in *)ifa->ifa_addr)->sin_addr.s_addr;
|
|
|
i++;
|
|
|
}
|
|
|
freeifaddrs(ifap);
|
|
|
|
|
|
#else /* not HAVE_GETIFADDRS */
|
|
|
|
|
|
unsigned long len = 0;
|
|
|
SOCKET sock;
|
|
|
IFREQ ifo[MAX_INTERFACES];
|
|
|
|
|
|
#ifndef WIN32
|
|
|
struct ifconf if_conf;
|
|
|
#endif
|
|
|
|
|
|
// If something fails, make sure the list is empty
|
|
|
_network_ip_list[0] = 0;
|
|
|
|
|
|
if ((sock = socket(AF_INET, SOCK_DGRAM, 0)) < 0) {
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
static QueuedCommand *AllocQueuedCommand(CommandQueue *nq)
|
|
|
{
|
|
|
QueuedCommand *qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
|
|
|
assert(qp);
|
|
|
*nq->last = qp;
|
|
|
nq->last = &qp->next;
|
|
|
return qp;
|
|
|
#ifdef WIN32
|
|
|
// On windows it is easy
|
|
|
memset(&ifo[0], 0, sizeof(ifo));
|
|
|
if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
|
|
|
closesocket(sock);
|
|
|
return;
|
|
|
}
|
|
|
#else
|
|
|
// On linux a bit harder
|
|
|
if_conf.ifc_len = (sizeof (struct ifreq)) * MAX_INTERFACES;
|
|
|
if_conf.ifc_buf = (char *)&ifo[0];
|
|
|
if ((ioctl(sock, SIOCGIFCONF, &if_conf)) == -1) {
|
|
|
closesocket(sock);
|
|
|
return;
|
|
|
}
|
|
|
len = if_conf.ifc_len;
|
|
|
#endif /* WIN32 */
|
|
|
|
|
|
// Now walk through all IPs and list them
|
|
|
for (i = 0; i < (int)(len / sizeof(IFREQ)); i++) {
|
|
|
// Request IP for this interface
|
|
|
#ifdef WIN32
|
|
|
_network_ip_list[i] = *(&ifo[i].iiAddress.AddressIn.sin_addr.s_addr);
|
|
|
#else
|
|
|
if ((ioctl(sock, SIOCGIFADDR, &ifo[i])) != 0) {
|
|
|
closesocket(sock);
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
_network_ip_list[i] = ((struct sockaddr_in *)&ifo[i].ifr_addr)->sin_addr.s_addr;
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
closesocket(sock);
|
|
|
|
|
|
#endif /* not HAVE_GETIFADDRS */
|
|
|
|
|
|
_network_ip_list[i] = 0;
|
|
|
last = i - 1;
|
|
|
|
|
|
DEBUG(net, 3)("Detected IPs:");
|
|
|
// Now display to the debug all the detected ips
|
|
|
i = 0;
|
|
|
while (_network_ip_list[i] != 0) {
|
|
|
// Also check for non-used ips (127.0.0.1)
|
|
|
if (_network_ip_list[i] == inet_addr("127.0.0.1")) {
|
|
|
// If there is an ip after thisone, put him in here
|
|
|
if (last > i)
|
|
|
_network_ip_list[i] = _network_ip_list[last];
|
|
|
// Clear the last ip
|
|
|
_network_ip_list[last] = 0;
|
|
|
// And we have 1 ip less
|
|
|
last--;
|
|
|
continue;
|
|
|
}
|
|
|
|
|
|
DEBUG(net, 3)(" %d) %s", i, inet_ntoa(*(struct in_addr *)&_network_ip_list[i]));//inet_ntoa(inaddr));
|
|
|
i++;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
static void QueueClear(CommandQueue *nq)
|
|
|
// Resolve a hostname to a inet_addr
|
|
|
unsigned long NetworkResolveHost(const char *hostname)
|
|
|
{
|
|
|
QueuedCommand *qp;
|
|
|
while ((qp=nq->head)) {
|
|
|
// unlink it.
|
|
|
if (!(nq->head = qp->next)) nq->last = &nq->head;
|
|
|
free(qp);
|
|
|
in_addr_t ip;
|
|
|
|
|
|
// First try: is it an ip address?
|
|
|
ip = inet_addr(hostname);
|
|
|
|
|
|
// If not try to resolve the name
|
|
|
if (ip == INADDR_NONE) {
|
|
|
struct hostent *he = gethostbyname(hostname);
|
|
|
if (he == NULL) {
|
|
|
DEBUG(net, 0) ("[NET] Cannot resolve %s", hostname);
|
|
|
} else {
|
|
|
struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
|
|
|
DEBUG(net, 1) ("[NET] Resolved %s to %s", hostname, inet_ntoa(addr));
|
|
|
ip = addr.s_addr;
|
|
|
}
|
|
|
nq->last = &nq->head;
|
|
|
}
|
|
|
|
|
|
static int GetNextSyncFrame()
|
|
|
{
|
|
|
uint32 newframe;
|
|
|
if (_frame_fsync_last == 0) return -11;
|
|
|
newframe = (_frame_fsync_last + 11); // do not use a multiple of 4 since that screws up sync-packets
|
|
|
return (_frame_counter_max - newframe);
|
|
|
|
|
|
}
|
|
|
return ip;
|
|
|
}
|
|
|
|
|
|
// go through the player queues for each player and see if there are any pending commands
|
|
|
// that should be executed this frame. if there are, execute them.
|
|
|
void NetworkProcessCommands()
|
|
|
// Converts a string to ip/port/player
|
|
|
// Format: IP#player:port
|
|
|
//
|
|
|
// connection_string will be re-terminated to seperate out the hostname, and player and port will
|
|
|
// be set to the player and port strings given by the user, inside the memory area originally
|
|
|
// occupied by connection_string.
|
|
|
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string)
|
|
|
{
|
|
|
CommandQueue *nq;
|
|
|
QueuedCommand *qp;
|
|
|
byte old_player;
|
|
|
|
|
|
// queue mode ?
|
|
|
if (_networking_queuing)
|
|
|
return;
|
|
|
|
|
|
nq = &_command_queue;
|
|
|
while ( (qp=nq->head) && (!_networking_sync || qp->frame <= _frame_counter)) {
|
|
|
// unlink it.
|
|
|
if (!(nq->head = qp->next)) nq->last = &nq->head;
|
|
|
|
|
|
if (qp->frame < _frame_counter && _networking_sync) {
|
|
|
DEBUG(net,0) ("warning: !qp->cp.frame < _frame_counter, %d < %d [%d]\n", qp->frame, _frame_counter, _frame_counter_srv+4);
|
|
|
}
|
|
|
|
|
|
// run the command
|
|
|
old_player = _current_player;
|
|
|
_current_player = qp->cp.player;
|
|
|
memcpy(_decode_parameters, qp->cp.dp, (qp->cp.packet_length - COMMAND_PACKET_BASE_SIZE));
|
|
|
|
|
|
DoCommandP(qp->cp.tile, qp->cp.p1, qp->cp.p2, qp->callback, qp->cmd | CMD_DONT_NETWORK);
|
|
|
free(qp);
|
|
|
_current_player = old_player;
|
|
|
}
|
|
|
|
|
|
if (!_networking_server) {
|
|
|
// remember the random seed so we can check if we're out of sync.
|
|
|
_my_seed_list[_frame_counter & 15][0] = _sync_seed_1;
|
|
|
_my_seed_list[_frame_counter & 15][1] = _sync_seed_2;
|
|
|
|
|
|
while (_num_future_seed) {
|
|
|
assert(_future_seed[0].frame >= _frame_counter);
|
|
|
if (_future_seed[0].frame != _frame_counter) break;
|
|
|
if (_future_seed[0].seed[0] != _sync_seed_1 ||_future_seed[0].seed[1] != _sync_seed_2) NetworkHandleDeSync();
|
|
|
memmove(_future_seed, _future_seed + 1, --_num_future_seed * sizeof(FutureSeeds));
|
|
|
byte *p;
|
|
|
for (p = connection_string; *p != '\0'; p++) {
|
|
|
if (*p == '#') {
|
|
|
*player = p + 1;
|
|
|
*p = '\0';
|
|
|
} else if (*p == ':') {
|
|
|
*port = p + 1;
|
|
|
*p = '\0';
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// send a packet to a client
|
|
|
static void SendBytes(ClientState *cs, void *bytes, uint len)
|
|
|
// Creates a new client from a socket
|
|
|
// Used both by the server and the client
|
|
|
static ClientState *AllocClient(SOCKET s)
|
|
|
{
|
|
|
byte *b = (byte*)bytes;
|
|
|
uint n;
|
|
|
Packet *p;
|
|
|
|
|
|
assert(len != 0);
|
|
|
ClientState *cs;
|
|
|
NetworkClientInfo *ci;
|
|
|
byte client_no;
|
|
|
|
|
|
// see if there's space in the last packet?
|
|
|
if (!cs->head || (p = (Packet*)cs->last, p->siz == sizeof(p->buf)))
|
|
|
p = NULL;
|
|
|
client_no = 0;
|
|
|
|
|
|
do {
|
|
|
if (!p) {
|
|
|
// need to allocate a new packet buffer.
|
|
|
p = (Packet*)malloc(sizeof(Packet));
|
|
|
if (_network_server) {
|
|
|
// Can we handle a new client?
|
|
|
if (_network_clients_connected >= MAX_CLIENTS)
|
|
|
return NULL;
|
|
|
|
|
|
if (_network_game_info.clients_on >= _network_game_info.clients_max)
|
|
|
return NULL;
|
|
|
|
|
|
// insert at the end of the linked list.
|
|
|
*cs->last = p;
|
|
|
cs->last = &p->next;
|
|
|
p->next = NULL;
|
|
|
p->siz = 0;
|
|
|
}
|
|
|
// Register the login
|
|
|
client_no = _network_clients_connected++;
|
|
|
}
|
|
|
|
|
|
cs = &_clients[client_no];
|
|
|
memset(cs, 0, sizeof(*cs));
|
|
|
cs->socket = s;
|
|
|
cs->last_frame = 0;
|
|
|
cs->quited = false;
|
|
|
|
|
|
// copy bytes to packet.
|
|
|
n = minu(sizeof(p->buf) - p->siz, len);
|
|
|
memcpy(p->buf + p->siz, b, n);
|
|
|
p->siz += n;
|
|
|
b += n;
|
|
|
p = NULL;
|
|
|
} while (len -= n);
|
|
|
}
|
|
|
if (_network_server) {
|
|
|
ci = &_network_client_info[client_no];
|
|
|
memset(ci, 0, sizeof(*ci));
|
|
|
|
|
|
// send data direct to a client
|
|
|
static void SendDirectBytes(ClientState *cs, void *bytes, uint len)
|
|
|
{
|
|
|
char *buf = (char*)bytes;
|
|
|
uint n;
|
|
|
cs->index = _network_client_index++;
|
|
|
ci->client_index = cs->index;
|
|
|
ci->join_date = _date;
|
|
|
|
|
|
n = send(cs->socket, buf, len, 0);
|
|
|
if (n == -1) {
|
|
|
int err = GET_LAST_ERROR();
|
|
|
DEBUG(net, 0) ("NET: %i] send() failed with error %d", _frame_counter, err);
|
|
|
CloseClient(cs);
|
|
|
}
|
|
|
InvalidateWindow(WC_CLIENT_LIST, 0);
|
|
|
}
|
|
|
|
|
|
return cs;
|
|
|
}
|
|
|
|
|
|
// client:
|
|
|
// add it to the client's ack queue, and send the command to the server
|
|
|
// server:
|
|
|
// add it to the server's player queue, and send it to all clients.
|
|
|
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
|
|
|
// Close a connection
|
|
|
void CloseClient(ClientState *cs)
|
|
|
{
|
|
|
int nump;
|
|
|
QueuedCommand *qp;
|
|
|
ClientState *cs;
|
|
|
CommandPacket cp;
|
|
|
|
|
|
if (!(cmd & CMD_NET_INSTANT)) {
|
|
|
qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
|
|
|
} else {
|
|
|
qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
|
|
|
}
|
|
|
qp->cp.packet_type = PACKET_TYPE_COMMAND;
|
|
|
qp->cp.tile = tile;
|
|
|
qp->cp.p1 = p1;
|
|
|
qp->cp.p2 = p2;
|
|
|
qp->cp.cmd = (uint16)cmd;
|
|
|
qp->cp.player = _local_player;
|
|
|
qp->cp.when = 0;
|
|
|
qp->cmd = cmd;
|
|
|
qp->callback = callback;
|
|
|
NetworkClientInfo *ci;
|
|
|
// Socket is already dead
|
|
|
if (cs->socket == INVALID_SOCKET) return;
|
|
|
|
|
|
// so the server knows when to execute it.
|
|
|
qp->frame = _frame_counter_max - GetNextSyncFrame();
|
|
|
|
|
|
// calculate the amount of extra bytes.
|
|
|
nump = 8;
|
|
|
while ( nump != 0 && ((uint32*)_decode_parameters)[nump-1] == 0) nump--;
|
|
|
qp->cp.packet_length = COMMAND_PACKET_BASE_SIZE + nump * sizeof(uint32);
|
|
|
if (nump != 0) memcpy(qp->cp.dp, _decode_parameters, nump * sizeof(uint32));
|
|
|
|
|
|
cp = qp->cp;
|
|
|
|
|
|
// convert to little endian
|
|
|
cp.tile = TO_LE16(cp.tile);
|
|
|
cp.p1 = TO_LE32(cp.p1);
|
|
|
cp.p2 = TO_LE32(cp.p2);
|
|
|
cp.cmd = TO_LE16(cp.cmd);
|
|
|
|
|
|
// send it to the peers
|
|
|
for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &cp, cp.packet_length);
|
|
|
|
|
|
if (cmd & CMD_NET_INSTANT) {
|
|
|
free(qp);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
void NetworkSendEvent(uint16 type, uint16 data_len, void * data)
|
|
|
{
|
|
|
EventPacket * ep;
|
|
|
ClientState *cs;
|
|
|
DEBUG(net, 1) ("[NET] Closed client connection");
|
|
|
|
|
|
// encode the event ... add its data
|
|
|
ep=malloc(data_len+sizeof(EventPacket)-1);
|
|
|
ep->event_type = type;
|
|
|
ep->packet_length = data_len+sizeof(EventPacket)-1;
|
|
|
ep->packet_type = PACKET_TYPE_EVENT;
|
|
|
memcpy(&ep->data_start,data,data_len);
|
|
|
|
|
|
// send it to the peers
|
|
|
for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, ep, ep->packet_length);
|
|
|
|
|
|
// free the temp packet
|
|
|
free(ep);
|
|
|
}
|
|
|
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;
|
|
|
|
|
|
// client:
|
|
|
// server sends a command from another player that we should execute.
|
|
|
// put it in the command queue.
|
|
|
//
|
|
|
// server:
|
|
|
// client sends a command that it wants to execute.
|
|
|
// fill the when field so the client knows when to execute it.
|
|
|
// put it in the appropriate player queue.
|
|
|
// send it to all other clients.
|
|
|
// send an ack packet to the actual client.
|
|
|
|
|
|
static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
|
|
|
{
|
|
|
QueuedCommand *qp;
|
|
|
ClientState *c;
|
|
|
AckPacket ap;
|
|
|
uint16 cmd;
|
|
|
NetworkGetClientName(client_name, sizeof(client_name), cs);
|
|
|
|
|
|
DEBUG(net, 2) ("NET: %i] cmd size %d", _frame_counter, np->packet_length);
|
|
|
assert(np->packet_length >= COMMAND_PACKET_BASE_SIZE);
|
|
|
|
|
|
cmd = FROM_LE16(np->cmd);
|
|
|
GetString(str1, STR_NETWORK_ERR_LEFT);
|
|
|
GetString(str2, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
|
|
|
|
|
|
if (!(cmd & CMD_NET_INSTANT)) {
|
|
|
// put it into the command queue
|
|
|
qp = AllocQueuedCommand(&_command_queue);
|
|
|
} else {
|
|
|
qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
|
|
|
}
|
|
|
qp->cp = *np;
|
|
|
|
|
|
qp->frame = _frame_counter_max - GetNextSyncFrame();
|
|
|
NetworkTextMessage(NETWORK_ACTION_JOIN_LEAVE, 1, client_name, "%s (%s)", str1, str2);
|
|
|
|
|
|
qp->callback = NULL;
|
|
|
|
|
|
// extra params
|
|
|
memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
|
|
|
|
|
|
ap.packet_type = PACKET_TYPE_ACK;
|
|
|
ap.when = TO_LE16(GetNextSyncFrame());
|
|
|
ap.packet_length = sizeof(AckPacket);
|
|
|
DEBUG(net,4)("NET: %i] NewACK: frame=%i %i",_frame_counter, ap.when,_frame_counter_max - GetNextSyncFrame());
|
|
|
|
|
|
// send it to the peers
|
|
|
if (_networking_server) {
|
|
|
for(c=_clients; c->socket != INVALID_SOCKET; c++) {
|
|
|
if (c == cs) {
|
|
|
if (!(cmd & CMD_NET_INSTANT)) SendDirectBytes(c, &ap, ap.packet_length);
|
|
|
} else {
|
|
|
if (!cs->inactive) SendBytes(c, &qp->cp, qp->cp.packet_length);
|
|
|
// Inform other clients of this... strange leaving ;)
|
|
|
FOR_ALL_CLIENTS(new_cs) {
|
|
|
if (new_cs->status > STATUS_AUTH && cs != new_cs) {
|
|
|
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// convert from little endian to big endian?
|
|
|
#if defined(TTD_BIG_ENDIAN)
|
|
|
qp->cp.cmd = FROM_LE16(qp->cp.cmd);
|
|
|
qp->cp.tile = FROM_LE16(qp->cp.tile);
|
|
|
qp->cp.p1 = FROM_LE32(qp->cp.p1);
|
|
|
qp->cp.p2 = FROM_LE32(qp->cp.p2);
|
|
|
#endif
|
|
|
|
|
|
qp->cmd = qp->cp.cmd;
|
|
|
|
|
|
if (cmd & CMD_NET_INSTANT) {
|
|
|
byte p = _current_player;
|
|
|
_current_player = qp->cp.player;
|
|
|
memcpy(_decode_parameters, qp->cp.dp, (qp->cp.packet_length - COMMAND_PACKET_BASE_SIZE));
|
|
|
DoCommandP(qp->cp.tile, qp->cp.p1, qp->cp.p2, qp->callback, qp->cmd | CMD_DONT_NETWORK);
|
|
|
free(qp);
|
|
|
_current_player = p;
|
|
|
}
|
|
|
}
|
|
|
closesocket(cs->socket);
|
|
|
cs->writable = false;
|
|
|
|
|
|
static void HandleEventPacket(EventPacket *ep)
|
|
|
{
|
|
|
switch (ep->event_type) {
|
|
|
case NET_EVENT_SUBSIDY:
|
|
|
RemoteSubsidyAdd((Subsidy *)&ep->data_start);
|
|
|
break;
|
|
|
// Free all pending and partially received packets
|
|
|
while (cs->packet_queue != NULL) {
|
|
|
Packet *p = cs->packet_queue->next;
|
|
|
free(cs->packet_queue);
|
|
|
cs->packet_queue = p;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// sent from server -> client periodically to tell the client about the current tick in the server
|
|
|
// and how far the client may progress.
|
|
|
static void HandleSyncPacket(SyncPacket *sp)
|
|
|
{
|
|
|
uint32 s1,s2;
|
|
|
|
|
|
_frame_counter_srv = _frame_counter_max - sp->server;
|
|
|
_frame_counter_max += sp->frames;
|
|
|
|
|
|
// reset network ready packet state
|
|
|
_network_ready_sent = false;
|
|
|
|
|
|
// queueing only?
|
|
|
if (_networking_queuing || _frame_counter == 0)
|
|
|
return;
|
|
|
|
|
|
s1 = FROM_LE32(sp->random_seed_1);
|
|
|
s2 = FROM_LE32(sp->random_seed_2);
|
|
|
|
|
|
DEBUG(net, 3) ("NET: %i] sync seeds: 1=%i 2=%i",_frame_counter, sp->random_seed_1, sp->random_seed_2);
|
|
|
free(cs->packet_recv);
|
|
|
cs->packet_recv = NULL;
|
|
|
|
|
|
if (_frame_counter_srv <= _frame_counter) {
|
|
|
// we are ahead of the server check if the seed is in our list.
|
|
|
if (_frame_counter_srv + 16 > _frame_counter) {
|
|
|
// the random seed exists in our array check it.
|
|
|
if (s1 != _my_seed_list[_frame_counter_srv & 0xF][0] || s2 != _my_seed_list[_frame_counter_srv & 0xF][1]) NetworkHandleDeSync();
|
|
|
}
|
|
|
} else {
|
|
|
// the server's frame has not been executed yet. store the server's seed in a list.
|
|
|
if (_num_future_seed < lengthof(_future_seed)) {
|
|
|
_future_seed[_num_future_seed].frame = _frame_counter_srv;
|
|
|
_future_seed[_num_future_seed].seed[0] = s1;
|
|
|
_future_seed[_num_future_seed].seed[1] = s2;
|
|
|
_num_future_seed++;
|
|
|
}
|
|
|
while (cs->command_queue != NULL) {
|
|
|
CommandPacket *p = cs->command_queue->next;
|
|
|
free(cs->command_queue);
|
|
|
cs->command_queue = p;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
static void HandleFSyncPacket(FrameSyncPacket *fsp)
|
|
|
{
|
|
|
DEBUG(net,3)("NET: %i] FSYNC: srv=%i %i",_frame_counter, fsp->frames,(_frame_counter_max - fsp->frames));
|
|
|
if (fsp->frames < 1) return;
|
|
|
_frame_fsync_last = _frame_counter_srv = _frame_counter_max - fsp->frames;
|
|
|
}
|
|
|
|
|
|
// sent from server -> client as an acknowledgement that the server received the command.
|
|
|
// the command will be executed at the current value of "max".
|
|
|
static void HandleAckPacket(AckPacket * ap)
|
|
|
{
|
|
|
QueuedCommand *q;
|
|
|
// move a packet from the ack queue to the end of this player's queue.
|
|
|
q = _ack_queue.head;
|
|
|
assert(q);
|
|
|
if (!(_ack_queue.head = q->next)) _ack_queue.last = &_ack_queue.head;
|
|
|
q->next = NULL;
|
|
|
|
|
|
q->frame = (_frame_counter_max - (FROM_LE16(ap->when)));
|
|
|
// Close the gap in the client-list
|
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
|
|
|
|
*_command_queue.last = q;
|
|
|
_command_queue.last = &q->next;
|
|
|
|
|
|
DEBUG(net, 2) ("NET %i] ack [frame=%i]",_frame_counter,q->frame);
|
|
|
}
|
|
|
|
|
|
static void HandleFilePacket(FilePacketHdr *fp)
|
|
|
{
|
|
|
int n = fp->packet_length - sizeof(FilePacketHdr);
|
|
|
char tempfile[512];
|
|
|
|
|
|
sprintf(tempfile, "%s/networkc.tmp", _path.personal_dir);
|
|
|
|
|
|
if (n == 0) {
|
|
|
assert(_networking_queuing);
|
|
|
assert(!_networking_sync);
|
|
|
// eof
|
|
|
if (_recv_file) { fclose(_recv_file); _recv_file = NULL; }
|
|
|
if (_network_server) {
|
|
|
// We just lost one client :(
|
|
|
if (cs->status > STATUS_INACTIVE)
|
|
|
_network_game_info.clients_on--;
|
|
|
_network_clients_connected--;
|
|
|
|
|
|
// attempt loading the game.
|
|
|
_game_mode = GM_NORMAL;
|
|
|
if (SaveOrLoad(tempfile, SL_LOAD) != SL_OK) {
|
|
|
NetworkCoreDisconnect();
|
|
|
NetworkHandleSaveGameError();
|
|
|
return;
|
|
|
}
|
|
|
// sync to server.
|
|
|
_networking_queuing = false;
|
|
|
NetworkStartSync(false);
|
|
|
|
|
|
if (_network_playas == 0) {
|
|
|
// send a command to make a new player
|
|
|
_local_player = 0;
|
|
|
NetworkSendCommand(0, 0, 0, CMD_PLAYER_CTRL, NULL);
|
|
|
_local_player = OWNER_SPECTATOR;
|
|
|
} else {
|
|
|
// take control over an existing company
|
|
|
if (DEREF_PLAYER(_network_playas-1)->is_active)
|
|
|
_local_player = _network_playas-1;
|
|
|
else
|
|
|
_local_player = OWNER_SPECTATOR;
|
|
|
while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
|
|
|
*cs = *(cs + 1);
|
|
|
*ci = *(ci + 1);
|
|
|
cs++;
|
|
|
ci++;
|
|
|
}
|
|
|
|
|
|
} else {
|
|
|
if(!_recv_file) {
|
|
|
_recv_file = fopen(tempfile, "wb");
|
|
|
if (!_recv_file) error("can't open savefile");
|
|
|
}
|
|
|
fwrite( (char*)fp + sizeof(*fp), n, 1, _recv_file);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
static void HandleWelcomePacket(WelcomePacket *wp)
|
|
|
{
|
|
|
int i;
|
|
|
for (i=0; i<MAX_PLAYERS; i++) {
|
|
|
|
|
|
_player_seeds[i][0] = FROM_LE32(wp->player_seeds[i][0]);
|
|
|
_player_seeds[i][1] = FROM_LE32(wp->player_seeds[i][1]);
|
|
|
}
|
|
|
if (wp->frames_srv != 0) {
|
|
|
_frame_counter_max = FROM_LE32(wp->frames_max);
|
|
|
_frame_counter_srv = FROM_LE32(wp->frames_srv);
|
|
|
}
|
|
|
if (wp->frames_cnt != 0) {
|
|
|
_frame_counter = FROM_LE32(wp->frames_cnt);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
static void HandleReadyPacket(ReadyPacket *rp, ClientState *cs)
|
|
|
{
|
|
|
cs->ready=true;
|
|
|
cs->timeout=_network_client_timeout;
|
|
|
DEBUG(net,1) ("NET: %i] ready packet recv", _frame_counter);
|
|
|
}
|
|
|
|
|
|
|
|
|
static void CloseClient(ClientState *cs)
|
|
|
{
|
|
|
Packet *p, *next;
|
|
|
|
|
|
DEBUG(net, 1) ("[NET][TCP] closed client connection");
|
|
|
|
|
|
assert(cs->socket != INVALID_SOCKET);
|
|
|
|
|
|
closesocket(cs->socket);
|
|
|
|
|
|
// free buffers
|
|
|
for(p = cs->head; p; p=next) {
|
|
|
next = p->next;
|
|
|
free(p);
|
|
|
InvalidateWindow(WC_CLIENT_LIST, 0);
|
|
|
}
|
|
|
|
|
|
// copy up structs...
|
|
|
while ((cs+1)->socket != INVALID_SOCKET) {
|
|
|
*cs = *(cs+1);
|
|
|
cs++;
|
|
|
}
|
|
|
// Reset the status of the last socket
|
|
|
cs->socket = INVALID_SOCKET;
|
|
|
|
|
|
if (_networking_server) _network_game.players_on--;
|
|
|
|
|
|
_num_clients--;
|
|
|
cs->status = STATUS_INACTIVE;
|
|
|
cs->index = NETWORK_EMPTY_INDEX;
|
|
|
ci->client_index = NETWORK_EMPTY_INDEX;
|
|
|
}
|
|
|
|
|
|
#define NETWORK_BUFFER_SIZE 4096
|
|
|
static bool ReadPackets(ClientState *cs)
|
|
|
{
|
|
|
byte network_buffer[NETWORK_BUFFER_SIZE];
|
|
|
uint pos,size;
|
|
|
unsigned long recv_bytes;
|
|
|
|
|
|
size = cs->buflen;
|
|
|
|
|
|
for(;;) {
|
|
|
if (size != 0) memcpy(network_buffer, cs->buf, size);
|
|
|
extern void ShowJoinStatusWindow();
|
|
|
|
|
|
recv_bytes = recv(cs->socket, (char*)network_buffer + size, sizeof(network_buffer) - size, 0);
|
|
|
if ( recv_bytes == (unsigned long)-1) {
|
|
|
int err = GET_LAST_ERROR();
|
|
|
if (err == EWOULDBLOCK) break;
|
|
|
DEBUG(net, 0) ("[NET] recv() failed with error %d", err);
|
|
|
CloseClient(cs);
|
|
|
return false;
|
|
|
}
|
|
|
// no more bytes for now?
|
|
|
if (recv_bytes == 0)
|
|
|
break;
|
|
|
// A client wants to connect to a server
|
|
|
bool NetworkConnect(const char *hostname, int port)
|
|
|
{
|
|
|
SOCKET s;
|
|
|
struct sockaddr_in sin;
|
|
|
|
|
|
DEBUG(net, 1) ("[NET] Connecting to %s %d", hostname, port);
|
|
|
|
|
|
size += recv_bytes; // number of bytes read.
|
|
|
pos = 0;
|
|
|
while (size >= 2) {
|
|
|
byte *packet = network_buffer + pos;
|
|
|
// whole packet not there yet?
|
|
|
if (size < packet[0]) break;
|
|
|
size -= packet[0];
|
|
|
pos += packet[0];
|
|
|
switch(packet[1]) {
|
|
|
case PACKET_TYPE_WELCOME:
|
|
|
HandleWelcomePacket((WelcomePacket *)packet);
|
|
|
break;
|
|
|
case PACKET_TYPE_COMMAND:
|
|
|
HandleCommandPacket(cs, (CommandPacket*)packet);
|
|
|
break;
|
|
|
case PACKET_TYPE_SYNC:
|
|
|
assert(_networking_sync || _networking_queuing);
|
|
|
assert(!_networking_server);
|
|
|
HandleSyncPacket((SyncPacket*)packet);
|
|
|
break;
|
|
|
case PACKET_TYPE_FSYNC:
|
|
|
HandleFSyncPacket((FrameSyncPacket *)packet);
|
|
|
break;
|
|
|
case PACKET_TYPE_ACK:
|
|
|
assert(!_networking_server);
|
|
|
HandleAckPacket((AckPacket*)packet);
|
|
|
break;
|
|
|
case PACKET_TYPE_XMIT:
|
|
|
HandleFilePacket((FilePacketHdr*)packet);
|
|
|
break;
|
|
|
case PACKET_TYPE_READY:
|
|
|
HandleReadyPacket((ReadyPacket*)packet, cs);
|
|
|
break;
|
|
|
case PACKET_TYPE_EVENT:
|
|
|
HandleEventPacket((EventPacket*)packet);
|
|
|
break;
|
|
|
default:
|
|
|
DEBUG (net,0) ("NET: %i] unknown packet type",_frame_counter);
|
|
|
}
|
|
|
}
|
|
|
s = socket(AF_INET, SOCK_STREAM, 0);
|
|
|
if (s == INVALID_SOCKET) {
|
|
|
ClientStartError("socket() failed");
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
assert(size < sizeof(cs->buf));
|
|
|
|
|
|
memcpy(cs->buf, network_buffer + pos, size);
|
|
|
{ // set nodelay /* XXX should this be done at all? */
|
|
|
#if !defined(BEOS_NET_SERVER) // not implemented on BeOS net_server...
|
|
|
int b = 1;
|
|
|
// The (const char*) cast is needed for windows!!
|
|
|
if (setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b)) != 0)
|
|
|
DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed");
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
cs->buflen = size;
|
|
|
sin.sin_family = AF_INET;
|
|
|
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
|
|
|
sin.sin_port = htons(port);
|
|
|
_network_last_host_ip = sin.sin_addr.s_addr;
|
|
|
|
|
|
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
|
|
|
// We failed to connect for which reason what so ever
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
{ // set nonblocking mode for socket..
|
|
|
unsigned long blocking = 1;
|
|
|
#if defined(__BEOS__) && defined(BEOS_NET_SERVER)
|
|
|
byte nonblocking = 1;
|
|
|
if (setsockopt(s, SOL_SOCKET, SO_NONBLOCK, &nonblocking, sizeof(blocking)) != 0)
|
|
|
#else
|
|
|
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);
|
|
|
|
|
|
ShowJoinStatusWindow();
|
|
|
|
|
|
memcpy(&network_tmp_patches, &_patches, sizeof(_patches));
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
|
|
|
static bool SendPackets(ClientState *cs)
|
|
|
{
|
|
|
Packet *p;
|
|
|
int n;
|
|
|
uint nskip = cs->eaten, nsent = nskip;
|
|
|
|
|
|
// try sending as much as possible.
|
|
|
for(p=cs->head; p ;p = p->next) {
|
|
|
if (p->siz) {
|
|
|
assert(nskip < p->siz);
|
|
|
|
|
|
n = send(cs->socket, p->buf + nskip, p->siz - nskip, 0);
|
|
|
if (n == -1) {
|
|
|
int err = GET_LAST_ERROR();
|
|
|
if (err == EWOULDBLOCK) break;
|
|
|
DEBUG(net, 0) ("[NET] send() failed with error %d", err);
|
|
|
CloseClient(cs);
|
|
|
return false;
|
|
|
}
|
|
|
nsent += n;
|
|
|
// send was not able to send it all? then we assume that the os buffer is full and break.
|
|
|
if (nskip + n != p->siz)
|
|
|
break;
|
|
|
nskip = 0;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// nsent bytes in the linked list are not invalid. free as many buffers as possible.
|
|
|
// don't actually free the last buffer.
|
|
|
while (nsent) {
|
|
|
p = cs->head;
|
|
|
assert(p->siz != 0);
|
|
|
|
|
|
// some bytes of the packet are still unsent.
|
|
|
if ( (int)(nsent - p->siz) < 0)
|
|
|
break;
|
|
|
nsent -= p->siz;
|
|
|
p->siz = 0;
|
|
|
if (p->next) {
|
|
|
cs->head = p->next;
|
|
|
free(p);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
cs->eaten = nsent;
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
// transmit the file..
|
|
|
static void SendXmit(ClientState *cs)
|
|
|
{
|
|
|
uint pos, n;
|
|
|
FilePacketHdr hdr;
|
|
|
int p;
|
|
|
|
|
|
// if too many unsent bytes left in buffer, don't send more.
|
|
|
if (cs->head && cs->head->next)
|
|
|
return;
|
|
|
|
|
|
pos = cs->xmitpos - 1;
|
|
|
|
|
|
p = 20;
|
|
|
do {
|
|
|
// compute size of data to xmit
|
|
|
n = minu(_transmit_file_size - pos, 248);
|
|
|
|
|
|
hdr.packet_length = n + sizeof(hdr);
|
|
|
hdr.packet_type = PACKET_TYPE_XMIT;
|
|
|
SendBytes(cs, &hdr, sizeof(hdr));
|
|
|
|
|
|
if (n == 0) {
|
|
|
pos = -1; // eof
|
|
|
break;
|
|
|
}
|
|
|
SendBytes(cs, _transmit_file + pos, n);
|
|
|
pos += n;
|
|
|
} while (--p);
|
|
|
|
|
|
cs->xmitpos = pos + 1;
|
|
|
|
|
|
if (cs->xmitpos == 0) {
|
|
|
NetworkSendWelcome(cs,false);
|
|
|
}
|
|
|
|
|
|
DEBUG(net, 2) ("[NET] client xmit at %d", pos + 1);
|
|
|
}
|
|
|
|
|
|
static ClientState *AllocClient(SOCKET s)
|
|
|
{
|
|
|
ClientState *cs;
|
|
|
|
|
|
if (_num_clients == MAX_CLIENTS)
|
|
|
return NULL;
|
|
|
|
|
|
if (_networking_server) _network_game.players_on++;
|
|
|
|
|
|
cs = &_clients[_num_clients++];
|
|
|
memset(cs, 0, sizeof(*cs));
|
|
|
cs->last = &cs->head;
|
|
|
cs->socket = s;
|
|
|
cs->timeout = _network_client_timeout;
|
|
|
return cs;
|
|
|
}
|
|
|
|
|
|
void NetworkSendReadyPacket()
|
|
|
{
|
|
|
if ((!_network_ready_sent) && (_frame_counter + _network_ready_ahead >= _frame_counter_max)) {
|
|
|
ReadyPacket rp;
|
|
|
|
|
|
DEBUG(net,1) ("NET: %i] ready packet sent", _frame_counter);
|
|
|
|
|
|
rp.packet_type = PACKET_TYPE_READY;
|
|
|
rp.packet_length = sizeof(rp);
|
|
|
SendBytes(_clients, &rp, sizeof(rp));
|
|
|
_network_ready_sent = true;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
void NetworkSendSyncPackets()
|
|
|
{
|
|
|
ClientState *cs;
|
|
|
uint32 new_max;
|
|
|
SyncPacket sp;
|
|
|
|
|
|
new_max = _frame_counter + (int)_network_sync_freq;
|
|
|
|
|
|
DEBUG(net,3) ("NET: %i] serv: sync max=%i, seed1=%i, seed2=%i",_frame_counter,new_max,_sync_seed_1,_sync_seed_2);
|
|
|
|
|
|
sp.packet_length = sizeof(sp);
|
|
|
sp.packet_type = PACKET_TYPE_SYNC;
|
|
|
sp.frames = new_max - _frame_counter_max;
|
|
|
sp.server = _frame_counter_max - _frame_counter;
|
|
|
sp.random_seed_1 = TO_LE32(_sync_seed_1);
|
|
|
sp.random_seed_2 = TO_LE32(_sync_seed_2);
|
|
|
_frame_counter_max = new_max;
|
|
|
|
|
|
// send it to all the clients and mark them unready
|
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
|
cs->ready=false;
|
|
|
SendBytes(cs, &sp, sp.packet_length);
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
void NetworkSendFrameSyncPackets()
|
|
|
{
|
|
|
ClientState *cs;
|
|
|
FrameSyncPacket fsp;
|
|
|
if ((_frame_counter + 4) < _frame_counter_max) if ((_frame_fsync_last + 4 < _frame_counter)) {
|
|
|
// this packet mantains some information about on which frame the server is
|
|
|
fsp.frames = _frame_counter_max - _frame_counter;
|
|
|
fsp.packet_type = PACKET_TYPE_FSYNC;
|
|
|
fsp.packet_length = sizeof (FrameSyncPacket);
|
|
|
// send it to all the clients and mark them unready
|
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
|
SendBytes(cs, &fsp, fsp.packet_length);
|
|
|
}
|
|
|
_frame_fsync_last = _frame_counter;
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
void NetworkSendWelcome(ClientState *cs, bool direct) {
|
|
|
WelcomePacket wp;
|
|
|
int i;
|
|
|
wp.packet_type = PACKET_TYPE_WELCOME;
|
|
|
wp.packet_length = sizeof(WelcomePacket);
|
|
|
for (i=0; i<MAX_PLAYERS; i++) {
|
|
|
wp.player_seeds[i][0]=TO_LE32(_player_seeds[i][0]);
|
|
|
wp.player_seeds[i][1]=TO_LE32(_player_seeds[i][1]);
|
|
|
}
|
|
|
if (direct) {
|
|
|
wp.frames_max=0;
|
|
|
wp.frames_srv=0;
|
|
|
wp.frames_cnt=TO_LE32(_frame_counter);
|
|
|
SendDirectBytes(cs,(void *)&wp,wp.packet_length);
|
|
|
} else {
|
|
|
wp.frames_max=TO_LE32(_frame_counter_max);
|
|
|
wp.frames_srv=TO_LE32(_frame_counter_srv);
|
|
|
wp.frames_cnt=0;
|
|
|
SendBytes(cs,(void *)&wp,wp.packet_length);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
static void NetworkAcceptClients()
|
|
|
// For the server, to accept new clients
|
|
|
static void NetworkAcceptClients(void)
|
|
|
{
|
|
|
struct sockaddr_in sin;
|
|
|
SOCKET s;
|
|
@@ -1040,200 +559,362 @@ static void NetworkAcceptClients()
|
|
|
LONG sin_len; // for some reason we need a 'LONG' under MorphOS
|
|
|
#endif
|
|
|
|
|
|
// Should never ever happen.. is it possible??
|
|
|
assert(_listensocket != INVALID_SOCKET);
|
|
|
|
|
|
for(;;) {
|
|
|
for (;;) {
|
|
|
sin_len = sizeof(sin);
|
|
|
s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
|
|
|
if (s == INVALID_SOCKET) return;
|
|
|
|
|
|
// set nonblocking mode for client socket
|
|
|
#if defined(__BEOS__) && defined(BEOS_NET_SERVER)
|
|
|
{ unsigned long blocking = 1; byte nonblocking = 1; setsockopt(s, SOL_SOCKET, SO_NONBLOCK, &nonblocking, sizeof(blocking)); }
|
|
|
#else
|
|
|
{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
|
|
|
#endif
|
|
|
|
|
|
DEBUG(net, 1) ("NET: %i] got client from %s", _frame_counter, inet_ntoa(sin.sin_addr));
|
|
|
DEBUG(net, 1) ("[NET] Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
|
|
|
|
|
|
// 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);
|
|
|
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;
|
|
|
p->buffer[1] = p->size >> 8;
|
|
|
|
|
|
send(s, p->buffer, p->size, 0);
|
|
|
closesocket(s);
|
|
|
|
|
|
free(p);
|
|
|
|
|
|
continue;
|
|
|
}
|
|
|
|
|
|
if (_networking_sync) {
|
|
|
// a new client has connected. it needs a snapshot.
|
|
|
cs->inactive = true;
|
|
|
// a new client has connected. We set him at inactive for now
|
|
|
// maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
|
|
|
// the client stays inactive
|
|
|
cs->status = STATUS_INACTIVE;
|
|
|
|
|
|
{
|
|
|
// Save the IP of the client
|
|
|
NetworkClientInfo *ci;
|
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
|
ci->client_ip = sin.sin_addr.s_addr;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// when a new client has joined. it needs different information depending on if it's at the game menu or in an active game.
|
|
|
// Game menu:
|
|
|
// - list of players already in the game (name, company name, face, color)
|
|
|
// - list of game settings and patch settings
|
|
|
// Active game:
|
|
|
// - the state of the world (includes player name, company name, player face, player color)
|
|
|
// - list of the patch settings
|
|
|
|
|
|
// Networking can be in several "states".
|
|
|
// * not sync - games don't need to be in sync, and frame counter is not synced. for example intro screen. all commands are executed immediately.
|
|
|
// * sync - games are in sync
|
|
|
}
|
|
|
|
|
|
static void SendQueuedCommandsToNewClient(ClientState *cs)
|
|
|
{
|
|
|
// send the commands in the server queue to the new client.
|
|
|
QueuedCommand *qp;
|
|
|
SyncPacket sp;
|
|
|
uint32 frame;
|
|
|
|
|
|
DEBUG(net, 2) ("NET: %i] sending queued commands to client",_frame_counter);
|
|
|
|
|
|
sp.packet_length = sizeof(sp);
|
|
|
sp.packet_type = PACKET_TYPE_SYNC;
|
|
|
sp.random_seed_1 = sp.random_seed_2 = 0;
|
|
|
sp.server = 0;
|
|
|
|
|
|
frame = _frame_counter;
|
|
|
|
|
|
for(qp=_command_queue.head; qp; qp = qp->next) {
|
|
|
DEBUG(net, 4) ("NET: %i] sending cmd to be executed at %d (old %d)", _frame_counter, qp->frame, frame);
|
|
|
if (qp->frame > frame) {
|
|
|
assert(qp->frame <= _frame_counter_max);
|
|
|
sp.frames = qp->frame - frame;
|
|
|
frame = qp->frame;
|
|
|
SendBytes(cs, &sp, sizeof(sp));
|
|
|
}
|
|
|
SendBytes(cs, &qp->cp, qp->cp.packet_length);
|
|
|
}
|
|
|
|
|
|
if (frame < _frame_counter_max) {
|
|
|
DEBUG(net, 4) ("NET: %i] sending queued sync %d (%d)",_frame_counter, _frame_counter_max, frame);
|
|
|
sp.frames = _frame_counter_max - frame;
|
|
|
SendBytes(cs, &sp, sizeof(sp));
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
bool NetworkCheckClientReady()
|
|
|
{
|
|
|
bool ready_all = true;
|
|
|
uint16 count = 0;
|
|
|
ClientState *cs;
|
|
|
|
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
|
count++;
|
|
|
ready_all = ready_all && (cs->ready || cs->inactive || (cs->xmitpos>0));
|
|
|
if (!cs->ready) cs->timeout-=1;
|
|
|
if (cs->timeout == 0) {
|
|
|
SetDParam(0,count);
|
|
|
ShowErrorMessage(-1,STR_NETWORK_ERR_TIMEOUT,0,0);
|
|
|
CloseClient(cs);
|
|
|
}
|
|
|
}
|
|
|
return ready_all;
|
|
|
}
|
|
|
|
|
|
// ************************** //
|
|
|
// * TCP Networking * //
|
|
|
// ************************** //
|
|
|
|
|
|
unsigned long NetworkResolveHost(const char *hostname)
|
|
|
// Set up the listen socket for the server
|
|
|
bool NetworkListen(void)
|
|
|
{
|
|
|
struct hostent* remotehost;
|
|
|
|
|
|
if ((hostname[0]<0x30) || (hostname[0]>0x39)) {
|
|
|
// seems to be an hostname [first character is no number]
|
|
|
remotehost = gethostbyname(hostname);
|
|
|
if (remotehost == NULL) {
|
|
|
DEBUG(net, 1) ("[NET][IP] cannot resolve %s", hostname);
|
|
|
return 0;
|
|
|
} else {
|
|
|
DEBUG(net, 1) ("[NET][IP] resolved %s to %s",hostname, inet_ntoa(*(struct in_addr *) remotehost->h_addr_list[0]));
|
|
|
return inet_addr(inet_ntoa(*(struct in_addr *) remotehost->h_addr_list[0]));
|
|
|
}
|
|
|
} else {
|
|
|
// seems to be an ip [first character is a number]
|
|
|
return inet_addr(hostname);
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
bool NetworkConnect(const char *hostname, int port)
|
|
|
{
|
|
|
SOCKET s;
|
|
|
struct sockaddr_in sin;
|
|
|
int b;
|
|
|
|
|
|
DEBUG(net, 1) ("[NET][TCP] Connecting to %s %d", hostname, port);
|
|
|
|
|
|
s = socket(AF_INET, SOCK_STREAM, 0);
|
|
|
if (s == INVALID_SOCKET) error("socket() failed");
|
|
|
|
|
|
b = 1;
|
|
|
setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));
|
|
|
|
|
|
sin.sin_family = AF_INET;
|
|
|
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
|
|
|
sin.sin_port = htons(port);
|
|
|
|
|
|
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
|
|
|
NetworkClose(true);
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
// set nonblocking mode for socket..
|
|
|
{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
|
|
|
|
|
|
// in client mode, only the first client field is used. it's pointing to the server.
|
|
|
AllocClient(s);
|
|
|
|
|
|
// queue packets.. because we're waiting for the savegame.
|
|
|
_networking_queuing = true;
|
|
|
_frame_counter_max = 0;
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
void NetworkListen()
|
|
|
{
|
|
|
|
|
|
SOCKET ls;
|
|
|
struct sockaddr_in sin;
|
|
|
int port;
|
|
|
|
|
|
port = _network_server_port;
|
|
|
|
|
|
DEBUG(net, 1) ("[NET][TCP] listening on port %d", port);
|
|
|
DEBUG(net, 1) ("[NET] Listening on port %d", port);
|
|
|
|
|
|
ls = socket(AF_INET, SOCK_STREAM, 0);
|
|
|
if (ls == INVALID_SOCKET)
|
|
|
error("socket() on listen socket failed");
|
|
|
|
|
|
// reuse the socket
|
|
|
{
|
|
|
int reuse = 1; if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1)
|
|
|
error("setsockopt() on listen socket failed");
|
|
|
if (ls == INVALID_SOCKET) {
|
|
|
ServerStartError("socket() on listen socket failed");
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
// set nonblocking mode for socket
|
|
|
{ unsigned long blocking = 1; ioctlsocket(ls, FIONBIO, &blocking); }
|
|
|
{ // reuse the socket
|
|
|
int reuse = 1;
|
|
|
// The (const char*) cast is needed for windows!!
|
|
|
if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
|
|
|
ServerStartError("setsockopt() on listen socket failed");
|
|
|
return false;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
{ // set nonblocking mode for socket
|
|
|
unsigned long blocking = 1;
|
|
|
#if defined(__BEOS__) && defined(BEOS_NET_SERVER)
|
|
|
byte nonblocking = 1;
|
|
|
if (setsockopt(ls, SOL_SOCKET, SO_NONBLOCK, &nonblocking, sizeof(blocking)) != 0)
|
|
|
#else
|
|
|
if (ioctlsocket(ls, FIONBIO, &blocking) != 0)
|
|
|
#endif
|
|
|
DEBUG(net, 0)("[NET] Setting non-blocking failed"); /* XXX should this be an error? */
|
|
|
}
|
|
|
|
|
|
sin.sin_family = AF_INET;
|
|
|
sin.sin_addr.s_addr = 0;
|
|
|
sin.sin_port = htons(port);
|
|
|
|
|
|
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0)
|
|
|
error("bind() failed");
|
|
|
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
|
|
|
ServerStartError("bind() failed");
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
if (listen(ls, 1) != 0)
|
|
|
error("listen() failed");
|
|
|
if (listen(ls, 1) != 0) {
|
|
|
ServerStartError("listen() failed");
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
_listensocket = ls;
|
|
|
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
// Close all current connections
|
|
|
void NetworkClose(void)
|
|
|
{
|
|
|
ClientState *cs;
|
|
|
|
|
|
FOR_ALL_CLIENTS(cs) {
|
|
|
if (!_network_server) {
|
|
|
SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
|
|
|
NetworkSend_Packets(cs);
|
|
|
}
|
|
|
CloseClient(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)
|
|
|
{
|
|
|
ClientState *cs;
|
|
|
|
|
|
_local_command_queue = NULL;
|
|
|
|
|
|
// Clean all client-sockets
|
|
|
for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
|
|
|
cs->socket = INVALID_SOCKET;
|
|
|
cs->status = STATUS_INACTIVE;
|
|
|
cs->command_queue = NULL;
|
|
|
}
|
|
|
|
|
|
// Clean the client_info memory
|
|
|
memset(_network_client_info, 0, sizeof(_network_client_info));
|
|
|
memset(_network_player_info, 0, sizeof(_network_player_info));
|
|
|
|
|
|
_sync_frame = 0;
|
|
|
_network_first_time = true;
|
|
|
|
|
|
_network_reconnect = 0;
|
|
|
|
|
|
InitPlayerRandoms();
|
|
|
|
|
|
NetworkUDPInitialize();
|
|
|
}
|
|
|
|
|
|
// 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
|
|
|
void NetworkQueryServer(const byte* host, unsigned short port, bool game_info)
|
|
|
{
|
|
|
if (!_network_available) return;
|
|
|
|
|
|
NetworkDisconnect();
|
|
|
|
|
|
if (game_info) {
|
|
|
NetworkUDPQueryServer(host, port);
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
NetworkInitialize();
|
|
|
|
|
|
_network_server = false;
|
|
|
|
|
|
// Try to connect
|
|
|
_networking = NetworkConnect(host, port);
|
|
|
|
|
|
// ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
|
|
|
// _network_last_port = port;
|
|
|
|
|
|
// We are connected
|
|
|
if (_networking) {
|
|
|
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
// No networking, close everything down again
|
|
|
NetworkDisconnect();
|
|
|
}
|
|
|
|
|
|
// Used by clients, to connect to a server
|
|
|
bool NetworkClientConnectGame(const byte* host, unsigned short port)
|
|
|
{
|
|
|
if (!_network_available) return false;
|
|
|
|
|
|
if (port == 0) return false;
|
|
|
|
|
|
ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
|
|
|
_network_last_port = port;
|
|
|
|
|
|
NetworkDisconnect();
|
|
|
NetworkUDPClose();
|
|
|
NetworkInitialize();
|
|
|
|
|
|
// Try to connect
|
|
|
_networking = NetworkConnect(host, port);
|
|
|
|
|
|
// We are connected
|
|
|
if (_networking) {
|
|
|
IConsoleCmdExec("exec scripts/on_client.scr 0");
|
|
|
NetworkClient_Connected();
|
|
|
} else {
|
|
|
// Connecting failed
|
|
|
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
|
|
|
}
|
|
|
|
|
|
return _networking;
|
|
|
}
|
|
|
|
|
|
void NetworkReceive()
|
|
|
void NetworkInitGameInfo(void)
|
|
|
{
|
|
|
#if defined(WITH_REV)
|
|
|
extern char _openttd_revision[];
|
|
|
#else
|
|
|
const char _openttd_revision[] = "norev000";
|
|
|
#endif
|
|
|
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");
|
|
|
|
|
|
// The server is a client too ;)
|
|
|
if (_network_dedicated) {
|
|
|
_network_game_info.clients_on = 0;
|
|
|
_network_game_info.dedicated = true;
|
|
|
} else {
|
|
|
_network_game_info.clients_on = 1;
|
|
|
_network_game_info.dedicated = false;
|
|
|
}
|
|
|
strncpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
|
|
|
_network_game_info.spectators_on = 0;
|
|
|
_network_game_info.game_date = _date;
|
|
|
_network_game_info.start_date = ConvertIntDate(_patches.starting_date);
|
|
|
_network_game_info.map_width = TILES_X;
|
|
|
_network_game_info.map_height = TILES_Y;
|
|
|
_network_game_info.map_set = _opt.landscape;
|
|
|
|
|
|
if (_network_game_info.server_password[0] == '\0') {
|
|
|
_network_game_info.use_password = 0;
|
|
|
} else {
|
|
|
_network_game_info.use_password = 1;
|
|
|
}
|
|
|
|
|
|
// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
|
|
|
// The index is NETWORK_SERVER_INDEX ( = 1)
|
|
|
ci = &_network_client_info[MAX_CLIENT_INFO - 1];
|
|
|
memset(ci, 0, sizeof(*ci));
|
|
|
|
|
|
ci->client_index = NETWORK_SERVER_INDEX;
|
|
|
if (_network_dedicated)
|
|
|
ci->client_playas = OWNER_SPECTATOR;
|
|
|
else
|
|
|
ci->client_playas = _local_player + 1;
|
|
|
strncpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
|
|
|
}
|
|
|
|
|
|
bool NetworkServerStart(void)
|
|
|
{
|
|
|
if (!_network_available) return false;
|
|
|
|
|
|
NetworkInitialize();
|
|
|
if (!NetworkListen())
|
|
|
return false;
|
|
|
|
|
|
// Try to start UDP-server
|
|
|
_network_udp_server = true;
|
|
|
_network_udp_server = NetworkUDPListen(0, _network_server_port);
|
|
|
|
|
|
_network_server = true;
|
|
|
_networking = true;
|
|
|
_frame_counter = 0;
|
|
|
_frame_counter_server = 0;
|
|
|
_frame_counter_max = 0;
|
|
|
_network_own_client_index = NETWORK_SERVER_INDEX;
|
|
|
|
|
|
_network_clients_connected = 0;
|
|
|
|
|
|
NetworkInitGameInfo();
|
|
|
|
|
|
// execute server initialization script
|
|
|
IConsoleCmdExec("exec scripts/on_server.scr 0");
|
|
|
// if the server is dedicated ... add some other script
|
|
|
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
// The server is rebooting...
|
|
|
// The only difference with NetworkDisconnect, is the packets that is sent
|
|
|
void NetworkReboot(void)
|
|
|
{
|
|
|
if (_network_server) {
|
|
|
ClientState *cs;
|
|
|
FOR_ALL_CLIENTS(cs) {
|
|
|
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
|
|
|
NetworkSend_Packets(cs);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
NetworkClose();
|
|
|
|
|
|
// Free all queued commands
|
|
|
while (_local_command_queue != NULL) {
|
|
|
CommandPacket *p = _local_command_queue;
|
|
|
_local_command_queue = _local_command_queue->next;
|
|
|
free(p);
|
|
|
}
|
|
|
|
|
|
_networking = false;
|
|
|
_network_server = false;
|
|
|
}
|
|
|
|
|
|
// We want to disconnect from the host/clients
|
|
|
void NetworkDisconnect(void)
|
|
|
{
|
|
|
if (_network_server) {
|
|
|
ClientState *cs;
|
|
|
FOR_ALL_CLIENTS(cs) {
|
|
|
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
|
|
|
NetworkSend_Packets(cs);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
NetworkClose();
|
|
|
|
|
|
// Free all queued commands
|
|
|
while (_local_command_queue != NULL) {
|
|
|
CommandPacket *p = _local_command_queue;
|
|
|
_local_command_queue = _local_command_queue->next;
|
|
|
free(p);
|
|
|
}
|
|
|
|
|
|
if (_networking && !_network_server) {
|
|
|
memcpy(&_patches, &network_tmp_patches, sizeof(_patches));
|
|
|
}
|
|
|
|
|
|
_networking = false;
|
|
|
_network_server = false;
|
|
|
}
|
|
|
|
|
|
// Receives something from the network
|
|
|
bool NetworkReceive(void)
|
|
|
{
|
|
|
ClientState *cs;
|
|
|
int n;
|
|
@@ -1243,13 +924,13 @@ void NetworkReceive()
|
|
|
FD_ZERO(&read_fd);
|
|
|
FD_ZERO(&write_fd);
|
|
|
|
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
|
FOR_ALL_CLIENTS(cs) {
|
|
|
FD_SET(cs->socket, &read_fd);
|
|
|
FD_SET(cs->socket, &write_fd);
|
|
|
}
|
|
|
|
|
|
// take care of listener port
|
|
|
if (_networking_server) {
|
|
|
if (_network_server) {
|
|
|
FD_SET(_listensocket, &read_fd);
|
|
|
}
|
|
|
|
|
@@ -1259,428 +940,257 @@ void NetworkReceive()
|
|
|
#else
|
|
|
n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
|
|
|
#endif
|
|
|
if ((n == -1) && (!_networking_server)) NetworkHandleConnectionLost();
|
|
|
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
|
|
|
|
|
|
// accept clients..
|
|
|
if (_networking_server && FD_ISSET(_listensocket, &read_fd))
|
|
|
if (_network_server && FD_ISSET(_listensocket, &read_fd))
|
|
|
NetworkAcceptClients();
|
|
|
|
|
|
// read stuff from clients
|
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
|
FOR_ALL_CLIENTS(cs) {
|
|
|
cs->writable = !!FD_ISSET(cs->socket, &write_fd);
|
|
|
if (FD_ISSET(cs->socket, &read_fd)) {
|
|
|
if (!ReadPackets(cs))
|
|
|
cs--;
|
|
|
if (_network_server)
|
|
|
NetworkServer_ReadPackets(cs);
|
|
|
else {
|
|
|
byte res;
|
|
|
// The client already was quiting!
|
|
|
if (cs->quited) return false;
|
|
|
if ((res = NetworkClient_ReadPackets(cs)) != NETWORK_RECV_STATUS_OKAY) {
|
|
|
// The client made an error of which we can not recover
|
|
|
// close the client and drop back to main menu
|
|
|
|
|
|
NetworkClientError(res, cs);
|
|
|
return false;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
// if we're a server, and any client needs a snapshot, create a snapshot and send all commands from the server queue to the client.
|
|
|
if (_networking_server && _transmit_file == NULL) {
|
|
|
bool didsave = false;
|
|
|
// This sends all buffered commands (if possible)
|
|
|
static void NetworkSend(void)
|
|
|
{
|
|
|
ClientState *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
|
|
|
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
|
if (cs->inactive) {
|
|
|
cs->inactive = false;
|
|
|
// found a client waiting for a snapshot. make a snapshot.
|
|
|
if (!didsave) {
|
|
|
char filename[256];
|
|
|
sprintf(filename, "%snetwork.tmp", _path.autosave_dir);
|
|
|
didsave = true;
|
|
|
if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
|
|
|
_transmit_file = ReadFileToMem(filename, &_transmit_file_size, 500000);
|
|
|
if (_transmit_file == NULL) error("network savedump failed to load");
|
|
|
// Handle the local-command-queue
|
|
|
void NetworkHandleLocalQueue(void)
|
|
|
{
|
|
|
if (_local_command_queue != NULL) {
|
|
|
CommandPacket *cp;
|
|
|
CommandPacket *cp_prev;
|
|
|
|
|
|
cp = _local_command_queue;
|
|
|
cp_prev = NULL;
|
|
|
|
|
|
while (cp != NULL) {
|
|
|
if (_frame_counter > cp->frame) {
|
|
|
// We can execute this command
|
|
|
NetworkExecuteCommand(cp);
|
|
|
|
|
|
if (cp_prev != NULL) {
|
|
|
cp_prev->next = cp->next;
|
|
|
free(cp);
|
|
|
cp = cp_prev->next;
|
|
|
} else {
|
|
|
// This means we are at our first packet
|
|
|
_local_command_queue = cp->next;
|
|
|
free(cp);
|
|
|
cp = _local_command_queue;
|
|
|
}
|
|
|
// and start sending the file..
|
|
|
cs->xmitpos = 1;
|
|
|
|
|
|
// send queue of commands to client.
|
|
|
SendQueuedCommandsToNewClient(cs);
|
|
|
|
|
|
NetworkSendWelcome(cs, true);
|
|
|
} else {
|
|
|
// Command is in the future, skip to next
|
|
|
// (commands don't have to be in order in the queue!!)
|
|
|
cp_prev = cp;
|
|
|
cp = cp->next;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
void NetworkSend()
|
|
|
|
|
|
extern void StateGameLoop();
|
|
|
|
|
|
bool NetworkDoClientLoop(void)
|
|
|
{
|
|
|
ClientState *cs;
|
|
|
void *free_xmit;
|
|
|
_frame_counter++;
|
|
|
|
|
|
free_xmit = _transmit_file;
|
|
|
NetworkHandleLocalQueue();
|
|
|
|
|
|
StateGameLoop();
|
|
|
|
|
|
// send stuff to all clients
|
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
|
if (cs->xmitpos) {
|
|
|
if (cs->writable)
|
|
|
SendXmit(cs);
|
|
|
free_xmit = NULL;
|
|
|
}
|
|
|
if (cs->writable) {
|
|
|
if (!SendPackets(cs)) cs--;
|
|
|
// Check if we are in sync!
|
|
|
if (_sync_frame != 0) {
|
|
|
if (_sync_frame == _frame_counter) {
|
|
|
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
|
if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
|
|
|
#else
|
|
|
if (_sync_seed_1 != _random_seeds[0][0]) {
|
|
|
#endif
|
|
|
NetworkError(STR_NETWORK_ERR_DESYNC);
|
|
|
DEBUG(net, 0)("[NET] Sync error detected!");
|
|
|
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
// If this is the first time we have a sync-frame, we
|
|
|
// need to let the server know that we are ready and at the same
|
|
|
// frame as he is.. so we can start playing!
|
|
|
if (_network_first_time) {
|
|
|
_network_first_time = false;
|
|
|
SEND_COMMAND(PACKET_CLIENT_ACK)();
|
|
|
}
|
|
|
|
|
|
_sync_frame = 0;
|
|
|
} else if (_sync_frame < _frame_counter) {
|
|
|
DEBUG(net, 1)("[NET] Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
|
|
|
_sync_frame = 0;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
// no clients left that xmit the file, free it.
|
|
|
if (free_xmit) {
|
|
|
_transmit_file = NULL;
|
|
|
free(free_xmit);
|
|
|
}
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
|
|
|
void NetworkInitialize()
|
|
|
// We have to do some UDP checking
|
|
|
void NetworkUDPGameLoop(void)
|
|
|
{
|
|
|
ClientState *cs;
|
|
|
|
|
|
QueueClear(&_command_queue);
|
|
|
QueueClear(&_ack_queue);
|
|
|
_command_queue.last = &_command_queue.head;
|
|
|
_network_game_list = NULL;
|
|
|
|
|
|
// invalidate all clients
|
|
|
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++)
|
|
|
cs->socket = INVALID_SOCKET;
|
|
|
|
|
|
}
|
|
|
|
|
|
void NetworkClose(bool client)
|
|
|
{
|
|
|
|
|
|
ClientState *cs;
|
|
|
// invalidate all clients
|
|
|
|
|
|
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++) if (cs->socket != INVALID_SOCKET) {
|
|
|
CloseClient(cs);
|
|
|
}
|
|
|
|
|
|
if (!client) {
|
|
|
// if in servermode --> close listener
|
|
|
closesocket(_listensocket);
|
|
|
_listensocket= INVALID_SOCKET;
|
|
|
DEBUG(net, 1) ("[NET][TCP] closed listener on port %i", _network_server_port);
|
|
|
if (_network_udp_server)
|
|
|
NetworkUDPReceive();
|
|
|
else if (_udp_client_socket != INVALID_SOCKET) {
|
|
|
NetworkUDPReceive();
|
|
|
if (_network_udp_broadcast > 0)
|
|
|
_network_udp_broadcast--;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
void NetworkShutdown()
|
|
|
// The main loop called from ttd.c
|
|
|
// Here we also have to do StateGameLoop if needed!
|
|
|
void NetworkGameLoop(void)
|
|
|
{
|
|
|
_networking_server = false;
|
|
|
_networking = false;
|
|
|
_networking_sync = false;
|
|
|
_frame_counter = 0;
|
|
|
_frame_counter_max = 0;
|
|
|
_frame_counter_srv = 0;
|
|
|
}
|
|
|
if (!_networking) return;
|
|
|
|
|
|
// switch to synced mode.
|
|
|
void NetworkStartSync(bool fcreset)
|
|
|
{
|
|
|
DEBUG(net, 3) ("[NET][SYNC] switching to synced game mode");
|
|
|
_networking_sync = true;
|
|
|
_frame_counter = 0;
|
|
|
if (!NetworkReceive()) return;
|
|
|
|
|
|
if (fcreset) {
|
|
|
_frame_counter_max = 0;
|
|
|
_frame_counter_srv = 0;
|
|
|
_frame_fsync_last = 0;
|
|
|
}
|
|
|
_num_future_seed = 0;
|
|
|
_sync_seed_1 = _sync_seed_2 = 0;
|
|
|
memset(_my_seed_list, 0, sizeof(_my_seed_list));
|
|
|
}
|
|
|
if (_network_server) {
|
|
|
// We first increase the _frame_counter
|
|
|
_frame_counter++;
|
|
|
|
|
|
// ************************** //
|
|
|
// * UDP Network Extensions * //
|
|
|
// ************************** //
|
|
|
NetworkHandleLocalQueue();
|
|
|
|
|
|
void NetworkUDPListen(bool client)
|
|
|
{
|
|
|
SOCKET udp;
|
|
|
struct sockaddr_in sin;
|
|
|
int port;
|
|
|
|
|
|
if (client) { port = _network_client_port; } else { port = _network_server_port; };
|
|
|
// Then we make the frame
|
|
|
StateGameLoop();
|
|
|
|
|
|
DEBUG(net, 1) ("[NET][UDP] listening on port %i", port);
|
|
|
|
|
|
udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
|
|
|
|
|
// this disables network
|
|
|
_network_available = !(udp == INVALID_SOCKET);
|
|
|
_sync_seed_1 = _random_seeds[0][0];
|
|
|
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
|
_sync_seed_2 = _random_seeds[0][1];
|
|
|
#endif
|
|
|
|
|
|
// set nonblocking mode for socket
|
|
|
{ unsigned long blocking = 1; ioctlsocket(udp, FIONBIO, &blocking); }
|
|
|
|
|
|
sin.sin_family = AF_INET;
|
|
|
sin.sin_addr.s_addr = 0;
|
|
|
sin.sin_port = htons(port);
|
|
|
|
|
|
if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0)
|
|
|
DEBUG(net, 1) ("[NET][UDP] error: bind failed on port %i", port);
|
|
|
|
|
|
NetworkServer_Tick();
|
|
|
} else {
|
|
|
// Client
|
|
|
|
|
|
// enable broadcasting
|
|
|
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); }
|
|
|
// allow reusing
|
|
|
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val)); }
|
|
|
|
|
|
if (client) { _udp_client_socket = udp; } else { _udp_server_socket = udp; } ;
|
|
|
|
|
|
}
|
|
|
|
|
|
void NetworkUDPClose(bool client)
|
|
|
{
|
|
|
if (client) {
|
|
|
DEBUG(net, 1) ("[NET][UDP] closed listener on port %i", _network_client_port);
|
|
|
closesocket(_udp_client_socket);
|
|
|
_udp_client_socket = INVALID_SOCKET;
|
|
|
// Make sure we are at the frame were the server is (quick-frames)
|
|
|
if (_frame_counter_server > _frame_counter) {
|
|
|
while (_frame_counter_server > _frame_counter) {
|
|
|
if (!NetworkDoClientLoop()) break;
|
|
|
}
|
|
|
} else {
|
|
|
DEBUG(net, 1) ("[NET][UDP] closed listener on port %i", _network_server_port);
|
|
|
closesocket(_udp_server_socket);
|
|
|
_udp_server_socket = INVALID_SOCKET;
|
|
|
};
|
|
|
// Else, keep on going till _frame_counter_max
|
|
|
if (_frame_counter_max > _frame_counter) {
|
|
|
NetworkDoClientLoop();
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
void NetworkUDPReceive(bool client)
|
|
|
{
|
|
|
struct sockaddr_in client_addr;
|
|
|
#ifndef __MORPHOS__
|
|
|
int client_len;
|
|
|
#else
|
|
|
LONG client_len; // for some reason we need a 'LONG' under MorphOS
|
|
|
#endif
|
|
|
int nbytes;
|
|
|
struct UDPPacket packet;
|
|
|
int packet_len;
|
|
|
|
|
|
SOCKET udp;
|
|
|
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
|
|
|
|
|
|
packet_len = sizeof(packet);
|
|
|
client_len = sizeof(client_addr);
|
|
|
|
|
|
nbytes = recvfrom(udp, (char *) &packet, packet_len , 0, (struct sockaddr *) &client_addr, &client_len);
|
|
|
if (nbytes>0) {
|
|
|
if (packet.command_code==packet.command_check) switch (packet.command_code) {
|
|
|
|
|
|
case NET_UDPCMD_SERVERSEARCH:
|
|
|
if (!client) {
|
|
|
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
|
|
|
memcpy(&packet.data,&_network_game,sizeof(_network_game));
|
|
|
packet.data_len=sizeof(_network_game);
|
|
|
NetworkUDPSend(client,client_addr, packet);
|
|
|
}
|
|
|
break;
|
|
|
case NET_UDPCMD_GETSERVERINFO:
|
|
|
if (!client) {
|
|
|
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
|
|
|
memcpy(&packet.data,&_network_game,sizeof(_network_game));
|
|
|
packet.data_len=sizeof(_network_game);
|
|
|
NetworkUDPSend(client,client_addr, packet);
|
|
|
}
|
|
|
break;
|
|
|
case NET_UDPCMD_SERVERINFO:
|
|
|
if (client) {
|
|
|
NetworkGameList * item;
|
|
|
|
|
|
item = (NetworkGameList *) NetworkGameListAdd();
|
|
|
item -> ip = inet_addr(inet_ntoa(client_addr.sin_addr));
|
|
|
item -> port = ntohs(client_addr.sin_port);
|
|
|
|
|
|
memcpy(item,&packet.data,packet.data_len);
|
|
|
}
|
|
|
break;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
|
|
|
void NetworkUDPBroadCast(bool client, struct UDPPacket packet)
|
|
|
{
|
|
|
int i=0, res;
|
|
|
struct sockaddr_in out_addr;
|
|
|
uint32 bcaddr;
|
|
|
byte * bcptr;
|
|
|
|
|
|
SOCKET udp;
|
|
|
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
|
|
|
|
|
|
while (_network_ip_list[i]!=0) {
|
|
|
bcaddr=_network_ip_list[i];
|
|
|
out_addr.sin_family = AF_INET;
|
|
|
if (client) { out_addr.sin_port = htons(_network_server_port); } else { out_addr.sin_port = htons(_network_client_port); };
|
|
|
bcptr = (byte *) &bcaddr;
|
|
|
bcptr[3]=255;
|
|
|
out_addr.sin_addr.s_addr = bcaddr;
|
|
|
res=sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &out_addr,sizeof(out_addr));
|
|
|
if (res==-1) DEBUG(net, 1)("udp: broadcast error: %i",GET_LAST_ERROR());
|
|
|
i++;
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet)
|
|
|
{
|
|
|
SOCKET udp;
|
|
|
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
|
|
|
|
|
|
sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &recv,sizeof(recv));
|
|
|
NetworkSend();
|
|
|
}
|
|
|
|
|
|
|
|
|
bool NetworkUDPSearchGame(const byte ** _network_detected_serverip, unsigned short * _network_detected_serverport)
|
|
|
{
|
|
|
struct UDPPacket packet;
|
|
|
int timeout=3000;
|
|
|
|
|
|
NetworkGameListClear();
|
|
|
|
|
|
DEBUG(net, 0) ("[NET][UDP] searching server");
|
|
|
*_network_detected_serverip = "255.255.255.255";
|
|
|
*_network_detected_serverport = 0;
|
|
|
|
|
|
packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
|
|
|
packet.data_len=0;
|
|
|
NetworkUDPBroadCast(true, packet);
|
|
|
while (timeout>=0) {
|
|
|
CSleep(100);
|
|
|
timeout-=100;
|
|
|
NetworkUDPReceive(true);
|
|
|
|
|
|
if (_network_game_count>0) {
|
|
|
NetworkGameList * item;
|
|
|
item = (NetworkGameList *) NetworkGameListItem(0);
|
|
|
*_network_detected_serverip=inet_ntoa(*(struct in_addr *) &item->ip);
|
|
|
*_network_detected_serverport=item->port;
|
|
|
timeout=-1;
|
|
|
DEBUG(net, 0) ("[NET][UDP] server found on %s", *_network_detected_serverip);
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
return (*_network_detected_serverport>0);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
// *************************** //
|
|
|
// * New Network Core System * //
|
|
|
// *************************** //
|
|
|
|
|
|
void NetworkIPListInit()
|
|
|
// This tries to launch the network for a given OS
|
|
|
void NetworkStartUp(void)
|
|
|
{
|
|
|
struct hostent* he = NULL;
|
|
|
char hostname[250];
|
|
|
uint32 bcaddr;
|
|
|
int i=0;
|
|
|
|
|
|
gethostname(hostname,250);
|
|
|
DEBUG(net, 2) ("[NET][IP] init for host %s", hostname);
|
|
|
he=gethostbyname((char *) hostname);
|
|
|
|
|
|
if (he == NULL) {
|
|
|
he = gethostbyname("localhost");
|
|
|
}
|
|
|
|
|
|
if (he == NULL) {
|
|
|
bcaddr = inet_addr("127.0.0.1");
|
|
|
he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
|
|
|
}
|
|
|
DEBUG(net, 3) ("[NET][Core] Starting network...");
|
|
|
// Network is available
|
|
|
_network_available = true;
|
|
|
_network_dedicated = false;
|
|
|
|
|
|
if (he == NULL) {
|
|
|
DEBUG(net, 2) ("[NET][IP] cannot resolve %s", hostname);
|
|
|
} else {
|
|
|
while(he->h_addr_list[i]) {
|
|
|
bcaddr = inet_addr(inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
|
|
|
_network_ip_list[i]=bcaddr;
|
|
|
DEBUG(net, 2) ("[NET][IP] add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
|
|
|
i++;
|
|
|
}
|
|
|
|
|
|
}
|
|
|
_network_ip_list[i]=0;
|
|
|
memset(&_network_game_info, 0, sizeof(_network_game_info));
|
|
|
|
|
|
}
|
|
|
|
|
|
/* *************************************************** */
|
|
|
/* XXX - Hard number here, because the strings can currently handle no more
|
|
|
then 10 clients -- TrueLight */
|
|
|
_network_game_info.clients_max = 10;
|
|
|
|
|
|
void NetworkCoreInit()
|
|
|
{
|
|
|
DEBUG(net, 3) ("[NET][Core] init()");
|
|
|
_network_available = true;
|
|
|
_network_client_timeout = 300;
|
|
|
_network_ready_ahead = 1;
|
|
|
|
|
|
// [win32] winsock startup
|
|
|
|
|
|
// Let's load the network in windows
|
|
|
#if defined(WIN32)
|
|
|
{
|
|
|
WSADATA wsa;
|
|
|
DEBUG(net, 3) ("[NET][Core] using windows socket library");
|
|
|
DEBUG(net, 3) ("[NET][Core] Loading windows socket library");
|
|
|
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
|
|
|
DEBUG(net, 3) ("[NET][Core] error: WSAStartup failed");
|
|
|
_network_available=false;
|
|
|
}
|
|
|
DEBUG(net, 0) ("[NET][Core] Error: WSAStartup failed. Network not available.");
|
|
|
_network_available = false;
|
|
|
return;
|
|
|
}
|
|
|
}
|
|
|
#else
|
|
|
|
|
|
// [morphos/amigaos] bsd-socket startup
|
|
|
|
|
|
#if defined(__MORPHOS__) || defined(__AMIGA__)
|
|
|
{
|
|
|
DEBUG(misc,3) ("[NET][Core] using bsd socket library");
|
|
|
if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
|
|
|
DEBUG(net, 3) ("[NET][Core] Couldn't open bsdsocket.library version 4.");
|
|
|
_network_available=false;
|
|
|
#if defined(__MORPHOS__) || defined(__AMIGA__)
|
|
|
{
|
|
|
DEBUG(misc,3) ("[NET][Core] Loading bsd socket library");
|
|
|
if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
|
|
|
DEBUG(net, 0) ("[NET][Core] Error: couldn't open bsdsocket.library version 4. Network not available.");
|
|
|
_network_available = false;
|
|
|
return;
|
|
|
}
|
|
|
|
|
|
#if !defined(__MORPHOS__)
|
|
|
// for usleep() implementation (only required for legacy AmigaOS builds)
|
|
|
if ( (TimerPort = CreateMsgPort()) ) {
|
|
|
if ( (TimerRequest = (struct timerequest *) CreateIORequest(TimerPort, sizeof(struct timerequest))) ) {
|
|
|
if ( OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest *) TimerRequest, 0) == 0 ) {
|
|
|
if ( !(TimerBase = TimerRequest->tr_node.io_Device) ) {
|
|
|
// free ressources...
|
|
|
DEBUG(net, 3) ("[NET][Core] Couldn't initialize timer.");
|
|
|
_network_available=false;
|
|
|
#if defined(__AMIGA__)
|
|
|
// for usleep() implementation (only required for legacy AmigaOS builds)
|
|
|
if ( (TimerPort = CreateMsgPort()) ) {
|
|
|
if ( (TimerRequest = (struct timerequest *) CreateIORequest(TimerPort, sizeof(struct timerequest))) ) {
|
|
|
if ( OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest *) TimerRequest, 0) == 0 ) {
|
|
|
if ( !(TimerBase = TimerRequest->tr_node.io_Device) ) {
|
|
|
// free ressources...
|
|
|
DEBUG(net, 0) ("[NET][Core] Error: couldn't initialize timer. Network not available.");
|
|
|
_network_available = false;
|
|
|
return;
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
#endif // __AMIGA__
|
|
|
}
|
|
|
#endif
|
|
|
|
|
|
}
|
|
|
#else
|
|
|
|
|
|
// [linux/macos] unix-socket startup
|
|
|
|
|
|
DEBUG(net, 3) ("[NET][Core] using unix socket library");
|
|
|
#endif // __MORPHOS__ / __AMIGA__
|
|
|
#endif // WIN32
|
|
|
|
|
|
#endif
|
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
if (_network_available) {
|
|
|
DEBUG(net, 3) ("[NET][Core] OK: multiplayer available");
|
|
|
// initiate network ip list
|
|
|
NetworkIPListInit();
|
|
|
} else
|
|
|
DEBUG(net, 3) ("[NET][Core] FAILED: multiplayer not available");
|
|
|
NetworkInitialize();
|
|
|
DEBUG(net, 3) ("[NET][Core] Network online. Multiplayer available.");
|
|
|
NetworkFindIPs();
|
|
|
}
|
|
|
|
|
|
/* *************************************************** */
|
|
|
// This shuts the network down
|
|
|
void NetworkShutDown(void)
|
|
|
{
|
|
|
DEBUG(net, 3) ("[NET][Core] Shutting down the network.");
|
|
|
|
|
|
void NetworkCoreShutdown()
|
|
|
{
|
|
|
DEBUG(net, 3) ("[NET][Core] shutdown()");
|
|
|
_network_available = false;
|
|
|
|
|
|
#if defined(__MORPHOS__) || defined(__AMIGA__)
|
|
|
{
|
|
|
// free allocated ressources
|
|
|
#if !defined(__MORPHOS__)
|
|
|
if (TimerBase) { CloseDevice((struct IORequest *) TimerRequest); }
|
|
|
if (TimerRequest) { DeleteIORequest(TimerRequest); }
|
|
|
if (TimerPort) { DeleteMsgPort(TimerPort); }
|
|
|
if (TimerBase) { CloseDevice((struct IORequest *) TimerRequest); }
|
|
|
if (TimerRequest) { DeleteIORequest(TimerRequest); }
|
|
|
if (TimerPort) { DeleteMsgPort(TimerPort); }
|
|
|
#endif
|
|
|
|
|
|
if (SocketBase) {
|
|
@@ -1690,290 +1200,15 @@ void NetworkCoreShutdown()
|
|
|
#endif
|
|
|
|
|
|
#if defined(WIN32)
|
|
|
{ WSACleanup();}
|
|
|
{
|
|
|
WSACleanup();
|
|
|
}
|
|
|
#endif
|
|
|
}
|
|
|
|
|
|
/* *************************************************** */
|
|
|
|
|
|
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string)
|
|
|
{
|
|
|
byte c = 0;
|
|
|
while (connection_string[c] != '\0') {
|
|
|
if (connection_string[c] == '#') {
|
|
|
*player = &connection_string[c+1];
|
|
|
connection_string[c] = '\0';
|
|
|
}
|
|
|
if (connection_string[c] == ':') {
|
|
|
*port = &connection_string[c+1];
|
|
|
connection_string[c] = '\0';
|
|
|
}
|
|
|
c++;
|
|
|
}
|
|
|
}
|
|
|
|
|
|
bool NetworkCoreConnectGame(const byte* b, unsigned short port)
|
|
|
{
|
|
|
if (!_network_available) return false;
|
|
|
|
|
|
if (strcmp(b,"auto")==0) {
|
|
|
// do autodetect
|
|
|
NetworkUDPSearchGame(&b, &port);
|
|
|
}
|
|
|
|
|
|
if (port==0) {
|
|
|
// autodetection failed
|
|
|
if (_networking_override) NetworkLobbyShutdown();
|
|
|
ShowErrorMessage(-1, STR_NETWORK_ERR_NOSERVER, 0, 0);
|
|
|
_switch_mode_errorstr = STR_NETWORK_ERR_NOSERVER;
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
NetworkInitialize();
|
|
|
_networking = NetworkConnect(b, port);
|
|
|
if (_networking) {
|
|
|
NetworkLobbyShutdown();
|
|
|
IConsoleCmdExec("exec scripts/on_client.scr 0");
|
|
|
} else {
|
|
|
if (_networking_override)
|
|
|
NetworkLobbyShutdown();
|
|
|
|
|
|
ShowErrorMessage(-1, STR_NETWORK_ERR_NOCONNECTION,0,0);
|
|
|
_switch_mode_errorstr = STR_NETWORK_ERR_NOCONNECTION;
|
|
|
}
|
|
|
return _networking;
|
|
|
}
|
|
|
|
|
|
/* *************************************************** */
|
|
|
|
|
|
bool NetworkCoreConnectGameStruct(NetworkGameList * item)
|
|
|
{
|
|
|
return NetworkCoreConnectGame(inet_ntoa(*(struct in_addr *) &item->ip),item->port);
|
|
|
}
|
|
|
|
|
|
/* *************************************************** */
|
|
|
|
|
|
bool NetworkCoreStartGame()
|
|
|
{
|
|
|
if (!_network_available) return false;
|
|
|
NetworkLobbyShutdown();
|
|
|
NetworkInitialize();
|
|
|
NetworkListen();
|
|
|
NetworkUDPListen(false);
|
|
|
_networking_server = true;
|
|
|
_networking = true;
|
|
|
NetworkGameFillDefaults(); // clears the network game info
|
|
|
_network_game.players_on++; // the serverplayer is online
|
|
|
// execute server initialization script
|
|
|
IConsoleCmdExec("exec scripts/on_server.scr 0");
|
|
|
return true;
|
|
|
}
|
|
|
|
|
|
/* *************************************************** */
|
|
|
|
|
|
void NetworkCoreDisconnect()
|
|
|
{
|
|
|
/* terminate server */
|
|
|
if (_networking_server) {
|
|
|
NetworkUDPClose(false);
|
|
|
NetworkClose(false);
|
|
|
}
|
|
|
|
|
|
/* terminate client connection */
|
|
|
else if (_networking) {
|
|
|
NetworkClose(true);
|
|
|
}
|
|
|
|
|
|
NetworkShutdown();
|
|
|
}
|
|
|
|
|
|
/* *************************************************** */
|
|
|
|
|
|
void NetworkCoreLoop(bool incomming)
|
|
|
{
|
|
|
if (incomming) {
|
|
|
// incomming
|
|
|
if ( _udp_client_socket != INVALID_SOCKET ) NetworkUDPReceive(true);
|
|
|
if ( _udp_server_socket != INVALID_SOCKET ) NetworkUDPReceive(false);
|
|
|
|
|
|
if (_networking)
|
|
|
NetworkReceive();
|
|
|
|
|
|
} else {
|
|
|
if ( _udp_client_socket != INVALID_SOCKET ) NetworkUDPReceive(true);
|
|
|
if ( _udp_server_socket != INVALID_SOCKET ) NetworkUDPReceive(false);
|
|
|
|
|
|
if (_networking)
|
|
|
NetworkSend();
|
|
|
}
|
|
|
}
|
|
|
|
|
|
void NetworkLobbyInit()
|
|
|
{
|
|
|
DEBUG(net, 3) ("[NET][Lobby] init()");
|
|
|
NetworkUDPListen(true);
|
|
|
}
|
|
|
|
|
|
void NetworkLobbyShutdown()
|
|
|
{
|
|
|
DEBUG(net, 3) ("[NET][Lobby] shutdown()");
|
|
|
NetworkUDPClose(true);
|
|
|
}
|
|
|
|
|
|
|
|
|
// ******************************** //
|
|
|
// * Network Game List Extensions * //
|
|
|
// ******************************** //
|
|
|
|
|
|
void NetworkGameListClear()
|
|
|
{
|
|
|
NetworkGameList * item;
|
|
|
NetworkGameList * next;
|
|
|
|
|
|
DEBUG(net, 4) ("[NET][G-List] cleared server list");
|
|
|
|
|
|
item = _network_game_list;
|
|
|
#else
|
|
|
|
|
|
while (item != NULL) {
|
|
|
next = (NetworkGameList *) item -> _next;
|
|
|
free (item);
|
|
|
item = next;
|
|
|
}
|
|
|
_network_game_list=NULL;
|
|
|
_network_game_count=0;
|
|
|
}
|
|
|
|
|
|
NetworkGameList * NetworkGameListAdd()
|
|
|
{
|
|
|
NetworkGameList * item;
|
|
|
NetworkGameList * before;
|
|
|
|
|
|
DEBUG(net, 4) ("[NET][G-List] added server to list");
|
|
|
|
|
|
item = _network_game_list;
|
|
|
before = item;
|
|
|
while (item != NULL) {
|
|
|
before = item;
|
|
|
item = (NetworkGameList *) item -> _next;
|
|
|
}
|
|
|
|
|
|
item = malloc(sizeof(NetworkGameList));
|
|
|
item -> _next = NULL;
|
|
|
|
|
|
if (before == NULL) {
|
|
|
_network_game_list = item;
|
|
|
} else
|
|
|
before -> _next = item;
|
|
|
|
|
|
_network_game_count++;
|
|
|
return item;
|
|
|
}
|
|
|
|
|
|
void NetworkGameListFromLAN()
|
|
|
{
|
|
|
struct UDPPacket packet;
|
|
|
DEBUG(net, 2) ("[NET][G-List] searching server over lan");
|
|
|
NetworkGameListClear();
|
|
|
packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
|
|
|
packet.data_len=0;
|
|
|
NetworkUDPBroadCast(true,packet);
|
|
|
}
|
|
|
|
|
|
void NetworkGameListFromInternet()
|
|
|
{
|
|
|
DEBUG(net, 2) ("[NET][G-List] searching servers over internet");
|
|
|
NetworkGameListClear();
|
|
|
|
|
|
// **TODO** masterserver communication [internet protocol list]
|
|
|
}
|
|
|
|
|
|
NetworkGameList * NetworkGameListItem(uint16 index)
|
|
|
{
|
|
|
NetworkGameList * item;
|
|
|
NetworkGameList * next;
|
|
|
uint16 cnt = 0;
|
|
|
|
|
|
item = _network_game_list;
|
|
|
|
|
|
while ((item != NULL) && (cnt != index)) {
|
|
|
next = (NetworkGameList *) item -> _next;
|
|
|
item = next;
|
|
|
cnt++;
|
|
|
}
|
|
|
|
|
|
return item;
|
|
|
}
|
|
|
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string) {}
|
|
|
void NetworkUpdateClientInfo(uint16 client_index) {}
|
|
|
|
|
|
// *************************** //
|
|
|
// * Network Game Extensions * //
|
|
|
// *************************** //
|
|
|
|
|
|
void NetworkGameFillDefaults()
|
|
|
{
|
|
|
NetworkGameInfo * game = &_network_game;
|
|
|
#if defined(WITH_REV)
|
|
|
extern char _openttd_revision[];
|
|
|
#else
|
|
|
const char _openttd_revision[] = "norev000";
|
|
|
#endif
|
|
|
|
|
|
DEBUG(net, 4) ("[NET][G-Info] setting defaults");
|
|
|
|
|
|
ttd_strlcpy(game->server_name, "OpenTTD Game", sizeof(game->server_name));
|
|
|
game->game_password[0]='\0';
|
|
|
game->map_name[0]='\0';
|
|
|
ttd_strlcpy(game->server_revision, _openttd_revision, sizeof(game->server_revision));
|
|
|
game->game_date=0;
|
|
|
|
|
|
game->map_height=0;
|
|
|
game->map_width=0;
|
|
|
game->map_set=0;
|
|
|
|
|
|
game->players_max=8;
|
|
|
game->players_on=0;
|
|
|
|
|
|
game->server_lang=_dynlang.curr;
|
|
|
}
|
|
|
|
|
|
void NetworkGameChangeDate(uint16 newdate)
|
|
|
{
|
|
|
if (_networking_server)
|
|
|
_network_game.game_date = newdate;
|
|
|
}
|
|
|
|
|
|
#else // not ENABLE_NETWORK
|
|
|
|
|
|
// stubs
|
|
|
void NetworkInitialize() {}
|
|
|
void NetworkShutdown() {}
|
|
|
void NetworkListen() {}
|
|
|
void NetworkConnect(const char *hostname, int port) {}
|
|
|
void NetworkReceive() {}
|
|
|
void NetworkSend() {}
|
|
|
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) {}
|
|
|
void NetworkSendEvent(uint16 type, uint16 data_len, void * data) {};
|
|
|
void NetworkProcessCommands() {}
|
|
|
void NetworkStartSync(bool fcreset) {}
|
|
|
void NetworkSendReadyPacket() {}
|
|
|
void NetworkSendSyncPackets() {}
|
|
|
void NetworkSendFrameSyncPackets() {}
|
|
|
bool NetworkCheckClientReady() { return true; }
|
|
|
void NetworkCoreInit() { _network_available=false; };
|
|
|
void NetworkCoreShutdown() {};
|
|
|
void NetworkCoreDisconnect() {};
|
|
|
void NetworkCoreLoop(bool incomming) {};
|
|
|
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string) {};
|
|
|
bool NetworkCoreConnectGame(const byte* b, unsigned short port) {return false;};
|
|
|
bool NetworkCoreStartGame() {return false;};
|
|
|
void NetworkLobbyShutdown() {};
|
|
|
void NetworkLobbyInit() {};
|
|
|
void NetworkGameListClear() {};
|
|
|
NetworkGameList * NetworkGameListAdd() {return NULL;};
|
|
|
void NetworkGameListFromLAN() {};
|
|
|
void NetworkGameListFromInternet() {};
|
|
|
void NetworkGameFillDefaults() {};
|
|
|
NetworkGameList * NetworkGameListItem(uint16 index) {return NULL;};
|
|
|
bool NetworkCoreConnectGameStruct(NetworkGameList * item) {return false;};
|
|
|
void NetworkGameChangeDate(uint16 newdate) {};
|
|
|
|
|
|
#endif
|
|
|
#endif /* ENABLE_NETWORK */
|