diff --git a/network_udp.c b/network_udp.c new file mode 100644 --- /dev/null +++ b/network_udp.c @@ -0,0 +1,368 @@ +#include "stdafx.h" +#include "network_data.h" + +#ifdef ENABLE_NETWORK + +#include "network_gamelist.h" + +extern void UpdateNetworkGameWindow(bool unselect); + +// +// This file handles all the LAN-stuff +// Stuff like: +// - UDP search over the network +// + +typedef enum { + PACKET_UDP_FIND_SERVER, + PACKET_UDP_SERVER_RESPONSE, + PACKET_UDP_END +} PacketUDPType; + +static SOCKET _udp_server_socket; // udp server socket + +#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr) +void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv); + +DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER) +{ + Packet *packet; + // Just a fail-safe.. should never happen + if (!_network_udp_server) + return; + + packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE); + + // Update some game_info + _network_game_info.game_date = _date; + _network_game_info.map_set = _opt.landscape; + + NetworkSend_uint8 (packet, NETWORK_GAME_INFO_VERSION); + NetworkSend_string(packet, _network_game_info.server_name); + NetworkSend_string(packet, _network_game_info.server_revision); + NetworkSend_uint8 (packet, _network_game_info.server_lang); + NetworkSend_uint8 (packet, _network_game_info.use_password); + NetworkSend_uint8 (packet, _network_game_info.clients_max); + NetworkSend_uint8 (packet, _network_game_info.clients_on); + NetworkSend_uint8 (packet, _network_game_info.spectators_on); + NetworkSend_uint16(packet, _network_game_info.game_date); + NetworkSend_uint16(packet, _network_game_info.start_date); + NetworkSend_string(packet, _network_game_info.map_name); + NetworkSend_uint16(packet, _network_game_info.map_width); + NetworkSend_uint16(packet, _network_game_info.map_height); + NetworkSend_uint8 (packet, _network_game_info.map_set); + NetworkSend_uint8 (packet, _network_game_info.dedicated); + + // Let the client know that we are here + NetworkSendUDP_Packet(packet, client_addr); + + free(packet); + + DEBUG(net, 2)("[NET][UDP] Queried from %s", inet_ntoa(client_addr->sin_addr)); +} + +DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE) +{ + NetworkGameList *item; + byte game_info_version; + + // Just a fail-safe.. should never happen + if (_network_udp_server) + return; + + game_info_version = NetworkRecv_uint8(p); + + // Find next item + item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port)); + + if (game_info_version == 1) { + NetworkRecv_string(p, item->info.server_name, sizeof(item->info.server_name)); + NetworkRecv_string(p, item->info.server_revision, sizeof(item->info.server_revision)); + item->info.server_lang = NetworkRecv_uint8(p); + item->info.use_password = NetworkRecv_uint8(p); + item->info.clients_max = NetworkRecv_uint8(p); + item->info.clients_on = NetworkRecv_uint8(p); + item->info.spectators_on = NetworkRecv_uint8(p); + item->info.game_date = NetworkRecv_uint16(p); + item->info.start_date = NetworkRecv_uint16(p); + NetworkRecv_string(p, item->info.map_name, sizeof(item->info.map_name)); + item->info.map_width = NetworkRecv_uint16(p); + item->info.map_height = NetworkRecv_uint16(p); + item->info.map_set = NetworkRecv_uint8(p); + item->info.dedicated = NetworkRecv_uint8(p); + + if (item->info.hostname[0] == '\0') + snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr)); + } + + item->online = true; + + UpdateNetworkGameWindow(false); +} + + +// The layout for the receive-functions by UDP +typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr); + +static NetworkUDPPacket* const _network_udp_packet[] = { + RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER), + RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE), +}; + +// If this fails, check the array above with network_data.h +assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END); + + +void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr) +{ + byte type; + + type = NetworkRecv_uint8(p); + + if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL) { + _network_udp_packet[type](p, client_addr); + } else { + DEBUG(net, 0)("[NET][UDP] Received invalid packet type %d", type); + } +} + + +// Send a packet over UDP +void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv) +{ + SOCKET udp; + int res; + + // Find the correct socket + if (_network_udp_server) + udp = _udp_server_socket; + else + udp = _udp_client_socket; + + // Put the length in the buffer + p->buffer[0] = p->size & 0xFF; + p->buffer[1] = p->size >> 8; + + // Send the buffer + res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv)); + + // Check for any errors, but ignore it for the rest + if (res == -1) { + DEBUG(net, 1)("[NET][UDP] Send error: %i", GET_LAST_ERROR()); + } +} + +// Start UDP listener +bool NetworkUDPListen(uint32 host, uint16 port) +{ + struct sockaddr_in sin; + SOCKET udp; + + // Make sure sockets are closed + if (_network_udp_server) + closesocket(_udp_server_socket); + else + closesocket(_udp_client_socket); + + udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP); + if (udp == INVALID_SOCKET) { + DEBUG(net, 1)("[NET][UDP] Failed to start UDP support"); + return false; + } + + // set nonblocking mode for socket + { + unsigned long blocking = 1; + ioctlsocket(udp, FIONBIO, &blocking); + } + + sin.sin_family = AF_INET; + // Listen on all IPs + sin.sin_addr.s_addr = host; + 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); + return false; + } + + // enable broadcasting + // allow reusing + { + unsigned long val = 1; + setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); + val = 1; + setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val)); + } + + if (_network_udp_server) + _udp_server_socket = udp; + else + _udp_client_socket = udp; + + DEBUG(net, 1)("[NET][UDP] Listening on port %d", port); + + return true; +} + +// Close UDP connection +void NetworkUDPClose(void) +{ + DEBUG(net, 1) ("[NET][UDP] Closed listener"); + + if (_network_udp_server) { + closesocket(_udp_server_socket); + _udp_server_socket = INVALID_SOCKET; + _network_udp_server = false; + _network_udp_broadcast = 0; + } else { + closesocket(_udp_client_socket); + _udp_client_socket = INVALID_SOCKET; + _network_udp_broadcast = 0; + } +} + +// Receive something on UDP level +void NetworkUDPReceive(void) +{ + 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; + static Packet *p = NULL; + int packet_len; + SOCKET udp; + + if (_network_udp_server) + udp = _udp_server_socket; + else + udp = _udp_client_socket; + + // If p is NULL, malloc him.. this prevents unneeded mallocs + if (p == NULL) + p = malloc(sizeof(Packet)); + + packet_len = sizeof(p->buffer); + client_len = sizeof(client_addr); + + // Try to receive anything + nbytes = recvfrom(udp, p->buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len); + + // We got some bytes.. just asume we receive the whole packet + if (nbytes > 0) { + // Get the size of the buffer + p->size = (uint16)p->buffer[0]; + p->size += (uint16)p->buffer[1] << 8; + // Put the position on the right place + p->pos = 2; + p->next = NULL; + + // Handle the packet + NetworkHandleUDPPacket(p, &client_addr); + + // Free the packet + free(p); + p = NULL; + } +} + +// Broadcast to all ips +void NetworkUDPBroadCast(void) +{ + int i; + struct sockaddr_in out_addr; + byte *bcptr; + uint32 bcaddr; + Packet *p; + + // Init the packet + p = NetworkSend_Init(PACKET_UDP_FIND_SERVER); + + // Go through all the ips on this pc + i = 0; + while (_network_ip_list[i] != 0) { + bcaddr = _network_ip_list[i]; + bcptr = (byte *)&bcaddr; + // Make the address a broadcast address + bcptr[3] = 255; + + DEBUG(net, 6)("[NET][UDP] Broadcasting to %s", inet_ntoa(*(struct in_addr *)&bcaddr)); + + out_addr.sin_family = AF_INET; + out_addr.sin_port = htons(_network_server_port); + out_addr.sin_addr.s_addr = bcaddr; + + NetworkSendUDP_Packet(p, &out_addr); + + i++; + } + + free(p); +} + +// Find all servers +void NetworkUDPSearchGame(void) +{ + // We are still searching.. + if (_network_udp_broadcast > 0) + return; + + // No UDP-socket yet.. + if (_udp_client_socket == INVALID_SOCKET) + if (!NetworkUDPListen(0, 0)) + return; + + DEBUG(net, 0)("[NET][UDP] Searching server"); + + NetworkUDPBroadCast(); + _network_udp_broadcast = 300; // Stay searching for 300 ticks +} + +void NetworkUDPQueryServer(const byte* host, unsigned short port) +{ + struct sockaddr_in out_addr; + Packet *p; + NetworkGameList *item; + char hostname[NETWORK_HOSTNAME_LENGTH]; + + // No UDP-socket yet.. + if (_udp_client_socket == INVALID_SOCKET) + if (!NetworkUDPListen(0, 0)) + return; + + ttd_strlcpy(hostname, host, sizeof(hostname)); + + out_addr.sin_family = AF_INET; + out_addr.sin_port = htons(port); + out_addr.sin_addr.s_addr = NetworkResolveHost(host); + + // Clear item in gamelist + item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port)); + memset(&item->info, 0, sizeof(item->info)); + snprintf(item->info.server_name, sizeof(item->info.server_name), "%s", hostname); + snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", hostname); + item->online = false; + + // Init the packet + p = NetworkSend_Init(PACKET_UDP_FIND_SERVER); + + NetworkSendUDP_Packet(p, &out_addr); + + free(p); + + UpdateNetworkGameWindow(false); +} + +void NetworkUDPInitialize(void) +{ + _udp_client_socket = INVALID_SOCKET; + _udp_server_socket = INVALID_SOCKET; + + _network_udp_server = false; + _network_udp_broadcast = 0; +} + +#endif /* ENABLE_NETWORK */