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Location: cpp/openttd-patchpack/source/network.c
r150:0e3db0ea1838
41.5 KiB
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(svn r151) -Fix: [1021566] Buy/Sell 25% share button is broke
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1622 1623 1624 1625 1626 1627 1628 1629 1630 1631 1632 1633 1634 1635 1636 1637 1638 1639 1640 1641 1642 1643 1644 1645 1646 1647 1648 1649 1650 1651 1652 1653 1654 1655 1656 1657 1658 1659 1660 1661 1662 1663 1664 1665 1666 1667 1668 1669 1670 1671 1672 1673 1674 1675 1676 1677 1678 1679 1680 1681 | #include "stdafx.h"
#include "ttd.h"
#include "gui.h"
#include "command.h"
#include "player.h"
#include "console.h"
#if defined(WIN32)
# include <windows.h>
# include <winsock.h>
# pragma comment (lib, "ws2_32.lib")
# define ENABLE_NETWORK
# define GET_LAST_ERROR() WSAGetLastError()
# define EWOULDBLOCK WSAEWOULDBLOCK
#endif
#if defined(UNIX)
// Make compatible with WIN32 names
# define SOCKET int
# define INVALID_SOCKET -1
// we need different defines for MorphOS and AmigaOS
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
# define ioctlsocket ioctl
# define closesocket close
# define GET_LAST_ERROR() errno
#endif
// Need this for FIONREAD on solaris
# define BSD_COMP
# include <unistd.h>
# include <sys/ioctl.h>
// Socket stuff
# include <sys/socket.h>
# include <netinet/in.h>
# include <arpa/inet.h>
# include <errno.h>
# include <sys/time.h>
// NetDB
# include <netdb.h>
# ifndef TCP_NODELAY
# define TCP_NODELAY 0x0001
# endif
#endif
#if defined(__MORPHOS__) || defined(__AMIGA__)
# include <exec/types.h>
# include <proto/exec.h> // required for Open/CloseLibrary()
# if defined(__MORPHOS__)
# include <sys/filio.h> // FION#? defines
# else // __AMIGA__
# include <proto/socket.h>
# endif
// make source compatible with bsdsocket.library functions
# define closesocket(s) CloseSocket(s)
# define GET_LAST_ERROR() Errno()
# define ioctlsocket(s,request,status) IoctlSocket((LONG)s,(ULONG)request,(char*)status)
struct Library *SocketBase = NULL;
// usleep() implementation
#include <devices/timer.h>
#include <dos/dos.h>
struct Device *TimerBase = NULL;
struct MsgPort *TimerPort = NULL;
struct timerequest *TimerRequest = NULL;
#endif /* __MORPHOS__ || __AMIGA__ */
#define SEND_MTU 1460
#if defined(ENABLE_NETWORK)
// sent from client -> server whenever the client wants to exec a command.
// send from server -> client when another player execs a command.
typedef struct CommandPacket {
byte packet_length;
byte packet_type;
uint16 cmd;
uint32 p1,p2;
TileIndex tile;
byte player;// player id, this is checked by the server.
byte when; // offset from the current max_frame value minus 1. this is set by the server.
uint32 dp[8];
} CommandPacket;
assert_compile(sizeof(CommandPacket) == 16 + 32);
#define COMMAND_PACKET_BASE_SIZE (sizeof(CommandPacket) - 8 * sizeof(uint32))
// sent from server -> client periodically to tell the client about the current tick in the server
// and how far the client may progress.
typedef struct SyncPacket {
byte packet_length;
byte packet_type;
byte frames; // how many more frames may the client execute? this is relative to the old value of max.
byte server; // where is the server currently executing? this is negatively relative to the old value of max.
uint32 random_seed_1; // current random state at server. used to detect out of sync.
uint32 random_seed_2;
} SyncPacket;
assert_compile(sizeof(SyncPacket) == 12);
// sent from server -> client as an acknowledgement that the server received the command.
// the command will be executed at the current value of "max".
typedef struct AckPacket {
byte packet_length;
byte packet_type;
} AckPacket;
typedef struct FilePacketHdr {
byte packet_length;
byte packet_type;
byte unused[2];
} FilePacketHdr;
assert_compile(sizeof(FilePacketHdr) == 4);
// sent from server to client when the client has joined.
typedef struct WelcomePacket {
byte packet_length;
byte packet_type;
byte unused[2];
} WelcomePacket;
typedef struct Packet Packet;
struct Packet {
Packet *next; // this one has to be the first element.
uint siz;
byte buf[SEND_MTU]; // packet payload
};
typedef struct ClientState {
int socket;
bool inactive; // disable sending of commands/syncs to client
bool writable;
uint xmitpos;
uint eaten;
Packet *head, **last;
uint buflen; // receive buffer len
byte buf[256]; // receive buffer
} ClientState;
static uint _not_packet;
typedef struct QueuedCommand QueuedCommand;
struct QueuedCommand {
QueuedCommand *next;
CommandPacket cp;
CommandCallback *callback;
uint32 cmd;
int32 frame;
};
typedef struct CommandQueue CommandQueue;
struct CommandQueue {
QueuedCommand *head, **last;
};
#define MAX_CLIENTS (MAX_PLAYERS + 1)
// packets waiting to be executed, for each of the players.
// this list is sorted in frame order, so the item on the front will be executed first.
static CommandQueue _command_queue;
// in the client, this is the list of commands that have not yet been acked.
// when it is acked, it will be moved to the appropriate position at the end of the player queue.
static CommandQueue _ack_queue;
static ClientState _clients[MAX_CLIENTS];
static int _num_clients;
// keep a history of the 16 most recent seeds to be able to capture out of sync errors.
static uint32 _my_seed_list[16][2];
typedef struct FutureSeeds {
int32 frame;
uint32 seed[2];
} FutureSeeds;
// remember some future seeds that the server sent to us.
static FutureSeeds _future_seed[8];
static int _num_future_seed;
static SOCKET _listensocket; // tcp socket
static SOCKET _udp_client_socket; // udp server socket
static SOCKET _udp_server_socket; // udp client socket
typedef struct UDPPacket {
byte command_code;
byte data_len;
byte command_check;
byte data[255];
} UDPPacket;
enum {
NET_UDPCMD_SERVERSEARCH = 1,
NET_UDPCMD_SERVERACTIVE,
NET_UDPCMD_GETSERVERINFO,
NET_UDPCMD_SERVERINFO,
};
void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet);
uint32 _network_ip_list[10]; // network ip list
// this is set to point to the savegame
static byte *_transmit_file;
static size_t _transmit_file_size;
static FILE *_recv_file;
typedef struct NetworkGameInfo {
char server_name[40]; // name of the game
char server_revision[8]; // server game version
byte server_lang; // langid
byte players_max; // max players allowed on server
byte players_on; // current count of players on server
uint16 game_date; // current date
char game_password[10]; // should fit ... 14 chars
char map_name[40]; // map which is played ["random" for a randomized map]
uint map_width; // map width / 8
uint map_height; // map height / 8
byte map_set; // graphical set
} NetworkGameInfo;
typedef struct NetworkGameList {
NetworkGameInfo item;
uint32 ip;
uint16 port;
char * _next;
} NetworkGameList;
static NetworkGameInfo _network_game;
static NetworkGameList * _network_game_list = NULL;
/* multi os compatible sleep function */
void CSleep(int milliseconds) {
#if defined(WIN32)
Sleep(milliseconds);
#endif
#if defined(UNIX)
#if !defined(__BEOS__) && !defined(__MORPHOS__) && !defined(__AMIGAOS__)
usleep(milliseconds*1000);
#endif
#ifdef __BEOS__
snooze(milliseconds*1000);
#endif
#if defined(__MORPHOS__) || defined(__AMIGAOS__)
{
ULONG signals;
ULONG TimerSigBit = 1 << TimerPort->mp_SigBit;
// send IORequest
TimerRequest->tr_node.io_Command = TR_ADDREQUEST;
TimerRequest->tr_time.tv_secs = (milliseconds * 1000) / 1000000;
TimerRequest->tr_time.tv_micro = (milliseconds * 1000) % 1000000;
SendIO((struct IORequest *)TimerRequest);
if ( !((signals = Wait(TimerSigBit|SIGBREAKF_CTRL_C)) & TimerSigBit) ) {
AbortIO((struct IORequest *)TimerRequest);
}
WaitIO((struct IORequest *)TimerRequest);
}
#endif // __MORPHOS__ || __AMIGAOS__
#endif
}
//////////////////////////////////////////////////////////////////////
// ****************************** //
// * TCP Packets and Handlers * //
// ****************************** //
static QueuedCommand *AllocQueuedCommand(CommandQueue *nq)
{
QueuedCommand *qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
assert(qp);
*nq->last = qp;
nq->last = &qp->next;
return qp;
}
// 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()
{
CommandQueue *nq;
QueuedCommand *qp;
// 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) {
error("!qp->cp.frame < _frame_counter, %d < %d\n", qp->frame, _frame_counter);
}
// run the command
_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);
}
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)
error("!network sync error");
memcpy_overlapping(_future_seed, _future_seed + 1, --_num_future_seed * sizeof(FutureSeeds));
}
}
}
// send a packet to a client
static void SendBytes(ClientState *cs, void *bytes, uint len)
{
byte *b = (byte*)bytes;
uint n;
Packet *p;
assert(len != 0);
// see if there's space in the last packet?
if (!cs->head || (p = (Packet*)cs->last, p->siz == sizeof(p->buf)))
p = NULL;
do {
if (!p) {
// need to allocate a new packet buffer.
p = (Packet*)malloc(sizeof(Packet));
// insert at the end of the linked list.
*cs->last = p;
cs->last = &p->next;
p->next = NULL;
p->siz = 0;
}
// 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);
}
// 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)
{
int nump;
QueuedCommand *qp;
ClientState *cs;
qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
qp->cp.packet_type = 0;
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;
// so the server knows when to execute it.
qp->frame = _frame_counter_max;
// 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));
#if defined(TTD_BIG_ENDIAN)
// need to convert the command to little endian before sending it.
{
CommandPacket cp;
cp = qp->cp;
cp.cmd = TO_LE16(cp.cmd);
cp.tile = TO_LE16(cp.tile);
cp.p1 = TO_LE32(cp.p1);
cp.p2 = TO_LE32(cp.p2);
for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &cp, cp.packet_length);
}
#else
// send it to the peers
for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &qp->cp, qp->cp.packet_length);
#endif
}
// 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;
printf("net: cmd size %d\n", np->packet_length);
assert(np->packet_length >= COMMAND_PACKET_BASE_SIZE);
// put it into the command queue
qp = AllocQueuedCommand(&_command_queue);
qp->cp = *np;
qp->frame = _frame_counter_max;
qp->callback = NULL;
// extra params
memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
ap.packet_type = 2;
ap.packet_length = 2;
// send it to the peers
if (_networking_server) {
for(c=_clients; c->socket != INVALID_SOCKET; c++) {
if (c == cs) {
SendBytes(c, &ap, 2);
} else {
if (!cs->inactive) SendBytes(c, &qp->cp, qp->cp.packet_length);
}
}
}
// convert from little endian to big endian?
#if defined(TTD_BIG_ENDIAN)
qp->cp.cmd = TO_LE16(qp->cp.cmd);
qp->cp.tile = TO_LE16(qp->cp.tile);
qp->cp.p1 = TO_LE32(qp->cp.p1);
qp->cp.p2 = TO_LE32(qp->cp.p2);
#endif
qp->cmd = qp->cp.cmd;
}
// 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;
printf("net: sync max=%d cur=%d server=%d\n", _frame_counter_max, _frame_counter, _frame_counter_srv);
// queueing only?
if (_networking_queuing || _frame_counter == 0)
return;
s1 = TO_LE32(sp->random_seed_1);
s2 = TO_LE32(sp->random_seed_2);
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])
error("!network is desynched\n");
}
} 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++;
}
}
}
// 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()
{
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;
*_command_queue.last = q;
_command_queue.last = &q->next;
printf("net: ack\n");
}
static void HandleFilePacket(FilePacketHdr *fp)
{
int n = fp->packet_length - sizeof(FilePacketHdr);
if (n == 0) {
assert(_networking_queuing);
assert(!_networking_sync);
// eof
if (_recv_file) { fclose(_recv_file); _recv_file = NULL; }
// attempt loading the game.
_game_mode = GM_NORMAL;
if (SaveOrLoad("networkc.tmp", SL_LOAD) != SL_OK) error("network load failed");
// sync to server.
_networking_queuing = false;
NetworkStartSync(false);
/*
_networking_sync = true;
_frame_counter = 0; // start executing at frame 0.
_sync_seed_1 = _sync_seed_2 = 0;
_num_future_seed = 0;
memset(_my_seed_list, 0, sizeof(_my_seed_list)); */
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;
}
} else {
if(!_recv_file) {
_recv_file = fopen("networkc.tmp", "wb");
if (!_recv_file) error("can't open savefile");
}
fwrite( (char*)fp + sizeof(*fp), n, 1, _recv_file);
}
}
static void CloseClient(ClientState *cs)
{
Packet *p, *next;
DEBUG(misc,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);
}
// copy up structs...
while ((cs+1)->socket != INVALID_SOCKET) {
*cs = *(cs+1);
cs++;
}
cs->socket = INVALID_SOCKET;
if (_networking_server) _network_game.players_on--;
_num_clients--;
}
#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);
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;
printf("net: recv() failed with error %d\n", err);
CloseClient(cs);
return false;
}
// no more bytes for now?
if (recv_bytes == 0)
break;
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 0:
HandleCommandPacket(cs, (CommandPacket*)packet);
break;
case 1:
assert(_networking_sync || _networking_queuing);
assert(!_networking_server);
HandleSyncPacket((SyncPacket*)packet);
break;
case 2:
assert(!_networking_server);
HandleAckPacket();
break;
case 3:
HandleFilePacket((FilePacketHdr*)packet);
break;
default:
error("unknown packet type");
}
}
assert(size>=0 && size < sizeof(cs->buf));
memcpy(cs->buf, network_buffer + pos, size);
}
cs->buflen = size;
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;
printf("net: send() failed with error %d\n", 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 = 3;
hdr.unused[0] = hdr.unused[1] = 0;
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;
printf("net: client xmit at %d\n", 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;
return cs;
}
static void NetworkAcceptClients()
{
struct sockaddr_in sin;
SOCKET s;
ClientState *cs;
#ifndef __MORPHOS__
int sin_len;
#else
LONG sin_len; // for some reason we need a 'LONG' under MorphOS
#endif
assert(_listensocket != INVALID_SOCKET);
for(;;) {
sin_len = sizeof(sin);
s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
if (s == INVALID_SOCKET) return;
// set nonblocking mode for client socket
{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
printf("net: got client from %s\n", inet_ntoa(sin.sin_addr));
// set nodelay
{int b = 1; setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));}
cs = AllocClient(s);
if (cs == NULL) {
// no more clients allowed?
closesocket(s);
continue;
}
if (_networking_sync) {
// a new client has connected. it needs a snapshot.
cs->inactive = true;
}
}
// 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;
int32 frame;
printf("net: sending queued commands to client\n");
sp.packet_length = sizeof(sp);
sp.packet_type = 1;
sp.random_seed_1 = sp.random_seed_2 = 0;
sp.server = 0;
frame = _frame_counter;
for(qp=_command_queue.head; qp; qp = qp->next) {
printf("net: sending cmd to be executed at %d (old %d)\n", 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) {
printf("net: sending queued sync %d (%d)\n", _frame_counter_max, frame);
sp.frames = _frame_counter_max - frame;
SendBytes(cs, &sp, sizeof(sp));
}
}
// ************************** //
// * TCP Networking * //
// ************************** //
unsigned long NetworkResolveHost(const char *hostname) {
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(misc, 2) ("[NET][IP] cannot resolve %s", hostname);
return 0;
} else {
DEBUG(misc,2) ("[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(misc, 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(misc, 1) ("[NET][TCP] 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");
}
// set nonblocking mode for socket
{ unsigned long blocking = 1; ioctlsocket(ls, FIONBIO, &blocking); }
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 (listen(ls, 1) != 0)
error("listen() failed");
_listensocket = ls;
}
void NetworkReceive()
{
ClientState *cs;
int n;
fd_set read_fd, write_fd;
struct timeval tv;
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
FD_SET(cs->socket, &read_fd);
FD_SET(cs->socket, &write_fd);
}
// take care of listener port
if (_networking_server) {
FD_SET(_listensocket, &read_fd);
}
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
#else
n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
#endif
if (n == -1) error("select failed");
// accept clients..
if (_networking_server && FD_ISSET(_listensocket, &read_fd))
NetworkAcceptClients();
// read stuff from clients
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
cs->writable = !!FD_ISSET(cs->socket, &write_fd);
if (FD_ISSET(cs->socket, &read_fd)) {
if (!ReadPackets(cs))
cs--;
}
}
// 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;
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");
}
// and start sending the file..
cs->xmitpos = 1;
// send queue of commands to client.
SendQueuedCommandsToNewClient(cs);
}
}
}
}
void NetworkSend()
{
ClientState *cs;
void *free_xmit;
// send sync packets?
if (_networking_server && _networking_sync && !_pause) {
if (++_not_packet >= _network_sync_freq) {
SyncPacket sp;
uint new_max;
_not_packet = 0;
new_max = max(_frame_counter + (int)_network_ahead_frames, _frame_counter_max);
sp.packet_length = sizeof(sp);
sp.packet_type = 1;
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
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) SendBytes(cs, &sp, sizeof(sp));
}
}
free_xmit = _transmit_file;
// 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--;
}
}
// no clients left that xmit the file, free it.
if (free_xmit) {
_transmit_file = NULL;
free(free_xmit);
}
}
void NetworkInitialize()
{
ClientState *cs;
_command_queue.last = &_command_queue.head;
_ack_queue.last = &_ack_queue.head;
// 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(misc,1) ("[NET][TCP] closed listener on port %i", _network_server_port);
}
}
void NetworkShutdown()
{
}
// switch to synced mode.
void NetworkStartSync(bool fcreset)
{
DEBUG(misc,3) ("[NET][SYNC] switching to synced game mode");
_networking_sync = true;
_frame_counter = 0;
if (fcreset) {
_frame_counter_max = 0;
_frame_counter_srv = 0;
}
_num_future_seed = 0;
_sync_seed_1 = _sync_seed_2 = 0;
memset(_my_seed_list, 0, sizeof(_my_seed_list));
}
// ********************************* //
// * Network Core Console Commands * //
// ********************************* //
static _iconsole_var * NetworkConsoleCmdConnect(byte argc, byte* argv[], byte argt[]) {
if (argc<2) return NULL;
if (argc==2) {
IConsolePrintF(_iconsole_color_default, "connecting to %s",argv[1]);
NetworkCoreConnectGame(argv[1],_network_server_port);
} else if (argc==3) {
IConsolePrintF(_iconsole_color_default, "connecting to %s on port %s",argv[1],argv[2]);
NetworkCoreConnectGame(argv[1],atoi(argv[2]));
}
return NULL;
}
// ************************** //
// * UDP Network Extensions * //
// ************************** //
void NetworkUDPListen(bool client)
{
SOCKET udp;
struct sockaddr_in sin;
int port;
if (client) { port = _network_client_port; } else { port = _network_server_port; };
DEBUG(misc,1) ("[NET][UDP] listening on port %i", port);
udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
// this disables network
_network_available = !(udp == INVALID_SOCKET);
// 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(misc,1) ("[NET][UDP] error: bind failed on port %i", port);
// 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(misc,1) ("[NET][UDP] closed listener on port %i", _network_client_port);
closesocket(_udp_client_socket);
_udp_client_socket = INVALID_SOCKET;
} else {
DEBUG(misc,1) ("[NET][UDP] closed listener on port %i", _network_server_port);
closesocket(_udp_server_socket);
_udp_server_socket = INVALID_SOCKET;
};
}
void NetworkUDPReceive(bool client) {
struct sockaddr_in client_addr;
int client_len;
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) error("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));
}
bool NetworkUDPSearchGame(byte ** _network_detected_serverip, unsigned short * _network_detected_serverport) {
struct UDPPacket packet;
int timeout=3000;
NetworkGameListClear();
DEBUG(misc,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(misc,0) ("[NET][UDP] server found on %s", *_network_detected_serverip);
}
}
return (_network_detected_serverport>0);
}
// *************************** //
// * New Network Core System * //
// *************************** //
void NetworkIPListInit() {
struct hostent* he = NULL;
char hostname[250];
uint32 bcaddr;
int i=0;
gethostname(hostname,250);
DEBUG(misc,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);
}
if (he == NULL) {
DEBUG(misc, 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(misc,2) ("[NET][IP] add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
i++;
}
}
_network_ip_list[i]=0;
}
/* *************************************************** */
void NetworkCoreInit() {
DEBUG(misc,3) ("[NET][Core] init()");
_network_available=true;
// [win32] winsock startup
#if defined(WIN32)
{
WSADATA wsa;
DEBUG(misc,3) ("[NET][Core] using windows socket library");
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
DEBUG(misc,3) ("[NET][Core] error: WSAStartup failed");
_network_available=false;
}
}
#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(misc,3) ("[NET][Core] Couldn't open bsdsocket.library version 4.");
_network_available=false;
}
// for usleep() implementation
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(misc,3) ("[NET][Core] Couldn't initialize timer.");
_network_available=false;
}
}
}
}
}
#else
// [linux/macos] unix-socket startup
DEBUG(misc,3) ("[NET][Core] using unix socket library");
#endif
#endif
if (_network_available) {
DEBUG(misc,3) ("[NET][Core] OK: multiplayer available");
// initiate network ip list
NetworkIPListInit();
IConsoleCmdRegister("connect",NetworkConsoleCmdConnect);
} else {
DEBUG(misc,3) ("[NET][Core] FAILED: multiplayer not available");
}
}
/* *************************************************** */
void NetworkCoreShutdown() {
DEBUG(misc,3) ("[NET][Core] shutdown()");
#if defined(__MORPHOS__) || defined(__AMIGA__)
{
// free allocated ressources
if (TimerBase) { CloseDevice((struct IORequest *) TimerRequest); }
if (TimerRequest) { DeleteIORequest(TimerRequest); }
if (TimerPort) { DeleteMsgPort(TimerPort); }
if (SocketBase) {
CloseLibrary(SocketBase);
}
}
#endif
#if defined(WIN32)
{
WSACleanup();
}
#endif
}
/* *************************************************** */
bool NetworkCoreConnectGame(byte* b, unsigned short port)
{
if (!_network_available) return false;
if (strcmp((char *) 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);
return false;
}
NetworkInitialize();
_networking = NetworkConnect(b, port);
if (_networking) {
NetworkLobbyShutdown();
} else {
if (_networking_override) NetworkLobbyShutdown();
ShowErrorMessage(-1, STR_NETWORK_ERR_NOCONNECTION,0,0);
}
return _networking;
}
/* *************************************************** */
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
return true;
}
/* *************************************************** */
void NetworkCoreDisconnect()
{
/* terminate server */
if (_networking_server) {
NetworkUDPClose(false);
NetworkClose(false);
}
/* terminate client connection */
else if (_networking) {
NetworkClose(true);
}
_networking_server = false;
_networking = false;
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();
NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
}
} else {
// outgoing
if (_networking) {
NetworkSend();
}
}
}
void NetworkLobbyInit() {
DEBUG(misc,3) ("[NET][Lobby] init()");
NetworkUDPListen(true);
}
void NetworkLobbyShutdown() {
DEBUG(misc,3) ("[NET][Lobby] shutdown()");
NetworkUDPClose(true);
}
// ******************************** //
// * Network Game List Extensions * //
// ******************************** //
void NetworkGameListClear() {
NetworkGameList * item;
NetworkGameList * next;
DEBUG(misc,4) ("[NET][G-List] cleared server list");
item = _network_game_list;
while (item != NULL) {
next = (NetworkGameList *) item -> _next;
free (item);
item = next;
}
_network_game_list=NULL;
_network_game_count=0;
}
char * NetworkGameListAdd() {
NetworkGameList * item;
NetworkGameList * before;
DEBUG(misc,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 = (char *) item;
}
_network_game_count++;
return (char *) item;
}
void NetworkGameListFromLAN() {
struct UDPPacket packet;
DEBUG(misc,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(misc,2) ("[NET][G-List] searching servers over internet");
NetworkGameListClear();
// **TODO** masterserver communication [internet protocol list]
}
char * 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 (char *) item;
}
// *************************** //
// * Network Game Extensions * //
// *************************** //
void NetworkGameFillDefaults() {
NetworkGameInfo * game = &_network_game;
#if defined(WITH_REV)
extern char _openttd_revision[];
#endif
DEBUG(misc,4) ("[NET][G-Info] setting defaults");
ttd_strlcpy(game->server_name,"OpenTTD Game",13);
game->game_password[0]='\0';
game->map_name[0]='\0';
#if defined(WITH_REV)
ttd_strlcpy(game->server_revision,_openttd_revision,strlen(_openttd_revision));
#else
ttd_strlcpy(game->server_revision,"norev000",strlen("norev000"));
#endif
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 NetworkProcessCommands() {}
void NetworkStartSync(bool fcreset) {}
void NetworkCoreInit() { _network_available=false; };
void NetworkCoreShutdown() {};
void NetworkCoreDisconnect() {};
void NetworkCoreLoop(bool incomming) {};
bool NetworkCoreConnectGame(byte* b, unsigned short port) {return false;};
bool NetworkCoreStartGame() {return false;};
void NetworkLobbyShutdown() {};
void NetworkLobbyInit() {};
void NetworkGameListClear() {};
char * NetworkGameListAdd() {return NULL;};
void NetworkGameListFromLAN() {};
void NetworkGameListFromInternet() {};
void NetworkGameFillDefaults() {};
char * NetworkGameListItem(uint16 index) {return NULL;};
void NetworkGameChangeDate(uint16 newdate) {};
#endif
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