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Location: cpp/openttd-patchpack/source/src/network/network_udp.cpp
r6273:40c57f49e2b7
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(svn r9082) -Codechange: [win32] Update VS2003 and VS2005 project files to use the same outpath, and build in UNICODE mode. When making a release it is probably better to make two binaries, one without UNICODE, the other with, guaranteeing full Win9x compatibility (UNICODE with MSLU also works, without it's even better).
-Remove: [os/2] Relic project file remains from watcom
-Remove: [os/2] Relic project file remains from watcom
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/**
* @file network_udp.cpp This file handles the UDP related communication.
*
* This is the GameServer <-> MasterServer and GameServer <-> GameClient
* communication before the game is being joined.
*/
#ifdef ENABLE_NETWORK
#include "../stdafx.h"
#include "../debug.h"
#include "../string.h"
#include "network_data.h"
#include "../date.h"
#include "../map.h"
#include "network_gamelist.h"
#include "network_udp.h"
#include "../variables.h"
#include "../newgrf_config.h"
#include "core/udp.h"
enum {
ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes)
ADVERTISE_RETRY_INTERVAL = 300, // readvertise when no response after this many ticks (9 seconds)
ADVERTISE_RETRY_TIMES = 3 // give up readvertising after this much failed retries
};
NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
///*** Communication with the masterserver ***/
class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER);
public:
virtual ~MasterNetworkUDPSocketHandler() {}
};
DEF_UDP_RECEIVE_COMMAND(Master, PACKET_UDP_MASTER_ACK_REGISTER)
{
_network_advertise_retries = 0;
DEBUG(net, 2, "[udp] advertising on master server successfull");
/* We are advertised, but we don't want to! */
if (!_network_advertise) NetworkUDPRemoveAdvertise();
}
///*** Communication with clients (we are server) ***/
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
public:
virtual ~ServerNetworkUDPSocketHandler() {}
};
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER)
{
// Just a fail-safe.. should never happen
if (!_network_udp_server)
return;
Packet packet(PACKET_UDP_SERVER_RESPONSE);
// Update some game_info
_network_game_info.game_date = _date;
_network_game_info.map_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_network_game_info.map_set = _opt.landscape;
_network_game_info.companies_on = ActivePlayerCount();
_network_game_info.spectators_on = NetworkSpectatorCount();
_network_game_info.grfconfig = _grfconfig;
this->Send_NetworkGameInfo(&packet, &_network_game_info);
// Let the client know that we are here
this->SendPacket(&packet, client_addr);
DEBUG(net, 2, "[udp] queried from '%s'", inet_ntoa(client_addr->sin_addr));
}
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO)
{
NetworkTCPSocketHandler *cs;
NetworkClientInfo *ci;
Player *player;
byte current = 0;
int i;
// Just a fail-safe.. should never happen
if (!_network_udp_server) return;
Packet packet(PACKET_UDP_SERVER_DETAIL_INFO);
/* Send the amount of active companies */
packet.Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
packet.Send_uint8 (ActivePlayerCount());
/* Fetch the latest version of everything */
NetworkPopulateCompanyInfo();
/* Go through all the players */
FOR_ALL_PLAYERS(player) {
/* Skip non-active players */
if (!player->is_active) continue;
current++;
/* Send the information */
packet.Send_uint8 (current);
packet.Send_string(_network_player_info[player->index].company_name);
packet.Send_uint32(_network_player_info[player->index].inaugurated_year);
packet.Send_uint64(_network_player_info[player->index].company_value);
packet.Send_uint64(_network_player_info[player->index].money);
packet.Send_uint64(_network_player_info[player->index].income);
packet.Send_uint16(_network_player_info[player->index].performance);
/* Send 1 if there is a passord for the company else send 0 */
packet.Send_bool (StrEmpty(_network_player_info[player->index].password));
for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
packet.Send_uint16(_network_player_info[player->index].num_vehicle[i]);
for (i = 0; i < NETWORK_STATION_TYPES; i++)
packet.Send_uint16(_network_player_info[player->index].num_station[i]);
/* Find the clients that are connected to this player */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if (ci->client_playas == player->index) {
packet.Send_bool (true);
packet.Send_string(ci->client_name);
packet.Send_string(ci->unique_id);
packet.Send_uint32(ci->join_date);
}
}
/* Also check for the server itself */
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if (ci->client_playas == player->index) {
packet.Send_bool (true);
packet.Send_string(ci->client_name);
packet.Send_string(ci->unique_id);
packet.Send_uint32(ci->join_date);
}
/* Indicates end of client list */
packet.Send_bool(false);
}
/* And check if we have any spectators */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if (!IsValidPlayer(ci->client_playas)) {
packet.Send_bool (true);
packet.Send_string(ci->client_name);
packet.Send_string(ci->unique_id);
packet.Send_uint32(ci->join_date);
}
}
/* Also check for the server itself */
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if (!IsValidPlayer(ci->client_playas)) {
packet.Send_bool (true);
packet.Send_string(ci->client_name);
packet.Send_string(ci->unique_id);
packet.Send_uint32(ci->join_date);
}
/* Indicates end of client list */
packet.Send_bool(false);
this->SendPacket(&packet, client_addr);
}
/**
* A client has requested the names of some NewGRFs.
*
* Replying this can be tricky as we have a limit of SEND_MTU bytes
* in the reply packet and we can send up to 100 bytes per NewGRF
* (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name).
* As SEND_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it
* could be that a packet overflows. To stop this we only reply
* with the first N NewGRFs so that if the first N + 1 NewGRFs
* would be sent, the packet overflows.
* in_reply and in_reply_count are used to keep a list of GRFs to
* send in the reply.
*/
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
{
uint8 num_grfs;
uint i;
const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
uint8 in_reply_count = 0;
uint packet_len = 0;
DEBUG(net, 6, "[udp] newgrf data request from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
num_grfs = p->Recv_uint8 ();
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
GRFConfig c;
const GRFConfig *f;
this->Recv_GRFIdentifier(p, &c);
/* Find the matching GRF file */
f = FindGRFConfig(c.grfid, c.md5sum);
if (f == NULL) continue; // The GRF is unknown to this server
/* If the reply might exceed the size of the packet, only reply
* the current list and do not send the other data.
* The name could be an empty string, if so take the filename. */
packet_len += sizeof(c.grfid) + sizeof(c.md5sum) +
min(strlen((f->name != NULL && !StrEmpty(f->name)) ? f->name : f->filename) + 1, (size_t)NETWORK_GRF_NAME_LENGTH);
if (packet_len > SEND_MTU - 4) { // 4 is 3 byte header + grf count in reply
break;
}
in_reply[in_reply_count] = f;
in_reply_count++;
}
if (in_reply_count == 0) return;
Packet packet(PACKET_UDP_SERVER_NEWGRFS);
packet.Send_uint8(in_reply_count);
for (i = 0; i < in_reply_count; i++) {
char name[NETWORK_GRF_NAME_LENGTH];
/* The name could be an empty string, if so take the filename */
ttd_strlcpy(name, (in_reply[i]->name != NULL && !StrEmpty(in_reply[i]->name)) ?
in_reply[i]->name : in_reply[i]->filename, sizeof(name));
this->Send_GRFIdentifier(&packet, in_reply[i]);
packet.Send_string(name);
}
this->SendPacket(&packet, client_addr);
}
///*** Communication with servers (we are client) ***/
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
public:
virtual ~ClientNetworkUDPSocketHandler() {}
};
DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE)
{
NetworkGameList *item;
// Just a fail-safe.. should never happen
if (_network_udp_server) return;
DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
// Find next item
item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
this->Recv_NetworkGameInfo(p, &item->info);
item->info.compatible = true;
{
/* Checks whether there needs to be a request for names of GRFs and makes
* the request if necessary. GRFs that need to be requested are the GRFs
* that do not exist on the clients system and we do not have the name
* resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
* The in_request array and in_request_count are used so there is no need
* to do a second loop over the GRF list, which can be relatively expensive
* due to the string comparisons. */
const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
const GRFConfig *c;
uint in_request_count = 0;
struct sockaddr_in out_addr;
for (c = item->info.grfconfig; c != NULL; c = c->next) {
if (c->status == GCS_NOT_FOUND) item->info.compatible = false;
if (c->status == GCS_NOT_FOUND || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
in_request[in_request_count] = c;
in_request_count++;
}
if (in_request_count > 0) {
/* There are 'unknown' GRFs, now send a request for them */
uint i;
Packet packet(PACKET_UDP_CLIENT_GET_NEWGRFS);
packet.Send_uint8(in_request_count);
for (i = 0; i < in_request_count; i++) {
this->Send_GRFIdentifier(&packet, in_request[i]);
}
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(item->port);
out_addr.sin_addr.s_addr = item->ip;
this->SendPacket(&packet, &out_addr);
}
}
if (item->info.hostname[0] == '\0')
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
/* Check if we are allowed on this server based on the revision-match */
item->info.version_compatible = IsNetworkCompatibleVersion(item->info.server_revision);
item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
item->online = true;
UpdateNetworkGameWindow(false);
}
DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_MASTER_RESPONSE_LIST)
{
int i;
struct in_addr ip;
uint16 port;
uint8 ver;
/* packet begins with the protocol version (uint8)
* then an uint16 which indicates how many
* ip:port pairs are in this packet, after that
* an uint32 (ip) and an uint16 (port) for each pair
*/
ver = p->Recv_uint8();
if (ver == 1) {
for (i = p->Recv_uint16(); i != 0 ; i--) {
ip.s_addr = TO_LE32(p->Recv_uint32());
port = p->Recv_uint16();
/* Somehow we reached the end of the packet */
if (this->HasClientQuit()) return;
NetworkUDPQueryServer(inet_ntoa(ip), port);
}
}
}
/** The return of the client's request of the names of some NewGRFs */
DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS)
{
uint8 num_grfs;
uint i;
DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
num_grfs = p->Recv_uint8 ();
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
char *unknown_name;
char name[NETWORK_GRF_NAME_LENGTH];
GRFConfig c;
this->Recv_GRFIdentifier(p, &c);
p->Recv_string(name, sizeof(name));
/* An empty name is not possible under normal circumstances
* and causes problems when showing the NewGRF list. */
if (StrEmpty(name)) continue;
/* Finds the fake GRFConfig for the just read GRF ID and MD5sum tuple.
* If it exists and not resolved yet, then name of the fake GRF is
* overwritten with the name from the reply. */
unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
if (unknown_name != NULL && strcmp(unknown_name, UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
ttd_strlcpy(unknown_name, name, NETWORK_GRF_NAME_LENGTH);
}
}
}
void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
{
/* Find the matching GRF file */
const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum);
if (f == NULL) {
/* Don't know the GRF, so mark game incompatible and the (possibly)
* already resolved name for this GRF (another server has sent the
* name of the GRF already */
config->name = FindUnknownGRFName(config->grfid, config->md5sum, true);
config->status = GCS_NOT_FOUND;
} else {
config->filename = f->filename;
config->name = f->name;
config->info = f->info;
}
SETBIT(config->flags, GCF_COPY);
}
// Close UDP connection
void NetworkUDPCloseAll()
{
DEBUG(net, 1, "[udp] closed listeners");
_udp_server_socket->Close();
_udp_master_socket->Close();
_udp_client_socket->Close();
_network_udp_server = false;
_network_udp_broadcast = 0;
}
// Broadcast to all ips
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
{
uint i;
for (i = 0; _broadcast_list[i] != 0; i++) {
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
struct sockaddr_in out_addr;
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(_network_server_port);
out_addr.sin_addr.s_addr = _broadcast_list[i];
DEBUG(net, 4, "[udp] broadcasting to %s", inet_ntoa(out_addr.sin_addr));
socket->SendPacket(&p, &out_addr);
}
}
// Request the the server-list from the master server
void NetworkUDPQueryMasterServer()
{
struct sockaddr_in out_addr;
if (!_udp_client_socket->IsConnected()) {
if (!_udp_client_socket->Listen(0, 0, true)) return;
}
Packet p(PACKET_UDP_CLIENT_GET_LIST);
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
// packet only contains protocol version
p.Send_uint8(NETWORK_MASTER_SERVER_VERSION);
_udp_client_socket->SendPacket(&p, &out_addr);
DEBUG(net, 2, "[udp] master server queried at %s:%d", inet_ntoa(out_addr.sin_addr), ntohs(out_addr.sin_port));
}
// Find all servers
void NetworkUDPSearchGame()
{
// We are still searching..
if (_network_udp_broadcast > 0) return;
// No UDP-socket yet..
if (!_udp_client_socket->IsConnected()) {
if (!_udp_client_socket->Listen(0, 0, true)) return;
}
DEBUG(net, 0, "[udp] searching server");
NetworkUDPBroadCast(_udp_client_socket);
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
void NetworkUDPQueryServer(const char* host, unsigned short port, bool manually)
{
struct sockaddr_in out_addr;
NetworkGameList *item;
// No UDP-socket yet..
if (!_udp_client_socket->IsConnected()) {
if (!_udp_client_socket->Listen(0, 0, true)) return;
}
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));
ttd_strlcpy(item->info.server_name, host, lengthof(item->info.server_name));
ttd_strlcpy(item->info.hostname, host, lengthof(item->info.hostname));
item->online = false;
item->manually = manually;
// Init the packet
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
_udp_client_socket->SendPacket(&p, &out_addr);
UpdateNetworkGameWindow(false);
}
/* Remove our advertise from the master-server */
void NetworkUDPRemoveAdvertise()
{
struct sockaddr_in out_addr;
/* Check if we are advertising */
if (!_networking || !_network_server || !_network_udp_server) return;
/* check for socket */
if (!_udp_master_socket->IsConnected()) {
if (!_udp_master_socket->Listen(0, 0, false)) return;
}
DEBUG(net, 1, "[udp] removing advertise from master server");
/* Find somewhere to send */
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
/* Send the packet */
Packet p(PACKET_UDP_SERVER_UNREGISTER);
/* Packet is: Version, server_port */
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
p.Send_uint16(_network_server_port);
_udp_master_socket->SendPacket(&p, &out_addr);
}
/* Register us to the master server
This function checks if it needs to send an advertise */
void NetworkUDPAdvertise()
{
struct sockaddr_in out_addr;
/* Check if we should send an advertise */
if (!_networking || !_network_server || !_network_udp_server || !_network_advertise)
return;
/* check for socket */
if (!_udp_master_socket->IsConnected()) {
if (!_udp_master_socket->Listen(0, 0, false)) return;
}
if (_network_need_advertise) {
_network_need_advertise = false;
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
} else {
/* Only send once every ADVERTISE_NORMAL_INTERVAL ticks */
if (_network_advertise_retries == 0) {
if ((_network_last_advertise_frame + ADVERTISE_NORMAL_INTERVAL) > _frame_counter)
return;
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
}
if ((_network_last_advertise_frame + ADVERTISE_RETRY_INTERVAL) > _frame_counter)
return;
}
_network_advertise_retries--;
_network_last_advertise_frame = _frame_counter;
/* Find somewhere to send */
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
DEBUG(net, 1, "[udp] advertising to master server");
/* Send the packet */
Packet p(PACKET_UDP_SERVER_REGISTER);
/* Packet is: WELCOME_MESSAGE, Version, server_port */
p.Send_string(NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
p.Send_uint16(_network_server_port);
_udp_master_socket->SendPacket(&p, &out_addr);
}
void NetworkUDPInitialize()
{
_udp_client_socket = new ClientNetworkUDPSocketHandler();
_udp_server_socket = new ServerNetworkUDPSocketHandler();
_udp_master_socket = new MasterNetworkUDPSocketHandler();
_network_udp_server = false;
_network_udp_broadcast = 0;
}
void NetworkUDPShutdown()
{
NetworkUDPCloseAll();
delete _udp_client_socket;
delete _udp_server_socket;
delete _udp_master_socket;
}
#endif /* ENABLE_NETWORK */
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