Files @ r20192:47bf5d6b50d2
Branch filter:

Location: cpp/openttd-patchpack/source/src/network/network_udp.cpp

translators
(svn r25189) -Update from WebTranslator v3.0:
gaelic - 113 changes by GunChleoc
  1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
/* $Id$ */

/*
 * This file is part of OpenTTD.
 * OpenTTD is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, version 2.
 * OpenTTD is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with OpenTTD. If not, see <http://www.gnu.org/licenses/>.
 */

/**
 * @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 "../date_func.h"
#include "../map_func.h"
#include "../debug.h"
#include "network_gamelist.h"
#include "network_internal.h"
#include "network_udp.h"
#include "network.h"
#include "../core/endian_func.hpp"
#include "../company_base.h"
#include "../thread/thread.h"
#include "../rev.h"
#include "../newgrf_text.h"
#include "../strings_func.h"
#include "table/strings.h"

#include "core/udp.h"

/** Mutex for all out threaded udp resolution and such. */
static ThreadMutex *_network_udp_mutex = ThreadMutex::New();

/** Session key to register ourselves to the master server */
static uint64 _session_key = 0;

static const uint ADVERTISE_NORMAL_INTERVAL = 30000; ///< interval between advertising in ticks (15 minutes)
static const uint ADVERTISE_RETRY_INTERVAL  =   300; ///< re-advertise when no response after this many ticks (9 seconds)
static const uint ADVERTISE_RETRY_TIMES     =     3; ///< give up re-advertising after this much failed retries

NetworkUDPSocketHandler *_udp_client_socket = NULL; ///< udp client socket
NetworkUDPSocketHandler *_udp_server_socket = NULL; ///< udp server socket
NetworkUDPSocketHandler *_udp_master_socket = NULL; ///< udp master socket

/** Simpler wrapper struct for NetworkUDPQueryServerThread */
struct NetworkUDPQueryServerInfo : NetworkAddress {
	bool manually; ///< Did we connect manually or not?

	/**
	 * Create the structure.
	 * @param address The address of the server to query.
	 * @param manually Whether the address was entered manually.
	 */
	NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
		NetworkAddress(address),
		manually(manually)
	{
	}
};

/**
 * Helper function doing the actual work for querying the server.
 * @param address The address of the server.
 * @param needs_mutex Whether we need to acquire locks when sending the packet or not.
 * @param manually Whether the address was entered manually.
 */
static void NetworkUDPQueryServer(NetworkAddress *address, bool needs_mutex, bool manually)
{
	/* Clear item in gamelist */
	NetworkGameList *item = CallocT<NetworkGameList>(1);
	address->GetAddressAsString(item->info.server_name, lastof(item->info.server_name));
	strecpy(item->info.hostname, address->GetHostname(), lastof(item->info.hostname));
	item->address = *address;
	item->manually = manually;
	NetworkGameListAddItemDelayed(item);

	if (needs_mutex) _network_udp_mutex->BeginCritical();
	/* Init the packet */
	Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
	if (_udp_client_socket != NULL) _udp_client_socket->SendPacket(&p, address);
	if (needs_mutex) _network_udp_mutex->EndCritical();
}

/**
 * Threaded part for resolving the IP of a server and querying it.
 * @param pntr the NetworkUDPQueryServerInfo.
 */
static void NetworkUDPQueryServerThread(void *pntr)
{
	NetworkUDPQueryServerInfo *info = (NetworkUDPQueryServerInfo*)pntr;
	NetworkUDPQueryServer(info, true, info->manually);

	delete info;
}

/**
 * Query a specific server.
 * @param address The address of the server.
 * @param manually Whether the address was entered manually.
 */
void NetworkUDPQueryServer(NetworkAddress address, bool manually)
{
	NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
	if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info)) {
		NetworkUDPQueryServerThread(info);
	}
}

///*** Communication with the masterserver ***/

/** Helper class for connecting to the master server. */
class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
	virtual void Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr);
	virtual void Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr);
public:
	/**
	 * Create the socket.
	 * @param addresses The addresses to bind on.
	 */
	MasterNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
	virtual ~MasterNetworkUDPSocketHandler() {}
};

void MasterNetworkUDPSocketHandler::Receive_MASTER_ACK_REGISTER(Packet *p, NetworkAddress *client_addr)
{
	_network_advertise_retries = 0;
	DEBUG(net, 2, "[udp] advertising on master server successful (%s)", NetworkAddress::AddressFamilyAsString(client_addr->GetAddress()->ss_family));

	/* We are advertised, but we don't want to! */
	if (!_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(false);
}

void MasterNetworkUDPSocketHandler::Receive_MASTER_SESSION_KEY(Packet *p, NetworkAddress *client_addr)
{
	_session_key = p->Recv_uint64();
	DEBUG(net, 2, "[udp] received new session key from master server (%s)", NetworkAddress::AddressFamilyAsString(client_addr->GetAddress()->ss_family));
}

///*** Communication with clients (we are server) ***/

/** Helper class for handling all server side communication. */
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
	virtual void Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr);
	virtual void Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr);
	virtual void Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr);
public:
	/**
	 * Create the socket.
	 * @param addresses The addresses to bind on.
	 */
	ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
	virtual ~ServerNetworkUDPSocketHandler() {}
};

void ServerNetworkUDPSocketHandler::Receive_CLIENT_FIND_SERVER(Packet *p, NetworkAddress *client_addr)
{
	/* Just a fail-safe.. should never happen */
	if (!_network_udp_server) {
		return;
	}

	NetworkGameInfo ngi;

	/* Update some game_info */
	ngi.clients_on     = _network_game_info.clients_on;
	ngi.start_date     = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);

	ngi.server_lang    = _settings_client.network.server_lang;
	ngi.use_password   = !StrEmpty(_settings_client.network.server_password);
	ngi.clients_max    = _settings_client.network.max_clients;
	ngi.companies_on   = (byte)Company::GetNumItems();
	ngi.companies_max  = _settings_client.network.max_companies;
	ngi.spectators_on  = NetworkSpectatorCount();
	ngi.spectators_max = _settings_client.network.max_spectators;
	ngi.game_date      = _date;
	ngi.map_width      = MapSizeX();
	ngi.map_height     = MapSizeY();
	ngi.map_set        = _settings_game.game_creation.landscape;
	ngi.dedicated      = _network_dedicated;
	ngi.grfconfig      = _grfconfig;

	strecpy(ngi.map_name, _network_game_info.map_name, lastof(ngi.map_name));
	strecpy(ngi.server_name, _settings_client.network.server_name, lastof(ngi.server_name));
	strecpy(ngi.server_revision, _openttd_revision, lastof(ngi.server_revision));

	Packet packet(PACKET_UDP_SERVER_RESPONSE);
	this->SendNetworkGameInfo(&packet, &ngi);

	/* Let the client know that we are here */
	this->SendPacket(&packet, client_addr);

	DEBUG(net, 2, "[udp] queried from %s", client_addr->GetHostname());
}

void ServerNetworkUDPSocketHandler::Receive_CLIENT_DETAIL_INFO(Packet *p, NetworkAddress *client_addr)
{
	/* 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 ((uint8)Company::GetNumItems());

	/* Fetch the latest version of the stats */
	NetworkCompanyStats company_stats[MAX_COMPANIES];
	NetworkPopulateCompanyStats(company_stats);

	/* The minimum company information "blob" size. */
	static const uint MIN_CI_SIZE = 54;
	uint max_cname_length = NETWORK_COMPANY_NAME_LENGTH;

	if (Company::GetNumItems() * (MIN_CI_SIZE + NETWORK_COMPANY_NAME_LENGTH) >= (uint)SEND_MTU - packet.size) {
		/* Assume we can at least put the company information in the packets. */
		assert(Company::GetNumItems() * MIN_CI_SIZE < (uint)SEND_MTU - packet.size);

		/* At this moment the company names might not fit in the
		 * packet. Check whether that is really the case. */

		for (;;) {
			int free = SEND_MTU - packet.size;
			Company *company;
			FOR_ALL_COMPANIES(company) {
				char company_name[NETWORK_COMPANY_NAME_LENGTH];
				SetDParam(0, company->index);
				GetString(company_name, STR_COMPANY_NAME, company_name + max_cname_length - 1);
				free -= MIN_CI_SIZE;
				free -= (int)strlen(company_name);
			}
			if (free >= 0) break;

			/* Try again, with slightly shorter strings. */
			assert(max_cname_length > 0);
			max_cname_length--;
		}
	}

	Company *company;
	/* Go through all the companies */
	FOR_ALL_COMPANIES(company) {
		/* Send the information */
		this->SendCompanyInformation(&packet, company, &company_stats[company->index], max_cname_length);
	}

	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.
 */
void ServerNetworkUDPSocketHandler::Receive_CLIENT_GET_NEWGRFS(Packet *p, NetworkAddress *client_addr)
{
	uint8 num_grfs;
	uint i;

	const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
	uint8 in_reply_count = 0;
	size_t packet_len = 0;

	DEBUG(net, 6, "[udp] newgrf data request from %s", client_addr->GetAddressAsString());

	num_grfs = p->Recv_uint8 ();
	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;

	for (i = 0; i < num_grfs; i++) {
		GRFIdentifier c;
		const GRFConfig *f;

		this->ReceiveGRFIdentifier(p, &c);

		/* Find the matching GRF file */
		f = FindGRFConfig(c.grfid, FGCM_EXACT, 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->GetName()) + 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 */
		strecpy(name, in_reply[i]->GetName(), lastof(name));
		this->SendGRFIdentifier(&packet, &in_reply[i]->ident);
		packet.Send_string(name);
	}

	this->SendPacket(&packet, client_addr);
}

///*** Communication with servers (we are client) ***/

/** Helper class for handling all client side communication. */
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
	virtual void Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr);
	virtual void Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr);
	virtual void Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr);
	virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
public:
	virtual ~ClientNetworkUDPSocketHandler() {}
};

void ClientNetworkUDPSocketHandler::Receive_SERVER_RESPONSE(Packet *p, NetworkAddress *client_addr)
{
	NetworkGameList *item;

	/* Just a fail-safe.. should never happen */
	if (_network_udp_server) return;

	DEBUG(net, 4, "[udp] server response from %s", client_addr->GetAddressAsString());

	/* Find next item */
	item = NetworkGameListAddItem(*client_addr);

	ClearGRFConfigList(&item->info.grfconfig);
	this->ReceiveNetworkGameInfo(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;

		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->GetName(), 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->SendGRFIdentifier(&packet, &in_request[i]->ident);
			}

			this->SendPacket(&packet, &item->address);
		}
	}

	if (item->info.hostname[0] == '\0') {
		snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", client_addr->GetHostname());
	}

	if (client_addr->GetAddress()->ss_family == AF_INET6) {
		strecat(item->info.server_name, " (IPv6)", lastof(item->info.server_name));
	}

	/* 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();
}

void ClientNetworkUDPSocketHandler::Receive_MASTER_RESPONSE_LIST(Packet *p, NetworkAddress *client_addr)
{
	/* 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.
	 */

	ServerListType type = (ServerListType)(p->Recv_uint8() - 1);

	if (type < SLT_END) {
		for (int i = p->Recv_uint16(); i != 0 ; i--) {
			sockaddr_storage addr_storage;
			memset(&addr_storage, 0, sizeof(addr_storage));

			if (type == SLT_IPv4) {
				addr_storage.ss_family = AF_INET;
				((sockaddr_in*)&addr_storage)->sin_addr.s_addr = TO_LE32(p->Recv_uint32());
			} else {
				assert(type == SLT_IPv6);
				addr_storage.ss_family = AF_INET6;
				byte *addr = (byte*)&((sockaddr_in6*)&addr_storage)->sin6_addr;
				for (uint i = 0; i < sizeof(in6_addr); i++) *addr++ = p->Recv_uint8();
			}
			NetworkAddress addr(addr_storage, type == SLT_IPv4 ? sizeof(sockaddr_in) : sizeof(sockaddr_in6));
			addr.SetPort(p->Recv_uint16());

			/* Somehow we reached the end of the packet */
			if (this->HasClientQuit()) return;

			NetworkUDPQueryServer(&addr, false, false);
		}
	}
}

/** The return of the client's request of the names of some NewGRFs */
void ClientNetworkUDPSocketHandler::Receive_SERVER_NEWGRFS(Packet *p, NetworkAddress *client_addr)
{
	uint8 num_grfs;
	uint i;

	DEBUG(net, 6, "[udp] newgrf data reply from %s", client_addr->GetAddressAsString());

	num_grfs = p->Recv_uint8 ();
	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;

	for (i = 0; i < num_grfs; i++) {
		char name[NETWORK_GRF_NAME_LENGTH];
		GRFIdentifier c;

		this->ReceiveGRFIdentifier(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;

		/* Try to find the GRFTextWrapper for the name of this 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. */
		GRFTextWrapper *unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
		if (unknown_name != NULL && strcmp(GetGRFStringFromGRFText(unknown_name->text), UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
			AddGRFTextToList(&unknown_name->text, name);
		}
	}
}

void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
{
	/* Find the matching GRF file */
	const GRFConfig *f = FindGRFConfig(config->ident.grfid, FGCM_EXACT, config->ident.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->Release();
		config->name = FindUnknownGRFName(config->ident.grfid, config->ident.md5sum, true);
		config->name->AddRef();
		config->status = GCS_NOT_FOUND;
	} else {
		config->filename = f->filename;
		config->name->Release();
		config->name = f->name;
		config->name->AddRef();
		config->info->Release();
		config->info = f->info;
		config->info->AddRef();
		config->url->Release();
		config->url = f->url;
		config->url->AddRef();
	}
	SetBit(config->flags, GCF_COPY);
}

/** Broadcast to all ips */
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
{
	for (NetworkAddress *addr = _broadcast_list.Begin(); addr != _broadcast_list.End(); addr++) {
		Packet p(PACKET_UDP_CLIENT_FIND_SERVER);

		DEBUG(net, 4, "[udp] broadcasting to %s", addr->GetHostname());

		socket->SendPacket(&p, addr, true, true);
	}
}


/** Request the the server-list from the master server */
void NetworkUDPQueryMasterServer()
{
	Packet p(PACKET_UDP_CLIENT_GET_LIST);
	NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);

	/* packet only contains protocol version */
	p.Send_uint8(NETWORK_MASTER_SERVER_VERSION);
	p.Send_uint8(SLT_AUTODETECT);

	_udp_client_socket->SendPacket(&p, &out_addr, true);

	DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString());
}

/** Find all servers */
void NetworkUDPSearchGame()
{
	/* We are still searching.. */
	if (_network_udp_broadcast > 0) return;

	DEBUG(net, 0, "[udp] searching server");

	NetworkUDPBroadCast(_udp_client_socket);
	_network_udp_broadcast = 300; // Stay searching for 300 ticks
}

/**
 * Thread entry point for de-advertising.
 * @param pntr unused.
 */
static void NetworkUDPRemoveAdvertiseThread(void *pntr)
{
	DEBUG(net, 1, "[udp] removing advertise from master server");

	/* Find somewhere to send */
	NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);

	/* Send the packet */
	Packet p(PACKET_UDP_SERVER_UNREGISTER);
	/* Packet is: Version, server_port */
	p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
	p.Send_uint16(_settings_client.network.server_port);

	_network_udp_mutex->BeginCritical();
	if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr, true);
	_network_udp_mutex->EndCritical();
}

/**
 * Remove our advertise from the master-server.
 * @param blocking whether to wait until the removal has finished.
 */
void NetworkUDPRemoveAdvertise(bool blocking)
{
	/* Check if we are advertising */
	if (!_networking || !_network_server || !_network_udp_server) return;

	if (blocking || !ThreadObject::New(NetworkUDPRemoveAdvertiseThread, NULL)) {
		NetworkUDPRemoveAdvertiseThread(NULL);
	}
}

/**
 * Thread entry point for advertising.
 * @param pntr unused.
 */
static void NetworkUDPAdvertiseThread(void *pntr)
{
	/* Find somewhere to send */
	NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);

	DEBUG(net, 1, "[udp] advertising to master server");

	/* Add a bit more messaging when we cannot get a session key */
	static byte session_key_retries = 0;
	if (_session_key == 0 && session_key_retries++ == 2) {
		DEBUG(net, 0, "[udp] advertising to the master server is failing");
		DEBUG(net, 0, "[udp]   we are not receiving the session key from the server");
		DEBUG(net, 0, "[udp]   please allow udp packets from %s to you to be delivered", out_addr.GetAddressAsString(false));
		DEBUG(net, 0, "[udp]   please allow udp packets from you to %s to be delivered", out_addr.GetAddressAsString(false));
	}
	if (_session_key != 0 && _network_advertise_retries == 0) {
		DEBUG(net, 0, "[udp] advertising to the master server is failing");
		DEBUG(net, 0, "[udp]   we are not receiving the acknowledgement from the server");
		DEBUG(net, 0, "[udp]   this usually means that the master server cannot reach us");
		DEBUG(net, 0, "[udp]   please allow udp and tcp packets to port %u to be delivered", _settings_client.network.server_port);
		DEBUG(net, 0, "[udp]   please allow udp and tcp packets from port %u to be delivered", _settings_client.network.server_port);
	}

	/* 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(_settings_client.network.server_port);
	p.Send_uint64(_session_key);

	_network_udp_mutex->BeginCritical();
	if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr, true);
	_network_udp_mutex->EndCritical();
}

/**
 * Register us to the master server
 *   This function checks if it needs to send an advertise
 */
void NetworkUDPAdvertise()
{
	/* Check if we should send an advertise */
	if (!_networking || !_network_server || !_network_udp_server || !_settings_client.network.server_advertise) 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;

	if (!ThreadObject::New(NetworkUDPAdvertiseThread, NULL)) {
		NetworkUDPAdvertiseThread(NULL);
	}
}

/** Initialize the whole UDP bit. */
void NetworkUDPInitialize()
{
	/* If not closed, then do it. */
	if (_udp_server_socket != NULL) NetworkUDPClose();

	DEBUG(net, 1, "[udp] initializing listeners");
	assert(_udp_client_socket == NULL && _udp_server_socket == NULL && _udp_master_socket == NULL);

	_network_udp_mutex->BeginCritical();

	_udp_client_socket = new ClientNetworkUDPSocketHandler();

	NetworkAddressList server;
	GetBindAddresses(&server, _settings_client.network.server_port);
	_udp_server_socket = new ServerNetworkUDPSocketHandler(&server);

	server.Clear();
	GetBindAddresses(&server, 0);
	_udp_master_socket = new MasterNetworkUDPSocketHandler(&server);

	_network_udp_server = false;
	_network_udp_broadcast = 0;
	_network_udp_mutex->EndCritical();
}

/** Close all UDP related stuff. */
void NetworkUDPClose()
{
	_network_udp_mutex->BeginCritical();
	_udp_server_socket->Close();
	_udp_master_socket->Close();
	_udp_client_socket->Close();
	delete _udp_client_socket;
	delete _udp_server_socket;
	delete _udp_master_socket;
	_udp_client_socket = NULL;
	_udp_server_socket = NULL;
	_udp_master_socket = NULL;
	_network_udp_mutex->EndCritical();

	_network_udp_server = false;
	_network_udp_broadcast = 0;
	DEBUG(net, 1, "[udp] closed listeners");
}

/** Receive the UDP packets. */
void NetworkBackgroundUDPLoop()
{
	_network_udp_mutex->BeginCritical();

	if (_network_udp_server) {
		_udp_server_socket->ReceivePackets();
		_udp_master_socket->ReceivePackets();
	} else {
		_udp_client_socket->ReceivePackets();
		if (_network_udp_broadcast > 0) _network_udp_broadcast--;
	}

	_network_udp_mutex->EndCritical();
}

#endif /* ENABLE_NETWORK */