Files
@ r410:6458c1253cb1
Branch filter:
Location: cpp/openttd-patchpack/source/network.c
r410:6458c1253cb1
49.6 KiB
text/x-c
(svn r607) -Patch: [ 985102 ] static cleanup
Thanks to lvoge
Thanks to lvoge
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 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810 811 812 813 814 815 816 817 818 819 820 821 822 823 824 825 826 827 828 829 830 831 832 833 834 835 836 837 838 839 840 841 842 843 844 845 846 847 848 849 850 851 852 853 854 855 856 857 858 859 860 861 862 863 864 865 866 867 868 869 870 871 872 873 874 875 876 877 878 879 880 881 882 883 884 885 886 887 888 889 890 891 892 893 894 895 896 897 898 899 900 901 902 903 904 905 906 907 908 909 910 911 912 913 914 915 916 917 918 919 920 921 922 923 924 925 926 927 928 929 930 931 932 933 934 935 936 937 938 939 940 941 942 943 944 945 946 947 948 949 950 951 952 953 954 955 956 957 958 959 960 961 962 963 964 965 966 967 968 969 970 971 972 973 974 975 976 977 978 979 980 981 982 983 984 985 986 987 988 989 990 991 992 993 994 995 996 997 998 999 1000 1001 1002 1003 1004 1005 1006 1007 1008 1009 1010 1011 1012 1013 1014 1015 1016 1017 1018 1019 1020 1021 1022 1023 1024 1025 1026 1027 1028 1029 1030 1031 1032 1033 1034 1035 1036 1037 1038 1039 1040 1041 1042 1043 1044 1045 1046 1047 1048 1049 1050 1051 1052 1053 1054 1055 1056 1057 1058 1059 1060 1061 1062 1063 1064 1065 1066 1067 1068 1069 1070 1071 1072 1073 1074 1075 1076 1077 1078 1079 1080 1081 1082 1083 1084 1085 1086 1087 1088 1089 1090 1091 1092 1093 1094 1095 1096 1097 1098 1099 1100 1101 1102 1103 1104 1105 1106 1107 1108 1109 1110 1111 1112 1113 1114 1115 1116 1117 1118 1119 1120 1121 1122 1123 1124 1125 1126 1127 1128 1129 1130 1131 1132 1133 1134 1135 1136 1137 1138 1139 1140 1141 1142 1143 1144 1145 1146 1147 1148 1149 1150 1151 1152 1153 1154 1155 1156 1157 1158 1159 1160 1161 1162 1163 1164 1165 1166 1167 1168 1169 1170 1171 1172 1173 1174 1175 1176 1177 1178 1179 1180 1181 1182 1183 1184 1185 1186 1187 1188 1189 1190 1191 1192 1193 1194 1195 1196 1197 1198 1199 1200 1201 1202 1203 1204 1205 1206 1207 1208 1209 1210 1211 1212 1213 1214 1215 1216 1217 1218 1219 1220 1221 1222 1223 1224 1225 1226 1227 1228 1229 1230 1231 1232 1233 1234 1235 1236 1237 1238 1239 1240 1241 1242 1243 1244 1245 1246 1247 1248 1249 1250 1251 1252 1253 1254 1255 1256 1257 1258 1259 1260 1261 1262 1263 1264 1265 1266 1267 1268 1269 1270 1271 1272 1273 1274 1275 1276 1277 1278 1279 1280 1281 1282 1283 1284 1285 1286 1287 1288 1289 1290 1291 1292 1293 1294 1295 1296 1297 1298 1299 1300 1301 1302 1303 1304 1305 1306 1307 1308 1309 1310 1311 1312 1313 1314 1315 1316 1317 1318 1319 1320 1321 1322 1323 1324 1325 1326 1327 1328 1329 1330 1331 1332 1333 1334 1335 1336 1337 1338 1339 1340 1341 1342 1343 1344 1345 1346 1347 1348 1349 1350 1351 1352 1353 1354 1355 1356 1357 1358 1359 1360 1361 1362 1363 1364 1365 1366 1367 1368 1369 1370 1371 1372 1373 1374 1375 1376 1377 1378 1379 1380 1381 1382 1383 1384 1385 1386 1387 1388 1389 1390 1391 1392 1393 1394 1395 1396 1397 1398 1399 1400 1401 1402 1403 1404 1405 1406 1407 1408 1409 1410 1411 1412 1413 1414 1415 1416 1417 1418 1419 1420 1421 1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 1558 1559 1560 1561 1562 1563 1564 1565 1566 1567 1568 1569 1570 1571 1572 1573 1574 1575 1576 1577 1578 1579 1580 1581 1582 1583 1584 1585 1586 1587 1588 1589 1590 1591 1592 1593 1594 1595 1596 1597 1598 1599 1600 1601 1602 1603 1604 1605 1606 1607 1608 1609 1610 1611 1612 1613 1614 1615 1616 1617 1618 1619 1620 1621 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 1682 1683 1684 1685 1686 1687 1688 1689 1690 1691 1692 1693 1694 1695 1696 1697 1698 1699 1700 1701 1702 1703 1704 1705 1706 1707 1708 1709 1710 1711 1712 1713 1714 1715 1716 1717 1718 1719 1720 1721 1722 1723 1724 1725 1726 1727 1728 1729 1730 1731 1732 1733 1734 1735 1736 1737 1738 1739 1740 1741 1742 1743 1744 1745 1746 1747 1748 1749 1750 1751 1752 1753 1754 1755 1756 1757 1758 1759 1760 1761 1762 1763 1764 1765 1766 1767 1768 1769 1770 1771 1772 1773 1774 1775 1776 1777 1778 1779 1780 1781 1782 1783 1784 1785 1786 1787 1788 1789 1790 1791 1792 1793 1794 1795 1796 1797 1798 1799 1800 1801 1802 1803 1804 1805 1806 1807 1808 1809 1810 1811 1812 1813 1814 1815 1816 1817 1818 1819 1820 1821 1822 1823 1824 1825 1826 1827 1828 1829 1830 1831 1832 1833 1834 1835 1836 1837 1838 1839 1840 1841 1842 1843 1844 1845 1846 1847 1848 1849 1850 1851 1852 1853 1854 1855 1856 1857 1858 1859 1860 1861 1862 1863 1864 1865 1866 1867 1868 1869 1870 1871 1872 1873 1874 1875 1876 1877 1878 1879 1880 1881 1882 1883 1884 1885 1886 1887 1888 1889 1890 1891 1892 1893 1894 1895 1896 1897 1898 1899 1900 1901 1902 1903 1904 1905 1906 1907 1908 1909 1910 1911 1912 1913 1914 1915 1916 1917 1918 1919 1920 1921 1922 1923 1924 1925 1926 1927 1928 1929 1930 1931 1932 1933 1934 1935 1936 1937 1938 1939 1940 1941 1942 1943 1944 1945 1946 1947 1948 1949 1950 1951 1952 1953 1954 1955 1956 1957 1958 1959 1960 1961 1962 1963 1964 1965 1966 1967 1968 1969 1970 1971 1972 1973 1974 1975 1976 1977 1978 | #include "stdafx.h"
#include "ttd.h"
#include "gui.h"
#include "command.h"
#include "player.h"
#include "console.h"
#include "economy.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;
#if !defined(__MORPHOS__)
// usleep() implementation
#include <devices/timer.h>
#include <dos/dos.h>
struct Device *TimerBase = NULL;
struct MsgPort *TimerPort = NULL;
struct timerequest *TimerRequest = NULL;
#endif
#endif /* __MORPHOS__ || __AMIGA__ */
#define SEND_MTU 1460
#if defined(ENABLE_NETWORK)
enum {
PACKET_TYPE_WELCOME = 0,
PACKET_TYPE_READY,
PACKET_TYPE_ACK,
PACKET_TYPE_SYNC,
PACKET_TYPE_FSYNC,
PACKET_TYPE_XMIT,
PACKET_TYPE_COMMAND,
PACKET_TYPE_EVENT,
};
// 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;
typedef struct EventPacket {
byte packet_length;
byte packet_type;
byte event_type;
byte data_start;
} EventPacket;
#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;
typedef struct FrameSyncPacket {
byte packet_length;
byte packet_type;
byte frames; // where is the server currently executing? this is negatively relative to the old value of max.
} FrameSyncPacket;
// 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;
int16 when;
} AckPacket;
typedef struct ReadyPacket {
byte packet_length;
byte packet_type;
} ReadyPacket;
typedef struct FilePacketHdr {
byte packet_length;
byte packet_type;
} FilePacketHdr;
// sent from server to client when the client has joined.
typedef struct WelcomePacket {
byte packet_length;
byte packet_type;
uint32 player_seeds[MAX_PLAYERS][2];
uint32 frames_max;
uint32 frames_srv;
uint32 frames_cnt;
} 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;
bool ready;
uint timeout;
uint xmitpos;
uint eaten;
Packet *head, **last;
uint buflen; // receive buffer len
byte buf[1024]; // receive buffer
} ClientState;
typedef struct QueuedCommand QueuedCommand;
struct QueuedCommand {
QueuedCommand *next;
CommandPacket cp;
CommandCallback *callback;
uint32 cmd;
uint32 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];
static bool _network_ready_sent;
static uint32 _frame_fsync_last;
typedef struct FutureSeeds {
uint32 frame;
uint32 seed[2];
} FutureSeeds;
// remember some future seeds that the server sent to us.
static FutureSeeds _future_seed[8];
static uint _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);
static void HandleCommandPacket(ClientState *cs, CommandPacket *np);
static void CloseClient(ClientState *cs);
void NetworkSendWelcome(ClientState *cs, bool direct);
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;
/* 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__)
usleep(milliseconds*1000);
#endif
#if defined(__AMIGAOS__) && !defined(__MORPHOS__)
{
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 // __AMIGAOS__ && !__MORPHOS__
#endif
}
//////////////////////////////////////////////////////////////////////
// ****************************** //
// * Network Error Handlers * //
// ****************************** //
static void NetworkHandleSaveGameError()
{
_networking_sync = false;
_networking_queuing = true;
_switch_mode = SM_MENU;
_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
}
static void NetworkHandleConnectionLost()
{
_networking_sync = false;
_networking_queuing = true;
_switch_mode = SM_MENU;
_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
}
static void NetworkHandleDeSync()
{
DEBUG(net, 0) ("NET: error: network sync error at frame %i", _frame_counter);
{
int i;
for (i=15; i>=0; i--) DEBUG(net,0) ("NET frame %i: [0]=%i, [1]=%i",_frame_counter-(i+1),_my_seed_list[i][0],_my_seed_list[i][1]);
for (i=0; i<8; i++) DEBUG(net,0) ("NET frame %i: [0]=%i, [1]=%i",_frame_counter+i,_future_seed[i].seed[0],_future_seed[i].seed[1]);
}
_networking_sync = false;
_networking_queuing = true;
_switch_mode = SM_MENU;
_switch_mode_errorstr = STR_NETWORK_ERR_DESYNC;
}
// ****************************** //
// * 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;
}
static void QueueClear(CommandQueue *nq)
{
QueuedCommand *qp;
while ((qp=nq->head)) {
// unlink it.
if (!(nq->head = qp->next)) nq->last = &nq->head;
free(qp);
}
nq->last = &nq->head;
}
static int GetNextSyncFrame()
{
uint32 newframe;
if (_frame_fsync_last == 0) return -11;
newframe = (_frame_fsync_last + 11); // do not use a multiple of 4 since that screws up sync-packets
return (_frame_counter_max - newframe);
}
// 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;
byte old_player;
// queue mode ?
if (_networking_queuing)
return;
nq = &_command_queue;
while ( (qp=nq->head) && (!_networking_sync || qp->frame <= _frame_counter)) {
// unlink it.
if (!(nq->head = qp->next)) nq->last = &nq->head;
if (qp->frame < _frame_counter && _networking_sync) {
DEBUG(net,0) ("warning: !qp->cp.frame < _frame_counter, %d < %d [%d]\n", qp->frame, _frame_counter, _frame_counter_srv+4);
}
// run the command
old_player = _current_player;
_current_player = qp->cp.player;
memcpy(_decode_parameters, qp->cp.dp, (qp->cp.packet_length - COMMAND_PACKET_BASE_SIZE));
DoCommandP(qp->cp.tile, qp->cp.p1, qp->cp.p2, qp->callback, qp->cmd | CMD_DONT_NETWORK);
free(qp);
_current_player = old_player;
}
if (!_networking_server) {
// remember the random seed so we can check if we're out of sync.
_my_seed_list[_frame_counter & 15][0] = _sync_seed_1;
_my_seed_list[_frame_counter & 15][1] = _sync_seed_2;
while (_num_future_seed) {
assert(_future_seed[0].frame >= _frame_counter);
if (_future_seed[0].frame != _frame_counter) break;
if (_future_seed[0].seed[0] != _sync_seed_1 ||_future_seed[0].seed[1] != _sync_seed_2) NetworkHandleDeSync();
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);
}
// send data direct to a client
static void SendDirectBytes(ClientState *cs, void *bytes, uint len)
{
char *buf = (char*)bytes;
uint n;
n = send(cs->socket, buf, len, 0);
if (n == -1) {
int err = GET_LAST_ERROR();
DEBUG(net, 0) ("NET: %i] send() failed with error %d", _frame_counter, err);
CloseClient(cs);
}
}
// 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;
CommandPacket cp;
if (!(cmd & CMD_NET_INSTANT)) {
qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
} else {
qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
}
qp->cp.packet_type = PACKET_TYPE_COMMAND;
qp->cp.tile = tile;
qp->cp.p1 = p1;
qp->cp.p2 = p2;
qp->cp.cmd = (uint16)cmd;
qp->cp.player = _local_player;
qp->cp.when = 0;
qp->cmd = cmd;
qp->callback = callback;
// so the server knows when to execute it.
qp->frame = _frame_counter_max - GetNextSyncFrame();
// calculate the amount of extra bytes.
nump = 8;
while ( nump != 0 && ((uint32*)_decode_parameters)[nump-1] == 0) nump--;
qp->cp.packet_length = COMMAND_PACKET_BASE_SIZE + nump * sizeof(uint32);
if (nump != 0) memcpy(qp->cp.dp, _decode_parameters, nump * sizeof(uint32));
cp = qp->cp;
// convert to little endian
cp.tile = TO_LE16(cp.tile);
cp.p1 = TO_LE32(cp.p1);
cp.p2 = TO_LE32(cp.p2);
cp.cmd = TO_LE16(cp.cmd);
// send it to the peers
for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &cp, cp.packet_length);
if (cmd & CMD_NET_INSTANT) {
free(qp);
}
}
void NetworkSendEvent(uint16 type, uint16 data_len, void * data)
{
EventPacket * ep;
ClientState *cs;
// encode the event ... add its data
ep=malloc(data_len+sizeof(EventPacket)-1);
ep->event_type = type;
ep->packet_length = data_len+sizeof(EventPacket)-1;
ep->packet_type = PACKET_TYPE_EVENT;
memcpy(&ep->data_start,data,data_len);
// send it to the peers
for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, ep, ep->packet_length);
// free the temp packet
free(ep);
}
// client:
// server sends a command from another player that we should execute.
// put it in the command queue.
//
// server:
// client sends a command that it wants to execute.
// fill the when field so the client knows when to execute it.
// put it in the appropriate player queue.
// send it to all other clients.
// send an ack packet to the actual client.
static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
{
QueuedCommand *qp;
ClientState *c;
AckPacket ap;
uint16 cmd;
DEBUG(net, 2) ("NET: %i] cmd size %d", _frame_counter, np->packet_length);
assert(np->packet_length >= COMMAND_PACKET_BASE_SIZE);
cmd = FROM_LE16(np->cmd);
if (!(cmd & CMD_NET_INSTANT)) {
// put it into the command queue
qp = AllocQueuedCommand(&_command_queue);
} else {
qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
}
qp->cp = *np;
qp->frame = _frame_counter_max - GetNextSyncFrame();
qp->callback = NULL;
// extra params
memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
ap.packet_type = PACKET_TYPE_ACK;
ap.when = TO_LE16(GetNextSyncFrame());
ap.packet_length = sizeof(AckPacket);
DEBUG(net,4)("NET: %i] NewACK: frame=%i %i",_frame_counter, ap.when,_frame_counter_max - GetNextSyncFrame());
// send it to the peers
if (_networking_server) {
for(c=_clients; c->socket != INVALID_SOCKET; c++) {
if (c == cs) {
if (!(cmd & CMD_NET_INSTANT)) SendDirectBytes(c, &ap, ap.packet_length);
} else {
if (!cs->inactive) SendBytes(c, &qp->cp, qp->cp.packet_length);
}
}
}
// convert from little endian to big endian?
#if defined(TTD_BIG_ENDIAN)
qp->cp.cmd = FROM_LE16(qp->cp.cmd);
qp->cp.tile = FROM_LE16(qp->cp.tile);
qp->cp.p1 = FROM_LE32(qp->cp.p1);
qp->cp.p2 = FROM_LE32(qp->cp.p2);
#endif
qp->cmd = qp->cp.cmd;
if (cmd & CMD_NET_INSTANT) {
byte p = _current_player;
_current_player = qp->cp.player;
memcpy(_decode_parameters, qp->cp.dp, (qp->cp.packet_length - COMMAND_PACKET_BASE_SIZE));
DoCommandP(qp->cp.tile, qp->cp.p1, qp->cp.p2, qp->callback, qp->cmd | CMD_DONT_NETWORK);
free(qp);
_current_player = p;
}
}
static void HandleEventPacket(EventPacket *ep)
{
switch (ep->event_type) {
case NET_EVENT_SUBSIDY:
RemoteSubsidyAdd((Subsidy *)&ep->data_start);
break;
}
}
// sent from server -> client periodically to tell the client about the current tick in the server
// and how far the client may progress.
static void HandleSyncPacket(SyncPacket *sp)
{
uint32 s1,s2;
_frame_counter_srv = _frame_counter_max - sp->server;
_frame_counter_max += sp->frames;
// reset network ready packet state
_network_ready_sent = false;
// queueing only?
if (_networking_queuing || _frame_counter == 0)
return;
s1 = FROM_LE32(sp->random_seed_1);
s2 = FROM_LE32(sp->random_seed_2);
DEBUG(net, 3) ("NET: %i] sync seeds: 1=%i 2=%i",_frame_counter, sp->random_seed_1, sp->random_seed_2);
if (_frame_counter_srv <= _frame_counter) {
// we are ahead of the server check if the seed is in our list.
if (_frame_counter_srv + 16 > _frame_counter) {
// the random seed exists in our array check it.
if (s1 != _my_seed_list[_frame_counter_srv & 0xF][0] || s2 != _my_seed_list[_frame_counter_srv & 0xF][1]) NetworkHandleDeSync();
}
} else {
// the server's frame has not been executed yet. store the server's seed in a list.
if (_num_future_seed < lengthof(_future_seed)) {
_future_seed[_num_future_seed].frame = _frame_counter_srv;
_future_seed[_num_future_seed].seed[0] = s1;
_future_seed[_num_future_seed].seed[1] = s2;
_num_future_seed++;
}
}
}
static void HandleFSyncPacket(FrameSyncPacket *fsp)
{
DEBUG(net,3)("NET: %i] FSYNC: srv=%i %i",_frame_counter, fsp->frames,(_frame_counter_max - fsp->frames));
if (fsp->frames < 1) return;
_frame_fsync_last = _frame_counter_srv = _frame_counter_max - fsp->frames;
}
// sent from server -> client as an acknowledgement that the server received the command.
// the command will be executed at the current value of "max".
static void HandleAckPacket(AckPacket * ap)
{
QueuedCommand *q;
// move a packet from the ack queue to the end of this player's queue.
q = _ack_queue.head;
assert(q);
if (!(_ack_queue.head = q->next)) _ack_queue.last = &_ack_queue.head;
q->next = NULL;
q->frame = (_frame_counter_max - (FROM_LE16(ap->when)));
*_command_queue.last = q;
_command_queue.last = &q->next;
DEBUG(net, 2) ("NET %i] ack [frame=%i]",_frame_counter,q->frame);
}
static void HandleFilePacket(FilePacketHdr *fp)
{
int n = fp->packet_length - sizeof(FilePacketHdr);
char tempfile[512];
sprintf(tempfile, "%s/networkc.tmp", _path.personal_dir);
if (n == 0) {
assert(_networking_queuing);
assert(!_networking_sync);
// eof
if (_recv_file) { fclose(_recv_file); _recv_file = NULL; }
// attempt loading the game.
_game_mode = GM_NORMAL;
if (SaveOrLoad(tempfile, SL_LOAD) != SL_OK) {
NetworkCoreDisconnect();
NetworkHandleSaveGameError();
return;
}
// sync to server.
_networking_queuing = false;
NetworkStartSync(false);
if (_network_playas == 0) {
// send a command to make a new player
_local_player = 0;
NetworkSendCommand(0, 0, 0, CMD_PLAYER_CTRL, NULL);
_local_player = OWNER_SPECTATOR;
} else {
// take control over an existing company
if (DEREF_PLAYER(_network_playas-1)->is_active)
_local_player = _network_playas-1;
else
_local_player = OWNER_SPECTATOR;
}
} else {
if(!_recv_file) {
_recv_file = fopen(tempfile, "wb");
if (!_recv_file) error("can't open savefile");
}
fwrite( (char*)fp + sizeof(*fp), n, 1, _recv_file);
}
}
static void HandleWelcomePacket(WelcomePacket *wp)
{
int i;
for (i=0; i<MAX_PLAYERS; i++) {
_player_seeds[i][0] = FROM_LE32(wp->player_seeds[i][0]);
_player_seeds[i][1] = FROM_LE32(wp->player_seeds[i][1]);
}
if (wp->frames_srv != 0) {
_frame_counter_max = FROM_LE32(wp->frames_max);
_frame_counter_srv = FROM_LE32(wp->frames_srv);
}
if (wp->frames_cnt != 0) {
_frame_counter = FROM_LE32(wp->frames_cnt);
}
}
static void HandleReadyPacket(ReadyPacket *rp, ClientState *cs)
{
cs->ready=true;
cs->timeout=_network_client_timeout;
DEBUG(net,1) ("NET: %i] ready packet recv", _frame_counter);
}
static void CloseClient(ClientState *cs)
{
Packet *p, *next;
DEBUG(net, 1) ("[NET][TCP] closed client connection");
assert(cs->socket != INVALID_SOCKET);
closesocket(cs->socket);
// free buffers
for(p = cs->head; p; p=next) {
next = p->next;
free(p);
}
// 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;
DEBUG(net, 0) ("[NET] recv() failed with error %d", 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 PACKET_TYPE_WELCOME:
HandleWelcomePacket((WelcomePacket *)packet);
break;
case PACKET_TYPE_COMMAND:
HandleCommandPacket(cs, (CommandPacket*)packet);
break;
case PACKET_TYPE_SYNC:
assert(_networking_sync || _networking_queuing);
assert(!_networking_server);
HandleSyncPacket((SyncPacket*)packet);
break;
case PACKET_TYPE_FSYNC:
HandleFSyncPacket((FrameSyncPacket *)packet);
break;
case PACKET_TYPE_ACK:
assert(!_networking_server);
HandleAckPacket((AckPacket*)packet);
break;
case PACKET_TYPE_XMIT:
HandleFilePacket((FilePacketHdr*)packet);
break;
case PACKET_TYPE_READY:
HandleReadyPacket((ReadyPacket*)packet, cs);
break;
case PACKET_TYPE_EVENT:
HandleEventPacket((EventPacket*)packet);
break;
default:
DEBUG (net,0) ("NET: %i] unknown packet type",_frame_counter);
}
}
assert(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;
DEBUG(net, 0) ("[NET] send() failed with error %d", err);
CloseClient(cs);
return false;
}
nsent += n;
// send was not able to send it all? then we assume that the os buffer is full and break.
if (nskip + n != p->siz)
break;
nskip = 0;
}
}
// nsent bytes in the linked list are not invalid. free as many buffers as possible.
// don't actually free the last buffer.
while (nsent) {
p = cs->head;
assert(p->siz != 0);
// some bytes of the packet are still unsent.
if ( (int)(nsent - p->siz) < 0)
break;
nsent -= p->siz;
p->siz = 0;
if (p->next) {
cs->head = p->next;
free(p);
}
}
cs->eaten = nsent;
return true;
}
// transmit the file..
static void SendXmit(ClientState *cs)
{
uint pos, n;
FilePacketHdr hdr;
int p;
// if too many unsent bytes left in buffer, don't send more.
if (cs->head && cs->head->next)
return;
pos = cs->xmitpos - 1;
p = 20;
do {
// compute size of data to xmit
n = minu(_transmit_file_size - pos, 248);
hdr.packet_length = n + sizeof(hdr);
hdr.packet_type = PACKET_TYPE_XMIT;
SendBytes(cs, &hdr, sizeof(hdr));
if (n == 0) {
pos = -1; // eof
break;
}
SendBytes(cs, _transmit_file + pos, n);
pos += n;
} while (--p);
cs->xmitpos = pos + 1;
if (cs->xmitpos == 0) {
NetworkSendWelcome(cs,false);
}
DEBUG(net, 2) ("[NET] client xmit at %d", pos + 1);
}
static ClientState *AllocClient(SOCKET s)
{
ClientState *cs;
if (_num_clients == MAX_CLIENTS)
return NULL;
if (_networking_server) _network_game.players_on++;
cs = &_clients[_num_clients++];
memset(cs, 0, sizeof(*cs));
cs->last = &cs->head;
cs->socket = s;
cs->timeout = _network_client_timeout;
return cs;
}
void NetworkSendReadyPacket()
{
if ((!_network_ready_sent) && (_frame_counter + _network_ready_ahead >= _frame_counter_max)) {
ReadyPacket rp;
DEBUG(net,1) ("NET: %i] ready packet sent", _frame_counter);
rp.packet_type = PACKET_TYPE_READY;
rp.packet_length = sizeof(rp);
SendBytes(_clients, &rp, sizeof(rp));
_network_ready_sent = true;
}
}
void NetworkSendSyncPackets()
{
ClientState *cs;
uint32 new_max;
SyncPacket sp;
new_max = _frame_counter + (int)_network_sync_freq;
DEBUG(net,3) ("NET: %i] serv: sync max=%i, seed1=%i, seed2=%i",_frame_counter,new_max,_sync_seed_1,_sync_seed_2);
sp.packet_length = sizeof(sp);
sp.packet_type = PACKET_TYPE_SYNC;
sp.frames = new_max - _frame_counter_max;
sp.server = _frame_counter_max - _frame_counter;
sp.random_seed_1 = TO_LE32(_sync_seed_1);
sp.random_seed_2 = TO_LE32(_sync_seed_2);
_frame_counter_max = new_max;
// send it to all the clients and mark them unready
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
cs->ready=false;
SendBytes(cs, &sp, sp.packet_length);
}
}
void NetworkSendFrameSyncPackets()
{
ClientState *cs;
FrameSyncPacket fsp;
if ((_frame_counter + 4) < _frame_counter_max) if ((_frame_fsync_last + 4 < _frame_counter)) {
// this packet mantains some information about on which frame the server is
fsp.frames = _frame_counter_max - _frame_counter;
fsp.packet_type = PACKET_TYPE_FSYNC;
fsp.packet_length = sizeof (FrameSyncPacket);
// send it to all the clients and mark them unready
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
SendBytes(cs, &fsp, fsp.packet_length);
}
_frame_fsync_last = _frame_counter;
}
}
void NetworkSendWelcome(ClientState *cs, bool direct) {
WelcomePacket wp;
int i;
wp.packet_type = PACKET_TYPE_WELCOME;
wp.packet_length = sizeof(WelcomePacket);
for (i=0; i<MAX_PLAYERS; i++) {
wp.player_seeds[i][0]=TO_LE32(_player_seeds[i][0]);
wp.player_seeds[i][1]=TO_LE32(_player_seeds[i][1]);
}
if (direct) {
wp.frames_max=0;
wp.frames_srv=0;
wp.frames_cnt=TO_LE32(_frame_counter);
SendDirectBytes(cs,(void *)&wp,wp.packet_length);
} else {
wp.frames_max=TO_LE32(_frame_counter_max);
wp.frames_srv=TO_LE32(_frame_counter_srv);
wp.frames_cnt=0;
SendBytes(cs,(void *)&wp,wp.packet_length);
}
}
static void NetworkAcceptClients()
{
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); }
DEBUG(net, 1) ("NET: %i] got client from %s", _frame_counter, 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;
uint32 frame;
DEBUG(net, 2) ("NET: %i] sending queued commands to client",_frame_counter);
sp.packet_length = sizeof(sp);
sp.packet_type = PACKET_TYPE_SYNC;
sp.random_seed_1 = sp.random_seed_2 = 0;
sp.server = 0;
frame = _frame_counter;
for(qp=_command_queue.head; qp; qp = qp->next) {
DEBUG(net, 4) ("NET: %i] sending cmd to be executed at %d (old %d)", _frame_counter, qp->frame, frame);
if (qp->frame > frame) {
assert(qp->frame <= _frame_counter_max);
sp.frames = qp->frame - frame;
frame = qp->frame;
SendBytes(cs, &sp, sizeof(sp));
}
SendBytes(cs, &qp->cp, qp->cp.packet_length);
}
if (frame < _frame_counter_max) {
DEBUG(net, 4) ("NET: %i] sending queued sync %d (%d)",_frame_counter, _frame_counter_max, frame);
sp.frames = _frame_counter_max - frame;
SendBytes(cs, &sp, sizeof(sp));
}
}
bool NetworkCheckClientReady()
{
bool ready_all = true;
uint16 count = 0;
ClientState *cs;
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
count++;
ready_all = ready_all && (cs->ready || cs->inactive || (cs->xmitpos>0));
if (!cs->ready) cs->timeout-=1;
if (cs->timeout == 0) {
SET_DPARAM16(0,count);
ShowErrorMessage(-1,STR_NETWORK_ERR_TIMEOUT,0,0);
CloseClient(cs);
}
}
return ready_all;
}
// ************************** //
// * 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(net, 1) ("[NET][IP] cannot resolve %s", hostname);
return 0;
} else {
DEBUG(net, 1) ("[NET][IP] resolved %s to %s",hostname, inet_ntoa(*(struct in_addr *) remotehost->h_addr_list[0]));
return inet_addr(inet_ntoa(*(struct in_addr *) remotehost->h_addr_list[0]));
}
} else {
// seems to be an ip [first character is a number]
return inet_addr(hostname);
}
}
bool NetworkConnect(const char *hostname, int port)
{
SOCKET s;
struct sockaddr_in sin;
int b;
DEBUG(net, 1) ("[NET][TCP] Connecting to %s %d", hostname, port);
s = socket(AF_INET, SOCK_STREAM, 0);
if (s == INVALID_SOCKET) error("socket() failed");
b = 1;
setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
sin.sin_port = htons(port);
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
NetworkClose(true);
return false;
}
// set nonblocking mode for socket..
{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
// in client mode, only the first client field is used. it's pointing to the server.
AllocClient(s);
// queue packets.. because we're waiting for the savegame.
_networking_queuing = true;
_frame_counter_max = 0;
return true;
}
void NetworkListen()
{
SOCKET ls;
struct sockaddr_in sin;
int port;
port = _network_server_port;
DEBUG(net, 1) ("[NET][TCP] listening on port %d", port);
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) && (!_networking_server)) NetworkHandleConnectionLost();
// 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);
NetworkSendWelcome(cs, true);
}
}
}
}
void NetworkSend()
{
ClientState *cs;
void *free_xmit;
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;
QueueClear(&_command_queue);
QueueClear(&_ack_queue);
_command_queue.last = &_command_queue.head;
_network_game_list = NULL;
// invalidate all clients
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++)
cs->socket = INVALID_SOCKET;
}
void NetworkClose(bool client)
{
ClientState *cs;
// invalidate all clients
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++) if (cs->socket != INVALID_SOCKET) {
CloseClient(cs);
}
if (!client) {
// if in servermode --> close listener
closesocket(_listensocket);
_listensocket= INVALID_SOCKET;
DEBUG(net, 1) ("[NET][TCP] closed listener on port %i", _network_server_port);
}
}
void NetworkShutdown()
{
_networking_server = false;
_networking = false;
_networking_sync = false;
_frame_counter = 0;
_frame_counter_max = 0;
_frame_counter_srv = 0;
}
// switch to synced mode.
void NetworkStartSync(bool fcreset)
{
DEBUG(net, 3) ("[NET][SYNC] switching to synced game mode");
_networking_sync = true;
_frame_counter = 0;
if (fcreset) {
_frame_counter_max = 0;
_frame_counter_srv = 0;
_frame_fsync_last = 0;
}
_num_future_seed = 0;
_sync_seed_1 = _sync_seed_2 = 0;
memset(_my_seed_list, 0, sizeof(_my_seed_list));
}
// ************************** //
// * 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(net, 1) ("[NET][UDP] listening on port %i", port);
udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
// this disables network
_network_available = !(udp == INVALID_SOCKET);
// set nonblocking mode for socket
{ unsigned long blocking = 1; ioctlsocket(udp, FIONBIO, &blocking); }
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = 0;
sin.sin_port = htons(port);
if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0)
DEBUG(net, 1) ("[NET][UDP] error: bind failed on port %i", port);
// enable broadcasting
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); }
// allow reusing
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val)); }
if (client) { _udp_client_socket = udp; } else { _udp_server_socket = udp; } ;
}
void NetworkUDPClose(bool client)
{
if (client) {
DEBUG(net, 1) ("[NET][UDP] closed listener on port %i", _network_client_port);
closesocket(_udp_client_socket);
_udp_client_socket = INVALID_SOCKET;
} else {
DEBUG(net, 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;
#ifndef __MORPHOS__
int client_len;
#else
LONG client_len; // for some reason we need a 'LONG' under MorphOS
#endif
int nbytes;
struct UDPPacket packet;
int packet_len;
SOCKET udp;
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
packet_len = sizeof(packet);
client_len = sizeof(client_addr);
nbytes = recvfrom(udp, (char *) &packet, packet_len , 0, (struct sockaddr *) &client_addr, &client_len);
if (nbytes>0) {
if (packet.command_code==packet.command_check) switch (packet.command_code) {
case NET_UDPCMD_SERVERSEARCH:
if (!client) {
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
memcpy(&packet.data,&_network_game,sizeof(_network_game));
packet.data_len=sizeof(_network_game);
NetworkUDPSend(client,client_addr, packet);
}
break;
case NET_UDPCMD_GETSERVERINFO:
if (!client) {
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
memcpy(&packet.data,&_network_game,sizeof(_network_game));
packet.data_len=sizeof(_network_game);
NetworkUDPSend(client,client_addr, packet);
}
break;
case NET_UDPCMD_SERVERINFO:
if (client) {
NetworkGameList * item;
item = (NetworkGameList *) NetworkGameListAdd();
item -> ip = inet_addr(inet_ntoa(client_addr.sin_addr));
item -> port = ntohs(client_addr.sin_port);
memcpy(item,&packet.data,packet.data_len);
}
break;
}
}
}
void NetworkUDPBroadCast(bool client, struct UDPPacket packet)
{
int i=0, res;
struct sockaddr_in out_addr;
uint32 bcaddr;
byte * bcptr;
SOCKET udp;
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
while (_network_ip_list[i]!=0) {
bcaddr=_network_ip_list[i];
out_addr.sin_family = AF_INET;
if (client) { out_addr.sin_port = htons(_network_server_port); } else { out_addr.sin_port = htons(_network_client_port); };
bcptr = (byte *) &bcaddr;
bcptr[3]=255;
out_addr.sin_addr.s_addr = bcaddr;
res=sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &out_addr,sizeof(out_addr));
if (res==-1) DEBUG(net, 1)("udp: broadcast error: %i",GET_LAST_ERROR());
i++;
}
}
void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet)
{
SOCKET udp;
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &recv,sizeof(recv));
}
bool NetworkUDPSearchGame(const byte ** _network_detected_serverip, unsigned short * _network_detected_serverport)
{
struct UDPPacket packet;
int timeout=3000;
NetworkGameListClear();
DEBUG(net, 0) ("[NET][UDP] searching server");
*_network_detected_serverip = "255.255.255.255";
*_network_detected_serverport = 0;
packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
packet.data_len=0;
NetworkUDPBroadCast(true, packet);
while (timeout>=0) {
CSleep(100);
timeout-=100;
NetworkUDPReceive(true);
if (_network_game_count>0) {
NetworkGameList * item;
item = (NetworkGameList *) NetworkGameListItem(0);
*_network_detected_serverip=inet_ntoa(*(struct in_addr *) &item->ip);
*_network_detected_serverport=item->port;
timeout=-1;
DEBUG(net, 0) ("[NET][UDP] server found on %s", *_network_detected_serverip);
}
}
return (*_network_detected_serverport>0);
}
// *************************** //
// * New Network Core System * //
// *************************** //
void NetworkIPListInit()
{
struct hostent* he = NULL;
char hostname[250];
uint32 bcaddr;
int i=0;
gethostname(hostname,250);
DEBUG(net, 2) ("[NET][IP] init for host %s", hostname);
he=gethostbyname((char *) hostname);
if (he == NULL) {
he = gethostbyname("localhost");
}
if (he == NULL) {
bcaddr = inet_addr("127.0.0.1");
he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
}
if (he == NULL) {
DEBUG(net, 2) ("[NET][IP] cannot resolve %s", hostname);
} else {
while(he->h_addr_list[i]) {
bcaddr = inet_addr(inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
_network_ip_list[i]=bcaddr;
DEBUG(net, 2) ("[NET][IP] add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
i++;
}
}
_network_ip_list[i]=0;
}
/* *************************************************** */
void NetworkCoreInit()
{
DEBUG(net, 3) ("[NET][Core] init()");
_network_available = true;
_network_client_timeout = 300;
_network_ready_ahead = 1;
// [win32] winsock startup
#if defined(WIN32)
{
WSADATA wsa;
DEBUG(net, 3) ("[NET][Core] using windows socket library");
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
DEBUG(net, 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(net, 3) ("[NET][Core] Couldn't open bsdsocket.library version 4.");
_network_available=false;
}
#if !defined(__MORPHOS__)
// for usleep() implementation (only required for legacy AmigaOS builds)
if ( (TimerPort = CreateMsgPort()) ) {
if ( (TimerRequest = (struct timerequest *) CreateIORequest(TimerPort, sizeof(struct timerequest))) ) {
if ( OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest *) TimerRequest, 0) == 0 ) {
if ( !(TimerBase = TimerRequest->tr_node.io_Device) ) {
// free ressources...
DEBUG(net, 3) ("[NET][Core] Couldn't initialize timer.");
_network_available=false;
}
}
}
}
#endif
}
#else
// [linux/macos] unix-socket startup
DEBUG(net, 3) ("[NET][Core] using unix socket library");
#endif
#endif
if (_network_available) {
DEBUG(net, 3) ("[NET][Core] OK: multiplayer available");
// initiate network ip list
NetworkIPListInit();
} else
DEBUG(net, 3) ("[NET][Core] FAILED: multiplayer not available");
}
/* *************************************************** */
void NetworkCoreShutdown()
{
DEBUG(net, 3) ("[NET][Core] shutdown()");
#if defined(__MORPHOS__) || defined(__AMIGA__)
{
// free allocated ressources
#if !defined(__MORPHOS__)
if (TimerBase) { CloseDevice((struct IORequest *) TimerRequest); }
if (TimerRequest) { DeleteIORequest(TimerRequest); }
if (TimerPort) { DeleteMsgPort(TimerPort); }
#endif
if (SocketBase) {
CloseLibrary(SocketBase);
}
}
#endif
#if defined(WIN32)
{ WSACleanup();}
#endif
}
/* *************************************************** */
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string)
{
byte c = 0;
while (connection_string[c] != '\0') {
if (connection_string[c] == '#') {
*player = &connection_string[c+1];
connection_string[c] = '\0';
}
if (connection_string[c] == ':') {
*port = &connection_string[c+1];
connection_string[c] = '\0';
}
c++;
}
}
bool NetworkCoreConnectGame(const byte* b, unsigned short port)
{
if (!_network_available) return false;
if (strcmp(b,"auto")==0) {
// do autodetect
NetworkUDPSearchGame(&b, &port);
}
if (port==0) {
// autodetection failed
if (_networking_override) NetworkLobbyShutdown();
ShowErrorMessage(-1, STR_NETWORK_ERR_NOSERVER, 0, 0);
_switch_mode_errorstr = STR_NETWORK_ERR_NOSERVER;
return false;
}
NetworkInitialize();
_networking = NetworkConnect(b, port);
if (_networking) {
NetworkLobbyShutdown();
IConsoleCmdExec("exec scripts/on_client.scr 0");
} else {
if (_networking_override)
NetworkLobbyShutdown();
ShowErrorMessage(-1, STR_NETWORK_ERR_NOCONNECTION,0,0);
_switch_mode_errorstr = STR_NETWORK_ERR_NOCONNECTION;
}
return _networking;
}
/* *************************************************** */
bool NetworkCoreConnectGameStruct(NetworkGameList * item)
{
return NetworkCoreConnectGame(inet_ntoa(*(struct in_addr *) &item->ip),item->port);
}
/* *************************************************** */
bool NetworkCoreStartGame()
{
if (!_network_available) return false;
NetworkLobbyShutdown();
NetworkInitialize();
NetworkListen();
NetworkUDPListen(false);
_networking_server = true;
_networking = true;
NetworkGameFillDefaults(); // clears the network game info
_network_game.players_on++; // the serverplayer is online
// execute server initialization script
IConsoleCmdExec("exec scripts/on_server.scr 0");
return true;
}
/* *************************************************** */
void NetworkCoreDisconnect()
{
/* terminate server */
if (_networking_server) {
NetworkUDPClose(false);
NetworkClose(false);
}
/* terminate client connection */
else if (_networking) {
NetworkClose(true);
}
NetworkShutdown();
}
/* *************************************************** */
void NetworkCoreLoop(bool incomming)
{
if (incomming) {
// incomming
if ( _udp_client_socket != INVALID_SOCKET ) NetworkUDPReceive(true);
if ( _udp_server_socket != INVALID_SOCKET ) NetworkUDPReceive(false);
if (_networking)
NetworkReceive();
} else {
if ( _udp_client_socket != INVALID_SOCKET ) NetworkUDPReceive(true);
if ( _udp_server_socket != INVALID_SOCKET ) NetworkUDPReceive(false);
if (_networking)
NetworkSend();
}
}
void NetworkLobbyInit()
{
DEBUG(net, 3) ("[NET][Lobby] init()");
NetworkUDPListen(true);
}
void NetworkLobbyShutdown()
{
DEBUG(net, 3) ("[NET][Lobby] shutdown()");
NetworkUDPClose(true);
}
// ******************************** //
// * Network Game List Extensions * //
// ******************************** //
void NetworkGameListClear()
{
NetworkGameList * item;
NetworkGameList * next;
DEBUG(net, 4) ("[NET][G-List] cleared server list");
item = _network_game_list;
while (item != NULL) {
next = (NetworkGameList *) item -> _next;
free (item);
item = next;
}
_network_game_list=NULL;
_network_game_count=0;
}
NetworkGameList * NetworkGameListAdd()
{
NetworkGameList * item;
NetworkGameList * before;
DEBUG(net, 4) ("[NET][G-List] added server to list");
item = _network_game_list;
before = item;
while (item != NULL) {
before = item;
item = (NetworkGameList *) item -> _next;
}
item = malloc(sizeof(NetworkGameList));
item -> _next = NULL;
if (before == NULL) {
_network_game_list = item;
} else
before -> _next = item;
_network_game_count++;
return item;
}
void NetworkGameListFromLAN()
{
struct UDPPacket packet;
DEBUG(net, 2) ("[NET][G-List] searching server over lan");
NetworkGameListClear();
packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
packet.data_len=0;
NetworkUDPBroadCast(true,packet);
}
void NetworkGameListFromInternet()
{
DEBUG(net, 2) ("[NET][G-List] searching servers over internet");
NetworkGameListClear();
// **TODO** masterserver communication [internet protocol list]
}
NetworkGameList * NetworkGameListItem(uint16 index)
{
NetworkGameList * item;
NetworkGameList * next;
uint16 cnt = 0;
item = _network_game_list;
while ((item != NULL) && (cnt != index)) {
next = (NetworkGameList *) item -> _next;
item = next;
cnt++;
}
return item;
}
// *************************** //
// * Network Game Extensions * //
// *************************** //
void NetworkGameFillDefaults()
{
NetworkGameInfo * game = &_network_game;
#if defined(WITH_REV)
extern char _openttd_revision[];
#else
const char _openttd_revision[] = "norev000";
#endif
DEBUG(net, 4) ("[NET][G-Info] setting defaults");
ttd_strlcpy(game->server_name, "OpenTTD Game", sizeof(game->server_name));
game->game_password[0]='\0';
game->map_name[0]='\0';
ttd_strlcpy(game->server_revision, _openttd_revision, sizeof(game->server_revision));
game->game_date=0;
game->map_height=0;
game->map_width=0;
game->map_set=0;
game->players_max=8;
game->players_on=0;
game->server_lang=_dynlang.curr;
}
void NetworkGameChangeDate(uint16 newdate)
{
if (_networking_server)
_network_game.game_date = newdate;
}
#else // not ENABLE_NETWORK
// stubs
void NetworkInitialize() {}
void NetworkShutdown() {}
void NetworkListen() {}
void NetworkConnect(const char *hostname, int port) {}
void NetworkReceive() {}
void NetworkSend() {}
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) {}
void NetworkSendEvent(uint16 type, uint16 data_len, void * data) {};
void NetworkProcessCommands() {}
void NetworkStartSync(bool fcreset) {}
void NetworkSendReadyPacket() {}
void NetworkSendSyncPackets() {}
void NetworkSendFrameSyncPackets() {}
bool NetworkCheckClientReady() { return true; }
void NetworkCoreInit() { _network_available=false; };
void NetworkCoreShutdown() {};
void NetworkCoreDisconnect() {};
void NetworkCoreLoop(bool incomming) {};
void ParseConnectionString(const byte **player, const byte **port, byte *connection_string) {};
bool NetworkCoreConnectGame(const byte* b, unsigned short port) {return false;};
bool NetworkCoreStartGame() {return false;};
void NetworkLobbyShutdown() {};
void NetworkLobbyInit() {};
void NetworkGameListClear() {};
NetworkGameList * NetworkGameListAdd() {return NULL;};
void NetworkGameListFromLAN() {};
void NetworkGameListFromInternet() {};
void NetworkGameFillDefaults() {};
NetworkGameList * NetworkGameListItem(uint16 index) {return NULL;};
bool NetworkCoreConnectGameStruct(NetworkGameList * item) {return false;};
void NetworkGameChangeDate(uint16 newdate) {};
#endif
|