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Location: cpp/openttd-patchpack/source/network_udp.c
r556:6d4e803d1a75
9.3 KiB
text/x-c
(svn r957) -Fix: vehicle.c compiler problems for MSVC6 only! (Tron)
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 | #include "stdafx.h"
#include "network_data.h"
#ifdef ENABLE_NETWORK
#include "network_gamelist.h"
extern void UpdateNetworkGameWindow(bool unselect);
//
// This file handles all the LAN-stuff
// Stuff like:
// - UDP search over the network
//
typedef enum {
PACKET_UDP_FIND_SERVER,
PACKET_UDP_SERVER_RESPONSE,
PACKET_UDP_END
} PacketUDPType;
static SOCKET _udp_server_socket; // udp server socket
#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv);
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER)
{
Packet *packet;
// Just a fail-safe.. should never happen
if (!_network_udp_server)
return;
packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE);
// Update some game_info
_network_game_info.game_date = _date;
_network_game_info.map_set = _opt.landscape;
NetworkSend_uint8 (packet, NETWORK_GAME_INFO_VERSION);
NetworkSend_string(packet, _network_game_info.server_name);
NetworkSend_string(packet, _network_game_info.server_revision);
NetworkSend_uint8 (packet, _network_game_info.server_lang);
NetworkSend_uint8 (packet, _network_game_info.use_password);
NetworkSend_uint8 (packet, _network_game_info.clients_max);
NetworkSend_uint8 (packet, _network_game_info.clients_on);
NetworkSend_uint8 (packet, _network_game_info.spectators_on);
NetworkSend_uint16(packet, _network_game_info.game_date);
NetworkSend_uint16(packet, _network_game_info.start_date);
NetworkSend_string(packet, _network_game_info.map_name);
NetworkSend_uint16(packet, _network_game_info.map_width);
NetworkSend_uint16(packet, _network_game_info.map_height);
NetworkSend_uint8 (packet, _network_game_info.map_set);
NetworkSend_uint8 (packet, _network_game_info.dedicated);
// Let the client know that we are here
NetworkSendUDP_Packet(packet, client_addr);
free(packet);
DEBUG(net, 2)("[NET][UDP] Queried from %s", inet_ntoa(client_addr->sin_addr));
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
{
NetworkGameList *item;
byte game_info_version;
// Just a fail-safe.. should never happen
if (_network_udp_server)
return;
game_info_version = NetworkRecv_uint8(p);
// Find next item
item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
if (game_info_version == 1) {
NetworkRecv_string(p, item->info.server_name, sizeof(item->info.server_name));
NetworkRecv_string(p, item->info.server_revision, sizeof(item->info.server_revision));
item->info.server_lang = NetworkRecv_uint8(p);
item->info.use_password = NetworkRecv_uint8(p);
item->info.clients_max = NetworkRecv_uint8(p);
item->info.clients_on = NetworkRecv_uint8(p);
item->info.spectators_on = NetworkRecv_uint8(p);
item->info.game_date = NetworkRecv_uint16(p);
item->info.start_date = NetworkRecv_uint16(p);
NetworkRecv_string(p, item->info.map_name, sizeof(item->info.map_name));
item->info.map_width = NetworkRecv_uint16(p);
item->info.map_height = NetworkRecv_uint16(p);
item->info.map_set = NetworkRecv_uint8(p);
item->info.dedicated = NetworkRecv_uint8(p);
if (item->info.hostname[0] == '\0')
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
}
item->online = true;
UpdateNetworkGameWindow(false);
}
// The layout for the receive-functions by UDP
typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr);
static NetworkUDPPacket* const _network_udp_packet[] = {
RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER),
RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
};
// If this fails, check the array above with network_data.h
assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END);
void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr)
{
byte type;
type = NetworkRecv_uint8(p);
if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL) {
_network_udp_packet[type](p, client_addr);
} else {
DEBUG(net, 0)("[NET][UDP] Received invalid packet type %d", type);
}
}
// Send a packet over UDP
void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv)
{
SOCKET udp;
int res;
// Find the correct socket
if (_network_udp_server)
udp = _udp_server_socket;
else
udp = _udp_client_socket;
// Put the length in the buffer
p->buffer[0] = p->size & 0xFF;
p->buffer[1] = p->size >> 8;
// Send the buffer
res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
// Check for any errors, but ignore it for the rest
if (res == -1) {
DEBUG(net, 1)("[NET][UDP] Send error: %i", GET_LAST_ERROR());
}
}
// Start UDP listener
bool NetworkUDPListen(uint32 host, uint16 port)
{
struct sockaddr_in sin;
SOCKET udp;
// Make sure sockets are closed
if (_network_udp_server)
closesocket(_udp_server_socket);
else
closesocket(_udp_client_socket);
udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (udp == INVALID_SOCKET) {
DEBUG(net, 1)("[NET][UDP] Failed to start UDP support");
return false;
}
// set nonblocking mode for socket
{
unsigned long blocking = 1;
ioctlsocket(udp, FIONBIO, &blocking);
}
sin.sin_family = AF_INET;
// Listen on all IPs
sin.sin_addr.s_addr = host;
sin.sin_port = htons(port);
if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
DEBUG(net, 1) ("[NET][UDP] error: bind failed on port %i", port);
return false;
}
// enable broadcasting
// allow reusing
{
unsigned long val = 1;
setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
val = 1;
setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val));
}
if (_network_udp_server)
_udp_server_socket = udp;
else
_udp_client_socket = udp;
DEBUG(net, 1)("[NET][UDP] Listening on port %d", port);
return true;
}
// Close UDP connection
void NetworkUDPClose(void)
{
DEBUG(net, 1) ("[NET][UDP] Closed listener");
if (_network_udp_server) {
closesocket(_udp_server_socket);
_udp_server_socket = INVALID_SOCKET;
_network_udp_server = false;
_network_udp_broadcast = 0;
} else {
closesocket(_udp_client_socket);
_udp_client_socket = INVALID_SOCKET;
_network_udp_broadcast = 0;
}
}
// Receive something on UDP level
void NetworkUDPReceive(void)
{
struct sockaddr_in client_addr;
#ifndef __MORPHOS__
int client_len;
#else
LONG client_len; // for some reason we need a 'LONG' under MorphOS
#endif
int nbytes;
static Packet *p = NULL;
int packet_len;
SOCKET udp;
if (_network_udp_server)
udp = _udp_server_socket;
else
udp = _udp_client_socket;
// If p is NULL, malloc him.. this prevents unneeded mallocs
if (p == NULL)
p = malloc(sizeof(Packet));
packet_len = sizeof(p->buffer);
client_len = sizeof(client_addr);
// Try to receive anything
nbytes = recvfrom(udp, p->buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
// We got some bytes.. just asume we receive the whole packet
if (nbytes > 0) {
// Get the size of the buffer
p->size = (uint16)p->buffer[0];
p->size += (uint16)p->buffer[1] << 8;
// Put the position on the right place
p->pos = 2;
p->next = NULL;
// Handle the packet
NetworkHandleUDPPacket(p, &client_addr);
// Free the packet
free(p);
p = NULL;
}
}
// Broadcast to all ips
void NetworkUDPBroadCast(void)
{
int i;
struct sockaddr_in out_addr;
byte *bcptr;
uint32 bcaddr;
Packet *p;
// Init the packet
p = NetworkSend_Init(PACKET_UDP_FIND_SERVER);
// Go through all the ips on this pc
i = 0;
while (_network_ip_list[i] != 0) {
bcaddr = _network_ip_list[i];
bcptr = (byte *)&bcaddr;
// Make the address a broadcast address
bcptr[3] = 255;
DEBUG(net, 6)("[NET][UDP] Broadcasting to %s", inet_ntoa(*(struct in_addr *)&bcaddr));
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(_network_server_port);
out_addr.sin_addr.s_addr = bcaddr;
NetworkSendUDP_Packet(p, &out_addr);
i++;
}
free(p);
}
// Find all servers
void NetworkUDPSearchGame(void)
{
// We are still searching..
if (_network_udp_broadcast > 0)
return;
// No UDP-socket yet..
if (_udp_client_socket == INVALID_SOCKET)
if (!NetworkUDPListen(0, 0))
return;
DEBUG(net, 0)("[NET][UDP] Searching server");
NetworkUDPBroadCast();
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
void NetworkUDPQueryServer(const byte* host, unsigned short port)
{
struct sockaddr_in out_addr;
Packet *p;
NetworkGameList *item;
char hostname[NETWORK_HOSTNAME_LENGTH];
// No UDP-socket yet..
if (_udp_client_socket == INVALID_SOCKET)
if (!NetworkUDPListen(0, 0))
return;
ttd_strlcpy(hostname, host, sizeof(hostname));
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(port);
out_addr.sin_addr.s_addr = NetworkResolveHost(host);
// Clear item in gamelist
item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
memset(&item->info, 0, sizeof(item->info));
snprintf(item->info.server_name, sizeof(item->info.server_name), "%s", hostname);
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", hostname);
item->online = false;
// Init the packet
p = NetworkSend_Init(PACKET_UDP_FIND_SERVER);
NetworkSendUDP_Packet(p, &out_addr);
free(p);
UpdateNetworkGameWindow(false);
}
void NetworkUDPInitialize(void)
{
_udp_client_socket = INVALID_SOCKET;
_udp_server_socket = INVALID_SOCKET;
_network_udp_server = false;
_network_udp_broadcast = 0;
}
#endif /* ENABLE_NETWORK */
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