Files
@ r1882:b657f9bda5ce
Branch filter:
Location: cpp/openttd-patchpack/source/network_udp.c
r1882:b657f9bda5ce
18.4 KiB
text/x-c
(svn r2388) - Fix: [realistic accel] Very slow trains no longer get an increase in maximum speed when part of them is in a depot.
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 | #include "stdafx.h"
#include "debug.h"
#include "string.h"
#include "network_data.h"
#ifdef ENABLE_NETWORK
#include "map.h"
#include "network_gamelist.h"
#include "network_udp.h"
extern void UpdateNetworkGameWindow(bool unselect);
extern void NetworkPopulateCompanyInfo(void);
//
// This file handles all the LAN-stuff
// Stuff like:
// - UDP search over the network
//
typedef enum {
PACKET_UDP_CLIENT_FIND_SERVER,
PACKET_UDP_SERVER_RESPONSE,
PACKET_UDP_CLIENT_DETAIL_INFO,
PACKET_UDP_SERVER_DETAIL_INFO, // Is not used in OpenTTD itself, only for external querying
PACKET_UDP_SERVER_REGISTER, // Packet to register itself to the master server
PACKET_UDP_MASTER_ACK_REGISTER, // Packet indicating registration has succedeed
PACKET_UDP_CLIENT_GET_LIST, // Request for serverlist from master server
PACKET_UDP_MASTER_RESPONSE_LIST, // Response from master server with server ip's + port's
PACKET_UDP_SERVER_UNREGISTER, // Request to be removed from the server-list
PACKET_UDP_END
} PacketUDPType;
enum {
ADVERTISE_NORMAL_INTERVAL = 450, // interval between advertising in days
ADVERTISE_RETRY_INTERVAL = 5, // readvertise when no response after this amount of days
ADVERTISE_RETRY_TIMES = 3 // give up readvertising after this much failed retries
};
#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
void NetworkSendUDP_Packet(SOCKET udp, Packet *p, struct sockaddr_in *recv);
NetworkClientState _udp_cs;
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_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_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_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(_udp_server_socket, 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(&_udp_cs, p);
if (_udp_cs.quited)
return;
DEBUG(net, 6)("[NET][UDP] Server response from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
// Find next item
item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
if (game_info_version == 1) {
NetworkRecv_string(&_udp_cs, p, item->info.server_name, sizeof(item->info.server_name));
NetworkRecv_string(&_udp_cs, p, item->info.server_revision, sizeof(item->info.server_revision));
item->info.server_lang = NetworkRecv_uint8(&_udp_cs, p);
item->info.use_password = NetworkRecv_uint8(&_udp_cs, p);
item->info.clients_max = NetworkRecv_uint8(&_udp_cs, p);
item->info.clients_on = NetworkRecv_uint8(&_udp_cs, p);
item->info.spectators_on = NetworkRecv_uint8(&_udp_cs, p);
item->info.game_date = NetworkRecv_uint16(&_udp_cs, p);
item->info.start_date = NetworkRecv_uint16(&_udp_cs, p);
NetworkRecv_string(&_udp_cs, p, item->info.map_name, sizeof(item->info.map_name));
item->info.map_width = NetworkRecv_uint16(&_udp_cs, p);
item->info.map_height = NetworkRecv_uint16(&_udp_cs, p);
item->info.map_set = NetworkRecv_uint8(&_udp_cs, p);
item->info.dedicated = NetworkRecv_uint8(&_udp_cs, 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);
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
{
NetworkClientState *cs;
NetworkClientInfo *ci;
Packet *packet;
Player *player;
byte active = 0;
byte current = 0;
int i;
// Just a fail-safe.. should never happen
if (!_network_udp_server)
return;
packet = NetworkSend_Init(PACKET_UDP_SERVER_DETAIL_INFO);
FOR_ALL_PLAYERS(player) {
if (player->is_active)
active++;
}
/* Send the amount of active companies */
NetworkSend_uint8 (packet, NETWORK_COMPANY_INFO_VERSION);
NetworkSend_uint8 (packet, active);
/* Fetch the latest version of everything */
NetworkPopulateCompanyInfo();
/* Go through all the players */
FOR_ALL_PLAYERS(player) {
/* Skip non-active players */
if (!player->is_active)
continue;
current++;
/* Send the information */
NetworkSend_uint8 (packet, current);
NetworkSend_string(packet, _network_player_info[player->index].company_name);
NetworkSend_uint8 (packet, _network_player_info[player->index].inaugurated_year);
NetworkSend_uint64(packet, _network_player_info[player->index].company_value);
NetworkSend_uint64(packet, _network_player_info[player->index].money);
NetworkSend_uint64(packet, _network_player_info[player->index].income);
NetworkSend_uint16(packet, _network_player_info[player->index].performance);
/* Send 1 if there is a passord for the company else send 0 */
if (_network_player_info[player->index].password[0] != '\0') {
NetworkSend_uint8 (packet, 1);
} else {
NetworkSend_uint8 (packet, 0);
}
for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
NetworkSend_uint16(packet, _network_player_info[player->index].num_vehicle[i]);
for (i = 0; i < NETWORK_STATION_TYPES; i++)
NetworkSend_uint16(packet, _network_player_info[player->index].num_station[i]);
/* Find the clients that are connected to this player */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if ((ci->client_playas - 1) == player->index) {
/* The uint8 == 1 indicates that a client is following */
NetworkSend_uint8(packet, 1);
NetworkSend_string(packet, ci->client_name);
NetworkSend_string(packet, ci->unique_id);
NetworkSend_uint16(packet, ci->join_date);
}
}
/* Also check for the server itself */
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if ((ci->client_playas - 1) == player->index) {
/* The uint8 == 1 indicates that a client is following */
NetworkSend_uint8(packet, 1);
NetworkSend_string(packet, ci->client_name);
NetworkSend_string(packet, ci->unique_id);
NetworkSend_uint16(packet, ci->join_date);
}
/* Indicates end of client list */
NetworkSend_uint8(packet, 0);
}
/* And check if we have any spectators */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if ((ci->client_playas - 1) > MAX_PLAYERS) {
/* The uint8 == 1 indicates that a client is following */
NetworkSend_uint8(packet, 1);
NetworkSend_string(packet, ci->client_name);
NetworkSend_string(packet, ci->unique_id);
NetworkSend_uint16(packet, ci->join_date);
}
}
/* Also check for the server itself */
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if ((ci->client_playas - 1) > MAX_PLAYERS) {
/* The uint8 == 1 indicates that a client is following */
NetworkSend_uint8(packet, 1);
NetworkSend_string(packet, ci->client_name);
NetworkSend_string(packet, ci->unique_id);
NetworkSend_uint16(packet, ci->join_date);
}
/* Indicates end of client list */
NetworkSend_uint8(packet, 0);
NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
free(packet);
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST) {
int i;
struct in_addr ip;
uint16 port;
uint8 ver;
/* packet begins with the protocol version (uint8)
* then an uint16 which indicates how many
* ip:port pairs are in this packet, after that
* an uint32 (ip) and an uint16 (port) for each pair
*/
ver = NetworkRecv_uint8(&_udp_cs, p);
if (_udp_cs.quited)
return;
if (ver == 1) {
for (i = NetworkRecv_uint16(&_udp_cs, p); i != 0 ; i--) {
ip.s_addr = TO_LE32(NetworkRecv_uint32(&_udp_cs, p));
port = NetworkRecv_uint16(&_udp_cs, p);
NetworkUDPQueryServer(inet_ntoa(ip), port);
}
}
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER) {
_network_advertise_retries = 0;
DEBUG(net, 2)("[NET][UDP] We are advertised on the master-server!");
if (!_network_advertise)
/* We are advertised, but we don't want to! */
NetworkUDPRemoveAdvertise();
}
// 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_CLIENT_FIND_SERVER),
RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO),
NULL,
NULL,
RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER),
NULL,
RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST),
NULL
};
// 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;
/* Fake a client, so we can see when there is an illegal packet */
_udp_cs.socket = INVALID_SOCKET;
_udp_cs.quited = false;
type = NetworkRecv_uint8(&_udp_cs, p);
if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL && !_udp_cs.quited) {
_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(SOCKET udp, Packet *p, struct sockaddr_in *recv)
{
int res;
// 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(SOCKET *udp, uint32 host, uint16 port, bool broadcast)
{
struct sockaddr_in sin;
// Make sure socket is closed
closesocket(*udp);
*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 %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
return false;
}
if (broadcast) {
/* Enable broadcast */
unsigned long val = 1;
setsockopt(*udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
}
DEBUG(net, 1)("[NET][UDP] Listening on port %s:%d", inet_ntoa(*(struct in_addr *)&host), port);
return true;
}
// Close UDP connection
void NetworkUDPClose(void)
{
DEBUG(net, 1) ("[NET][UDP] Closed listeners");
if (_network_udp_server) {
if (_udp_server_socket != INVALID_SOCKET) {
closesocket(_udp_server_socket);
_udp_server_socket = INVALID_SOCKET;
}
if (_udp_master_socket != INVALID_SOCKET) {
closesocket(_udp_master_socket);
_udp_master_socket = INVALID_SOCKET;
}
_network_udp_server = false;
_network_udp_broadcast = 0;
} else {
if (_udp_client_socket != INVALID_SOCKET) {
closesocket(_udp_client_socket);
_udp_client_socket = INVALID_SOCKET;
}
_network_udp_broadcast = 0;
}
}
// Receive something on UDP level
void NetworkUDPReceive(SOCKET udp)
{
struct sockaddr_in client_addr;
socklen_t client_len;
int nbytes;
static Packet *p = NULL;
int packet_len;
// 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(SOCKET udp)
{
int i;
struct sockaddr_in out_addr;
byte *bcptr;
uint32 bcaddr;
Packet *p;
// Init the packet
p = NetworkSend_Init(PACKET_UDP_CLIENT_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(udp, p, &out_addr);
i++;
}
}
// Request the the server-list from the master server
void NetworkUDPQueryMasterServer(void)
{
struct sockaddr_in out_addr;
Packet *p;
if (_udp_client_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
return;
p = NetworkSend_Init(PACKET_UDP_CLIENT_GET_LIST);
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
// packet only contains protocol version
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
DEBUG(net, 2)("[NET][UDP] Queried Master Server at %s:%d", inet_ntoa(out_addr.sin_addr),ntohs(out_addr.sin_port));
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(&_udp_client_socket, 0, 0, true))
return;
DEBUG(net, 0)("[NET][UDP] Searching server");
NetworkUDPBroadCast(_udp_client_socket);
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
NetworkGameList *NetworkUDPQueryServer(const char* 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(&_udp_client_socket, 0, 0, true))
return NULL;
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_CLIENT_FIND_SERVER);
NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
free(p);
UpdateNetworkGameWindow(false);
return item;
}
/* Remove our advertise from the master-server */
void NetworkUDPRemoveAdvertise(void)
{
struct sockaddr_in out_addr;
Packet *p;
/* Check if we are advertising */
if (!_networking || !_network_server || !_network_udp_server)
return;
/* check for socket */
if (_udp_master_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
return;
DEBUG(net, 2)("[NET][UDP] Removing advertise..");
/* Find somewhere to send */
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
/* Send the packet */
p = NetworkSend_Init(PACKET_UDP_SERVER_UNREGISTER);
/* Packet is: Version, server_port */
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
NetworkSend_uint16(p, _network_server_port);
NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
free(p);
}
/* Register us to the master server
This function checks if it needs to send an advertise */
void NetworkUDPAdvertise(void)
{
struct sockaddr_in out_addr;
Packet *p;
/* Check if we should send an advertise */
if (!_networking || !_network_server || !_network_udp_server || !_network_advertise)
return;
/* check for socket */
if (_udp_master_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
return;
/* Only send once in the 450 game-days (about 15 minutes) */
if (_network_advertise_retries == 0) {
if ( (_network_last_advertise_date + ADVERTISE_NORMAL_INTERVAL) > _date)
return;
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
}
if ( (_network_last_advertise_date + ADVERTISE_RETRY_INTERVAL) > _date)
return;
_network_advertise_retries--;
_network_last_advertise_date = _date;
/* Find somewhere to send */
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
DEBUG(net, 1)("[NET][UDP] Advertising to master server");
/* Send the packet */
p = NetworkSend_Init(PACKET_UDP_SERVER_REGISTER);
/* Packet is: WELCOME_MESSAGE, Version, server_port */
NetworkSend_string(p, NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
NetworkSend_uint16(p, _network_server_port);
NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
free(p);
}
void NetworkUDPInitialize(void)
{
_udp_client_socket = INVALID_SOCKET;
_udp_server_socket = INVALID_SOCKET;
_udp_master_socket = INVALID_SOCKET;
_network_udp_server = false;
_network_udp_broadcast = 0;
}
#endif /* ENABLE_NETWORK */
|