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Location: cpp/openttd-patchpack/source/network_udp.c
r659:c4726c05e825
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(svn r1093) -Fix: Hopefully fixed windows revision issues once and for all. Removed globalness of _openttd_revision and put all such ifdefs into one place. If server has a revision only the same revisions can join; if the server has no revision everyone can join. I reckon this should be a server-side option to allow people to join or not to join.
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#include "network_data.h"
#ifdef ENABLE_NETWORK
#include "network_gamelist.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_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_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_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);
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
{
ClientState *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);
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(packet, client_addr);
free(packet);
}
// 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,
};
// 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 %s:%i", inet_ntoa(*(struct in_addr *)&host), 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 %s:%d", inet_ntoa(*(struct in_addr *)&host), 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_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(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_CLIENT_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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