Files
@ r3205:d6457bf4d56d
Branch filter:
Location: cpp/openttd-patchpack/source/network.c
r3205:d6457bf4d56d
36.2 KiB
text/x-c
(svn r3873) -Fix: don't remove Makefile.config if it isn't there in the first place
-Add: allow --debug=3 to enable DEBUG lvl 3 (--debug results in a lvl 1)
-Add: allow --debug=3 to enable DEBUG lvl 3 (--debug results in a lvl 1)
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 | /* $Id$ */
#include "stdafx.h"
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "map.h"
#include "network_data.h"
#include "command.h"
#include "variables.h"
#if defined(WITH_REV)
extern const char _openttd_revision[];
#elif defined(WITH_REV_HACK)
#define WITH_REV
const char _openttd_revision[] = WITH_REV_HACK;
#else
const char _openttd_revision[] = NOREV_STRING;
#endif
#ifdef ENABLE_NETWORK
#include "table/strings.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "console.h" /* IConsoleCmdExec */
#include <stdarg.h> /* va_list */
#include "md5.h"
#ifdef __MORPHOS__
// the library base is required here
struct Library *SocketBase = NULL;
#endif
// The listen socket for the server
static SOCKET _listensocket;
// Network copy of patches, so the patches of a client are not fucked up
// after he joined a server
static Patches network_tmp_patches;
// The amount of clients connected
static byte _network_clients_connected = 0;
// The index counter for new clients (is never decreased)
static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
/* Some externs / forwards */
extern void ShowJoinStatusWindow(void);
extern void StateGameLoop(void);
// Function that looks up the CI for a given client-index
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
{
NetworkClientInfo *ci;
for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++)
if (ci->client_index == client_index)
return ci;
return NULL;
}
/** Return the CI for a given IP
* @param ip IP of the client we are looking for. This must be in string-format
* @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
{
NetworkClientInfo *ci;
uint32 ip_number = inet_addr(ip);
for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++) {
if (ci->client_ip == ip_number) return ci;
}
return NULL;
}
// Function that looks up the CS for a given client-index
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
{
NetworkClientState *cs;
for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++)
if (cs->index == client_index)
return cs;
return NULL;
}
// NetworkGetClientName is a server-safe function to get the name of the client
// if the user did not send it yet, Client #<no> is used.
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
{
NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
if (ci->client_name[0] == '\0')
snprintf(client_name, size, "Client #%d", cs->index);
else
snprintf(client_name, size, "%s", ci->client_name);
}
byte NetworkSpectatorCount(void)
{
const NetworkClientState *cs;
byte count = 0;
FOR_ALL_CLIENTS(cs) {
if (DEREF_CLIENT_INFO(cs)->client_playas == OWNER_SPECTATOR) count++;
}
return count;
}
// This puts a text-message to the console, or in the future, the chat-box,
// (to keep it all a bit more general)
// If 'self_send' is true, this is the client who is sending the message
void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
{
char buf[1024];
va_list va;
const int duration = 10; // Game days the messages stay visible
char message[1024];
char temp[1024];
va_start(va, str);
vsnprintf(buf, lengthof(buf), str, va);
va_end(va);
switch (action) {
case NETWORK_ACTION_JOIN:
GetString(temp, STR_NETWORK_CLIENT_JOINED);
snprintf(message, sizeof(message), "*** %s %s", name, temp);
break;
case NETWORK_ACTION_LEAVE:
GetString(temp, STR_NETWORK_ERR_LEFT);
snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
break;
case NETWORK_ACTION_GIVE_MONEY:
if (self_send) {
SetDParamStr(0, name);
SetDParam(1, atoi(buf));
GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY);
snprintf(message, sizeof(message), "*** %s", temp);
} else {
SetDParam(0, atoi(buf));
GetString(temp, STR_NETWORK_GIVE_MONEY);
snprintf(message, sizeof(message), "*** %s %s", name, temp);
}
break;
case NETWORK_ACTION_CHAT_PLAYER:
if (self_send) {
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_TO_COMPANY);
snprintf(message, sizeof(message), "%s %s", temp, buf);
} else {
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_COMPANY);
snprintf(message, sizeof(message), "%s %s", temp, buf);
}
break;
case NETWORK_ACTION_CHAT_CLIENT:
if (self_send) {
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_TO_CLIENT);
snprintf(message, sizeof(message), "%s %s", temp, buf);
} else {
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_CLIENT);
snprintf(message, sizeof(message), "%s %s", temp, buf);
}
break;
case NETWORK_ACTION_NAME_CHANGE:
GetString(temp, STR_NETWORK_NAME_CHANGE);
snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
break;
default:
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_ALL);
snprintf(message, sizeof(message), "%s %s", temp, buf);
break;
}
IConsolePrintF(color, "%s", message);
AddTextMessage(color, duration, "%s", message);
}
// Calculate the frame-lag of a client
uint NetworkCalculateLag(const NetworkClientState *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
// This client has missed his ACK packet after 1 DAY_TICKS..
// so we increase his lag for every frame that passes!
// The packet can be out by a max of _net_frame_freq
if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
return lag;
}
// There was a non-recoverable error, drop back to the main menu with a nice
// error
static void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
_switch_mode_errorstr = error_string;
}
static void ClientStartError(const char *error)
{
DEBUG(net, 0)("[NET] Client could not start network: %s",error);
NetworkError(STR_NETWORK_ERR_CLIENT_START);
}
static void ServerStartError(const char *error)
{
DEBUG(net, 0)("[NET] Server could not start network: %s",error);
NetworkError(STR_NETWORK_ERR_SERVER_START);
}
static void NetworkClientError(byte res, NetworkClientState *cs) {
// First, send a CLIENT_ERROR to the server, so he knows we are
// disconnection (and why!)
NetworkErrorCode errorno;
// We just want to close the connection..
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->quited = true;
NetworkCloseClient(cs);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
default: errorno = NETWORK_ERROR_GENERAL;
}
// This means we fucked up and the server closed the connection
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
// Dequeue all commands before closing the socket
NetworkSend_Packets(DEREF_CLIENT(0));
}
_switch_mode = SM_MENU;
NetworkCloseClient(cs);
_networking = false;
}
// Find all IP-aliases for this host
static void NetworkFindIPs(void)
{
int i, last;
#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
int _netstat(int fd, char **output, int verbose);
int seek_past_header(char **pos, const char *header) {
char *new_pos = strstr(*pos, header);
if (new_pos == 0) {
return B_ERROR;
}
*pos += strlen(header) + new_pos - *pos + 1;
return B_OK;
}
int output_length;
char *output_pointer = NULL;
char **output;
int sock = socket(AF_INET, SOCK_DGRAM, 0);
i = 0;
// If something fails, make sure the list is empty
_network_ip_list[0] = 0;
if (sock < 0) {
DEBUG(net, 0)("Error creating socket!");
return;
}
output_length = _netstat(sock, &output_pointer, 1);
if (output_length < 0) {
DEBUG(net, 0)("Error running _netstat!");
return;
}
output = &output_pointer;
if (seek_past_header(output, "IP Interfaces:") == B_OK) {
for (;;) {
uint32 n, fields, read;
uint8 i1, i2, i3, i4, j1, j2, j3, j4;
struct in_addr inaddr;
fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
read += 1;
if (fields != 9) {
break;
}
inaddr.s_addr = htonl((uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4);
if (inaddr.s_addr != 0) {
_network_ip_list[i] = inaddr.s_addr;
i++;
}
if (read < 0) {
break;
}
*output += read;
}
/* XXX - Using either one of these crashes openttd heavily? - wber */
/*free(output_pointer);*/
/*free(output);*/
closesocket(sock);
}
#elif defined(HAVE_GETIFADDRS)
struct ifaddrs *ifap, *ifa;
// If something fails, make sure the list is empty
_network_ip_list[0] = 0;
if (getifaddrs(&ifap) != 0)
return;
i = 0;
for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
if (ifa->ifa_addr == NULL || ifa->ifa_addr->sa_family != AF_INET)
continue;
_network_ip_list[i] = ((struct sockaddr_in *)ifa->ifa_addr)->sin_addr.s_addr;
i++;
}
freeifaddrs(ifap);
#else /* not HAVE_GETIFADDRS */
unsigned long len = 0;
SOCKET sock;
IFREQ ifo[MAX_INTERFACES];
#ifndef WIN32
struct ifconf if_conf;
#endif
// If something fails, make sure the list is empty
_network_ip_list[0] = 0;
sock = socket(AF_INET, SOCK_DGRAM, 0);
if (sock == INVALID_SOCKET) return;
#ifdef WIN32
// On windows it is easy
memset(&ifo[0], 0, sizeof(ifo));
if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
closesocket(sock);
return;
}
#else
// On linux a bit harder
if_conf.ifc_len = (sizeof (struct ifreq)) * MAX_INTERFACES;
if_conf.ifc_buf = (char *)&ifo[0];
if ((ioctl(sock, SIOCGIFCONF, &if_conf)) == -1) {
closesocket(sock);
return;
}
len = if_conf.ifc_len;
#endif /* WIN32 */
// Now walk through all IPs and list them
for (i = 0; i < (int)(len / sizeof(IFREQ)); i++) {
// Request IP for this interface
#ifdef WIN32
_network_ip_list[i] = *(&ifo[i].iiAddress.AddressIn.sin_addr.s_addr);
#else
if ((ioctl(sock, SIOCGIFADDR, &ifo[i])) != 0) {
closesocket(sock);
return;
}
_network_ip_list[i] = ((struct sockaddr_in *)&ifo[i].ifr_addr)->sin_addr.s_addr;
#endif
}
closesocket(sock);
#endif /* not HAVE_GETIFADDRS */
_network_ip_list[i] = 0;
last = i - 1;
DEBUG(net, 3)("Detected IPs:");
// Now display to the debug all the detected ips
i = 0;
while (_network_ip_list[i] != 0) {
// Also check for non-used ips (127.0.0.1)
if (_network_ip_list[i] == inet_addr("127.0.0.1")) {
// If there is an ip after thisone, put him in here
if (last > i)
_network_ip_list[i] = _network_ip_list[last];
// Clear the last ip
_network_ip_list[last] = 0;
// And we have 1 ip less
last--;
continue;
}
DEBUG(net, 3)(" %d) %s", i, inet_ntoa(*(struct in_addr *)&_network_ip_list[i]));//inet_ntoa(inaddr));
i++;
}
}
// Resolve a hostname to a inet_addr
unsigned long NetworkResolveHost(const char *hostname)
{
in_addr_t ip;
// First try: is it an ip address?
ip = inet_addr(hostname);
// If not try to resolve the name
if (ip == INADDR_NONE) {
struct hostent *he = gethostbyname(hostname);
if (he == NULL) {
DEBUG(net, 0) ("[NET] Cannot resolve %s", hostname);
} else {
struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
DEBUG(net, 1) ("[NET] Resolved %s to %s", hostname, inet_ntoa(addr));
ip = addr.s_addr;
}
}
return ip;
}
// Converts a string to ip/port/player
// Format: IP#player:port
//
// connection_string will be re-terminated to seperate out the hostname, and player and port will
// be set to the player and port strings given by the user, inside the memory area originally
// occupied by connection_string.
void ParseConnectionString(const char **player, const char **port, char *connection_string)
{
char *p;
for (p = connection_string; *p != '\0'; p++) {
if (*p == '#') {
*player = p + 1;
*p = '\0';
} else if (*p == ':') {
*port = p + 1;
*p = '\0';
}
}
}
// Creates a new client from a socket
// Used both by the server and the client
static NetworkClientState *NetworkAllocClient(SOCKET s)
{
NetworkClientState *cs;
NetworkClientInfo *ci;
byte client_no;
client_no = 0;
if (_network_server) {
// Can we handle a new client?
if (_network_clients_connected >= MAX_CLIENTS)
return NULL;
if (_network_game_info.clients_on >= _network_game_info.clients_max)
return NULL;
// Register the login
client_no = _network_clients_connected++;
}
cs = &_clients[client_no];
memset(cs, 0, sizeof(*cs));
cs->socket = s;
cs->last_frame = 0;
cs->quited = false;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
if (_network_server) {
ci = DEREF_CLIENT_INFO(cs);
memset(ci, 0, sizeof(*ci));
cs->index = _network_client_index++;
ci->client_index = cs->index;
ci->join_date = _date;
InvalidateWindow(WC_CLIENT_LIST, 0);
}
return cs;
}
// Close a connection
void NetworkCloseClient(NetworkClientState *cs)
{
NetworkClientInfo *ci;
// Socket is already dead
if (cs->socket == INVALID_SOCKET) {
cs->quited = true;
return;
}
DEBUG(net, 1) ("[NET] Closed client connection");
if (!cs->quited && _network_server && cs->status > STATUS_INACTIVE) {
// We did not receive a leave message from this client...
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
char str[100];
char client_name[NETWORK_NAME_LENGTH];
NetworkClientState *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
GetString(str, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
// Inform other clients of this... strange leaving ;)
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status > STATUS_AUTH && cs != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
}
}
}
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
}
closesocket(cs->socket);
cs->writable = false;
cs->quited = true;
// Free all pending and partially received packets
while (cs->packet_queue != NULL) {
Packet *p = cs->packet_queue->next;
free(cs->packet_queue);
cs->packet_queue = p;
}
free(cs->packet_recv);
cs->packet_recv = NULL;
while (cs->command_queue != NULL) {
CommandPacket *p = cs->command_queue->next;
free(cs->command_queue);
cs->command_queue = p;
}
// Close the gap in the client-list
ci = DEREF_CLIENT_INFO(cs);
if (_network_server) {
// We just lost one client :(
if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
_network_clients_connected--;
while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
*cs = *(cs + 1);
*ci = *(ci + 1);
cs++;
ci++;
}
InvalidateWindow(WC_CLIENT_LIST, 0);
}
// Reset the status of the last socket
cs->socket = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->index = NETWORK_EMPTY_INDEX;
ci->client_index = NETWORK_EMPTY_INDEX;
}
// A client wants to connect to a server
static bool NetworkConnect(const char *hostname, int port)
{
SOCKET s;
struct sockaddr_in sin;
DEBUG(net, 1) ("[NET] Connecting to %s %d", hostname, port);
s = socket(AF_INET, SOCK_STREAM, 0);
if (s == INVALID_SOCKET) {
ClientStartError("socket() failed");
return false;
}
if (!SetNoDelay(s))
DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed");
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
sin.sin_port = htons(port);
_network_last_host_ip = sin.sin_addr.s_addr;
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
// We failed to connect for which reason what so ever
return false;
}
if (!SetNonBlocking(s))
DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
// in client mode, only the first client field is used. it's pointing to the server.
NetworkAllocClient(s);
ShowJoinStatusWindow();
memcpy(&network_tmp_patches, &_patches, sizeof(_patches));
return true;
}
// For the server, to accept new clients
static void NetworkAcceptClients(void)
{
struct sockaddr_in sin;
SOCKET s;
NetworkClientState *cs;
uint i;
bool banned;
// Should never ever happen.. is it possible??
assert(_listensocket != INVALID_SOCKET);
for (;;) {
socklen_t sin_len;
sin_len = sizeof(sin);
s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
if (s == INVALID_SOCKET) return;
SetNonBlocking(s); // XXX error handling?
DEBUG(net, 1) ("[NET] Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
SetNoDelay(s); // XXX error handling?
/* Check if the client is banned */
banned = false;
for (i = 0; i < lengthof(_network_ban_list); i++) {
if (_network_ban_list[i] == NULL)
continue;
if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
DEBUG(net, 1)("[NET] Banned ip tried to join (%s), refused", _network_ban_list[i]);
p->buffer[0] = p->size & 0xFF;
p->buffer[1] = p->size >> 8;
send(s, p->buffer, p->size, 0);
closesocket(s);
free(p);
banned = true;
break;
}
}
/* If this client is banned, continue with next client */
if (banned)
continue;
cs = NetworkAllocClient(s);
if (cs == NULL) {
// no more clients allowed?
// Send to the client that we are full!
Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
p->buffer[0] = p->size & 0xFF;
p->buffer[1] = p->size >> 8;
send(s, p->buffer, p->size, 0);
closesocket(s);
free(p);
continue;
}
// a new client has connected. We set him at inactive for now
// maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
// the client stays inactive
cs->status = STATUS_INACTIVE;
{
// Save the IP of the client
NetworkClientInfo *ci;
ci = DEREF_CLIENT_INFO(cs);
ci->client_ip = sin.sin_addr.s_addr;
}
}
}
// Set up the listen socket for the server
static bool NetworkListen(void)
{
SOCKET ls;
struct sockaddr_in sin;
int port;
port = _network_server_port;
DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, port);
ls = socket(AF_INET, SOCK_STREAM, 0);
if (ls == INVALID_SOCKET) {
ServerStartError("socket() on listen socket failed");
return false;
}
{ // reuse the socket
int reuse = 1;
// The (const char*) cast is needed for windows!!
if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
ServerStartError("setsockopt() on listen socket failed");
return false;
}
}
if (!SetNonBlocking(ls))
DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = _network_server_bind_ip;
sin.sin_port = htons(port);
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
ServerStartError("bind() failed");
return false;
}
if (listen(ls, 1) != 0) {
ServerStartError("listen() failed");
return false;
}
_listensocket = ls;
return true;
}
// Close all current connections
static void NetworkClose(void)
{
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
NetworkSend_Packets(cs);
}
NetworkCloseClient(cs);
}
if (_network_server) {
// We are a server, also close the listensocket
closesocket(_listensocket);
_listensocket = INVALID_SOCKET;
DEBUG(net, 1) ("[NET] Closed listener");
NetworkUDPClose();
}
}
// Inits the network (cleans sockets and stuff)
static void NetworkInitialize(void)
{
NetworkClientState *cs;
_local_command_queue = NULL;
// Clean all client-sockets
memset(_clients, 0, sizeof(_clients));
for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
cs->socket = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->command_queue = NULL;
}
// Clean the client_info memory
memset(&_network_client_info, 0, sizeof(_network_client_info));
memset(&_network_player_info, 0, sizeof(_network_player_info));
_sync_frame = 0;
_network_first_time = true;
_network_reconnect = 0;
NetworkUDPInitialize();
}
// Query a server to fetch his game-info
// If game_info is true, only the gameinfo is fetched,
// else only the client_info is fetched
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
{
if (!_network_available) return NULL;
NetworkDisconnect();
if (game_info) {
return NetworkUDPQueryServer(host, port);
}
NetworkInitialize();
_network_server = false;
// Try to connect
_networking = NetworkConnect(host, port);
// ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
// _network_last_port = port;
// We are connected
if (_networking) {
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
return NULL;
}
// No networking, close everything down again
NetworkDisconnect();
return NULL;
}
/* Validates an address entered as a string and adds the server to
* the list. If you use this function, the games will be marked
* as manually added. */
void NetworkAddServer(const char *b)
{
if (*b != '\0') {
NetworkGameList *item;
const char *port = NULL;
const char *player = NULL;
char host[NETWORK_HOSTNAME_LENGTH];
uint16 rport;
ttd_strlcpy(host, b, lengthof(host));
ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&player, &port, host);
if (player != NULL) _network_playas = atoi(player);
if (port != NULL) rport = atoi(port);
item = NetworkQueryServer(host, rport, true);
item->manually = true;
}
}
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
void NetworkRebuildHostList(void)
{
uint i = 0;
NetworkGameList *item = _network_game_list;
while (item != NULL && i != lengthof(_network_host_list)) {
if (item->manually) {
free(_network_host_list[i]);
_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
}
item = item->next;
}
for (; i < lengthof(_network_host_list); i++) {
free(_network_host_list[i]);
_network_host_list[i] = NULL;
}
}
// Used by clients, to connect to a server
bool NetworkClientConnectGame(const char* host, unsigned short port)
{
if (!_network_available) return false;
if (port == 0) return false;
ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
_network_last_port = port;
NetworkDisconnect();
NetworkUDPClose();
NetworkInitialize();
// Try to connect
_networking = NetworkConnect(host, port);
// We are connected
if (_networking) {
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
} else {
// Connecting failed
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
}
return _networking;
}
static void NetworkInitGameInfo(void)
{
NetworkClientInfo *ci;
ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
if (_network_game_info.server_name[0] == '\0')
snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
// The server is a client too ;)
if (_network_dedicated) {
_network_game_info.clients_on = 0;
_network_game_info.companies_on = 0;
_network_game_info.dedicated = true;
} else {
_network_game_info.clients_on = 1;
_network_game_info.companies_on = 1;
_network_game_info.dedicated = false;
}
_network_game_info.spectators_on = 0;
_network_game_info.game_date = _date;
_network_game_info.start_date = ConvertIntDate(_patches.starting_date);
_network_game_info.map_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_network_game_info.map_set = _opt.landscape;
_network_game_info.use_password = (_network_server_password[0] != '\0');
// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
// The index is NETWORK_SERVER_INDEX ( = 1)
ci = &_network_client_info[MAX_CLIENT_INFO - 1];
memset(ci, 0, sizeof(*ci));
ci->client_index = NETWORK_SERVER_INDEX;
if (_network_dedicated)
ci->client_playas = OWNER_SPECTATOR;
else
ci->client_playas = _local_player + 1;
ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
}
bool NetworkServerStart(void)
{
if (!_network_available) return false;
/* Call the pre-scripts */
IConsoleCmdExec("exec scripts/pre_server.scr 0");
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
NetworkInitialize();
if (!NetworkListen())
return false;
// Try to start UDP-server
_network_udp_server = true;
_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
_network_server = true;
_networking = true;
_frame_counter = 0;
_frame_counter_server = 0;
_frame_counter_max = 0;
_last_sync_frame = 0;
_network_own_client_index = NETWORK_SERVER_INDEX;
if (!_network_dedicated)
_network_playas = 1;
_network_clients_connected = 0;
NetworkInitGameInfo();
// execute server initialization script
IConsoleCmdExec("exec scripts/on_server.scr 0");
// if the server is dedicated ... add some other script
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
/* Try to register us to the master server */
_network_last_advertise_frame = 0;
_network_need_advertise = true;
NetworkUDPAdvertise();
return true;
}
// The server is rebooting...
// The only difference with NetworkDisconnect, is the packets that is sent
void NetworkReboot(void)
{
if (_network_server) {
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
NetworkSend_Packets(cs);
}
}
NetworkClose();
// Free all queued commands
while (_local_command_queue != NULL) {
CommandPacket *p = _local_command_queue;
_local_command_queue = _local_command_queue->next;
free(p);
}
_networking = false;
_network_server = false;
}
// We want to disconnect from the host/clients
void NetworkDisconnect(void)
{
if (_network_server) {
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
NetworkSend_Packets(cs);
}
}
if (_network_advertise)
NetworkUDPRemoveAdvertise();
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
NetworkClose();
// Free all queued commands
while (_local_command_queue != NULL) {
CommandPacket *p = _local_command_queue;
_local_command_queue = _local_command_queue->next;
free(p);
}
if (_networking && !_network_server) {
memcpy(&_patches, &network_tmp_patches, sizeof(_patches));
}
_networking = false;
_network_server = false;
}
// Receives something from the network
static bool NetworkReceive(void)
{
NetworkClientState *cs;
int n;
fd_set read_fd, write_fd;
struct timeval tv;
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
FOR_ALL_CLIENTS(cs) {
FD_SET(cs->socket, &read_fd);
FD_SET(cs->socket, &write_fd);
}
// take care of listener port
if (_network_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 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
// accept clients..
if (_network_server && FD_ISSET(_listensocket, &read_fd))
NetworkAcceptClients();
// read stuff from clients
FOR_ALL_CLIENTS(cs) {
cs->writable = !!FD_ISSET(cs->socket, &write_fd);
if (FD_ISSET(cs->socket, &read_fd)) {
if (_network_server)
NetworkServer_ReadPackets(cs);
else {
byte res;
// The client already was quiting!
if (cs->quited) return false;
if ((res = NetworkClient_ReadPackets(cs)) != NETWORK_RECV_STATUS_OKAY) {
// The client made an error of which we can not recover
// close the client and drop back to main menu
NetworkClientError(res, cs);
return false;
}
}
}
}
return true;
}
// This sends all buffered commands (if possible)
static void NetworkSend(void)
{
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
if (cs->writable) {
NetworkSend_Packets(cs);
if (cs->status == STATUS_MAP) {
// This client is in the middle of a map-send, call the function for that
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
}
}
}
}
// Handle the local-command-queue
static void NetworkHandleLocalQueue(void)
{
CommandPacket *cp, **cp_prev;
cp_prev = &_local_command_queue;
while ( (cp = *cp_prev) != NULL) {
// The queue is always in order, which means
// that the first element will be executed first.
if (_frame_counter < cp->frame)
break;
if (_frame_counter > cp->frame) {
// If we reach here, it means for whatever reason, we've already executed
// past the command we need to execute.
DEBUG(net, 0)("[NET] Trying to execute a packet in the past!");
assert(0);
}
// We can execute this command
NetworkExecuteCommand(cp);
*cp_prev = cp->next;
free(cp);
}
// Just a safety check, to be removed in the future.
// Make sure that no older command appears towards the end of the queue
// In that case we missed executing it. This will never happen.
for (cp = _local_command_queue; cp; cp = cp->next) {
assert(_frame_counter < cp->frame);
}
}
static bool NetworkDoClientLoop(void)
{
_frame_counter++;
NetworkHandleLocalQueue();
StateGameLoop();
// Check if we are in sync!
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
#else
if (_sync_seed_1 != _random_seeds[0][0]) {
#endif
NetworkError(STR_NETWORK_ERR_DESYNC);
DEBUG(net, 0)("[NET] Sync error detected!");
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
return false;
}
// If this is the first time we have a sync-frame, we
// need to let the server know that we are ready and at the same
// frame as he is.. so we can start playing!
if (_network_first_time) {
_network_first_time = false;
SEND_COMMAND(PACKET_CLIENT_ACK)();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1)("[NET] Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
// We have to do some UDP checking
void NetworkUDPGameLoop(void)
{
if (_network_udp_server) {
NetworkUDPReceive(_udp_server_socket);
if (_udp_master_socket != INVALID_SOCKET) {
NetworkUDPReceive(_udp_master_socket);
}
}
else if (_udp_client_socket != INVALID_SOCKET) {
NetworkUDPReceive(_udp_client_socket);
if (_network_udp_broadcast > 0)
_network_udp_broadcast--;
}
}
// The main loop called from ttd.c
// Here we also have to do StateGameLoop if needed!
void NetworkGameLoop(void)
{
if (!_networking) return;
if (!NetworkReceive()) return;
if (_network_server) {
bool send_frame = false;
// We first increase the _frame_counter
_frame_counter++;
// Update max-frame-counter
if (_frame_counter > _frame_counter_max) {
_frame_counter_max = _frame_counter + _network_frame_freq;
send_frame = true;
}
NetworkHandleLocalQueue();
// Then we make the frame
StateGameLoop();
_sync_seed_1 = _random_seeds[0][0];
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = _random_seeds[0][1];
#endif
NetworkServer_Tick(send_frame);
} else {
// Client
// Make sure we are at the frame were the server is (quick-frames)
if (_frame_counter_server > _frame_counter) {
while (_frame_counter_server > _frame_counter) {
if (!NetworkDoClientLoop()) break;
}
} else {
// Else, keep on going till _frame_counter_max
if (_frame_counter_max > _frame_counter) {
NetworkDoClientLoop();
}
}
}
NetworkSend();
}
static void NetworkGenerateUniqueId(void)
{
md5_state_t state;
md5_byte_t digest[16];
char hex_output[16*2 + 1];
char coding_string[NETWORK_NAME_LENGTH];
int di;
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
/* Generate the MD5 hash */
md5_init(&state);
md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
md5_finish(&state, digest);
for (di = 0; di < 16; ++di)
sprintf(hex_output + di * 2, "%02x", digest[di]);
/* _network_unique_id is our id */
snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
}
// This tries to launch the network for a given OS
void NetworkStartUp(void)
{
DEBUG(net, 3) ("[NET][Core] Starting network...");
#if defined(__MORPHOS__) || defined(__AMIGA__)
/*
* IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
* network related function, else: crash.
*/
{
DEBUG(misc,3) ("[NET][Core] Loading bsd socket library");
if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
DEBUG(net, 0) ("[NET][Core] Error: couldn't open bsdsocket.library version 4. Network not available.");
_network_available = false;
return;
}
#if defined(__AMIGA__)
// 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, 0) ("[NET][Core] Error: couldn't initialize timer. Network not available.");
_network_available = false;
return;
}
}
}
}
#endif // __AMIGA__
}
#endif // __MORPHOS__ / __AMIGA__
// Network is available
_network_available = true;
_network_dedicated = false;
_network_last_advertise_frame = 0;
_network_need_advertise = true;
_network_advertise_retries = 0;
/* Load the ip from the openttd.cfg */
_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
/* And put the data back in it in case it was an invalid ip */
snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
/* Generate an unique id when there is none yet */
if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();
memset(&_network_game_info, 0, sizeof(_network_game_info));
_network_game_info.clients_max = 10; // XXX - hardcoded, string limiation -- TrueLight
_network_game_info.companies_max = MAX_PLAYERS; // 8
_network_game_info.spectators_max = _network_game_info.clients_max;
// Let's load the network in windows
#if defined(WIN32)
{
WSADATA wsa;
DEBUG(net, 3) ("[NET][Core] Loading windows socket library");
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
DEBUG(net, 0) ("[NET][Core] Error: WSAStartup failed. Network not available.");
_network_available = false;
return;
}
}
#endif // WIN32
NetworkInitialize();
DEBUG(net, 3) ("[NET][Core] Network online. Multiplayer available.");
NetworkFindIPs();
}
// This shuts the network down
void NetworkShutDown(void)
{
DEBUG(net, 3) ("[NET][Core] Shutting down the network.");
_network_available = false;
#if defined(__MORPHOS__) || defined(__AMIGA__)
{
// free allocated ressources
#if defined(__AMIGA__)
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
}
#else
void ParseConnectionString(const char **player, const char **port, char *connection_string) {}
void NetworkUpdateClientInfo(uint16 client_index) {}
#endif /* ENABLE_NETWORK */
|