Remove the memmove special case for MSVC According to the MSDN it was just plain wrong and memmove was directly used in some places anyway
		
			
				
	
	
		
			1979 lines
		
	
	
		
			50 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1979 lines
		
	
	
		
			50 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
#include "stdafx.h"
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#include "ttd.h"
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#include "gui.h"
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#include "command.h"
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#include "player.h"
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#include "console.h"
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#include "economy.h"
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 | 
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#if defined(WIN32)
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#	include <windows.h>
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#	include <winsock.h>
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# pragma comment (lib, "ws2_32.lib")
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# define ENABLE_NETWORK
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# define GET_LAST_ERROR() WSAGetLastError()
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# define EWOULDBLOCK WSAEWOULDBLOCK
 | 
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#endif
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 | 
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#if defined(UNIX)
 | 
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// Make compatible with WIN32 names
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#	define SOCKET int
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#	define INVALID_SOCKET -1
 | 
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// we need different defines for MorphOS and AmigaOS
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#if !defined(__MORPHOS__) && !defined(__AMIGA__)
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#	define ioctlsocket ioctl
 | 
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# define closesocket close
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# define GET_LAST_ERROR() errno
 | 
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#endif
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// Need this for FIONREAD on solaris
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#	define BSD_COMP
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#	include <unistd.h>
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#	include <sys/ioctl.h>
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// Socket stuff
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#	include <sys/socket.h>
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#	include <netinet/in.h>
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#	include <arpa/inet.h>
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# 	include <errno.h>
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# 	include <sys/time.h>
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// NetDB
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#   include <netdb.h>
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# ifndef TCP_NODELAY
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#  define TCP_NODELAY 0x0001
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# endif
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#endif
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#if defined(__MORPHOS__) || defined(__AMIGA__)
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#	include <exec/types.h>
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#	include <proto/exec.h> 		// required for Open/CloseLibrary()
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#	if defined(__MORPHOS__)
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#		include <sys/filio.h> 	// FION#? defines
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#	else // __AMIGA__
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#		include	<proto/socket.h>
 | 
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#	endif
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 | 
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// make source compatible with bsdsocket.library functions
 | 
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# define closesocket(s)     						CloseSocket(s)
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# define GET_LAST_ERROR() 							Errno()
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#	define ioctlsocket(s,request,status)  IoctlSocket((LONG)s,(ULONG)request,(char*)status)
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struct Library *SocketBase = NULL;
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 | 
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#if !defined(__MORPHOS__)
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// usleep() implementation
 | 
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#include <devices/timer.h>
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#include <dos/dos.h>
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 | 
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struct Device       *TimerBase    = NULL;
 | 
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struct MsgPort      *TimerPort    = NULL;
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						|
struct timerequest  *TimerRequest = NULL;
 | 
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#endif
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 | 
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#endif /* __MORPHOS__ || __AMIGA__ */
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 | 
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#define SEND_MTU 1460
 | 
						|
 | 
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#if defined(ENABLE_NETWORK)
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enum {
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	PACKET_TYPE_WELCOME = 0,
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	PACKET_TYPE_READY,
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	PACKET_TYPE_ACK,
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	PACKET_TYPE_SYNC,
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	PACKET_TYPE_FSYNC,
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	PACKET_TYPE_XMIT,
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	PACKET_TYPE_COMMAND,
 | 
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	PACKET_TYPE_EVENT,
 | 
						|
};
 | 
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 | 
						|
// 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 {
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						|
	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 {
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						|
	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;
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 | 
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// sent from server -> client as an acknowledgement that the server received the command.
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// the command will be executed at the current value of "max".
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typedef struct AckPacket {
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	byte packet_length;
 | 
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	byte packet_type;
 | 
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	int16 when;
 | 
						|
} AckPacket;
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 | 
						|
typedef struct ReadyPacket {
 | 
						|
	byte packet_length;
 | 
						|
	byte packet_type;
 | 
						|
} ReadyPacket;
 | 
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 | 
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typedef struct FilePacketHdr {
 | 
						|
	byte packet_length;
 | 
						|
	byte packet_type;
 | 
						|
} FilePacketHdr;
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// sent from server to client when the client has joined.
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typedef struct WelcomePacket {
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	byte packet_length;
 | 
						|
	byte packet_type;
 | 
						|
	uint32 player_seeds[MAX_PLAYERS][2];
 | 
						|
	uint32 frames_max;
 | 
						|
	uint32 frames_srv;
 | 
						|
	uint32 frames_cnt;
 | 
						|
} WelcomePacket;
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 | 
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typedef struct Packet Packet;
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struct Packet {
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	Packet *next; // this one has to be the first element.
 | 
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	uint siz;
 | 
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	byte buf[SEND_MTU]; // packet payload
 | 
						|
};
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 | 
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typedef struct ClientState {
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	int socket;
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	bool inactive; // disable sending of commands/syncs to client
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	bool writable;
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	bool ready;
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	uint timeout;
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	uint xmitpos;
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						|
	uint eaten;
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	Packet *head, **last;
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	uint buflen;											// receive buffer len
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						|
	byte buf[1024];										// receive buffer
 | 
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} ClientState;
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typedef struct QueuedCommand QueuedCommand;
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struct QueuedCommand {
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	QueuedCommand *next;
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	CommandPacket cp;
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	CommandCallback *callback;
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	uint32 cmd;
 | 
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	uint32 frame;
 | 
						|
};
 | 
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 | 
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typedef struct CommandQueue CommandQueue;
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struct CommandQueue {
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						|
	QueuedCommand *head, **last;
 | 
						|
};
 | 
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 | 
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#define MAX_CLIENTS (MAX_PLAYERS + 1)
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// packets waiting to be executed, for each of the players.
 | 
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// this list is sorted in frame order, so the item on the front will be executed first.
 | 
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static CommandQueue _command_queue;
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// in the client, this is the list of commands that have not yet been acked.
 | 
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// when it is acked, it will be moved to the appropriate position at the end of the player queue.
 | 
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static CommandQueue _ack_queue;
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 | 
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static ClientState _clients[MAX_CLIENTS];
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static int _num_clients;
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// 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];
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static bool _network_ready_sent;
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static uint32 _frame_fsync_last;
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 | 
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typedef struct FutureSeeds {
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						|
	uint32 frame;
 | 
						|
	uint32 seed[2];
 | 
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} FutureSeeds;
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 | 
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// remember some future seeds that the server sent to us.
 | 
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static FutureSeeds _future_seed[8];
 | 
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static uint _num_future_seed;
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 | 
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static SOCKET _listensocket; // tcp socket
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static SOCKET _udp_client_socket; // udp server socket
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static SOCKET _udp_server_socket; // udp client socket
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 | 
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typedef struct UDPPacket {
 | 
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	byte command_code;
 | 
						|
	byte data_len;
 | 
						|
	byte command_check;
 | 
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	byte data[255];
 | 
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} UDPPacket;
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 | 
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enum {
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	NET_UDPCMD_SERVERSEARCH = 1,
 | 
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	NET_UDPCMD_SERVERACTIVE,
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	NET_UDPCMD_GETSERVERINFO,
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	NET_UDPCMD_SERVERINFO,
 | 
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};
 | 
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 | 
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void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet);
 | 
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static void HandleCommandPacket(ClientState *cs, CommandPacket *np);
 | 
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static void CloseClient(ClientState *cs);
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void NetworkSendWelcome(ClientState *cs, bool direct);
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 | 
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uint32 _network_ip_list[10]; // network ip list
 | 
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 | 
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// this is set to point to the savegame
 | 
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static byte *_transmit_file;
 | 
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static size_t _transmit_file_size;
 | 
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 | 
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static FILE *_recv_file;
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 | 
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/* multi os compatible sleep function */
 | 
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void CSleep(int milliseconds) {
 | 
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#if defined(WIN32)
 | 
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Sleep(milliseconds);
 | 
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#endif
 | 
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#if defined(UNIX)
 | 
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#if !defined(__BEOS__) && !defined(__MORPHOS__) && !defined(__AMIGAOS__)
 | 
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usleep(milliseconds*1000);
 | 
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#endif
 | 
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#ifdef __BEOS__
 | 
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snooze(milliseconds*1000);
 | 
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#endif
 | 
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#if defined(__MORPHOS__)
 | 
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usleep(milliseconds*1000);
 | 
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#endif
 | 
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#if defined(__AMIGAOS__) && !defined(__MORPHOS__)
 | 
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{
 | 
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	ULONG signals;
 | 
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	ULONG TimerSigBit = 1 << TimerPort->mp_SigBit;
 | 
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 | 
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	// send IORequest
 | 
						|
	TimerRequest->tr_node.io_Command = TR_ADDREQUEST;
 | 
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	TimerRequest->tr_time.tv_secs    = (milliseconds * 1000) / 1000000;
 | 
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	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
 | 
						|
}
 | 
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 | 
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//////////////////////////////////////////////////////////////////////
 | 
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 | 
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// ****************************** //
 | 
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// * Network Error Handlers     * //
 | 
						|
// ****************************** //
 | 
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 | 
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static void NetworkHandleSaveGameError()
 | 
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{
 | 
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		_networking_sync = false;
 | 
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		_networking_queuing = true;
 | 
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		_switch_mode = SM_MENU;
 | 
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		_switch_mode_errorstr = STR_NETWORK_ERR_SAVEGAMEERROR;
 | 
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}
 | 
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 | 
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static void NetworkHandleConnectionLost()
 | 
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{
 | 
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		_networking_sync = false;
 | 
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		_networking_queuing = true;
 | 
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		_switch_mode = SM_MENU;
 | 
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		_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
 | 
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}
 | 
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 | 
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static void NetworkHandleDeSync()
 | 
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{
 | 
						|
	DEBUG(net, 0) ("NET: error: network sync error at frame %i", _frame_counter);
 | 
						|
	{
 | 
						|
		int i;
 | 
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		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]);
 | 
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		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;
 | 
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	_switch_mode_errorstr = STR_NETWORK_ERR_DESYNC;
 | 
						|
}
 | 
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 | 
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// ****************************** //
 | 
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// * TCP Packets and Handlers   * //
 | 
						|
// ****************************** //
 | 
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 | 
						|
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();
 | 
						|
			memmove(_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
 |