1135 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			1135 lines
		
	
	
		
			32 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/** @file network.cpp Base functions for networking support. */
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#include "../stdafx.h"
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#include "../company_type.h"
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#ifdef ENABLE_NETWORK
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#include "../openttd.h"
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#include "../strings_func.h"
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#include "../command_func.h"
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#include "../variables.h"
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#include "../date_func.h"
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#include "network_internal.h"
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#include "network_client.h"
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#include "network_server.h"
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#include "network_content.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include "core/udp.h"
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#include "core/host.h"
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#include "network_gui.h"
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#include "../console_func.h"
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#include "../md5.h"
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#include "../core/random_func.hpp"
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#include "../window_func.h"
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#include "../string_func.h"
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#include "../company_func.h"
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#include "../company_base.h"
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#include "../settings_type.h"
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#include "../landscape_type.h"
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#include "../rev.h"
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#include "../core/alloc_func.hpp"
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#include "../core/pool_func.hpp"
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#ifdef DEBUG_DUMP_COMMANDS
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	#include "../fileio_func.h"
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#endif /* DEBUG_DUMP_COMMANDS */
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#include "table/strings.h"
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DECLARE_POSTFIX_INCREMENT(ClientID);
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assert_compile(NetworkClientInfoPool::MAX_SIZE == NetworkClientSocketPool::MAX_SIZE);
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NetworkClientInfoPool _networkclientinfo_pool("NetworkClientInfo");
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INSTANTIATE_POOL_METHODS(NetworkClientInfo)
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bool _networking;         ///< are we in networking mode?
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bool _network_server;     ///< network-server is active
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bool _network_available;  ///< is network mode available?
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bool _network_dedicated;  ///< are we a dedicated server?
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bool _is_network_server;  ///< Does this client wants to be a network-server?
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NetworkServerGameInfo _network_game_info;
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NetworkCompanyState *_network_company_states = NULL;
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ClientID _network_own_client_id;
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ClientID _redirect_console_to_client;
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bool _network_need_advertise;
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uint32 _network_last_advertise_frame;
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uint8 _network_reconnect;
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StringList _network_bind_list;
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StringList _network_host_list;
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StringList _network_ban_list;
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uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
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uint32 _frame_counter_max; // To where we may go with our clients
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uint32 _frame_counter;
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uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
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NetworkAddressList _broadcast_list;
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uint32 _sync_seed_1, _sync_seed_2;
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uint32 _sync_frame;
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bool _network_first_time;
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bool _network_udp_server;
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uint16 _network_udp_broadcast;
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uint8 _network_advertise_retries;
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CompanyMask _network_company_passworded; ///< Bitmask of the password status of all companies.
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/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
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assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
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assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES);
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extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
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extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
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extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
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/* The listen socket for the server */
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static SocketList _listensockets;
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/* The amount of clients connected */
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static byte _network_clients_connected = 0;
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/* The identifier counter for new clients (is never decreased) */
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static ClientID _network_client_id = CLIENT_ID_FIRST;
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/* Some externs / forwards */
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extern void StateGameLoop();
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/**
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 * Return the CI given it's raw index
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 * @param index the index to search for
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 * @return return a pointer to the corresponding NetworkClientInfo struct
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 */
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NetworkClientInfo *NetworkFindClientInfoFromIndex(ClientIndex index)
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{
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	return NetworkClientInfo::GetIfValid(index);
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}
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/**
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 * Return the CI given it's client-identifier
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 * @param client_id the ClientID to search for
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 * @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
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 */
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NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id)
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{
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	NetworkClientInfo *ci;
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	FOR_ALL_CLIENT_INFOS(ci) {
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		if (ci->client_id == client_id) return ci;
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	}
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	return NULL;
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}
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/**
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 * Return the CI for a given IP
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 * @param ip IP of the client we are looking for. This must be in string-format
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 * @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
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 */
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NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
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{
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	NetworkClientInfo *ci;
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	NetworkAddress address(ip);
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	if (address.GetAddressLength() == 0) return NULL;
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	FOR_ALL_CLIENT_INFOS(ci) {
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		if (ci->client_address == address) return ci;
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	}
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	return NULL;
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}
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/**
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 * Return the client state given it's client-identifier
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 * @param client_id the ClientID to search for
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 * @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
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 */
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NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
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{
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	NetworkClientSocket *cs;
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	FOR_ALL_CLIENT_SOCKETS(cs) {
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		if (cs->client_id == client_id) return cs;
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	}
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	return NULL;
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}
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/* NetworkGetClientName is a server-safe function to get the name of the client
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 *  if the user did not send it yet, Client #<no> is used. */
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void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
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{
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	const NetworkClientInfo *ci = cs->GetInfo();
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	if (StrEmpty(ci->client_name)) {
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		snprintf(client_name, size, "Client #%4d", cs->client_id);
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	} else {
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		ttd_strlcpy(client_name, ci->client_name, size);
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	}
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}
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byte NetworkSpectatorCount()
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{
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	const NetworkClientInfo *ci;
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	byte count = 0;
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	FOR_ALL_CLIENT_INFOS(ci) {
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		if (ci->client_playas == COMPANY_SPECTATOR) count++;
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	}
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	/* Don't count a dedicated server as spectator */
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	if (_network_dedicated) count--;
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	return count;
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}
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/**
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 * Check if the company we want to join requires a password.
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 * @param company_id id of the company we want to check the 'passworded' flag for.
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 * @return true if the company requires a password.
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 */
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bool NetworkCompanyIsPassworded(CompanyID company_id)
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{
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	return HasBit(_network_company_passworded, company_id);
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}
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/* This puts a text-message to the console, or in the future, the chat-box,
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 *  (to keep it all a bit more general)
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 * If 'self_send' is true, this is the client who is sending the message */
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void NetworkTextMessage(NetworkAction action, ConsoleColour colour, bool self_send, const char *name, const char *str, int64 data)
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{
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	const int duration = 10; // Game days the messages stay visible
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	StringID strid;
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	switch (action) {
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		case NETWORK_ACTION_SERVER_MESSAGE:
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			/* Ignore invalid messages */
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			if (data >= NETWORK_SERVER_MESSAGE_END) return;
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			strid = STR_NETWORK_SERVER_MESSAGE;
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			colour = CC_DEFAULT;
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			data = STR_NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS + data;
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			break;
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		case NETWORK_ACTION_COMPANY_SPECTATOR:
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			colour = CC_DEFAULT;
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			strid = STR_NETWORK_CLIENT_COMPANY_SPECTATE;
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			break;
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		case NETWORK_ACTION_COMPANY_JOIN:
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			colour = CC_DEFAULT;
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			strid = STR_NETWORK_CLIENT_COMPANY_JOIN;
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			break;
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		case NETWORK_ACTION_COMPANY_NEW:
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			colour = CC_DEFAULT;
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			strid = STR_NETWORK_CLIENT_COMPANY_NEW;
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			break;
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		case NETWORK_ACTION_JOIN:           strid = STR_NETWORK_CLIENT_JOINED; break;
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		case NETWORK_ACTION_LEAVE:          strid = STR_NETWORK_CLIENT_LEFT; break;
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		case NETWORK_ACTION_NAME_CHANGE:    strid = STR_NETWORK_NAME_CHANGE; break;
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		case NETWORK_ACTION_GIVE_MONEY:     strid = self_send ? STR_NETWORK_GAVE_MONEY_AWAY : STR_NETWORK_GIVE_MONEY;   break;
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		case NETWORK_ACTION_CHAT_COMPANY:   strid = self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY; break;
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		case NETWORK_ACTION_CHAT_CLIENT:    strid = self_send ? STR_NETWORK_CHAT_TO_CLIENT  : STR_NETWORK_CHAT_CLIENT;  break;
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		default:                            strid = STR_NETWORK_CHAT_ALL; break;
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	}
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	char message[1024];
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	SetDParamStr(0, name);
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	SetDParamStr(1, str);
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	SetDParam(2, data);
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	GetString(message, strid, lastof(message));
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	DEBUG(desync, 1, "msg: %d; %d; %s\n", _date, _date_fract, message);
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	IConsolePrintF(colour, "%s", message);
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	NetworkAddChatMessage((TextColour)colour, duration, "%s", message);
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}
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/* Calculate the frame-lag of a client */
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uint NetworkCalculateLag(const NetworkClientSocket *cs)
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{
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	int lag = cs->last_frame_server - cs->last_frame;
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	/* This client has missed his ACK packet after 1 DAY_TICKS..
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	 *  so we increase his lag for every frame that passes!
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	 * The packet can be out by a max of _net_frame_freq */
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	if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter)
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		lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
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	return lag;
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}
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/* There was a non-recoverable error, drop back to the main menu with a nice
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 *  error */
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static void NetworkError(StringID error_string)
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{
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	_switch_mode = SM_MENU;
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	extern StringID _switch_mode_errorstr;
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	_switch_mode_errorstr = error_string;
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}
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static void ServerStartError(const char *error)
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{
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	DEBUG(net, 0, "[server] could not start network: %s",error);
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	NetworkError(STR_NETWORK_ERR_SERVER_START);
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}
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static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket *cs)
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{
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	/* First, send a CLIENT_ERROR to the server, so he knows we are
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	 *  disconnection (and why!) */
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	NetworkErrorCode errorno;
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	/* We just want to close the connection.. */
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	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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		cs->NetworkSocketHandler::CloseConnection();
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		NetworkCloseClient(cs, true);
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		_networking = false;
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		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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		return;
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	}
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	switch (res) {
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		case NETWORK_RECV_STATUS_DESYNC:          errorno = NETWORK_ERROR_DESYNC; break;
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		case NETWORK_RECV_STATUS_SAVEGAME:        errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
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		case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
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		default:                                  errorno = NETWORK_ERROR_GENERAL; break;
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	}
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	/* This means we fucked up and the server closed the connection */
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	if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
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			res != NETWORK_RECV_STATUS_SERVER_BANNED) {
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		SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
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	}
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	_switch_mode = SM_MENU;
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	NetworkCloseClient(cs, true);
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	_networking = false;
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}
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/**
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 * Retrieve the string id of an internal error number
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 * @param err NetworkErrorCode
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 * @return the StringID
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 */
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StringID GetNetworkErrorMsg(NetworkErrorCode err)
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{
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	/* List of possible network errors, used by
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	 * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
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	static const StringID network_error_strings[] = {
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		STR_NETWORK_ERR_CLIENT_GENERAL,
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		STR_NETWORK_ERR_CLIENT_DESYNC,
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		STR_NETWORK_ERR_CLIENT_SAVEGAME,
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		STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
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		STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
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		STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH,
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		STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
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		STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
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		STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
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		STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
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		STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
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		STR_NETWORK_ERR_CLIENT_COMPANY_MISMATCH,
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		STR_NETWORK_ERR_CLIENT_KICKED,
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		STR_NETWORK_ERR_CLIENT_CHEATER,
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		STR_NETWORK_ERR_CLIENT_SERVER_FULL
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	};
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	if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
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	return network_error_strings[err];
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}
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/**
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 * Counts the number of active clients connected.
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 * It has to be in STATUS_ACTIVE and not a spectator
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 * @return number of active clients
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 */
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static uint NetworkCountActiveClients()
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{
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	const NetworkClientSocket *cs;
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	uint count = 0;
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	FOR_ALL_CLIENT_SOCKETS(cs) {
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		if (cs->status != STATUS_ACTIVE) continue;
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		if (!Company::IsValidID(cs->GetInfo()->client_playas)) continue;
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		count++;
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	}
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	return count;
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}
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/* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate */
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static void CheckMinActiveClients()
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{
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	if (!_network_dedicated || _settings_client.network.min_active_clients == 0) return;
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	if (NetworkCountActiveClients() < _settings_client.network.min_active_clients) {
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		if ((_pause_mode & PM_PAUSED_NORMAL) != 0) return;
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		DoCommandP(0, PM_PAUSED_NORMAL, 1, CMD_PAUSE);
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		NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_PAUSED_PLAYERS);
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	} else {
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		if ((_pause_mode & PM_PAUSED_NORMAL) == 0) return;
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		DoCommandP(0, PM_PAUSED_NORMAL, 0, CMD_PAUSE);
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		NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_PLAYERS);
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	}
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}
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/** Converts a string to ip/port/company
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 *  Format: IP#company:port
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 *
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 * connection_string will be re-terminated to seperate out the hostname, and company and port will
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 * be set to the company and port strings given by the user, inside the memory area originally
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 * occupied by connection_string. */
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void ParseConnectionString(const char **company, const char **port, char *connection_string)
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{
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	bool ipv6 = (strchr(connection_string, ':') != strrchr(connection_string, ':'));
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	char *p;
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	for (p = connection_string; *p != '\0'; p++) {
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		switch (*p) {
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			case '[':
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				ipv6 = true;
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				break;
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			case ']':
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				ipv6 = false;
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				break;
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			case '#':
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				*company = p + 1;
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				*p = '\0';
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				break;
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			case ':':
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				if (ipv6) break;
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				*port = p + 1;
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				*p = '\0';
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				break;
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		}
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	}
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}
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/* Creates a new client from a socket
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 *   Used both by the server and the client */
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static NetworkClientSocket *NetworkAllocClient(SOCKET s)
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{
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	if (_network_server) {
 | 
						|
		/* Can we handle a new client? */
 | 
						|
		if (_network_clients_connected >= MAX_CLIENTS) return NULL;
 | 
						|
		if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
 | 
						|
 | 
						|
		/* Register the login */
 | 
						|
		_network_clients_connected++;
 | 
						|
	}
 | 
						|
 | 
						|
	NetworkClientSocket *cs = new NetworkClientSocket(INVALID_CLIENT_ID);
 | 
						|
	cs->sock = s;
 | 
						|
	cs->last_frame = _frame_counter;
 | 
						|
	cs->last_frame_server = _frame_counter;
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
		cs->client_id = _network_client_id++;
 | 
						|
		NetworkClientInfo *ci = new NetworkClientInfo(cs->client_id);
 | 
						|
		cs->SetInfo(ci);
 | 
						|
		ci->client_playas = COMPANY_INACTIVE_CLIENT;
 | 
						|
		ci->join_date = _date;
 | 
						|
 | 
						|
		InvalidateWindow(WC_CLIENT_LIST, 0);
 | 
						|
	}
 | 
						|
 | 
						|
	return cs;
 | 
						|
}
 | 
						|
 | 
						|
/* Close a connection */
 | 
						|
void NetworkCloseClient(NetworkClientSocket *cs, bool error)
 | 
						|
{
 | 
						|
	/*
 | 
						|
	 * Sending a message just before leaving the game calls cs->Send_Packets.
 | 
						|
	 * This might invoke this function, which means that when we close the
 | 
						|
	 * connection after cs->Send_Packets we will close an already closed
 | 
						|
	 * connection. This handles that case gracefully without having to make
 | 
						|
	 * that code any more complex or more aware of the validity of the socket.
 | 
						|
	 */
 | 
						|
	if (cs->sock == INVALID_SOCKET) return;
 | 
						|
 | 
						|
	if (error && !cs->HasClientQuit() && _network_server && cs->status > STATUS_INACTIVE) {
 | 
						|
		/* We did not receive a leave message from this client... */
 | 
						|
		char client_name[NETWORK_CLIENT_NAME_LENGTH];
 | 
						|
		NetworkClientSocket *new_cs;
 | 
						|
 | 
						|
		NetworkGetClientName(client_name, sizeof(client_name), cs);
 | 
						|
 | 
						|
		NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, NULL, STR_NETWORK_ERR_CLIENT_CONNECTION_LOST);
 | 
						|
 | 
						|
		/* Inform other clients of this... strange leaving ;) */
 | 
						|
		FOR_ALL_CLIENT_SOCKETS(new_cs) {
 | 
						|
			if (new_cs->status > STATUS_AUTH && cs != new_cs) {
 | 
						|
				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, NETWORK_ERROR_CONNECTION_LOST);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	DEBUG(net, 1, "Closed client connection %d", cs->client_id);
 | 
						|
 | 
						|
	/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
 | 
						|
	if (cs->status == STATUS_PRE_ACTIVE && (_pause_mode & PM_PAUSED_JOIN)) {
 | 
						|
		DoCommandP(0, PM_PAUSED_JOIN, 0, CMD_PAUSE);
 | 
						|
		NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "", CLIENT_ID_SERVER, NETWORK_SERVER_MESSAGE_GAME_UNPAUSED_CONNECT_FAIL);
 | 
						|
	}
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
		/* We just lost one client :( */
 | 
						|
		if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
 | 
						|
		_network_clients_connected--;
 | 
						|
 | 
						|
		InvalidateWindow(WC_CLIENT_LIST, 0);
 | 
						|
	}
 | 
						|
 | 
						|
	delete cs->GetInfo();
 | 
						|
	delete cs;
 | 
						|
}
 | 
						|
 | 
						|
/* For the server, to accept new clients */
 | 
						|
static void NetworkAcceptClients(SOCKET ls)
 | 
						|
{
 | 
						|
	for (;;) {
 | 
						|
		struct sockaddr_storage sin;
 | 
						|
		memset(&sin, 0, sizeof(sin));
 | 
						|
		socklen_t sin_len = sizeof(sin);
 | 
						|
		SOCKET s = accept(ls, (struct sockaddr*)&sin, &sin_len);
 | 
						|
		if (s == INVALID_SOCKET) return;
 | 
						|
 | 
						|
		SetNonBlocking(s); // XXX error handling?
 | 
						|
 | 
						|
		NetworkAddress address(sin, sin_len);
 | 
						|
		DEBUG(net, 1, "Client connected from %s on frame %d", address.GetHostname(), _frame_counter);
 | 
						|
 | 
						|
		SetNoDelay(s); // XXX error handling?
 | 
						|
 | 
						|
		/* Check if the client is banned */
 | 
						|
		bool banned = false;
 | 
						|
		for (char **iter = _network_ban_list.Begin(); iter != _network_ban_list.End(); iter++) {
 | 
						|
			banned = address.IsInNetmask(*iter);
 | 
						|
			if (banned) {
 | 
						|
				Packet p(PACKET_SERVER_BANNED);
 | 
						|
				p.PrepareToSend();
 | 
						|
 | 
						|
				DEBUG(net, 1, "Banned ip tried to join (%s), refused", *iter);
 | 
						|
 | 
						|
				send(s, (const char*)p.buffer, p.size, 0);
 | 
						|
				closesocket(s);
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		/* If this client is banned, continue with next client */
 | 
						|
		if (banned) continue;
 | 
						|
 | 
						|
		NetworkClientSocket *cs = NetworkAllocClient(s);
 | 
						|
		if (cs == NULL) {
 | 
						|
			/* no more clients allowed?
 | 
						|
			 * Send to the client that we are full! */
 | 
						|
			Packet p(PACKET_SERVER_FULL);
 | 
						|
			p.PrepareToSend();
 | 
						|
 | 
						|
			send(s, (const char*)p.buffer, p.size, 0);
 | 
						|
			closesocket(s);
 | 
						|
 | 
						|
			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;
 | 
						|
 | 
						|
		cs->GetInfo()->client_address = address; // Save the IP of the client
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Set up the listen socket for the server */
 | 
						|
static bool NetworkListen()
 | 
						|
{
 | 
						|
	assert(_listensockets.Length() == 0);
 | 
						|
 | 
						|
	NetworkAddressList addresses;
 | 
						|
	GetBindAddresses(&addresses, _settings_client.network.server_port);
 | 
						|
 | 
						|
	for (NetworkAddress *address = addresses.Begin(); address != addresses.End(); address++) {
 | 
						|
		address->Listen(SOCK_STREAM, &_listensockets);
 | 
						|
	}
 | 
						|
 | 
						|
	if (_listensockets.Length() == 0) {
 | 
						|
		ServerStartError("Could not create listening socket");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
/** Resets both pools used for network clients */
 | 
						|
static void InitializeNetworkPools()
 | 
						|
{
 | 
						|
	_networkclientsocket_pool.CleanPool();
 | 
						|
	_networkclientinfo_pool.CleanPool();
 | 
						|
}
 | 
						|
 | 
						|
/* Close all current connections */
 | 
						|
static void NetworkClose()
 | 
						|
{
 | 
						|
	NetworkClientSocket *cs;
 | 
						|
 | 
						|
	FOR_ALL_CLIENT_SOCKETS(cs) {
 | 
						|
		if (!_network_server) {
 | 
						|
			SEND_COMMAND(PACKET_CLIENT_QUIT)();
 | 
						|
			cs->Send_Packets();
 | 
						|
		}
 | 
						|
		NetworkCloseClient(cs, false);
 | 
						|
	}
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
		/* We are a server, also close the listensocket */
 | 
						|
		for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
 | 
						|
			closesocket(s->second);
 | 
						|
		}
 | 
						|
		_listensockets.Clear();
 | 
						|
		DEBUG(net, 1, "[tcp] closed listeners");
 | 
						|
	}
 | 
						|
 | 
						|
	TCPConnecter::KillAll();
 | 
						|
 | 
						|
	_networking = false;
 | 
						|
	_network_server = false;
 | 
						|
 | 
						|
	NetworkFreeLocalCommandQueue();
 | 
						|
 | 
						|
	free(_network_company_states);
 | 
						|
	_network_company_states = NULL;
 | 
						|
 | 
						|
	InitializeNetworkPools();
 | 
						|
}
 | 
						|
 | 
						|
/* Inits the network (cleans sockets and stuff) */
 | 
						|
static void NetworkInitialize()
 | 
						|
{
 | 
						|
	InitializeNetworkPools();
 | 
						|
	NetworkUDPInitialize();
 | 
						|
 | 
						|
	_sync_frame = 0;
 | 
						|
	_network_first_time = true;
 | 
						|
 | 
						|
	_network_reconnect = 0;
 | 
						|
}
 | 
						|
 | 
						|
/** Non blocking connection create to query servers */
 | 
						|
class TCPQueryConnecter : TCPConnecter {
 | 
						|
public:
 | 
						|
	TCPQueryConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
 | 
						|
 | 
						|
	virtual void OnFailure()
 | 
						|
	{
 | 
						|
		NetworkDisconnect();
 | 
						|
	}
 | 
						|
 | 
						|
	virtual void OnConnect(SOCKET s)
 | 
						|
	{
 | 
						|
		_networking = true;
 | 
						|
		NetworkAllocClient(s);
 | 
						|
		SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
/* 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 */
 | 
						|
void NetworkTCPQueryServer(NetworkAddress address)
 | 
						|
{
 | 
						|
	if (!_network_available) return;
 | 
						|
 | 
						|
	NetworkDisconnect();
 | 
						|
	NetworkInitialize();
 | 
						|
 | 
						|
	new TCPQueryConnecter(address);
 | 
						|
}
 | 
						|
 | 
						|
/* 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') {
 | 
						|
		const char *port = NULL;
 | 
						|
		const char *company = NULL;
 | 
						|
		char host[NETWORK_HOSTNAME_LENGTH];
 | 
						|
		uint16 rport;
 | 
						|
 | 
						|
		strecpy(host, b, lastof(host));
 | 
						|
 | 
						|
		strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
 | 
						|
		rport = NETWORK_DEFAULT_PORT;
 | 
						|
 | 
						|
		ParseConnectionString(&company, &port, host);
 | 
						|
		if (port != NULL) rport = atoi(port);
 | 
						|
 | 
						|
		NetworkUDPQueryServer(NetworkAddress(host, rport), true);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Get the addresses to bind to.
 | 
						|
 * @param addresses the list to write to.
 | 
						|
 * @param port the port to bind to.
 | 
						|
 */
 | 
						|
void GetBindAddresses(NetworkAddressList *addresses, uint16 port)
 | 
						|
{
 | 
						|
	for (char **iter = _network_bind_list.Begin(); iter != _network_bind_list.End(); iter++) {
 | 
						|
		*addresses->Append() = NetworkAddress(*iter, port);
 | 
						|
	}
 | 
						|
 | 
						|
	/* No address, so bind to everything. */
 | 
						|
	if (addresses->Length() == 0) {
 | 
						|
		*addresses->Append() = NetworkAddress("", port);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* 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()
 | 
						|
{
 | 
						|
	_network_host_list.Clear();
 | 
						|
 | 
						|
	for (NetworkGameList *item = _network_game_list; item != NULL; item = item->next) {
 | 
						|
		if (item->manually) *_network_host_list.Append() = strdup(item->address.GetAddressAsString(false));
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/** Non blocking connection create to actually connect to servers */
 | 
						|
class TCPClientConnecter : TCPConnecter {
 | 
						|
public:
 | 
						|
	TCPClientConnecter(const NetworkAddress &address) : TCPConnecter(address) {}
 | 
						|
 | 
						|
	virtual void OnFailure()
 | 
						|
	{
 | 
						|
		NetworkError(STR_NETWORK_ERR_NOCONNECTION);
 | 
						|
	}
 | 
						|
 | 
						|
	virtual void OnConnect(SOCKET s)
 | 
						|
	{
 | 
						|
		_networking = true;
 | 
						|
		NetworkAllocClient(s);
 | 
						|
		IConsoleCmdExec("exec scripts/on_client.scr 0");
 | 
						|
		NetworkClient_Connected();
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
/* Used by clients, to connect to a server */
 | 
						|
void NetworkClientConnectGame(NetworkAddress address, CompanyID join_as, const char *join_server_password, const char *join_company_password)
 | 
						|
{
 | 
						|
	if (!_network_available) return;
 | 
						|
 | 
						|
	if (address.GetPort() == 0) return;
 | 
						|
 | 
						|
	strecpy(_settings_client.network.last_host, address.GetHostname(), lastof(_settings_client.network.last_host));
 | 
						|
	_settings_client.network.last_port = address.GetPort();
 | 
						|
	_network_join_as = join_as;
 | 
						|
	_network_join_server_password = join_server_password;
 | 
						|
	_network_join_company_password = join_company_password;
 | 
						|
 | 
						|
	NetworkDisconnect();
 | 
						|
	NetworkInitialize();
 | 
						|
 | 
						|
	_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
 | 
						|
	ShowJoinStatusWindow();
 | 
						|
 | 
						|
	new TCPClientConnecter(address);
 | 
						|
}
 | 
						|
 | 
						|
static void NetworkInitGameInfo()
 | 
						|
{
 | 
						|
	if (StrEmpty(_settings_client.network.server_name)) {
 | 
						|
		snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
 | 
						|
	}
 | 
						|
 | 
						|
	/* The server is a client too */
 | 
						|
	_network_game_info.clients_on = _network_dedicated ? 0 : 1;
 | 
						|
 | 
						|
	NetworkClientInfo *ci = new NetworkClientInfo(CLIENT_ID_SERVER);
 | 
						|
	ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
 | 
						|
	/* Give the server a valid IP; banning it is pointless anyways */
 | 
						|
	sockaddr_in sock;
 | 
						|
	memset(&sock, 0, sizeof(sock));
 | 
						|
	sock.sin_family = AF_INET;
 | 
						|
	ci->client_address = NetworkAddress((sockaddr*)&sock, sizeof(sock));
 | 
						|
 | 
						|
	strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
 | 
						|
	strecpy(ci->unique_id, _settings_client.network.network_id, lastof(ci->unique_id));
 | 
						|
}
 | 
						|
 | 
						|
bool NetworkServerStart()
 | 
						|
{
 | 
						|
	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");
 | 
						|
 | 
						|
	NetworkDisconnect();
 | 
						|
	NetworkInitialize();
 | 
						|
	if (!NetworkListen()) return false;
 | 
						|
 | 
						|
	/* Try to start UDP-server */
 | 
						|
	_network_udp_server = _udp_server_socket->Listen();
 | 
						|
 | 
						|
	_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
 | 
						|
	_network_server = true;
 | 
						|
	_networking = true;
 | 
						|
	_frame_counter = 0;
 | 
						|
	_frame_counter_server = 0;
 | 
						|
	_frame_counter_max = 0;
 | 
						|
	_last_sync_frame = 0;
 | 
						|
	_network_own_client_id = CLIENT_ID_SERVER;
 | 
						|
 | 
						|
	_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()
 | 
						|
{
 | 
						|
	if (_network_server) {
 | 
						|
		NetworkClientSocket *cs;
 | 
						|
		FOR_ALL_CLIENT_SOCKETS(cs) {
 | 
						|
			SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
 | 
						|
			cs->Send_Packets();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	NetworkClose();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * We want to disconnect from the host/clients.
 | 
						|
 * @param blocking whether to wait till everything has been closed
 | 
						|
 */
 | 
						|
void NetworkDisconnect(bool blocking)
 | 
						|
{
 | 
						|
	if (_network_server) {
 | 
						|
		NetworkClientSocket *cs;
 | 
						|
		FOR_ALL_CLIENT_SOCKETS(cs) {
 | 
						|
			SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
 | 
						|
			cs->Send_Packets();
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(blocking);
 | 
						|
 | 
						|
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
 | 
						|
 | 
						|
	NetworkClose();
 | 
						|
}
 | 
						|
 | 
						|
/* Receives something from the network */
 | 
						|
static bool NetworkReceive()
 | 
						|
{
 | 
						|
	NetworkClientSocket *cs;
 | 
						|
	fd_set read_fd, write_fd;
 | 
						|
	struct timeval tv;
 | 
						|
 | 
						|
	FD_ZERO(&read_fd);
 | 
						|
	FD_ZERO(&write_fd);
 | 
						|
 | 
						|
	FOR_ALL_CLIENT_SOCKETS(cs) {
 | 
						|
		FD_SET(cs->sock, &read_fd);
 | 
						|
		FD_SET(cs->sock, &write_fd);
 | 
						|
	}
 | 
						|
 | 
						|
	/* take care of listener port */
 | 
						|
	for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
 | 
						|
		FD_SET(s->second, &read_fd);
 | 
						|
	}
 | 
						|
 | 
						|
	tv.tv_sec = tv.tv_usec = 0; // don't block at all.
 | 
						|
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
 | 
						|
	int n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
 | 
						|
#else
 | 
						|
	int n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
 | 
						|
#endif
 | 
						|
	if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
 | 
						|
 | 
						|
	/* accept clients.. */
 | 
						|
	for (SocketList::iterator s = _listensockets.Begin(); s != _listensockets.End(); s++) {
 | 
						|
		if (FD_ISSET(s->second, &read_fd)) NetworkAcceptClients(s->second);
 | 
						|
	}
 | 
						|
 | 
						|
	/* read stuff from clients */
 | 
						|
	FOR_ALL_CLIENT_SOCKETS(cs) {
 | 
						|
		cs->writable = !!FD_ISSET(cs->sock, &write_fd);
 | 
						|
		if (FD_ISSET(cs->sock, &read_fd)) {
 | 
						|
			if (_network_server) {
 | 
						|
				NetworkServer_ReadPackets(cs);
 | 
						|
			} else {
 | 
						|
				NetworkRecvStatus res;
 | 
						|
 | 
						|
				/* The client already was quiting! */
 | 
						|
				if (cs->HasClientQuit()) return false;
 | 
						|
 | 
						|
				res = NetworkClient_ReadPackets(cs);
 | 
						|
				if (res != 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()
 | 
						|
{
 | 
						|
	NetworkClientSocket *cs;
 | 
						|
	FOR_ALL_CLIENT_SOCKETS(cs) {
 | 
						|
		if (cs->writable) {
 | 
						|
			cs->Send_Packets();
 | 
						|
 | 
						|
			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);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static bool NetworkDoClientLoop()
 | 
						|
{
 | 
						|
	_frame_counter++;
 | 
						|
 | 
						|
	NetworkExecuteLocalCommandQueue();
 | 
						|
 | 
						|
	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.state[0] || _sync_seed_2 != _random.state[1]) {
 | 
						|
#else
 | 
						|
			if (_sync_seed_1 != _random.state[0]) {
 | 
						|
#endif
 | 
						|
				NetworkError(STR_NETWORK_ERR_DESYNC);
 | 
						|
				DEBUG(desync, 1, "sync_err: %d; %d\n", _date, _date_fract);
 | 
						|
				DEBUG(net, 0, "Sync error detected!");
 | 
						|
				NetworkClientError(NETWORK_RECV_STATUS_DESYNC, NetworkClientSocket::Get(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, "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()
 | 
						|
{
 | 
						|
	_network_content_client.SendReceive();
 | 
						|
	TCPConnecter::CheckCallbacks();
 | 
						|
 | 
						|
	if (_network_udp_server) {
 | 
						|
		_udp_server_socket->ReceivePackets();
 | 
						|
		_udp_master_socket->ReceivePackets();
 | 
						|
	} else {
 | 
						|
		_udp_client_socket->ReceivePackets();
 | 
						|
		if (_network_udp_broadcast > 0) _network_udp_broadcast--;
 | 
						|
		NetworkGameListRequery();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* The main loop called from ttd.c
 | 
						|
 *  Here we also have to do StateGameLoop if needed! */
 | 
						|
void NetworkGameLoop()
 | 
						|
{
 | 
						|
	if (!_networking) return;
 | 
						|
 | 
						|
	if (!NetworkReceive()) return;
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
#ifdef DEBUG_DUMP_COMMANDS
 | 
						|
		static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
 | 
						|
		static Date next_date = 0;
 | 
						|
		static uint32 next_date_fract;
 | 
						|
		static CommandPacket *cp = NULL;
 | 
						|
		if (f == NULL && next_date == 0) {
 | 
						|
			printf("Cannot open commands.log\n");
 | 
						|
			next_date = 1;
 | 
						|
		}
 | 
						|
 | 
						|
		while (f != NULL && !feof(f)) {
 | 
						|
			if (cp != NULL && _date == next_date && _date_fract == next_date_fract) {
 | 
						|
				_current_company = cp->company;
 | 
						|
				DoCommandP(cp->tile, cp->p1, cp->p2, cp->cmd, NULL, cp->text);
 | 
						|
				free(cp);
 | 
						|
				cp = NULL;
 | 
						|
			}
 | 
						|
 | 
						|
			if (cp != NULL) break;
 | 
						|
 | 
						|
			char buff[4096];
 | 
						|
			if (fgets(buff, lengthof(buff), f) == NULL) break;
 | 
						|
			if (strncmp(buff, "cmd: ", 8) != 0) continue;
 | 
						|
			cp = MallocT<CommandPacket>(1);
 | 
						|
			int company;
 | 
						|
			sscanf(&buff[8], "%d; %d; %d; %d; %d; %d; %d; %s", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
 | 
						|
			cp->company = (CompanyID)company;
 | 
						|
		}
 | 
						|
#endif /* DEBUG_DUMP_COMMANDS */
 | 
						|
		CheckMinActiveClients();
 | 
						|
 | 
						|
		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 + _settings_client.network.frame_freq;
 | 
						|
			send_frame = true;
 | 
						|
		}
 | 
						|
 | 
						|
		NetworkExecuteLocalCommandQueue();
 | 
						|
 | 
						|
		/* Then we make the frame */
 | 
						|
		StateGameLoop();
 | 
						|
 | 
						|
		_sync_seed_1 = _random.state[0];
 | 
						|
#ifdef NETWORK_SEND_DOUBLE_SEED
 | 
						|
		_sync_seed_2 = _random.state[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()
 | 
						|
{
 | 
						|
	Md5 checksum;
 | 
						|
	uint8 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 */
 | 
						|
	checksum.Append((const uint8*)coding_string, strlen(coding_string));
 | 
						|
	checksum.Finish(digest);
 | 
						|
 | 
						|
	for (di = 0; di < 16; ++di) {
 | 
						|
		sprintf(hex_output + di * 2, "%02x", digest[di]);
 | 
						|
	}
 | 
						|
 | 
						|
	/* _network_unique_id is our id */
 | 
						|
	snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
 | 
						|
}
 | 
						|
 | 
						|
void NetworkStartDebugLog(NetworkAddress address)
 | 
						|
{
 | 
						|
	extern SOCKET _debug_socket;  // Comes from debug.c
 | 
						|
 | 
						|
	DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", address.GetHostname(), address.GetPort());
 | 
						|
 | 
						|
	SOCKET s = address.Connect();
 | 
						|
	if (s == INVALID_SOCKET) {
 | 
						|
		DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	_debug_socket = s;
 | 
						|
 | 
						|
	DEBUG(net, 0, "DEBUG() is now redirected");
 | 
						|
}
 | 
						|
 | 
						|
/** This tries to launch the network for a given OS */
 | 
						|
void NetworkStartUp()
 | 
						|
{
 | 
						|
	DEBUG(net, 3, "[core] starting network...");
 | 
						|
 | 
						|
	/* Network is available */
 | 
						|
	_network_available = NetworkCoreInitialize();;
 | 
						|
	_network_dedicated = false;
 | 
						|
	_network_last_advertise_frame = 0;
 | 
						|
	_network_need_advertise = true;
 | 
						|
	_network_advertise_retries = 0;
 | 
						|
 | 
						|
	/* Generate an unique id when there is none yet */
 | 
						|
	if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateUniqueId();
 | 
						|
 | 
						|
	memset(&_network_game_info, 0, sizeof(_network_game_info));
 | 
						|
 | 
						|
	NetworkInitialize();
 | 
						|
	DEBUG(net, 3, "[core] network online, multiplayer available");
 | 
						|
	NetworkFindBroadcastIPs(&_broadcast_list);
 | 
						|
}
 | 
						|
 | 
						|
/** This shuts the network down */
 | 
						|
void NetworkShutDown()
 | 
						|
{
 | 
						|
	NetworkDisconnect(true);
 | 
						|
	NetworkUDPClose();
 | 
						|
 | 
						|
	DEBUG(net, 3, "[core] shutting down network");
 | 
						|
 | 
						|
	_network_available = false;
 | 
						|
 | 
						|
	NetworkCoreShutdown();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Checks whether the given version string is compatible with our version.
 | 
						|
 * @param other the version string to compare to
 | 
						|
 */
 | 
						|
bool IsNetworkCompatibleVersion(const char *other)
 | 
						|
{
 | 
						|
	return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
 | 
						|
}
 | 
						|
 | 
						|
#endif /* ENABLE_NETWORK */
 |