369 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			369 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| #include "stdafx.h"
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| #include "network_data.h"
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| 
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| #ifdef ENABLE_NETWORK
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| 
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| #include "network_gamelist.h"
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| 
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| extern void UpdateNetworkGameWindow(bool unselect);
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| 
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| //
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| // This file handles all the LAN-stuff
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| // Stuff like:
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| //   - UDP search over the network
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| //
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| 
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| typedef enum {
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| 	PACKET_UDP_FIND_SERVER,
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| 	PACKET_UDP_SERVER_RESPONSE,
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| 	PACKET_UDP_END
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| } PacketUDPType;
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| 
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| static SOCKET _udp_server_socket; // udp server socket
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| 
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| #define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
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| void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv);
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| 
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| DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER)
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| {
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| 	Packet *packet;
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| 	// Just a fail-safe.. should never happen
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| 	if (!_network_udp_server)
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| 		return;
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| 
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| 	packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE);
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| 
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| 	// Update some game_info
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| 	_network_game_info.game_date = _date;
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| 	_network_game_info.map_set = _opt.landscape;
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| 
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| 	NetworkSend_uint8 (packet, NETWORK_GAME_INFO_VERSION);
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| 	NetworkSend_string(packet, _network_game_info.server_name);
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| 	NetworkSend_string(packet, _network_game_info.server_revision);
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| 	NetworkSend_uint8 (packet, _network_game_info.server_lang);
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| 	NetworkSend_uint8 (packet, _network_game_info.use_password);
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| 	NetworkSend_uint8 (packet, _network_game_info.clients_max);
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| 	NetworkSend_uint8 (packet, _network_game_info.clients_on);
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| 	NetworkSend_uint8 (packet, _network_game_info.spectators_on);
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| 	NetworkSend_uint16(packet, _network_game_info.game_date);
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| 	NetworkSend_uint16(packet, _network_game_info.start_date);
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| 	NetworkSend_string(packet, _network_game_info.map_name);
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| 	NetworkSend_uint16(packet, _network_game_info.map_width);
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| 	NetworkSend_uint16(packet, _network_game_info.map_height);
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| 	NetworkSend_uint8 (packet, _network_game_info.map_set);
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| 	NetworkSend_uint8 (packet, _network_game_info.dedicated);
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| 
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| 	// Let the client know that we are here
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| 	NetworkSendUDP_Packet(packet, client_addr);
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| 
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| 	free(packet);
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| 
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| 	DEBUG(net, 2)("[NET][UDP] Queried from %s", inet_ntoa(client_addr->sin_addr));
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| }
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| 
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| DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
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| {
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| 	NetworkGameList *item;
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| 	byte game_info_version;
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| 
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| 	// Just a fail-safe.. should never happen
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| 	if (_network_udp_server)
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| 		return;
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| 
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| 	game_info_version = NetworkRecv_uint8(p);
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| 
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| 	// Find next item
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| 	item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
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| 
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| 	if (game_info_version == 1) {
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| 		NetworkRecv_string(p, item->info.server_name, sizeof(item->info.server_name));
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| 		NetworkRecv_string(p, item->info.server_revision, sizeof(item->info.server_revision));
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| 		item->info.server_lang = NetworkRecv_uint8(p);
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| 		item->info.use_password = NetworkRecv_uint8(p);
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| 		item->info.clients_max = NetworkRecv_uint8(p);
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| 		item->info.clients_on = NetworkRecv_uint8(p);
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| 		item->info.spectators_on = NetworkRecv_uint8(p);
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| 		item->info.game_date = NetworkRecv_uint16(p);
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| 		item->info.start_date = NetworkRecv_uint16(p);
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| 		NetworkRecv_string(p, item->info.map_name, sizeof(item->info.map_name));
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| 		item->info.map_width = NetworkRecv_uint16(p);
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| 		item->info.map_height = NetworkRecv_uint16(p);
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| 		item->info.map_set = NetworkRecv_uint8(p);
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| 		item->info.dedicated = NetworkRecv_uint8(p);
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| 
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| 		if (item->info.hostname[0] == '\0')
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| 			snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
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| 	}
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| 
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| 	item->online = true;
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| 
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| 	UpdateNetworkGameWindow(false);
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| }
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| 
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| 
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| // The layout for the receive-functions by UDP
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| typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr);
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| 
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| static NetworkUDPPacket* const _network_udp_packet[] = {
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| 	RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER),
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| 	RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
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| };
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| 
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| // If this fails, check the array above with network_data.h
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| assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END);
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| 
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| 
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| void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr)
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| {
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| 	byte type;
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| 
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| 	type = NetworkRecv_uint8(p);
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| 
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| 	if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL) {
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| 		_network_udp_packet[type](p, client_addr);
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| 	}	else {
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| 		DEBUG(net, 0)("[NET][UDP] Received invalid packet type %d", type);
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| 	}
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| }
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| 
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| 
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| // Send a packet over UDP
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| void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv)
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| {
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| 	SOCKET udp;
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| 	int res;
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| 
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| 	// Find the correct socket
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| 	if (_network_udp_server)
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| 		udp = _udp_server_socket;
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| 	else
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| 		udp = _udp_client_socket;
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| 
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| 	// Put the length in the buffer
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| 	p->buffer[0] = p->size & 0xFF;
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| 	p->buffer[1] = p->size >> 8;
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| 
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| 	// Send the buffer
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| 	res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
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| 
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| 	// Check for any errors, but ignore it for the rest
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| 	if (res == -1) {
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| 		DEBUG(net, 1)("[NET][UDP] Send error: %i", GET_LAST_ERROR());
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| 	}
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| }
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| 
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| // Start UDP listener
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| bool NetworkUDPListen(uint32 host, uint16 port)
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| {
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| 	struct sockaddr_in sin;
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| 	SOCKET udp;
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| 
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| 	// Make sure sockets are closed
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| 	if (_network_udp_server)
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| 		closesocket(_udp_server_socket);
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| 	else
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| 		closesocket(_udp_client_socket);
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| 
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| 	udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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| 	if (udp == INVALID_SOCKET) {
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| 		DEBUG(net, 1)("[NET][UDP] Failed to start UDP support");
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| 		return false;
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| 	}
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| 
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| 	// set nonblocking mode for socket
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| 	{
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| 		unsigned long blocking = 1;
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| 		ioctlsocket(udp, FIONBIO, &blocking);
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| 	}
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| 
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| 	sin.sin_family = AF_INET;
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| 	// Listen on all IPs
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| 	sin.sin_addr.s_addr = host;
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| 	sin.sin_port = htons(port);
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| 
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| 	if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
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| 		DEBUG(net, 1) ("[NET][UDP] error: bind failed on port %i", port);
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| 		return false;
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| 	}
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| 
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| 	// enable broadcasting
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| 	// allow reusing
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| 	{
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| 		unsigned long val = 1;
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| 		setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
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| 		val = 1;
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| 		setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val));
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| 	}
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| 
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| 	if (_network_udp_server)
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| 		_udp_server_socket = udp;
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| 	else
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| 		_udp_client_socket = udp;
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| 
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| 	DEBUG(net, 1)("[NET][UDP] Listening on port %d", port);
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| 
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| 	return true;
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| }
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| 
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| // Close UDP connection
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| void NetworkUDPClose(void)
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| {
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| 	DEBUG(net, 1) ("[NET][UDP] Closed listener");
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| 
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| 	if (_network_udp_server) {
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| 		closesocket(_udp_server_socket);
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| 		_udp_server_socket = INVALID_SOCKET;
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| 		_network_udp_server = false;
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| 		_network_udp_broadcast = 0;
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| 	} else {
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| 		closesocket(_udp_client_socket);
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| 		_udp_client_socket = INVALID_SOCKET;
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| 		_network_udp_broadcast = 0;
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| 	}
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| }
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| 
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| // Receive something on UDP level
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| void NetworkUDPReceive(void)
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| {
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| 	struct sockaddr_in client_addr;
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| #ifndef __MORPHOS__
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| 	int client_len;
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| #else
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| 	LONG client_len; // for some reason we need a 'LONG' under MorphOS
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| #endif
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| 	int nbytes;
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| 	static Packet *p = NULL;
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| 	int packet_len;
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| 	SOCKET udp;
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| 
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| 	if (_network_udp_server)
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| 		udp = _udp_server_socket;
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| 	else
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| 		udp = _udp_client_socket;
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| 
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| 	// If p is NULL, malloc him.. this prevents unneeded mallocs
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| 	if (p == NULL)
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| 		p = malloc(sizeof(Packet));
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| 
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| 	packet_len = sizeof(p->buffer);
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| 	client_len = sizeof(client_addr);
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| 
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| 	// Try to receive anything
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| 	nbytes = recvfrom(udp, p->buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
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| 
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| 	// We got some bytes.. just asume we receive the whole packet
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| 	if (nbytes > 0) {
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| 		// Get the size of the buffer
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| 		p->size = (uint16)p->buffer[0];
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| 		p->size += (uint16)p->buffer[1] << 8;
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| 		// Put the position on the right place
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| 		p->pos = 2;
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| 		p->next = NULL;
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| 
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| 		// Handle the packet
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| 		NetworkHandleUDPPacket(p, &client_addr);
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| 
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| 		// Free the packet
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| 		free(p);
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| 		p = NULL;
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| 	}
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| }
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| 
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| // Broadcast to all ips
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| void NetworkUDPBroadCast(void)
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| {
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| 	int i;
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| 	struct sockaddr_in out_addr;
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| 	byte *bcptr;
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| 	uint32 bcaddr;
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| 	Packet *p;
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| 
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| 	// Init the packet
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| 	p = NetworkSend_Init(PACKET_UDP_FIND_SERVER);
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| 
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| 	// Go through all the ips on this pc
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| 	i = 0;
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| 	while (_network_ip_list[i] != 0) {
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| 		bcaddr = _network_ip_list[i];
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| 		bcptr = (byte *)&bcaddr;
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| 		// Make the address a broadcast address
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| 		bcptr[3] = 255;
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| 
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| 		DEBUG(net, 6)("[NET][UDP] Broadcasting to %s", inet_ntoa(*(struct in_addr *)&bcaddr));
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| 
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| 		out_addr.sin_family = AF_INET;
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| 		out_addr.sin_port = htons(_network_server_port);
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| 		out_addr.sin_addr.s_addr = bcaddr;
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| 
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| 		NetworkSendUDP_Packet(p, &out_addr);
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| 
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| 		i++;
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| 	}
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| 
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| 	free(p);
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| }
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| 
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| // Find all servers
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| void NetworkUDPSearchGame(void)
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| {
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| 	// We are still searching..
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| 	if (_network_udp_broadcast > 0)
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| 		return;
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| 
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| 	// No UDP-socket yet..
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| 	if (_udp_client_socket == INVALID_SOCKET)
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| 		if (!NetworkUDPListen(0, 0))
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| 			return;
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| 
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| 	DEBUG(net, 0)("[NET][UDP] Searching server");
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| 
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| 	NetworkUDPBroadCast();
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| 	_network_udp_broadcast = 300; // Stay searching for 300 ticks
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| }
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| 
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| void NetworkUDPQueryServer(const byte* host, unsigned short port)
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| {
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| 	struct sockaddr_in out_addr;
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| 	Packet *p;
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| 	NetworkGameList *item;
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| 	char hostname[NETWORK_HOSTNAME_LENGTH];
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| 
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| 	// No UDP-socket yet..
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| 	if (_udp_client_socket == INVALID_SOCKET)
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| 		if (!NetworkUDPListen(0, 0))
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| 			return;
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| 
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| 	ttd_strlcpy(hostname, host, sizeof(hostname));
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| 
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| 	out_addr.sin_family = AF_INET;
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| 	out_addr.sin_port = htons(port);
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| 	out_addr.sin_addr.s_addr = NetworkResolveHost(host);
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| 
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| 	// Clear item in gamelist
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| 	item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
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| 	memset(&item->info, 0, sizeof(item->info));
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| 	snprintf(item->info.server_name, sizeof(item->info.server_name), "%s", hostname);
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| 	snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", hostname);
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| 	item->online = false;
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| 
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| 	// Init the packet
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| 	p = NetworkSend_Init(PACKET_UDP_FIND_SERVER);
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| 
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| 	NetworkSendUDP_Packet(p, &out_addr);
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| 
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| 	free(p);
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| 
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| 	UpdateNetworkGameWindow(false);
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| }
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| 
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| void NetworkUDPInitialize(void)
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| {
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| 	_udp_client_socket = INVALID_SOCKET;
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| 	_udp_server_socket = INVALID_SOCKET;
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| 
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| 	_network_udp_server = false;
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| 	_network_udp_broadcast = 0;
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| }
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| 
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| #endif /* ENABLE_NETWORK */
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