587 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			587 lines
		
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* $Id$ */
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/**
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 * @file network_udp.cpp This file handles the UDP related communication.
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 *
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 * This is the GameServer <-> MasterServer and GameServer <-> GameClient
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 * communication before the game is being joined.
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 */
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#ifdef ENABLE_NETWORK
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#include "../stdafx.h"
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#include "../date_func.h"
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#include "../map_func.h"
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#include "network_gamelist.h"
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#include "network_internal.h"
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#include "network_udp.h"
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#include "core/host.h"
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#include "../core/endian_func.hpp"
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#include "../core/alloc_func.hpp"
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#include "../string_func.h"
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#include "../company_base.h"
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#include "../settings_type.h"
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#include "../thread.h"
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#include "../rev.h"
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#include "core/udp.h"
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ThreadMutex *_network_udp_mutex = ThreadMutex::New();
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/** Session key to register ourselves to the master server */
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static uint64 _session_key = 0;
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enum {
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	ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes)
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	ADVERTISE_RETRY_INTERVAL  =   300, // readvertise when no response after this many ticks (9 seconds)
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	ADVERTISE_RETRY_TIMES     =     3  // give up readvertising after this much failed retries
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};
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NetworkUDPSocketHandler *_udp_client_socket = NULL; ///< udp client socket
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NetworkUDPSocketHandler *_udp_server_socket = NULL; ///< udp server socket
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NetworkUDPSocketHandler *_udp_master_socket = NULL; ///< udp master socket
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///*** Communication with the masterserver ***/
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class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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	DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER);
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	DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_SESSION_KEY);
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public:
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	MasterNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
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	virtual ~MasterNetworkUDPSocketHandler() {}
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};
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DEF_UDP_RECEIVE_COMMAND(Master, PACKET_UDP_MASTER_ACK_REGISTER)
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{
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	_network_advertise_retries = 0;
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	DEBUG(net, 2, "[udp] advertising on master server successful");
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	/* We are advertised, but we don't want to! */
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	if (!_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(false);
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}
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DEF_UDP_RECEIVE_COMMAND(Master, PACKET_UDP_MASTER_SESSION_KEY)
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{
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	_session_key = p->Recv_uint64();
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	DEBUG(net, 2, "[udp] received new session key from master server");
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}
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///*** Communication with clients (we are server) ***/
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class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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	DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
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	DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
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	DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
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public:
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	ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
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	virtual ~ServerNetworkUDPSocketHandler() {}
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};
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DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER)
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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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	NetworkGameInfo ngi;
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	/* Update some game_info */
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	ngi.clients_on     = _network_game_info.clients_on;
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	ngi.start_date     = _network_game_info.start_date;
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	ngi.server_lang    = _settings_client.network.server_lang;
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	ngi.use_password   = !StrEmpty(_settings_client.network.server_password);
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	ngi.clients_max    = _settings_client.network.max_clients;
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	ngi.companies_on   = ActiveCompanyCount();
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	ngi.companies_max  = _settings_client.network.max_companies;
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	ngi.spectators_on  = NetworkSpectatorCount();
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	ngi.spectators_max = _settings_client.network.max_spectators;
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	ngi.game_date      = _date;
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	ngi.map_width      = MapSizeX();
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	ngi.map_height     = MapSizeY();
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	ngi.map_set        = _settings_game.game_creation.landscape;
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	ngi.dedicated      = _network_dedicated;
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	ngi.grfconfig      = _grfconfig;
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	strecpy(ngi.map_name, _network_game_info.map_name, lastof(ngi.map_name));
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	strecpy(ngi.server_name, _settings_client.network.server_name, lastof(ngi.server_name));
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	strecpy(ngi.server_revision, _openttd_revision, lastof(ngi.server_revision));
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	Packet packet(PACKET_UDP_SERVER_RESPONSE);
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	this->Send_NetworkGameInfo(&packet, &ngi);
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	/* Let the client know that we are here */
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	this->SendPacket(&packet, client_addr);
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	DEBUG(net, 2, "[udp] queried from '%s'", client_addr->GetHostname());
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}
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DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO)
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{
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	/* Just a fail-safe.. should never happen */
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	if (!_network_udp_server) return;
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	Packet packet(PACKET_UDP_SERVER_DETAIL_INFO);
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	/* Send the amount of active companies */
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	packet.Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
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	packet.Send_uint8 (ActiveCompanyCount());
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	/* Fetch the latest version of the stats */
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	NetworkCompanyStats company_stats[MAX_COMPANIES];
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	NetworkPopulateCompanyStats(company_stats);
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	Company *company;
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	/* Go through all the companies */
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	FOR_ALL_COMPANIES(company) {
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		/* Send the information */
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		this->Send_CompanyInformation(&packet, company, &company_stats[company->index]);
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	}
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	this->SendPacket(&packet, client_addr);
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}
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/**
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 * A client has requested the names of some NewGRFs.
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 *
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 * Replying this can be tricky as we have a limit of SEND_MTU bytes
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 * in the reply packet and we can send up to 100 bytes per NewGRF
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 * (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name).
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 * As SEND_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it
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 * could be that a packet overflows. To stop this we only reply
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 * with the first N NewGRFs so that if the first N + 1 NewGRFs
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 * would be sent, the packet overflows.
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 * in_reply and in_reply_count are used to keep a list of GRFs to
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 * send in the reply.
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 */
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DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
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{
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	uint8 num_grfs;
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	uint i;
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	const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
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	uint8 in_reply_count = 0;
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	size_t packet_len = 0;
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	DEBUG(net, 6, "[udp] newgrf data request from %s", client_addr->GetAddressAsString());
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	num_grfs = p->Recv_uint8 ();
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	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
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	for (i = 0; i < num_grfs; i++) {
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		GRFConfig c;
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		const GRFConfig *f;
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		this->Recv_GRFIdentifier(p, &c);
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		/* Find the matching GRF file */
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		f = FindGRFConfig(c.grfid, c.md5sum);
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		if (f == NULL) continue; // The GRF is unknown to this server
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		/* If the reply might exceed the size of the packet, only reply
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		 * the current list and do not send the other data.
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		 * The name could be an empty string, if so take the filename. */
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		packet_len += sizeof(c.grfid) + sizeof(c.md5sum) +
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				min(strlen((f->name != NULL && !StrEmpty(f->name)) ? f->name : f->filename) + 1, (size_t)NETWORK_GRF_NAME_LENGTH);
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		if (packet_len > SEND_MTU - 4) { // 4 is 3 byte header + grf count in reply
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			break;
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		}
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		in_reply[in_reply_count] = f;
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		in_reply_count++;
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	}
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	if (in_reply_count == 0) return;
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	Packet packet(PACKET_UDP_SERVER_NEWGRFS);
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	packet.Send_uint8(in_reply_count);
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	for (i = 0; i < in_reply_count; i++) {
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		char name[NETWORK_GRF_NAME_LENGTH];
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		/* The name could be an empty string, if so take the filename */
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		strecpy(name, (in_reply[i]->name != NULL && !StrEmpty(in_reply[i]->name)) ?
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				in_reply[i]->name : in_reply[i]->filename, lastof(name));
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		this->Send_GRFIdentifier(&packet, in_reply[i]);
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		packet.Send_string(name);
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	}
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	this->SendPacket(&packet, client_addr);
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}
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///*** Communication with servers (we are client) ***/
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class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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	DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE);
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	DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST);
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	DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
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	virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
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public:
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	virtual ~ClientNetworkUDPSocketHandler() {}
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};
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DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE)
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{
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	NetworkGameList *item;
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	/* Just a fail-safe.. should never happen */
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	if (_network_udp_server) return;
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	DEBUG(net, 4, "[udp] server response from %s", client_addr->GetAddressAsString());
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	/* Find next item */
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	item = NetworkGameListAddItem(*client_addr);
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	this->Recv_NetworkGameInfo(p, &item->info);
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	item->info.compatible = true;
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	{
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		/* Checks whether there needs to be a request for names of GRFs and makes
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		 * the request if necessary. GRFs that need to be requested are the GRFs
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		 * that do not exist on the clients system and we do not have the name
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		 * resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
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		 * The in_request array and in_request_count are used so there is no need
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		 * to do a second loop over the GRF list, which can be relatively expensive
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		 * due to the string comparisons. */
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		const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
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		const GRFConfig *c;
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		uint in_request_count = 0;
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		for (c = item->info.grfconfig; c != NULL; c = c->next) {
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			if (c->status == GCS_NOT_FOUND) item->info.compatible = false;
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			if (c->status != GCS_NOT_FOUND || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
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			in_request[in_request_count] = c;
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			in_request_count++;
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		}
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		if (in_request_count > 0) {
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			/* There are 'unknown' GRFs, now send a request for them */
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			uint i;
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			Packet packet(PACKET_UDP_CLIENT_GET_NEWGRFS);
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			packet.Send_uint8(in_request_count);
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			for (i = 0; i < in_request_count; i++) {
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				this->Send_GRFIdentifier(&packet, in_request[i]);
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			}
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			this->SendPacket(&packet, &item->address);
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		}
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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", client_addr->GetHostname());
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	}
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	if (client_addr->GetAddress()->ss_family == AF_INET6) {
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		strecat(item->info.server_name, " (IPv6)", lastof(item->info.server_name));
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	}
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	/* Check if we are allowed on this server based on the revision-match */
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	item->info.version_compatible = IsNetworkCompatibleVersion(item->info.server_revision);
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	item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
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	item->online = true;
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	UpdateNetworkGameWindow(false);
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}
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DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_MASTER_RESPONSE_LIST)
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{
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	/* packet begins with the protocol version (uint8)
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	 * then an uint16 which indicates how many
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	 * ip:port pairs are in this packet, after that
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	 * an uint32 (ip) and an uint16 (port) for each pair.
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	 */
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	ServerListType type = (ServerListType)(p->Recv_uint8() - 1);
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	if (type < SLT_END) {
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		for (int i = p->Recv_uint16(); i != 0 ; i--) {
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			sockaddr_storage addr_storage;
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			memset(&addr_storage, 0, sizeof(addr_storage));
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			if (type == SLT_IPv4) {
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				addr_storage.ss_family = AF_INET;
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				((sockaddr_in*)&addr_storage)->sin_addr.s_addr = TO_LE32(p->Recv_uint32());
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			} else {
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				assert(type == SLT_IPv6);
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				addr_storage.ss_family = AF_INET6;
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				byte *addr = (byte*)&((sockaddr_in6*)&addr_storage)->sin6_addr;
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				for (uint i = 0; i < sizeof(in6_addr); i++) *addr++ = p->Recv_uint8();
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			}
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			NetworkAddress addr(addr_storage, type == SLT_IPv4 ? sizeof(sockaddr_in) : sizeof(sockaddr_in6));
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			addr.SetPort(p->Recv_uint16());
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			/* Somehow we reached the end of the packet */
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			if (this->HasClientQuit()) return;
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			NetworkUDPQueryServer(addr);
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		}
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	}
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}
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/** The return of the client's request of the names of some NewGRFs */
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DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS)
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{
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	uint8 num_grfs;
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	uint i;
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	DEBUG(net, 6, "[udp] newgrf data reply from %s", client_addr->GetAddressAsString());
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	num_grfs = p->Recv_uint8 ();
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	if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
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	for (i = 0; i < num_grfs; i++) {
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		char *unknown_name;
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		char name[NETWORK_GRF_NAME_LENGTH];
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		GRFConfig c;
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		this->Recv_GRFIdentifier(p, &c);
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		p->Recv_string(name, sizeof(name));
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		/* An empty name is not possible under normal circumstances
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		 * and causes problems when showing the NewGRF list. */
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		if (StrEmpty(name)) continue;
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		/* Finds the fake GRFConfig for the just read GRF ID and MD5sum tuple.
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		 * If it exists and not resolved yet, then name of the fake GRF is
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		 * overwritten with the name from the reply. */
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		unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
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		if (unknown_name != NULL && strcmp(unknown_name, UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
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			ttd_strlcpy(unknown_name, name, NETWORK_GRF_NAME_LENGTH);
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		}
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	}
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}
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void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
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{
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	/* Find the matching GRF file */
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	const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum);
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	if (f == NULL) {
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		/* Don't know the GRF, so mark game incompatible and the (possibly)
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		 * already resolved name for this GRF (another server has sent the
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		 * name of the GRF already */
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		config->name   = FindUnknownGRFName(config->grfid, config->md5sum, true);
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		config->status = GCS_NOT_FOUND;
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	} else {
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		config->filename  = f->filename;
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		config->name      = f->name;
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		config->info      = f->info;
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	}
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	SetBit(config->flags, GCF_COPY);
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}
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/* Broadcast to all ips */
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static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
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{
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	for (NetworkAddress *addr = _broadcast_list.Begin(); addr != _broadcast_list.End(); addr++) {
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		Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
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		DEBUG(net, 4, "[udp] broadcasting to %s", addr->GetHostname());
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		socket->SendPacket(&p, addr, true, true);
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	}
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}
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/* Request the the server-list from the master server */
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void NetworkUDPQueryMasterServer()
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{
 | 
						|
	Packet p(PACKET_UDP_CLIENT_GET_LIST);
 | 
						|
	NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
 | 
						|
 | 
						|
	/* packet only contains protocol version */
 | 
						|
	p.Send_uint8(NETWORK_MASTER_SERVER_VERSION);
 | 
						|
	p.Send_uint8(SLT_AUTODETECT);
 | 
						|
 | 
						|
	_udp_client_socket->SendPacket(&p, &out_addr, true);
 | 
						|
 | 
						|
	DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString());
 | 
						|
}
 | 
						|
 | 
						|
/* Find all servers */
 | 
						|
void NetworkUDPSearchGame()
 | 
						|
{
 | 
						|
	/* We are still searching.. */
 | 
						|
	if (_network_udp_broadcast > 0) return;
 | 
						|
 | 
						|
	DEBUG(net, 0, "[udp] searching server");
 | 
						|
 | 
						|
	NetworkUDPBroadCast(_udp_client_socket);
 | 
						|
	_network_udp_broadcast = 300; // Stay searching for 300 ticks
 | 
						|
}
 | 
						|
 | 
						|
/** Simpler wrapper struct for NetworkUDPQueryServerThread */
 | 
						|
struct NetworkUDPQueryServerInfo : NetworkAddress {
 | 
						|
	bool manually; ///< Did we connect manually or not?
 | 
						|
	NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
 | 
						|
		NetworkAddress(address),
 | 
						|
		manually(manually)
 | 
						|
	{
 | 
						|
	}
 | 
						|
};
 | 
						|
 | 
						|
/**
 | 
						|
 * Threaded part for resolving the IP of a server and querying it.
 | 
						|
 * @param pntr the NetworkUDPQueryServerInfo.
 | 
						|
 */
 | 
						|
void NetworkUDPQueryServerThread(void *pntr)
 | 
						|
{
 | 
						|
	NetworkUDPQueryServerInfo *info = (NetworkUDPQueryServerInfo*)pntr;
 | 
						|
 | 
						|
	/* Clear item in gamelist */
 | 
						|
	NetworkGameList *item = CallocT<NetworkGameList>(1);
 | 
						|
	item->address = *info;
 | 
						|
	info->GetAddressAsString(item->info.server_name, lastof(item->info.server_name));
 | 
						|
	strecpy(item->info.hostname, info->GetHostname(), lastof(item->info.hostname));
 | 
						|
	item->manually = info->manually;
 | 
						|
	NetworkGameListAddItemDelayed(item);
 | 
						|
 | 
						|
	_network_udp_mutex->BeginCritical();
 | 
						|
	/* Init the packet */
 | 
						|
	Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
 | 
						|
	if (_udp_client_socket != NULL) _udp_client_socket->SendPacket(&p, info);
 | 
						|
	_network_udp_mutex->EndCritical();
 | 
						|
 | 
						|
	delete info;
 | 
						|
}
 | 
						|
 | 
						|
void NetworkUDPQueryServer(NetworkAddress address, bool manually)
 | 
						|
{
 | 
						|
	NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
 | 
						|
	if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info)) {
 | 
						|
		NetworkUDPQueryServerThread(info);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void NetworkUDPRemoveAdvertiseThread(void *pntr)
 | 
						|
{
 | 
						|
	DEBUG(net, 1, "[udp] removing advertise from master server");
 | 
						|
 | 
						|
	/* Find somewhere to send */
 | 
						|
	NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
 | 
						|
 | 
						|
	/* Send the packet */
 | 
						|
	Packet p(PACKET_UDP_SERVER_UNREGISTER);
 | 
						|
	/* Packet is: Version, server_port */
 | 
						|
	p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
 | 
						|
	p.Send_uint16(_settings_client.network.server_port);
 | 
						|
 | 
						|
	_network_udp_mutex->BeginCritical();
 | 
						|
	if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr, true);
 | 
						|
	_network_udp_mutex->EndCritical();
 | 
						|
}
 | 
						|
 | 
						|
/**
 | 
						|
 * Remove our advertise from the master-server.
 | 
						|
 * @param blocking whether to wait until the removal has finished.
 | 
						|
 */
 | 
						|
void NetworkUDPRemoveAdvertise(bool blocking)
 | 
						|
{
 | 
						|
	/* Check if we are advertising */
 | 
						|
	if (!_networking || !_network_server || !_network_udp_server) return;
 | 
						|
 | 
						|
	if (blocking || !ThreadObject::New(NetworkUDPRemoveAdvertiseThread, NULL)) {
 | 
						|
		NetworkUDPRemoveAdvertiseThread(NULL);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void NetworkUDPAdvertiseThread(void *pntr)
 | 
						|
{
 | 
						|
	/* Find somewhere to send */
 | 
						|
	NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
 | 
						|
 | 
						|
	DEBUG(net, 1, "[udp] advertising to master server");
 | 
						|
 | 
						|
	/* Send the packet */
 | 
						|
	Packet p(PACKET_UDP_SERVER_REGISTER);
 | 
						|
	/* Packet is: WELCOME_MESSAGE, Version, server_port */
 | 
						|
	p.Send_string(NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
 | 
						|
	p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
 | 
						|
	p.Send_uint16(_settings_client.network.server_port);
 | 
						|
	p.Send_uint64(_session_key);
 | 
						|
 | 
						|
	_network_udp_mutex->BeginCritical();
 | 
						|
	if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr, true);
 | 
						|
	_network_udp_mutex->EndCritical();
 | 
						|
}
 | 
						|
 | 
						|
/* Register us to the master server
 | 
						|
     This function checks if it needs to send an advertise */
 | 
						|
void NetworkUDPAdvertise()
 | 
						|
{
 | 
						|
	/* Check if we should send an advertise */
 | 
						|
	if (!_networking || !_network_server || !_network_udp_server || !_settings_client.network.server_advertise)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (_network_need_advertise) {
 | 
						|
		_network_need_advertise = false;
 | 
						|
		_network_advertise_retries = ADVERTISE_RETRY_TIMES;
 | 
						|
	} else {
 | 
						|
		/* Only send once every ADVERTISE_NORMAL_INTERVAL ticks */
 | 
						|
		if (_network_advertise_retries == 0) {
 | 
						|
			if ((_network_last_advertise_frame + ADVERTISE_NORMAL_INTERVAL) > _frame_counter)
 | 
						|
				return;
 | 
						|
			_network_advertise_retries = ADVERTISE_RETRY_TIMES;
 | 
						|
		}
 | 
						|
 | 
						|
		if ((_network_last_advertise_frame + ADVERTISE_RETRY_INTERVAL) > _frame_counter)
 | 
						|
			return;
 | 
						|
	}
 | 
						|
 | 
						|
	_network_advertise_retries--;
 | 
						|
	_network_last_advertise_frame = _frame_counter;
 | 
						|
 | 
						|
	if (!ThreadObject::New(NetworkUDPAdvertiseThread, NULL)) {
 | 
						|
		NetworkUDPAdvertiseThread(NULL);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
void NetworkUDPInitialize()
 | 
						|
{
 | 
						|
	/* If not closed, then do it. */
 | 
						|
	if (_udp_server_socket != NULL) NetworkUDPClose();
 | 
						|
 | 
						|
	DEBUG(net, 1, "[udp] initializing listeners");
 | 
						|
	assert(_udp_client_socket == NULL && _udp_server_socket == NULL && _udp_master_socket == NULL);
 | 
						|
 | 
						|
	_network_udp_mutex->BeginCritical();
 | 
						|
 | 
						|
	_udp_client_socket = new ClientNetworkUDPSocketHandler();
 | 
						|
 | 
						|
	NetworkAddressList server;
 | 
						|
	GetBindAddresses(&server, _settings_client.network.server_port);
 | 
						|
	_udp_server_socket = new ServerNetworkUDPSocketHandler(&server);
 | 
						|
 | 
						|
	server.Clear();
 | 
						|
	GetBindAddresses(&server, 0);
 | 
						|
	_udp_master_socket = new MasterNetworkUDPSocketHandler(&server);
 | 
						|
 | 
						|
	_network_udp_server = false;
 | 
						|
	_network_udp_broadcast = 0;
 | 
						|
	_network_udp_mutex->EndCritical();
 | 
						|
}
 | 
						|
 | 
						|
void NetworkUDPClose()
 | 
						|
{
 | 
						|
	_network_udp_mutex->BeginCritical();
 | 
						|
	_udp_server_socket->Close();
 | 
						|
	_udp_master_socket->Close();
 | 
						|
	_udp_client_socket->Close();
 | 
						|
	delete _udp_client_socket;
 | 
						|
	delete _udp_server_socket;
 | 
						|
	delete _udp_master_socket;
 | 
						|
	_udp_client_socket = NULL;
 | 
						|
	_udp_server_socket = NULL;
 | 
						|
	_udp_master_socket = NULL;
 | 
						|
	_network_udp_mutex->EndCritical();
 | 
						|
 | 
						|
	_network_udp_server = false;
 | 
						|
	_network_udp_broadcast = 0;
 | 
						|
	DEBUG(net, 1, "[udp] closed listeners");
 | 
						|
}
 | 
						|
 | 
						|
#endif /* ENABLE_NETWORK */
 |