1600 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1600 lines
		
	
	
		
			39 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| #include "stdafx.h"
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| #include "ttd.h"
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| #include "gui.h"
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| #include "command.h"
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| #include "player.h"
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| 
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| #if defined(WIN32)
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| #	include <windows.h>
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| #	include <winsock.h>
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| 
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| # pragma comment (lib, "ws2_32.lib")
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| # define ENABLE_NETWORK
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| # define GET_LAST_ERROR() WSAGetLastError()
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| # define EWOULDBLOCK WSAEWOULDBLOCK
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| #endif
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| 
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| #if defined(UNIX)
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| // Make compatible with WIN32 names
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| #	define SOCKET int
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| #	define INVALID_SOCKET -1
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| // we need different defines for MorphOS and AmigaOS
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| #if !defined(__MORPHOS__) && !defined(__AMIGA__)
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| #	define ioctlsocket ioctl
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| # define closesocket close
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| # define GET_LAST_ERROR() errno
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| #endif
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| // Need this for FIONREAD on solaris
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| #	define BSD_COMP
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| #	include <unistd.h>
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| #	include <sys/ioctl.h>
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| 
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| // Socket stuff
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| #	include <sys/socket.h>
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| #	include <netinet/in.h>
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| #	include <arpa/inet.h>
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| # 	include <errno.h>
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| # 	include <sys/time.h>
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| // NetDB
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| #   include <netdb.h>
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| 
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| # ifndef TCP_NODELAY
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| #  define TCP_NODELAY 0x0001
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| # endif
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| 
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| #endif
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| 
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| 
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| #if defined(__MORPHOS__) || defined(__AMIGA__)
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| #	include <exec/types.h>
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| #	include <proto/exec.h> 		// required for Open/CloseLibrary()
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| #	if defined(__MORPHOS__)
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| #		include <sys/filio.h> 	// FION#? defines
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| #	else // __AMIGA__
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| #		include	<proto/socket.h>
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| #	endif
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| 
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| // make source compatible with bsdsocket.library functions
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| # define closesocket(s)     						CloseSocket(s)
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| # define GET_LAST_ERROR() 							Errno()
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| #	define ioctlsocket(s,request,status)  IoctlSocket((LONG)s,(ULONG)request,(char*)status)
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| 
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| struct Library *SocketBase = NULL;
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| #endif /* __MORPHOS__ || __AMIGA__ */
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| 
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| 
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| #define SEND_MTU 1460
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| 
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| #if defined(ENABLE_NETWORK)
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| 
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| // sent from client -> server whenever the client wants to exec a command.
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| // send from server -> client when another player execs a command.
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| typedef struct CommandPacket {
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| 	byte packet_length;
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| 	byte packet_type;
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| 	uint16 cmd;
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| 	uint32 p1,p2;
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| 	TileIndex tile;
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| 	byte player;// player id, this is checked by the server.
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| 	byte when;  // offset from the current max_frame value minus 1. this is set by the server.
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| 	uint32 dp[8];
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| } CommandPacket;
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| 
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| assert_compile(sizeof(CommandPacket) == 16 + 32);
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| 
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| #define COMMAND_PACKET_BASE_SIZE (sizeof(CommandPacket) - 8 * sizeof(uint32))
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| 
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| // sent from server -> client periodically to tell the client about the current tick in the server
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| // and how far the client may progress.
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| typedef struct SyncPacket {
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| 	byte packet_length;
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| 	byte packet_type;
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| 	byte frames; // how many more frames may the client execute? this is relative to the old value of max.
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| 	byte server; // where is the server currently executing? this is negatively relative to the old value of max.
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| 	uint32 random_seed_1; // current random state at server. used to detect out of sync.
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| 	uint32 random_seed_2;
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| } SyncPacket;
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| 
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| assert_compile(sizeof(SyncPacket) == 12);
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| 
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| // sent from server -> client as an acknowledgement that the server received the command.
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| // the command will be executed at the current value of "max".
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| typedef struct AckPacket {
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| 	byte packet_length;
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| 	byte packet_type;
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| } AckPacket;
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| 
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| typedef struct FilePacketHdr {
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| 	byte packet_length;
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| 	byte packet_type;
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| 	byte unused[2];
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| } FilePacketHdr;
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| 
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| assert_compile(sizeof(FilePacketHdr) == 4);
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| 
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| // sent from server to client when the client has joined.
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| typedef struct WelcomePacket {
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| 	byte packet_length;
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| 	byte packet_type;
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| 	byte unused[2];
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| } WelcomePacket;
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| 
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| typedef struct Packet Packet;
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| struct Packet {
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| 	Packet *next; // this one has to be the first element.
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| 	uint siz;
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| 	byte buf[SEND_MTU]; // packet payload
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| };
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| 
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| typedef struct ClientState {
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| 	int socket;
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| 	bool inactive; // disable sending of commands/syncs to client
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| 	bool writable;
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| 	uint xmitpos;
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| 
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| 	uint eaten;
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| 	Packet *head, **last;
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| 
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| 	uint buflen;											// receive buffer len
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| 	byte buf[256];										// receive buffer
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| } ClientState;
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| 
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| 
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| static uint _not_packet;
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| 
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| typedef struct QueuedCommand QueuedCommand;
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| struct QueuedCommand {
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| 	QueuedCommand *next;
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| 	CommandPacket cp;
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| 	CommandCallback *callback;
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| 	uint32 cmd;
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| 	int32 frame;
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| };
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| 
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| typedef struct CommandQueue CommandQueue;
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| struct CommandQueue {
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| 	QueuedCommand *head, **last;
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| };
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| 
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| #define MAX_CLIENTS (MAX_PLAYERS + 1)
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| 
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| // packets waiting to be executed, for each of the players.
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| // this list is sorted in frame order, so the item on the front will be executed first.
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| static CommandQueue _command_queue;
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| 
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| // in the client, this is the list of commands that have not yet been acked.
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| // when it is acked, it will be moved to the appropriate position at the end of the player queue.
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| static CommandQueue _ack_queue;
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| 
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| static ClientState _clients[MAX_CLIENTS];
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| static int _num_clients;
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| 
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| // keep a history of the 16 most recent seeds to be able to capture out of sync errors.
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| static uint32 _my_seed_list[16][2];
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| 
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| typedef struct FutureSeeds {
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| 	int32 frame;
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| 	uint32 seed[2];
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| } FutureSeeds;
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| 
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| // remember some future seeds that the server sent to us.
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| static FutureSeeds _future_seed[8];
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| static int _num_future_seed;
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| 
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| static SOCKET _listensocket; // tcp socket
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| 
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| static SOCKET _udp_client_socket; // udp server socket
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| static SOCKET _udp_server_socket; // udp client socket
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| 
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| typedef struct UDPPacket {
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| 	byte command_code;
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| 	byte data_len;
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| 	byte command_check;
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| 	byte data[255];
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| } UDPPacket;
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| 
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| enum {
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| 	NET_UDPCMD_SERVERSEARCH = 1,
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| 	NET_UDPCMD_SERVERACTIVE,
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| 	NET_UDPCMD_GETSERVERINFO,
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| 	NET_UDPCMD_SERVERINFO,
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| };
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| 
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| void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet);
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| 
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| uint32 _network_ip_list[10]; // network ip list
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| 
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| // this is set to point to the savegame
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| static byte *_transmit_file;
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| static size_t _transmit_file_size;
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| 
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| static FILE *_recv_file;
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| 
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| typedef struct NetworkGameInfo {	
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| 	char server_name[40]; // name of the game
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| 	char server_revision[8]; // server game version
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| 	byte server_lang; // langid
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| 	byte players_max; // max players allowed on server
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| 	byte players_on; // current count of players on server
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| 	uint16 game_date; // current date
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| 	char game_password[10]; // should fit ... 14 chars
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| 	char map_name[40]; // map which is played ["random" for a randomized map]
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| 	uint map_width; // map width / 8
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| 	uint map_height; // map height / 8
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| 	byte map_set; // graphical set
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| } NetworkGameInfo;
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| 
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| typedef struct NetworkGameList {
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| 	NetworkGameInfo item;
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| 	uint32 ip;
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| 	uint16 port;
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| 	char * _next;
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| } NetworkGameList;
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| 
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| static NetworkGameInfo _network_game;
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| static NetworkGameList * _network_game_list = NULL;
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| 
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| /* multi os compatible sleep function */
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| void CSleep(int milliseconds) {
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| #if defined(WIN32)
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| Sleep(milliseconds);
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| #endif
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| #if defined(UNIX)
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| #ifndef __BEOS__ 
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| usleep(milliseconds*1000);
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| #endif
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| #ifdef __BEOS__
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| snooze(milliseconds*1000);
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| #endif
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| #endif
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| }
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| 
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| //////////////////////////////////////////////////////////////////////
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| 
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| // ****************************** //
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| // * TCP Packets and Handlers   * //
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| // ****************************** //
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| 
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| static QueuedCommand *AllocQueuedCommand(CommandQueue *nq)
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| {
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| 	QueuedCommand *qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
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| 	assert(qp);
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| 	*nq->last = qp;
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| 	nq->last = &qp->next;
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| 	return qp;
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| }
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| 
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| // go through the player queues for each player and see if there are any pending commands
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| // that should be executed this frame. if there are, execute them.
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| void NetworkProcessCommands()
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| {
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| 	CommandQueue *nq;
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| 	QueuedCommand *qp;
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| 
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| 	// queue mode ?
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| 	if (_networking_queuing)
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| 		return;
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| 
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| 	nq = &_command_queue;
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| 	while ( (qp=nq->head) && (!_networking_sync || qp->frame <= _frame_counter)) {
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| 		// unlink it.
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| 		if (!(nq->head = qp->next)) nq->last = &nq->head;
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| 
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| 		if (qp->frame < _frame_counter && _networking_sync) {
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| 			error("!qp->cp.frame < _frame_counter, %d < %d\n", qp->frame, _frame_counter);
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| 		}
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| 
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| 		// run the command
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| 		_current_player = qp->cp.player;
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| 		memcpy(_decode_parameters, qp->cp.dp, (qp->cp.packet_length - COMMAND_PACKET_BASE_SIZE));
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| 		DoCommandP(qp->cp.tile, qp->cp.p1, qp->cp.p2, qp->callback, qp->cmd | CMD_DONT_NETWORK);
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| 		free(qp);
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| 	}
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| 
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| 	if (!_networking_server) {
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| 		// remember the random seed so we can check if we're out of sync.
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| 		_my_seed_list[_frame_counter & 15][0] = _sync_seed_1;
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| 		_my_seed_list[_frame_counter & 15][1] = _sync_seed_2;
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| 
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| 		while (_num_future_seed) {
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| 			assert(_future_seed[0].frame >= _frame_counter);
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| 			if (_future_seed[0].frame != _frame_counter) break;
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| 			if (_future_seed[0].seed[0] != _sync_seed_1 ||_future_seed[0].seed[1] != _sync_seed_2)
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| 				error("!network sync error");
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| 			memcpy_overlapping(_future_seed, _future_seed + 1, --_num_future_seed * sizeof(FutureSeeds));
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| 		}
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| 	}
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| }
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| 
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| // send a packet to a client
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| static void SendBytes(ClientState *cs, void *bytes, uint len)
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| {
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| 	byte *b = (byte*)bytes;
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| 	uint n;
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| 	Packet *p;
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| 
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| 	assert(len != 0);
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| 
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| 	// see if there's space in the last packet?
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| 	if (!cs->head || (p = (Packet*)cs->last, p->siz == sizeof(p->buf)))
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| 		p = NULL;
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| 
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| 	do {
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| 		if (!p) {
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| 			// need to allocate a new packet buffer.
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| 			p = (Packet*)malloc(sizeof(Packet));
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| 
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| 			// insert at the end of the linked list.
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| 			*cs->last = p;
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| 			cs->last = &p->next;
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| 			p->next = NULL;
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| 			p->siz = 0;
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| 		}
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| 
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| 		// copy bytes to packet.
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| 		n = minu(sizeof(p->buf) - p->siz, len);
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| 		memcpy(p->buf + p->siz, b, n);
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| 		p->siz += n;
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| 		b += n;
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| 		p = NULL;
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| 	} while (len -= n);
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| }
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| 
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| // client:
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| //   add it to the client's ack queue, and send the command to the server
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| // server:
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| //   add it to the server's player queue, and send it to all clients.
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| void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
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| {
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| 	int nump;
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| 	QueuedCommand *qp;
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| 	ClientState *cs;
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| 
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| 	qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
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| 	qp->cp.packet_type = 0;
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| 	qp->cp.tile = tile;
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| 	qp->cp.p1 = p1;
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| 	qp->cp.p2 = p2;
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| 	qp->cp.cmd = (uint16)cmd;
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| 	qp->cp.player = _local_player;
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| 	qp->cp.when = 0;
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| 	qp->cmd = cmd;
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| 	qp->callback = callback;
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| 
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| 	// so the server knows when to execute it.
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| 	qp->frame = _frame_counter_max;
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| 
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| 	// calculate the amount of extra bytes.
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| 	nump = 8;
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| 	while ( nump != 0 && ((uint32*)_decode_parameters)[nump-1] == 0) nump--;
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| 	qp->cp.packet_length = COMMAND_PACKET_BASE_SIZE + nump * sizeof(uint32);
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| 	if (nump != 0) memcpy(qp->cp.dp, _decode_parameters, nump * sizeof(uint32));
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| 
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| #if defined(TTD_BIG_ENDIAN)
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| 	// need to convert the command to little endian before sending it.
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| 	{
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| 		CommandPacket cp;
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| 		cp = qp->cp;
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| 		cp.cmd = TO_LE16(cp.cmd);
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| 		cp.tile = TO_LE16(cp.tile);
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| 		cp.p1 = TO_LE32(cp.p1);
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| 		cp.p2 = TO_LE32(cp.p2);
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| 		for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &cp, cp.packet_length);
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| 	}
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| #else
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| 	// send it to the peers
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| 	for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &qp->cp, qp->cp.packet_length);
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| 
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| #endif
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| }
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| 
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| // client:
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| //   server sends a command from another player that we should execute.
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| //   put it in the command queue.
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| //
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| // server:
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| //   client sends a command that it wants to execute.
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| //   fill the when field so the client knows when to execute it.
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| //   put it in the appropriate player queue.
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| //   send it to all other clients.
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| //   send an ack packet to the actual client.
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| 
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| static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
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| {
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| 	QueuedCommand *qp;
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| 	ClientState *c;
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| 	AckPacket ap;
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| 
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| 	printf("net: cmd size %d\n", np->packet_length);
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| 
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| 	assert(np->packet_length >= COMMAND_PACKET_BASE_SIZE);
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| 
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| 	// put it into the command queue
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| 	qp = AllocQueuedCommand(&_command_queue);
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| 	qp->cp = *np;
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| 
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| 	qp->frame = _frame_counter_max;
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| 
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| 	qp->callback = NULL;
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| 
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| 	// extra params
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| 	memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
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| 
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| 	ap.packet_type = 2;
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| 	ap.packet_length = 2;
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| 
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| 	// send it to the peers
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| 	if (_networking_server) {
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| 		for(c=_clients; c->socket != INVALID_SOCKET; c++) {
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| 			if (c == cs) {
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| 				SendBytes(c, &ap, 2);
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| 			} else {
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| 				if (!cs->inactive) SendBytes(c, &qp->cp, qp->cp.packet_length);
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| 			}
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| 		}
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| 	}
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| 
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| // convert from little endian to big endian?
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| #if defined(TTD_BIG_ENDIAN)
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| 	qp->cp.cmd = TO_LE16(qp->cp.cmd);
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| 	qp->cp.tile = TO_LE16(qp->cp.tile);
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| 	qp->cp.p1 = TO_LE32(qp->cp.p1);
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| 	qp->cp.p2 = TO_LE32(qp->cp.p2);
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| #endif
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| 
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| 	qp->cmd = qp->cp.cmd;
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| }
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| 
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| // sent from server -> client periodically to tell the client about the current tick in the server
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| // and how far the client may progress.
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| static void HandleSyncPacket(SyncPacket *sp)
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| {
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| 	uint32 s1,s2;
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| 
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| 	_frame_counter_srv = _frame_counter_max - sp->server;
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| 	_frame_counter_max += sp->frames;
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| 
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| 	printf("net: sync max=%d  cur=%d  server=%d\n", _frame_counter_max, _frame_counter, _frame_counter_srv);
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| 
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| 	// queueing only?
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| 	if (_networking_queuing || _frame_counter == 0)
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| 		return;
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| 
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| 	s1 = TO_LE32(sp->random_seed_1);
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| 	s2 = TO_LE32(sp->random_seed_2);
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| 
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| 	if (_frame_counter_srv <= _frame_counter) {
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| 		// we are ahead of the server check if the seed is in our list.
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| 		if (_frame_counter_srv + 16 > _frame_counter) {
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| 			// the random seed exists in our array check it.
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| 			if (s1 != _my_seed_list[_frame_counter_srv & 0xF][0] || s2 != _my_seed_list[_frame_counter_srv & 0xF][1])
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| 				error("!network is desynched\n");
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| 		}
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| 	} else {
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| 		// the server's frame has not been executed yet. store the server's seed in a list.
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| 		if (_num_future_seed < lengthof(_future_seed)) {
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| 			_future_seed[_num_future_seed].frame = _frame_counter_srv;
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| 			_future_seed[_num_future_seed].seed[0] = s1;
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| 			_future_seed[_num_future_seed].seed[1] = s2;
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| 			_num_future_seed++;
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| 		}
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| 	}
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| }
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| 
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| // sent from server -> client as an acknowledgement that the server received the command.
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| // the command will be executed at the current value of "max".
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| static void HandleAckPacket()
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| {
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| 	QueuedCommand *q;
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| 	// move a packet from the ack queue to the end of this player's queue.
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| 	q = _ack_queue.head;
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| 	assert(q);
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| 	if (!(_ack_queue.head = q->next)) _ack_queue.last = &_ack_queue.head;
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| 	q->next = NULL;
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| 	q->frame = _frame_counter_max;
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| 
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| 	*_command_queue.last = q;
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| 	_command_queue.last = &q->next;
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| 
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| 	printf("net: ack\n");
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| }
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| 
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| static void HandleFilePacket(FilePacketHdr *fp)
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| {
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| 	int n = fp->packet_length - sizeof(FilePacketHdr);
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| 	if (n == 0) {
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| 		assert(_networking_queuing);
 | |
| 		assert(!_networking_sync);
 | |
| 		// eof
 | |
| 		if (_recv_file) { fclose(_recv_file); _recv_file = NULL; }
 | |
| 
 | |
| 		// attempt loading the game.
 | |
| 		_game_mode = GM_NORMAL;
 | |
| 		if (SaveOrLoad("networkc.tmp", SL_LOAD) != SL_OK) error("network load failed");
 | |
| 
 | |
| 		// sync to server.
 | |
| 		_networking_queuing = false;
 | |
| 		NetworkStartSync(false);
 | |
| /*		
 | |
| 		_networking_sync = true;
 | |
| 		_frame_counter = 0; // start executing at frame 0.
 | |
| 		_sync_seed_1 = _sync_seed_2 = 0;
 | |
| 		_num_future_seed = 0;
 | |
| 		memset(_my_seed_list, 0, sizeof(_my_seed_list)); */
 | |
| 
 | |
| 		if (_network_playas == 0) {
 | |
| 			// send a command to make a new player
 | |
| 			_local_player = 0;
 | |
| 			NetworkSendCommand(0, 0, 0, CMD_PLAYER_CTRL, NULL);
 | |
| 			_local_player = OWNER_SPECTATOR;
 | |
| 		} else {
 | |
| 			// take control over an existing company
 | |
| 			if (DEREF_PLAYER(_network_playas-1)->is_active)
 | |
| 				_local_player = _network_playas-1;
 | |
| 			else
 | |
| 				_local_player = OWNER_SPECTATOR;
 | |
| 		}
 | |
| 
 | |
| 	} else {
 | |
| 		if(!_recv_file) {
 | |
| 			_recv_file = fopen("networkc.tmp", "wb");
 | |
| 			if (!_recv_file) error("can't open savefile");
 | |
| 		}
 | |
| 		fwrite( (char*)fp + sizeof(*fp), n, 1, _recv_file);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| static void CloseClient(ClientState *cs)
 | |
| {
 | |
| 	Packet *p, *next;
 | |
| 
 | |
| 	DEBUG(misc,1) ("[NET][TCP] closed client connection");
 | |
| 
 | |
| 	assert(cs->socket != INVALID_SOCKET);
 | |
| 
 | |
| 	closesocket(cs->socket);
 | |
| 
 | |
| 	// free buffers
 | |
| 	for(p = cs->head; p; p=next) {
 | |
| 		next = p->next;
 | |
| 		free(p);
 | |
| 	}
 | |
| 
 | |
| 	// copy up structs...
 | |
| 	while ((cs+1)->socket != INVALID_SOCKET) {
 | |
| 		*cs = *(cs+1);
 | |
| 		cs++;
 | |
| 	}
 | |
| 	cs->socket = INVALID_SOCKET;
 | |
| 
 | |
| 	if (_networking_server) _network_game.players_on--;
 | |
| 
 | |
| 	_num_clients--;
 | |
| }
 | |
| 
 | |
| #define NETWORK_BUFFER_SIZE 4096
 | |
| static bool ReadPackets(ClientState *cs)
 | |
| {
 | |
| 	byte network_buffer[NETWORK_BUFFER_SIZE];
 | |
| 	uint pos,size;
 | |
| 	unsigned long recv_bytes;
 | |
| 
 | |
| 	size = cs->buflen;
 | |
| 
 | |
| 	for(;;) {
 | |
| 		if (size != 0) memcpy(network_buffer, cs->buf, size);
 | |
| 
 | |
| 		recv_bytes = recv(cs->socket, (char*)network_buffer + size, sizeof(network_buffer) - size, 0);
 | |
| 		if ( recv_bytes == (unsigned long)-1) {
 | |
| 			int err = GET_LAST_ERROR();
 | |
| 			if (err == EWOULDBLOCK) break;
 | |
| 			printf("net: recv() failed with error %d\n", err);
 | |
| 			CloseClient(cs);
 | |
| 			return false;
 | |
| 		}
 | |
| 		// no more bytes for now?
 | |
| 		if (recv_bytes == 0)
 | |
| 			break;
 | |
| 
 | |
| 		size += recv_bytes; // number of bytes read.
 | |
| 		pos = 0;
 | |
| 		while (size >= 2) {
 | |
| 			byte *packet = network_buffer + pos;
 | |
| 			// whole packet not there yet?
 | |
| 			if (size < packet[0]) break;
 | |
| 			size -= packet[0];
 | |
| 			pos += packet[0];
 | |
| 
 | |
| 			switch(packet[1]) {
 | |
| 			case 0:
 | |
| 				HandleCommandPacket(cs, (CommandPacket*)packet);
 | |
| 				break;
 | |
| 			case 1:
 | |
| 				assert(_networking_sync || _networking_queuing);
 | |
| 				assert(!_networking_server);
 | |
| 				HandleSyncPacket((SyncPacket*)packet);
 | |
| 				break;
 | |
| 			case 2:
 | |
| 				assert(!_networking_server);
 | |
| 				HandleAckPacket();
 | |
| 				break;
 | |
| 			case 3:
 | |
| 				HandleFilePacket((FilePacketHdr*)packet);
 | |
| 				break;
 | |
| 			default:
 | |
| 				error("unknown packet type");
 | |
| 			}
 | |
| 		}
 | |
| 
 | |
| 		assert(size>=0 && size < sizeof(cs->buf));
 | |
| 
 | |
| 		memcpy(cs->buf, network_buffer + pos, size);
 | |
| 	}
 | |
| 
 | |
| 	cs->buflen = size;
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| 
 | |
| static bool SendPackets(ClientState *cs)
 | |
| {
 | |
| 	Packet *p;
 | |
| 	int n;
 | |
| 	uint nskip = cs->eaten, nsent = nskip;
 | |
| 
 | |
| 	// try sending as much as possible.
 | |
| 	for(p=cs->head; p ;p = p->next) {
 | |
| 		if (p->siz) {
 | |
| 			assert(nskip < p->siz);
 | |
| 
 | |
| 			n = send(cs->socket, p->buf + nskip, p->siz - nskip, 0);
 | |
| 			if (n == -1) {
 | |
| 				int err = GET_LAST_ERROR();
 | |
| 				if (err == EWOULDBLOCK) break;
 | |
| 				printf("net: send() failed with error %d\n", err);
 | |
| 				CloseClient(cs);
 | |
| 				return false;
 | |
| 			}
 | |
| 			nsent += n;
 | |
| 			// send was not able to send it all? then we assume that the os buffer is full and break.
 | |
| 			if (nskip + n != p->siz)
 | |
| 				break;
 | |
| 			nskip = 0;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// nsent bytes in the linked list are not invalid. free as many buffers as possible.
 | |
| 	// don't actually free the last buffer.
 | |
| 	while (nsent) {
 | |
| 		p = cs->head;
 | |
| 		assert(p->siz != 0);
 | |
| 
 | |
| 		// some bytes of the packet are still unsent.
 | |
| 		if ( (int)(nsent - p->siz) < 0)
 | |
| 			break;
 | |
| 		nsent -= p->siz;
 | |
| 		p->siz = 0;
 | |
| 		if (p->next) {
 | |
| 			cs->head = p->next;
 | |
| 			free(p);
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	cs->eaten = nsent;
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| // transmit the file..
 | |
| static void SendXmit(ClientState *cs)
 | |
| {
 | |
| 	uint pos, n;
 | |
| 	FilePacketHdr hdr;
 | |
| 	int p;
 | |
| 
 | |
| 	// if too many unsent bytes left in buffer, don't send more.
 | |
| 	if (cs->head && cs->head->next)
 | |
| 		return;
 | |
| 
 | |
| 	pos = cs->xmitpos - 1;
 | |
| 
 | |
| 	p = 20;
 | |
| 	do {
 | |
| 		// compute size of data to xmit
 | |
| 		n = minu(_transmit_file_size - pos, 248);
 | |
| 
 | |
| 		hdr.packet_length = n + sizeof(hdr);
 | |
| 		hdr.packet_type = 3;
 | |
| 		hdr.unused[0] = hdr.unused[1] = 0;
 | |
| 		SendBytes(cs, &hdr, sizeof(hdr));
 | |
| 
 | |
| 		if (n == 0) {
 | |
| 			pos = -1; // eof
 | |
| 			break;
 | |
| 		}
 | |
| 		SendBytes(cs, _transmit_file + pos, n);
 | |
| 		pos += n;
 | |
| 	} while (--p);
 | |
| 
 | |
| 	cs->xmitpos = pos + 1;
 | |
| 
 | |
| 	printf("net: client xmit at %d\n", pos + 1);
 | |
| }
 | |
| 
 | |
| static ClientState *AllocClient(SOCKET s)
 | |
| {
 | |
| 	ClientState *cs;
 | |
| 
 | |
| 	if (_num_clients == MAX_CLIENTS)
 | |
| 		return NULL;
 | |
| 
 | |
| 	if (_networking_server) _network_game.players_on++;
 | |
| 
 | |
| 	cs = &_clients[_num_clients++];
 | |
| 	memset(cs, 0, sizeof(*cs));
 | |
| 	cs->last = &cs->head;
 | |
| 	cs->socket = s;
 | |
| 	return cs;
 | |
| }
 | |
| 
 | |
| 
 | |
| static void NetworkAcceptClients()
 | |
| {
 | |
| 	struct sockaddr_in sin;
 | |
| 	SOCKET s;
 | |
| 	ClientState *cs;
 | |
| #ifndef __MORPHOS__
 | |
| 	int sin_len;
 | |
| #else
 | |
| 	LONG sin_len; // for some reason we need a 'LONG' under MorphOS
 | |
| #endif
 | |
| 
 | |
| 	assert(_listensocket != INVALID_SOCKET);
 | |
| 
 | |
| 	for(;;) {
 | |
| 		sin_len = sizeof(sin);
 | |
| 		s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
 | |
| 		if (s == INVALID_SOCKET) return;
 | |
| 
 | |
| 		// set nonblocking mode for client socket
 | |
| 		{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
 | |
| 
 | |
| 		printf("net: got client from %s\n", inet_ntoa(sin.sin_addr));
 | |
| 
 | |
| 		// set nodelay
 | |
| 		{int b = 1; setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));}
 | |
| 
 | |
| 		cs = AllocClient(s);
 | |
| 		if (cs == NULL) {
 | |
| 			// no more clients allowed?
 | |
| 			closesocket(s);
 | |
| 			continue;
 | |
| 		}
 | |
| 
 | |
| 		if (_networking_sync) {
 | |
| 			// a new client has connected. it needs a snapshot.
 | |
| 			cs->inactive = true;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// when a new client has joined. it needs different information depending on if it's at the game menu or in an active game.
 | |
| 	// Game menu:
 | |
| 	//  - list of players already in the game (name, company name, face, color)
 | |
| 	//  - list of game settings and patch settings
 | |
| 	// Active game:
 | |
| 	//  - the state of the world (includes player name, company name, player face, player color)
 | |
| 	//  - list of the patch settings
 | |
| 
 | |
| 	// Networking can be in several "states".
 | |
| 	//  * not sync - games don't need to be in sync, and frame counter is not synced. for example intro screen. all commands are executed immediately.
 | |
| 	//  * sync - games are in sync
 | |
| }
 | |
| 
 | |
| 
 | |
| static void SendQueuedCommandsToNewClient(ClientState *cs)
 | |
| {
 | |
| 	// send the commands in the server queue to the new client.
 | |
| 	QueuedCommand *qp;
 | |
| 	SyncPacket sp;
 | |
| 	int32 frame;
 | |
| 
 | |
| 	printf("net: sending queued commands to client\n");
 | |
| 
 | |
| 	sp.packet_length = sizeof(sp);
 | |
| 	sp.packet_type = 1;
 | |
| 	sp.random_seed_1 = sp.random_seed_2 = 0;
 | |
| 	sp.server = 0;
 | |
| 
 | |
| 	frame = _frame_counter;
 | |
| 
 | |
| 	for(qp=_command_queue.head; qp; qp = qp->next) {
 | |
| 		printf("net: sending cmd to be executed at %d (old %d)\n", qp->frame, frame);
 | |
| 		if (qp->frame > frame) {
 | |
| 			assert(qp->frame <= _frame_counter_max);
 | |
| 			sp.frames = qp->frame - frame;
 | |
| 			frame = qp->frame;
 | |
| 			SendBytes(cs, &sp, sizeof(sp));
 | |
| 		}
 | |
| 		SendBytes(cs, &qp->cp, qp->cp.packet_length);
 | |
| 	}
 | |
| 
 | |
| 	if (frame < _frame_counter_max) {
 | |
| 		printf("net: sending queued sync %d (%d)\n", _frame_counter_max, frame);
 | |
| 		sp.frames = _frame_counter_max - frame;
 | |
| 		SendBytes(cs, &sp, sizeof(sp));
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| // ************************** //
 | |
| // * TCP Networking         * //
 | |
| // ************************** //
 | |
| 
 | |
| bool NetworkConnect(const char *hostname, int port)
 | |
| {
 | |
| 	SOCKET s;
 | |
| 	struct sockaddr_in sin;
 | |
| 	int b;
 | |
| 
 | |
| 	DEBUG(misc, 1) ("[NET][TCP] Connecting to %s %d", hostname, port);
 | |
| 
 | |
| 	s = socket(AF_INET, SOCK_STREAM, 0);
 | |
| 	if (s == INVALID_SOCKET) error("socket() failed");
 | |
| 
 | |
| 	b = 1;
 | |
| 	setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));
 | |
| 	
 | |
| 	sin.sin_family = AF_INET;
 | |
| 	sin.sin_addr.s_addr = inet_addr(hostname);
 | |
| 	sin.sin_port = htons(port);
 | |
| 
 | |
| 	if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
 | |
| 		NetworkClose(true);
 | |
| 		return false;
 | |
| 		}
 | |
| 
 | |
| 	// set nonblocking mode for socket..
 | |
| 	{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
 | |
| 
 | |
| 	// in client mode, only the first client field is used. it's pointing to the server.
 | |
| 	AllocClient(s);
 | |
| 
 | |
| 	// queue packets.. because we're waiting for the savegame.
 | |
| 	_networking_queuing = true;
 | |
| 	_frame_counter_max = 0;
 | |
| 
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| void NetworkListen()
 | |
| {
 | |
| 		
 | |
| 	SOCKET ls;
 | |
| 	struct sockaddr_in sin;
 | |
| 	int port;
 | |
| 
 | |
| 	port = _network_server_port;
 | |
| 
 | |
| 	DEBUG(misc, 1) ("[NET][TCP] listening on port %d", port);
 | |
| 
 | |
| 	ls = socket(AF_INET, SOCK_STREAM, 0);
 | |
| 	if (ls == INVALID_SOCKET)
 | |
| 		error("socket() on listen socket failed");
 | |
| 	
 | |
| 	// reuse the socket
 | |
| 	{
 | |
| 		int reuse = 1; if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1)
 | |
| 			error("setsockopt() on listen socket failed");
 | |
| 	}
 | |
| 
 | |
| 	// set nonblocking mode for socket
 | |
| 	{ unsigned long blocking = 1; ioctlsocket(ls, FIONBIO, &blocking); }
 | |
| 
 | |
| 	sin.sin_family = AF_INET;
 | |
| 	sin.sin_addr.s_addr = 0;
 | |
| 	sin.sin_port = htons(port);
 | |
| 
 | |
| 	if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0)
 | |
| 		error("bind() failed");
 | |
| 
 | |
| 	if (listen(ls, 1) != 0)
 | |
| 		error("listen() failed");
 | |
| 
 | |
| 	_listensocket = ls;
 | |
| }
 | |
| 
 | |
| void NetworkReceive()
 | |
| {
 | |
| 	ClientState *cs;
 | |
| 	int n;
 | |
| 	fd_set read_fd, write_fd;
 | |
| 	struct timeval tv;
 | |
| 	
 | |
| 	FD_ZERO(&read_fd);
 | |
| 	FD_ZERO(&write_fd);
 | |
| 
 | |
| 	for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
 | |
| 		FD_SET(cs->socket, &read_fd);
 | |
| 		FD_SET(cs->socket, &write_fd);
 | |
| 	}
 | |
| 
 | |
| 	// take care of listener port
 | |
| 	if (_networking_server) {
 | |
| 		FD_SET(_listensocket, &read_fd);
 | |
| 	}
 | |
| 
 | |
| 	tv.tv_sec = tv.tv_usec = 0; // don't block at all.
 | |
| #if !defined(__MORPHOS__) && !defined(__AMIGA__)
 | |
| 	n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
 | |
| #else
 | |
| 	n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
 | |
| #endif
 | |
| 	if (n == -1) error("select failed");
 | |
| 
 | |
| 	// accept clients..
 | |
| 	if (_networking_server && FD_ISSET(_listensocket, &read_fd))
 | |
| 		NetworkAcceptClients();
 | |
| 
 | |
| 	// read stuff from clients
 | |
| 	for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
 | |
| 		cs->writable = !!FD_ISSET(cs->socket, &write_fd);
 | |
| 		if (FD_ISSET(cs->socket, &read_fd)) {
 | |
| 			if (!ReadPackets(cs))
 | |
| 				cs--;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// if we're a server, and any client needs a snapshot, create a snapshot and send all commands from the server queue to the client.
 | |
| 	if (_networking_server && _transmit_file == NULL) {
 | |
| 		bool didsave = false;
 | |
| 
 | |
| 		for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
 | |
| 			if (cs->inactive) {
 | |
| 				cs->inactive = false;
 | |
| 				// found a client waiting for a snapshot. make a snapshot.
 | |
| 				if (!didsave) {
 | |
| 					char filename[256];
 | |
| 					sprintf(filename, "%snetwork.tmp",  _path.autosave_dir);
 | |
| 					didsave = true;
 | |
| 					if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
 | |
| 					_transmit_file = ReadFileToMem(filename, &_transmit_file_size, 500000);
 | |
| 					if (_transmit_file == NULL) error("network savedump failed to load");
 | |
| 				}
 | |
| 				// and start sending the file..
 | |
| 				cs->xmitpos = 1;
 | |
| 
 | |
| 				// send queue of commands to client.
 | |
| 				SendQueuedCommandsToNewClient(cs);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void NetworkSend()
 | |
| {
 | |
| 	ClientState *cs;
 | |
| 	void *free_xmit;
 | |
| 
 | |
| 	// send sync packets?
 | |
| 	if (_networking_server && _networking_sync && !_pause) {
 | |
| 		if (++_not_packet >= _network_sync_freq) {
 | |
| 			SyncPacket sp;
 | |
| 			uint new_max;
 | |
| 
 | |
| 			_not_packet = 0;
 | |
| 
 | |
| 			new_max = max(_frame_counter + (int)_network_ahead_frames, _frame_counter_max);
 | |
| 
 | |
| 			sp.packet_length = sizeof(sp);
 | |
| 			sp.packet_type = 1;
 | |
| 			sp.frames = new_max - _frame_counter_max;
 | |
| 			sp.server = _frame_counter_max - _frame_counter;
 | |
| 			sp.random_seed_1 = TO_LE32(_sync_seed_1);
 | |
| 			sp.random_seed_2 = TO_LE32(_sync_seed_2);
 | |
| 			_frame_counter_max = new_max;
 | |
| 
 | |
| 			// send it to all the clients
 | |
| 			for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) SendBytes(cs, &sp, sizeof(sp));
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	free_xmit = _transmit_file;
 | |
| 
 | |
| 	// send stuff to all clients
 | |
| 	for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
 | |
| 		if (cs->xmitpos) {
 | |
| 			if (cs->writable)
 | |
| 				SendXmit(cs);
 | |
| 			free_xmit = NULL;
 | |
| 		}
 | |
| 		if (cs->writable)	{
 | |
| 			if (!SendPackets(cs)) cs--;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// no clients left that xmit the file, free it.
 | |
| 	if (free_xmit) {
 | |
| 		_transmit_file = NULL;
 | |
| 		free(free_xmit);
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| void NetworkInitialize()
 | |
| {
 | |
| 	ClientState *cs;
 | |
| 
 | |
| 	_command_queue.last = &_command_queue.head;
 | |
| 	_ack_queue.last = &_ack_queue.head;
 | |
| 
 | |
| 	// invalidate all clients
 | |
| 	for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++)
 | |
| 		cs->socket = INVALID_SOCKET;
 | |
| 
 | |
| }
 | |
| 
 | |
| void NetworkClose(bool client) {
 | |
| 
 | |
| 	ClientState *cs;
 | |
| 	// invalidate all clients
 | |
| 
 | |
| 	for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++) if (cs->socket != INVALID_SOCKET) {
 | |
| 		CloseClient(cs);
 | |
| 		}
 | |
| 
 | |
| 	if (!client) {
 | |
| 		// if in servermode --> close listener
 | |
| 		closesocket(_listensocket);
 | |
| 		_listensocket= INVALID_SOCKET;
 | |
| 		DEBUG(misc,1) ("[NET][TCP] closed listener on port %i", _network_server_port);
 | |
| 		}
 | |
| }
 | |
| 
 | |
| void NetworkShutdown()
 | |
| {
 | |
| 
 | |
| }
 | |
| 
 | |
| // switch to synced mode.
 | |
| void NetworkStartSync(bool fcreset)
 | |
| {
 | |
| 	DEBUG(misc,3) ("[NET][SYNC] switching to synced game mode");
 | |
| 	_networking_sync = true;
 | |
| 	_frame_counter = 0;
 | |
| 	if (fcreset) {
 | |
| 		_frame_counter_max = 0;
 | |
| 		_frame_counter_srv = 0;
 | |
| 		}
 | |
| 	_num_future_seed = 0;
 | |
| 	_sync_seed_1 = _sync_seed_2 = 0;
 | |
| 	memset(_my_seed_list, 0, sizeof(_my_seed_list));
 | |
| 
 | |
| }
 | |
| 
 | |
| // ************************** //
 | |
| // * UDP Network Extensions * //
 | |
| // ************************** //
 | |
| 
 | |
| void NetworkUDPListen(bool client)
 | |
| {
 | |
| 	SOCKET udp;
 | |
| 	struct sockaddr_in sin;
 | |
| 	int port;
 | |
| 
 | |
| 	if (client) { port = _network_client_port; } else { port = _network_server_port; };
 | |
| 
 | |
| 	DEBUG(misc,1) ("[NET][UDP] listening on port %i", port);
 | |
| 
 | |
| 	udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
 | |
| 	
 | |
| 	// this disables network
 | |
| 	_network_available = !(udp == INVALID_SOCKET);
 | |
| 	
 | |
| 	// set nonblocking mode for socket
 | |
| 	{ unsigned long blocking = 1; ioctlsocket(udp, FIONBIO, &blocking); }
 | |
| 
 | |
| 	sin.sin_family = AF_INET;
 | |
| 	sin.sin_addr.s_addr = 0;
 | |
| 	sin.sin_port = htons(port);
 | |
| 
 | |
| 	if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0)
 | |
| 		DEBUG(misc,1) ("[NET][UDP] error: bind failed on port %i", port);
 | |
| 		
 | |
| 
 | |
| 	// enable broadcasting
 | |
| 	{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); }
 | |
| 	// allow reusing
 | |
| 	{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val)); }
 | |
| 
 | |
| 	if (client) { _udp_client_socket = udp; } else { _udp_server_socket = udp; } ;
 | |
| 
 | |
| }
 | |
| 
 | |
| void NetworkUDPClose(bool client) {
 | |
| 	if (client) { 
 | |
| 		DEBUG(misc,1) ("[NET][UDP] closed listener on port %i", _network_client_port);
 | |
| 		closesocket(_udp_client_socket);
 | |
| 		_udp_client_socket = INVALID_SOCKET;
 | |
| 		} else {
 | |
| 		DEBUG(misc,1) ("[NET][UDP] closed listener on port %i", _network_server_port);
 | |
| 		closesocket(_udp_server_socket);
 | |
| 		_udp_server_socket = INVALID_SOCKET;
 | |
| 		};
 | |
| 	}
 | |
| 
 | |
| void NetworkUDPReceive(bool client) {
 | |
| 	struct sockaddr_in client_addr;
 | |
| 	int client_len;
 | |
| 	int nbytes;
 | |
| 	struct UDPPacket packet;
 | |
| 	int packet_len;
 | |
| 	
 | |
| 	SOCKET udp;
 | |
| 	if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
 | |
| 
 | |
| 	packet_len = sizeof(packet);
 | |
| 	client_len = sizeof(client_addr);	
 | |
| 	
 | |
| 	nbytes = recvfrom(udp, (char *) &packet, packet_len , 0, (struct sockaddr *) &client_addr, &client_len);
 | |
| 	if (nbytes>0) {
 | |
| 		if (packet.command_code==packet.command_check) switch (packet.command_code) {
 | |
| 		
 | |
|  		case NET_UDPCMD_SERVERSEARCH:
 | |
|  			if (!client) {
 | |
| 				packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
 | |
| 				memcpy(&packet.data,&_network_game,sizeof(_network_game));
 | |
| 				packet.data_len=sizeof(_network_game);
 | |
|  				NetworkUDPSend(client,client_addr, packet);
 | |
|  			}
 | |
|  			break;
 | |
| 		case NET_UDPCMD_GETSERVERINFO:
 | |
| 			if (!client) {
 | |
| 				packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
 | |
| 				memcpy(&packet.data,&_network_game,sizeof(_network_game));
 | |
| 				packet.data_len=sizeof(_network_game);
 | |
| 				NetworkUDPSend(client,client_addr, packet);
 | |
| 			}
 | |
| 			break;
 | |
| 		case NET_UDPCMD_SERVERINFO:
 | |
|  			if (client) {
 | |
| 				NetworkGameList * item;
 | |
| 
 | |
| 				item = (NetworkGameList *) NetworkGameListAdd();
 | |
| 				item -> ip = inet_addr(inet_ntoa(client_addr.sin_addr));
 | |
| 				item -> port = ntohs(client_addr.sin_port);
 | |
| 				
 | |
| 				memcpy(item,&packet.data,packet.data_len);
 | |
|  			}
 | |
|  			break;
 | |
| 		}
 | |
| 	}
 | |
| }
 | |
| 
 | |
| 
 | |
| 
 | |
| void NetworkUDPBroadCast(bool client, struct UDPPacket packet) {
 | |
| 	int i=0, res;
 | |
| 	struct sockaddr_in out_addr;
 | |
| 	uint32 bcaddr;
 | |
| 	byte * bcptr;
 | |
| 
 | |
| 	SOCKET udp;
 | |
| 	if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
 | |
| 
 | |
| 	while (_network_ip_list[i]!=0) {
 | |
| 		bcaddr=_network_ip_list[i];
 | |
| 		out_addr.sin_family = AF_INET;
 | |
| 		if (client) { out_addr.sin_port = htons(_network_server_port); } else { out_addr.sin_port = htons(_network_client_port); };
 | |
| 		bcptr = (byte *) &bcaddr;
 | |
| 		bcptr[3]=255;
 | |
| 		out_addr.sin_addr.s_addr = bcaddr;
 | |
| 		res=sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &out_addr,sizeof(out_addr));
 | |
| 		if (res==-1) error("udp: broadcast error: %i",GET_LAST_ERROR());
 | |
| 		i++;
 | |
| 	}
 | |
| 	
 | |
| }
 | |
| 
 | |
| void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet) {
 | |
| 
 | |
| 	SOCKET udp;
 | |
| 	if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
 | |
| 	
 | |
| 	sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &recv,sizeof(recv));
 | |
| }
 | |
| 
 | |
| 
 | |
| bool NetworkUDPSearchGame(byte ** _network_detected_serverip, unsigned short * _network_detected_serverport) {
 | |
| 	struct UDPPacket packet;
 | |
| 	int timeout=3000;
 | |
| 	
 | |
| 	NetworkGameListClear();
 | |
| 
 | |
| 	DEBUG(misc,0) ("[NET][UDP] searching server");
 | |
| 	*_network_detected_serverip = "255.255.255.255";
 | |
| 	*_network_detected_serverport = 0;
 | |
| 	
 | |
| 	packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
 | |
| 	packet.data_len=0;
 | |
| 	NetworkUDPBroadCast(true, packet);
 | |
| 	while (timeout>=0) {
 | |
| 		CSleep(100);
 | |
| 		timeout-=100;
 | |
| 	    NetworkUDPReceive(true);
 | |
| 
 | |
| 		if (_network_game_count>0) {
 | |
| 			NetworkGameList * item;
 | |
| 			item = (NetworkGameList *) NetworkGameListItem(0);
 | |
| 			*_network_detected_serverip=inet_ntoa(*(struct in_addr *) &item->ip);
 | |
| 			*_network_detected_serverport=item->port;
 | |
|  			timeout=-1;
 | |
|  			DEBUG(misc,0) ("[NET][UDP] server found on %s", *_network_detected_serverip);
 | |
|  			}
 | |
| 	
 | |
| 		}
 | |
| 
 | |
| 	return (_network_detected_serverport>0);
 | |
| 		
 | |
| }
 | |
| 
 | |
| 
 | |
| // *************************** //
 | |
| // * New Network Core System * //
 | |
| // *************************** //
 | |
| 
 | |
| void NetworkIPListInit() {
 | |
| 	struct hostent* he = NULL;
 | |
| 	char hostname[250];
 | |
| 	uint32 bcaddr;
 | |
| 	int i=0;
 | |
| 		
 | |
| 	gethostname(hostname,250);
 | |
| 	DEBUG(misc,2) ("[NET][IP] init for host %s", hostname);
 | |
| 	he=gethostbyname((char *) hostname);
 | |
| 
 | |
| 	if (he == NULL) {
 | |
| 		he = gethostbyname("localhost");
 | |
| 		}
 | |
| 	
 | |
| 	if (he == NULL) {
 | |
| 		bcaddr = inet_addr("127.0.0.1");
 | |
| 		he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
 | |
| 		}
 | |
| 
 | |
| 	if (he == NULL) {
 | |
| 		DEBUG(misc, 2) ("[NET][IP] cannot resolve %s", hostname);
 | |
| 	} else {
 | |
| 		while(he->h_addr_list[i]) { 
 | |
| 			bcaddr = inet_addr(inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
 | |
| 			_network_ip_list[i]=bcaddr;
 | |
| 			DEBUG(misc,2) ("[NET][IP] add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
 | |
| 			i++;
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 	_network_ip_list[i]=0;
 | |
| 	
 | |
| }
 | |
| 
 | |
| /* *************************************************** */
 | |
| 
 | |
| void NetworkCoreInit() {
 | |
| 
 | |
| DEBUG(misc,3) ("[NET][Core] init()");
 | |
| _network_available=true;
 | |
| 
 | |
| // [win32] winsock startup
 | |
| 
 | |
| #if defined(WIN32)
 | |
| {
 | |
| 	WSADATA wsa;
 | |
| 	DEBUG(misc,3) ("[NET][Core] using windows socket library");
 | |
| 	if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
 | |
| 		DEBUG(misc,3) ("[NET][Core] error: WSAStartup failed");
 | |
| 		_network_available=false;
 | |
| 		}
 | |
| }
 | |
| #else 
 | |
| 
 | |
| // [morphos/amigaos] bsd-socket startup
 | |
| 
 | |
| #if defined(__MORPHOS__) || defined(__AMIGA__)
 | |
| {
 | |
| 	DEBUG(misc,3) ("[NET][Core] using bsd socket library");
 | |
| 	if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
 | |
| 		DEBUG(misc,3) ("[NET][Core] Couldn't open bsdsocket.library version 4.");
 | |
| 		_network_available=false;
 | |
| 		}
 | |
| }
 | |
| #else
 | |
| 
 | |
| // [linux/macos] unix-socket startup
 | |
| 
 | |
| 	DEBUG(misc,3) ("[NET][Core] using unix socket library");
 | |
| 
 | |
| #endif
 | |
| 
 | |
| #endif
 | |
| 
 | |
| 
 | |
| if (_network_available) {
 | |
| 	DEBUG(misc,3) ("[NET][Core] OK: multiplayer available");
 | |
| 	// initiate network ip list
 | |
| 	NetworkIPListInit();
 | |
| 	} else {
 | |
| 	DEBUG(misc,3) ("[NET][Core] FAILED: multiplayer not available");
 | |
| 	}
 | |
| }
 | |
| 
 | |
| /* *************************************************** */
 | |
| 
 | |
| void NetworkCoreShutdown() {
 | |
| 
 | |
| DEBUG(misc,3) ("[NET][Core] shutdown()");
 | |
| 
 | |
| #if defined(__MORPHOS__) || defined(__AMIGA__)
 | |
| {	
 | |
| 	if (SocketBase) {
 | |
| 		CloseLibrary(SocketBase);
 | |
| 	}
 | |
| }
 | |
| #endif
 | |
| 
 | |
| 
 | |
| #if defined(WIN32)
 | |
| {
 | |
| 	WSACleanup();
 | |
| }
 | |
| #endif
 | |
| 
 | |
| }
 | |
| 
 | |
| /* *************************************************** */
 | |
| 
 | |
| bool NetworkCoreConnectGame(byte* b, unsigned short port)
 | |
| {
 | |
| 	if (!_network_available) return false;
 | |
| 
 | |
| 	if (strcmp((char *) b,"auto")==0) {
 | |
| 		// do autodetect
 | |
| 		NetworkUDPSearchGame(&b, &port);
 | |
| 		}
 | |
| 
 | |
| 	if (port==0) {
 | |
| 		// autodetection failed
 | |
| 		if (_networking_override) NetworkLobbyShutdown();
 | |
| 		ShowErrorMessage(-1, STR_NETWORK_ERR_NOSERVER, 0, 0);
 | |
| 		return false;
 | |
| 		}
 | |
| 	NetworkInitialize();
 | |
| 	_networking = NetworkConnect(b, port);
 | |
| 	if (_networking) {
 | |
| 		NetworkLobbyShutdown();
 | |
| 		} else {
 | |
| 		if (_networking_override) NetworkLobbyShutdown();
 | |
| 		ShowErrorMessage(-1, STR_NETWORK_ERR_NOCONNECTION,0,0);
 | |
| 		}
 | |
| 	return _networking;
 | |
| }
 | |
| 
 | |
| /* *************************************************** */
 | |
| 
 | |
| bool NetworkCoreStartGame()
 | |
| {
 | |
| 	if (!_network_available) return false;
 | |
| 	NetworkLobbyShutdown();
 | |
| 	NetworkInitialize();
 | |
| 	NetworkListen();
 | |
| 	NetworkUDPListen(false);
 | |
| 	_networking_server = true;
 | |
| 	_networking = true;
 | |
| 	NetworkGameFillDefaults(); // clears the network game info
 | |
| 	_network_game.players_on++; // the serverplayer is online
 | |
| 	return true;
 | |
| }
 | |
| 
 | |
| /* *************************************************** */
 | |
| 
 | |
| void NetworkCoreDisconnect()
 | |
| {
 | |
| 	/* terminate server */
 | |
| 	if (_networking_server) {
 | |
| 		NetworkUDPClose(false);
 | |
| 		NetworkClose(false);
 | |
| 		} 
 | |
| 
 | |
| 	/* terminate client connection */
 | |
| 	else if (_networking) {
 | |
| 		NetworkClose(true);
 | |
| 		}
 | |
| 	
 | |
| 	_networking_server = false;	
 | |
| 	_networking = false;
 | |
| 	NetworkShutdown();
 | |
| }
 | |
| 
 | |
| /* *************************************************** */
 | |
| 
 | |
| void NetworkCoreLoop(bool incomming) {
 | |
| 
 | |
| 
 | |
| if (incomming) {
 | |
| 
 | |
| 	// incomming
 | |
| 
 | |
| 	if ( _udp_client_socket != INVALID_SOCKET ) NetworkUDPReceive(true);
 | |
| 	if ( _udp_server_socket != INVALID_SOCKET ) NetworkUDPReceive(false);
 | |
| 
 | |
| 	if (_networking) {
 | |
| 		NetworkReceive();
 | |
| 		NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
 | |
| 		}
 | |
| 
 | |
| 	} else {
 | |
| 
 | |
| 	// outgoing
 | |
| 
 | |
| 	if (_networking) {
 | |
| 		NetworkSend();
 | |
| 		}
 | |
| 
 | |
| 	}
 | |
| 
 | |
| }
 | |
| 
 | |
| void NetworkLobbyInit() {
 | |
| 	DEBUG(misc,3) ("[NET][Lobby] init()");
 | |
| 	NetworkUDPListen(true);
 | |
| }
 | |
| 
 | |
| void NetworkLobbyShutdown() {
 | |
| 	DEBUG(misc,3) ("[NET][Lobby] shutdown()");
 | |
| 	NetworkUDPClose(true);
 | |
| }
 | |
| 
 | |
| 
 | |
| // ******************************** //
 | |
| // * Network Game List Extensions * //
 | |
| // ******************************** //
 | |
| 
 | |
| void NetworkGameListClear() {
 | |
| NetworkGameList * item;
 | |
| NetworkGameList * next; 
 | |
| 
 | |
| DEBUG(misc,4) ("[NET][G-List] cleared server list");
 | |
| 
 | |
| item = _network_game_list;
 | |
| while (item != NULL) {
 | |
| 	next = (NetworkGameList *) item -> _next;
 | |
| 	free (item);
 | |
| 	item = next;
 | |
| 	}
 | |
| _network_game_list=NULL;
 | |
| _network_game_count=0;
 | |
| }
 | |
| 
 | |
| char * NetworkGameListAdd() {
 | |
| NetworkGameList * item;
 | |
| NetworkGameList * before; 
 | |
| 
 | |
| DEBUG(misc,4) ("[NET][G-List] added server to list");
 | |
| 
 | |
| item = _network_game_list;
 | |
| before = item;
 | |
| while (item != NULL) {
 | |
| 	before = item;
 | |
| 	item = (NetworkGameList *) item -> _next;
 | |
| 	}
 | |
| item = malloc(sizeof(NetworkGameList));
 | |
| item -> _next = NULL;
 | |
| if (before == NULL) {
 | |
| 	_network_game_list = item;
 | |
| 	} else {
 | |
| 	before -> _next = (char *) item;
 | |
| 	}
 | |
| _network_game_count++;
 | |
| return (char *) item;
 | |
| }
 | |
| 
 | |
| void NetworkGameListFromLAN() {
 | |
| 	struct UDPPacket packet;
 | |
| 	DEBUG(misc,2) ("[NET][G-List] searching server over lan");
 | |
| 	NetworkGameListClear();
 | |
| 	packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
 | |
| 	packet.data_len=0;
 | |
| 	NetworkUDPBroadCast(true,packet);
 | |
| }
 | |
| 
 | |
| void NetworkGameListFromInternet() {
 | |
| 	DEBUG(misc,2) ("[NET][G-List] searching servers over internet");
 | |
| 	NetworkGameListClear();
 | |
| 
 | |
| 	// **TODO** masterserver communication [internet protocol list]
 | |
| 
 | |
| }
 | |
| 
 | |
| char * NetworkGameListItem(uint16 index) {
 | |
| NetworkGameList * item;
 | |
| NetworkGameList * next; 
 | |
| uint16 cnt = 0;
 | |
| 
 | |
| item = _network_game_list;
 | |
| 
 | |
| while ((item != NULL) && (cnt != index)) {
 | |
| 	next = (NetworkGameList *) item -> _next;
 | |
| 	item = next;
 | |
| 	cnt++;
 | |
| 	}
 | |
| 
 | |
| return (char *) item;
 | |
| }
 | |
| 
 | |
| // *************************** //
 | |
| // * Network Game Extensions * //
 | |
| // *************************** //
 | |
| 
 | |
| void NetworkGameFillDefaults() {
 | |
| 	NetworkGameInfo * game = &_network_game;
 | |
| #if defined(WITH_REV)
 | |
| 	extern char _openttd_revision[];
 | |
| #endif
 | |
| 	
 | |
| 	DEBUG(misc,4) ("[NET][G-Info] setting defaults");
 | |
| 
 | |
| 	ttd_strlcpy(game->server_name,"OpenTTD Game",13);
 | |
| 	game->game_password[0]='\0';
 | |
| 	game->map_name[0]='\0';
 | |
| #if defined(WITH_REV)
 | |
| 	ttd_strlcpy(game->server_revision,_openttd_revision,strlen(_openttd_revision));
 | |
| #else
 | |
| 	ttd_strlcpy(game->server_revision,"norev000",strlen("norev000"));
 | |
| #endif
 | |
| 	game->game_date=0;
 | |
| 
 | |
| 	game->map_height=0;
 | |
| 	game->map_width=0;
 | |
| 	game->map_set=0;
 | |
| 
 | |
| 	game->players_max=8;
 | |
| 	game->players_on=0;
 | |
| 	
 | |
| 	game->server_lang=_dynlang.curr;
 | |
| }
 | |
| 
 | |
| void NetworkGameChangeDate(uint16 newdate) {
 | |
| 	if (_networking_server) {
 | |
| 		_network_game.game_date = newdate;
 | |
| 		}
 | |
| }
 | |
| 
 | |
| #else // not ENABLE_NETWORK
 | |
| 
 | |
| // stubs
 | |
| void NetworkInitialize() {}
 | |
| void NetworkShutdown() {}
 | |
| void NetworkListen() {}
 | |
| void NetworkConnect(const char *hostname, int port) {}
 | |
| void NetworkReceive() {}
 | |
| void NetworkSend() {}
 | |
| void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) {}
 | |
| void NetworkProcessCommands() {}
 | |
| void NetworkStartSync(bool fcreset) {}
 | |
| void NetworkCoreInit() { _network_available=false; };
 | |
| void NetworkCoreShutdown() {};
 | |
| void NetworkCoreDisconnect() {};
 | |
| void NetworkCoreLoop(bool incomming) {};
 | |
| bool NetworkCoreConnectGame(byte* b, unsigned short port) {return false;};
 | |
| bool NetworkCoreStartGame() {return false;};
 | |
| void NetworkLobbyShutdown() {};
 | |
| void NetworkLobbyInit() {};
 | |
| void NetworkGameListClear() {};
 | |
| char * NetworkGameListAdd() {return NULL;};
 | |
| void NetworkGameListFromLAN() {};
 | |
| void NetworkGameListFromInternet() {};
 | |
| void NetworkGameFillDefaults() {};
 | |
| char * NetworkGameListItem(uint16 index) {return NULL;};
 | |
| void NetworkGameChangeDate(uint16 newdate) {};
 | |
| 
 | |
| #endif
 | 
