-Indentation -Whitespace -DeMorgan's Law -Test with NULL or 0 for non-booleans -'\0' instead of 0 for chars -Remove redundantly redundant comments (like DoFoo(); // Do foo) -Join multiple short lines with a single statement -Split single lines with multiple statements -Avoid assignments in if
		
			
				
	
	
		
			1379 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1379 lines
		
	
	
		
			35 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "functions.h"
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#include "string.h"
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#include "strings.h"
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#include "map.h"
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#include "network_data.h"
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#include "command.h"
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#include "variables.h"
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#if defined(WITH_REV)
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	extern const char _openttd_revision[];
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#elif defined(WITH_REV_HACK)
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	#define WITH_REV
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	const char _openttd_revision[] = WITH_REV_HACK;
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#else
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	const char _openttd_revision[] = NOREV_STRING;
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#endif
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#ifdef ENABLE_NETWORK
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#include "table/strings.h"
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#include "network_client.h"
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#include "network_server.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include "console.h" /* IConsoleCmdExec */
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#include <stdarg.h> /* va_list */
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#include "md5.h"
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#ifdef __MORPHOS__
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// the library base is required here
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struct Library *SocketBase = NULL;
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#endif
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// The listen socket for the server
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static SOCKET _listensocket;
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// Network copy of patches, so the patches of a client are not fucked up
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//  after he joined a server
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static Patches network_tmp_patches;
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// The amount of clients connected
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static byte _network_clients_connected = 0;
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// The index counter for new clients (is never decreased)
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static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
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/* Some externs / forwards */
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extern void ShowJoinStatusWindow(void);
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extern void StateGameLoop(void);
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// Function that looks up the CI for a given client-index
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NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
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{
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	NetworkClientInfo *ci;
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	for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++)
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		if (ci->client_index == client_index)
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			return ci;
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	return NULL;
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}
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// Function that looks up the CS for a given client-index
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NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
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{
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	NetworkClientState *cs;
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	for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++)
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		if (cs->index == client_index)
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			return cs;
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	return NULL;
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}
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// NetworkGetClientName is a server-safe function to get the name of the client
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//  if the user did not send it yet, Client #<no> is used.
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void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
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{
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	NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
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	if (ci->client_name[0] == '\0')
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		snprintf(client_name, size, "Client #%d", cs->index);
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	else
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		snprintf(client_name, size, "%s", ci->client_name);
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}
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// This puts a text-message to the console, or in the future, the chat-box,
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//  (to keep it all a bit more general)
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// If 'self_send' is true, this is the client who is sending the message
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void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
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						|
{
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	char buf[1024];
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	va_list va;
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	const int duration = 10; // Game days the messages stay visible
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	char message[1024];
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	char temp[1024];
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	va_start(va, str);
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	vsnprintf(buf, lengthof(buf), str, va);
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	va_end(va);
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						|
	switch (action) {
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		case NETWORK_ACTION_JOIN:
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			GetString(temp, STR_NETWORK_CLIENT_JOINED);
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			snprintf(message, sizeof(message), "*** %s %s", name, temp);
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			break;
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		case NETWORK_ACTION_LEAVE:
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			GetString(temp, STR_NETWORK_ERR_LEFT);
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			snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
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			break;
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		case NETWORK_ACTION_GIVE_MONEY:
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						|
			if (self_send) {
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				SetDParamStr(0, name);
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				SetDParam(1, atoi(buf));
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				GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY);
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				snprintf(message, sizeof(message), "*** %s", temp);
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			} else {
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				SetDParam(0, atoi(buf));
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				GetString(temp, STR_NETWORK_GIVE_MONEY);
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				snprintf(message, sizeof(message), "*** %s %s", name, temp);
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			}
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			break;
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		case NETWORK_ACTION_CHAT_PLAYER:
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						|
			if (self_send) {
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				SetDParamStr(0, name);
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				GetString(temp, STR_NETWORK_CHAT_TO_COMPANY);
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				snprintf(message, sizeof(message), "%s %s", temp, buf);
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			} else {
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				SetDParamStr(0, name);
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				GetString(temp, STR_NETWORK_CHAT_COMPANY);
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				snprintf(message, sizeof(message), "%s %s", temp, buf);
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			}
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			break;
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		case NETWORK_ACTION_CHAT_CLIENT:
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			if (self_send) {
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				SetDParamStr(0, name);
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				GetString(temp, STR_NETWORK_CHAT_TO_CLIENT);
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				snprintf(message, sizeof(message), "%s %s", temp, buf);
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			} else {
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				SetDParamStr(0, name);
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				GetString(temp, STR_NETWORK_CHAT_CLIENT);
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				snprintf(message, sizeof(message), "%s %s", temp, buf);
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			}
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			break;
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		case NETWORK_ACTION_NAME_CHANGE:
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			GetString(temp, STR_NETWORK_NAME_CHANGE);
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			snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
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			break;
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		default:
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			SetDParamStr(0, name);
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			GetString(temp, STR_NETWORK_CHAT_ALL);
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			snprintf(message, sizeof(message), "%s %s", temp, buf);
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			break;
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	}
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	IConsolePrintF(color, "%s", message);
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	AddTextMessage(color, duration, "%s", message);
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}
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// Calculate the frame-lag of a client
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uint NetworkCalculateLag(const NetworkClientState *cs)
 | 
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{
 | 
						|
	int lag = cs->last_frame_server - cs->last_frame;
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						|
	// This client has missed his ACK packet after 1 DAY_TICKS..
 | 
						|
	//  so we increase his lag for every frame that passes!
 | 
						|
	// The packet can be out by a max of _net_frame_freq
 | 
						|
	if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
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		lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
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	return lag;
 | 
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}
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// There was a non-recoverable error, drop back to the main menu with a nice
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//  error
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static void NetworkError(StringID error_string)
 | 
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{
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	_switch_mode = SM_MENU;
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	_switch_mode_errorstr = error_string;
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}
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static void ClientStartError(const char *error)
 | 
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{
 | 
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	DEBUG(net, 0)("[NET] Client could not start network: %s",error);
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	NetworkError(STR_NETWORK_ERR_CLIENT_START);
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}
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static void ServerStartError(const char *error)
 | 
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{
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	DEBUG(net, 0)("[NET] Server could not start network: %s",error);
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	NetworkError(STR_NETWORK_ERR_SERVER_START);
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}
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static void NetworkClientError(byte res, NetworkClientState *cs) {
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	// First, send a CLIENT_ERROR to the server, so he knows we are
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	//  disconnection (and why!)
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	NetworkErrorCode errorno;
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	// We just want to close the connection..
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	if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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		cs->quited = true;
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		NetworkCloseClient(cs);
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		_networking = false;
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		DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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		return;
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	}
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	switch(res) {
 | 
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		case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
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						|
		case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
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		default: errorno = NETWORK_ERROR_GENERAL;
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	}
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	// This means we fucked up and the server closed the connection
 | 
						|
	if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
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			res != NETWORK_RECV_STATUS_SERVER_BANNED) {
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		SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
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		// Dequeue all commands before closing the socket
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		NetworkSend_Packets(DEREF_CLIENT(0));
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	}
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	_switch_mode = SM_MENU;
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	NetworkCloseClient(cs);
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	_networking = false;
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}
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// Find all IP-aliases for this host
 | 
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static void NetworkFindIPs(void)
 | 
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{
 | 
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	int i, last;
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#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
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	/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
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	int _netstat(int fd, char **output, int verbose);
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	int seek_past_header(char **pos, const char *header) {
 | 
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		char *new_pos = strstr(*pos, header);
 | 
						|
		if (new_pos == 0) {
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			return B_ERROR;
 | 
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		}
 | 
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		*pos += strlen(header) + new_pos - *pos + 1;
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		return B_OK;
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	}
 | 
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 | 
						|
	int output_length;
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						|
	char *output_pointer = NULL;
 | 
						|
	char **output;
 | 
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	int sock = socket(AF_INET, SOCK_DGRAM, 0);
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	i = 0;
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	// If something fails, make sure the list is empty
 | 
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	_network_ip_list[0] = 0;
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						|
	if (sock < 0) {
 | 
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		DEBUG(net, 0)("Error creating socket!");
 | 
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		return;
 | 
						|
	}
 | 
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 | 
						|
	output_length = _netstat(sock, &output_pointer, 1);
 | 
						|
	if (output_length < 0) {
 | 
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		DEBUG(net, 0)("Error running _netstat!");
 | 
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		return;
 | 
						|
	}
 | 
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 | 
						|
	output = &output_pointer;
 | 
						|
	if (seek_past_header(output, "IP Interfaces:") == B_OK) {
 | 
						|
		for (;;) {
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			uint32 n, fields, read;
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						|
			uint8 i1, i2, i3, i4, j1, j2, j3, j4;
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			struct in_addr inaddr;
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			fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
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												&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
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			read += 1;
 | 
						|
			if (fields != 9) {
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				break;
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						|
			}
 | 
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			inaddr.s_addr = htonl((uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4);
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						|
			if (inaddr.s_addr != 0) {
 | 
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				_network_ip_list[i] = inaddr.s_addr;
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				i++;
 | 
						|
			}
 | 
						|
			if (read < 0) {
 | 
						|
				break;
 | 
						|
			}
 | 
						|
			*output += read;
 | 
						|
		}
 | 
						|
		/* XXX - Using either one of these crashes openttd heavily? - wber */
 | 
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		/*free(output_pointer);*/
 | 
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		/*free(output);*/
 | 
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		closesocket(sock);
 | 
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	}
 | 
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#elif defined(HAVE_GETIFADDRS)
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	struct ifaddrs *ifap, *ifa;
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 | 
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	// If something fails, make sure the list is empty
 | 
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	_network_ip_list[0] = 0;
 | 
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 | 
						|
	if (getifaddrs(&ifap) != 0)
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		return;
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						|
	i = 0;
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						|
	for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
 | 
						|
		if (ifa->ifa_addr == NULL || ifa->ifa_addr->sa_family != AF_INET)
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			continue;
 | 
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		_network_ip_list[i] = ((struct sockaddr_in *)ifa->ifa_addr)->sin_addr.s_addr;
 | 
						|
		i++;
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	}
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	freeifaddrs(ifap);
 | 
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 | 
						|
#else /* not HAVE_GETIFADDRS */
 | 
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 | 
						|
	unsigned long len = 0;
 | 
						|
	SOCKET sock;
 | 
						|
	IFREQ ifo[MAX_INTERFACES];
 | 
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						|
#ifndef WIN32
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	struct ifconf if_conf;
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#endif
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 | 
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	// If something fails, make sure the list is empty
 | 
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	_network_ip_list[0] = 0;
 | 
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 | 
						|
	sock = socket(AF_INET, SOCK_DGRAM, 0);
 | 
						|
	if (sock == INVALID_SOCKET) return;
 | 
						|
 | 
						|
#ifdef WIN32
 | 
						|
	// On windows it is easy
 | 
						|
	memset(&ifo[0], 0, sizeof(ifo));
 | 
						|
	if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
 | 
						|
		closesocket(sock);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
#else
 | 
						|
	// On linux a bit harder
 | 
						|
	if_conf.ifc_len = (sizeof (struct ifreq)) * MAX_INTERFACES;
 | 
						|
	if_conf.ifc_buf = (char *)&ifo[0];
 | 
						|
	if ((ioctl(sock, SIOCGIFCONF, &if_conf)) == -1) {
 | 
						|
		closesocket(sock);
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	len = if_conf.ifc_len;
 | 
						|
#endif /* WIN32 */
 | 
						|
 | 
						|
	// Now walk through all IPs and list them
 | 
						|
	for (i = 0; i < (int)(len / sizeof(IFREQ)); i++) {
 | 
						|
		// Request IP for this interface
 | 
						|
#ifdef WIN32
 | 
						|
		_network_ip_list[i] = *(&ifo[i].iiAddress.AddressIn.sin_addr.s_addr);
 | 
						|
#else
 | 
						|
		if ((ioctl(sock, SIOCGIFADDR, &ifo[i])) != 0) {
 | 
						|
			closesocket(sock);
 | 
						|
			return;
 | 
						|
		}
 | 
						|
 | 
						|
		_network_ip_list[i] = ((struct sockaddr_in *)&ifo[i].ifr_addr)->sin_addr.s_addr;
 | 
						|
#endif
 | 
						|
	}
 | 
						|
 | 
						|
	closesocket(sock);
 | 
						|
 | 
						|
#endif /* not HAVE_GETIFADDRS */
 | 
						|
 | 
						|
	_network_ip_list[i] = 0;
 | 
						|
	last = i - 1;
 | 
						|
 | 
						|
	DEBUG(net, 3)("Detected IPs:");
 | 
						|
	// Now display to the debug all the detected ips
 | 
						|
	i = 0;
 | 
						|
	while (_network_ip_list[i] != 0) {
 | 
						|
		// Also check for non-used ips (127.0.0.1)
 | 
						|
		if (_network_ip_list[i] == inet_addr("127.0.0.1")) {
 | 
						|
			// If there is an ip after thisone, put him in here
 | 
						|
			if (last > i)
 | 
						|
				_network_ip_list[i] = _network_ip_list[last];
 | 
						|
			// Clear the last ip
 | 
						|
			_network_ip_list[last] = 0;
 | 
						|
			// And we have 1 ip less
 | 
						|
			last--;
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		DEBUG(net, 3)(" %d) %s", i, inet_ntoa(*(struct in_addr *)&_network_ip_list[i]));//inet_ntoa(inaddr));
 | 
						|
		i++;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// Resolve a hostname to a inet_addr
 | 
						|
unsigned long NetworkResolveHost(const char *hostname)
 | 
						|
{
 | 
						|
	in_addr_t ip;
 | 
						|
 | 
						|
	// First try: is it an ip address?
 | 
						|
	ip = inet_addr(hostname);
 | 
						|
 | 
						|
	// If not try to resolve the name
 | 
						|
	if (ip == INADDR_NONE) {
 | 
						|
		struct hostent *he = gethostbyname(hostname);
 | 
						|
		if (he == NULL) {
 | 
						|
			DEBUG(net, 0) ("[NET] Cannot resolve %s", hostname);
 | 
						|
		} else {
 | 
						|
			struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
 | 
						|
			DEBUG(net, 1) ("[NET] Resolved %s to %s", hostname, inet_ntoa(addr));
 | 
						|
			ip = addr.s_addr;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return ip;
 | 
						|
}
 | 
						|
 | 
						|
// Converts a string to ip/port/player
 | 
						|
//  Format: IP#player:port
 | 
						|
//
 | 
						|
// connection_string will be re-terminated to seperate out the hostname, and player and port will
 | 
						|
// be set to the player and port strings given by the user, inside the memory area originally
 | 
						|
// occupied by connection_string.
 | 
						|
void ParseConnectionString(const char **player, const char **port, char *connection_string)
 | 
						|
{
 | 
						|
	char *p;
 | 
						|
	for (p = connection_string; *p != '\0'; p++) {
 | 
						|
		if (*p == '#') {
 | 
						|
			*player = p + 1;
 | 
						|
			*p = '\0';
 | 
						|
		} else if (*p == ':') {
 | 
						|
			*port = p + 1;
 | 
						|
			*p = '\0';
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// Creates a new client from a socket
 | 
						|
//   Used both by the server and the client
 | 
						|
static NetworkClientState *NetworkAllocClient(SOCKET s)
 | 
						|
{
 | 
						|
	NetworkClientState *cs;
 | 
						|
	NetworkClientInfo *ci;
 | 
						|
	byte client_no;
 | 
						|
 | 
						|
	client_no = 0;
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
		// Can we handle a new client?
 | 
						|
		if (_network_clients_connected >= MAX_CLIENTS)
 | 
						|
			return NULL;
 | 
						|
 | 
						|
		if (_network_game_info.clients_on >= _network_game_info.clients_max)
 | 
						|
			return NULL;
 | 
						|
 | 
						|
		// Register the login
 | 
						|
		client_no = _network_clients_connected++;
 | 
						|
	}
 | 
						|
 | 
						|
	cs = &_clients[client_no];
 | 
						|
	memset(cs, 0, sizeof(*cs));
 | 
						|
	cs->socket = s;
 | 
						|
	cs->last_frame = 0;
 | 
						|
	cs->quited = false;
 | 
						|
 | 
						|
	cs->last_frame = _frame_counter;
 | 
						|
	cs->last_frame_server = _frame_counter;
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
		ci = DEREF_CLIENT_INFO(cs);
 | 
						|
		memset(ci, 0, sizeof(*ci));
 | 
						|
 | 
						|
		cs->index = _network_client_index++;
 | 
						|
		ci->client_index = cs->index;
 | 
						|
		ci->join_date = _date;
 | 
						|
 | 
						|
		InvalidateWindow(WC_CLIENT_LIST, 0);
 | 
						|
	}
 | 
						|
 | 
						|
	return cs;
 | 
						|
}
 | 
						|
 | 
						|
// Close a connection
 | 
						|
void NetworkCloseClient(NetworkClientState *cs)
 | 
						|
{
 | 
						|
	NetworkClientInfo *ci;
 | 
						|
	// Socket is already dead
 | 
						|
	if (cs->socket == INVALID_SOCKET) {
 | 
						|
		cs->quited = true;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	DEBUG(net, 1) ("[NET] Closed client connection");
 | 
						|
 | 
						|
	if (!cs->quited && _network_server && cs->status > STATUS_INACTIVE) {
 | 
						|
		// We did not receive a leave message from this client...
 | 
						|
		NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
 | 
						|
		char str[100];
 | 
						|
		char client_name[NETWORK_NAME_LENGTH];
 | 
						|
		NetworkClientState *new_cs;
 | 
						|
 | 
						|
		NetworkGetClientName(client_name, sizeof(client_name), cs);
 | 
						|
 | 
						|
		GetString(str, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
 | 
						|
 | 
						|
		NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
 | 
						|
 | 
						|
		// Inform other clients of this... strange leaving ;)
 | 
						|
		FOR_ALL_CLIENTS(new_cs) {
 | 
						|
			if (new_cs->status > STATUS_AUTH && cs != new_cs) {
 | 
						|
				SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
 | 
						|
	if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
 | 
						|
		DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
 | 
						|
		NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
 | 
						|
	}
 | 
						|
 | 
						|
	closesocket(cs->socket);
 | 
						|
	cs->writable = false;
 | 
						|
	cs->quited = true;
 | 
						|
 | 
						|
	// Free all pending and partially received packets
 | 
						|
	while (cs->packet_queue != NULL) {
 | 
						|
		Packet *p = cs->packet_queue->next;
 | 
						|
		free(cs->packet_queue);
 | 
						|
		cs->packet_queue = p;
 | 
						|
	}
 | 
						|
	free(cs->packet_recv);
 | 
						|
	cs->packet_recv = NULL;
 | 
						|
 | 
						|
	while (cs->command_queue != NULL) {
 | 
						|
		CommandPacket *p = cs->command_queue->next;
 | 
						|
		free(cs->command_queue);
 | 
						|
		cs->command_queue = p;
 | 
						|
	}
 | 
						|
 | 
						|
	// Close the gap in the client-list
 | 
						|
	ci = DEREF_CLIENT_INFO(cs);
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
		// We just lost one client :(
 | 
						|
		if (cs->status > STATUS_INACTIVE)
 | 
						|
			_network_game_info.clients_on--;
 | 
						|
		_network_clients_connected--;
 | 
						|
 | 
						|
		while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
 | 
						|
			*cs = *(cs + 1);
 | 
						|
			*ci = *(ci + 1);
 | 
						|
			cs++;
 | 
						|
			ci++;
 | 
						|
		}
 | 
						|
 | 
						|
		InvalidateWindow(WC_CLIENT_LIST, 0);
 | 
						|
	}
 | 
						|
 | 
						|
	// Reset the status of the last socket
 | 
						|
	cs->socket = INVALID_SOCKET;
 | 
						|
	cs->status = STATUS_INACTIVE;
 | 
						|
	cs->index = NETWORK_EMPTY_INDEX;
 | 
						|
	ci->client_index = NETWORK_EMPTY_INDEX;
 | 
						|
}
 | 
						|
 | 
						|
// A client wants to connect to a server
 | 
						|
static bool NetworkConnect(const char *hostname, int port)
 | 
						|
{
 | 
						|
	SOCKET s;
 | 
						|
	struct sockaddr_in sin;
 | 
						|
 | 
						|
	DEBUG(net, 1) ("[NET] Connecting to %s %d", hostname, port);
 | 
						|
 | 
						|
	s = socket(AF_INET, SOCK_STREAM, 0);
 | 
						|
	if (s == INVALID_SOCKET) {
 | 
						|
		ClientStartError("socket() failed");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!SetNoDelay(s))
 | 
						|
		DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed");
 | 
						|
 | 
						|
	sin.sin_family = AF_INET;
 | 
						|
	sin.sin_addr.s_addr = NetworkResolveHost(hostname);
 | 
						|
	sin.sin_port = htons(port);
 | 
						|
	_network_last_host_ip = sin.sin_addr.s_addr;
 | 
						|
 | 
						|
	if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
 | 
						|
		// We failed to connect for which reason what so ever
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (!SetNonBlocking(s))
 | 
						|
		DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
 | 
						|
 | 
						|
	// in client mode, only the first client field is used. it's pointing to the server.
 | 
						|
	NetworkAllocClient(s);
 | 
						|
 | 
						|
	ShowJoinStatusWindow();
 | 
						|
 | 
						|
	memcpy(&network_tmp_patches, &_patches, sizeof(_patches));
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
// For the server, to accept new clients
 | 
						|
static void NetworkAcceptClients(void)
 | 
						|
{
 | 
						|
	struct sockaddr_in sin;
 | 
						|
	SOCKET s;
 | 
						|
	NetworkClientState *cs;
 | 
						|
	uint i;
 | 
						|
	bool banned;
 | 
						|
 | 
						|
	// Should never ever happen.. is it possible??
 | 
						|
	assert(_listensocket != INVALID_SOCKET);
 | 
						|
 | 
						|
	for (;;) {
 | 
						|
		socklen_t sin_len;
 | 
						|
 | 
						|
		sin_len = sizeof(sin);
 | 
						|
		s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
 | 
						|
		if (s == INVALID_SOCKET) return;
 | 
						|
 | 
						|
		SetNonBlocking(s); // XXX error handling?
 | 
						|
 | 
						|
		DEBUG(net, 1) ("[NET] Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
 | 
						|
 | 
						|
		SetNoDelay(s); // XXX error handling?
 | 
						|
 | 
						|
		/* Check if the client is banned */
 | 
						|
		banned = false;
 | 
						|
		for (i = 0; i < lengthof(_network_ban_list); i++) {
 | 
						|
			if (_network_ban_list[i] == NULL)
 | 
						|
				continue;
 | 
						|
 | 
						|
			if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
 | 
						|
				Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
 | 
						|
 | 
						|
				DEBUG(net, 1)("[NET] Banned ip tried to join (%s), refused", _network_ban_list[i]);
 | 
						|
 | 
						|
				p->buffer[0] = p->size & 0xFF;
 | 
						|
				p->buffer[1] = p->size >> 8;
 | 
						|
 | 
						|
				send(s, p->buffer, p->size, 0);
 | 
						|
				closesocket(s);
 | 
						|
 | 
						|
				free(p);
 | 
						|
 | 
						|
				banned = true;
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		/* If this client is banned, continue with next client */
 | 
						|
		if (banned)
 | 
						|
			continue;
 | 
						|
 | 
						|
		cs = NetworkAllocClient(s);
 | 
						|
		if (cs == NULL) {
 | 
						|
			// no more clients allowed?
 | 
						|
			// Send to the client that we are full!
 | 
						|
			Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
 | 
						|
 | 
						|
			p->buffer[0] = p->size & 0xFF;
 | 
						|
			p->buffer[1] = p->size >> 8;
 | 
						|
 | 
						|
			send(s, p->buffer, p->size, 0);
 | 
						|
			closesocket(s);
 | 
						|
 | 
						|
			free(p);
 | 
						|
 | 
						|
			continue;
 | 
						|
		}
 | 
						|
 | 
						|
		// a new client has connected. We set him at inactive for now
 | 
						|
		//  maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
 | 
						|
		//  the client stays inactive
 | 
						|
		cs->status = STATUS_INACTIVE;
 | 
						|
 | 
						|
		{
 | 
						|
			// Save the IP of the client
 | 
						|
			NetworkClientInfo *ci;
 | 
						|
			ci = DEREF_CLIENT_INFO(cs);
 | 
						|
			ci->client_ip = sin.sin_addr.s_addr;
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// Set up the listen socket for the server
 | 
						|
static bool NetworkListen(void)
 | 
						|
{
 | 
						|
	SOCKET ls;
 | 
						|
	struct sockaddr_in sin;
 | 
						|
	int port;
 | 
						|
 | 
						|
	port = _network_server_port;
 | 
						|
 | 
						|
	DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, port);
 | 
						|
 | 
						|
	ls = socket(AF_INET, SOCK_STREAM, 0);
 | 
						|
	if (ls == INVALID_SOCKET) {
 | 
						|
		ServerStartError("socket() on listen socket failed");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	{ // reuse the socket
 | 
						|
		int reuse = 1;
 | 
						|
		// The (const char*) cast is needed for windows!!
 | 
						|
		if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
 | 
						|
			ServerStartError("setsockopt() on listen socket failed");
 | 
						|
			return false;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (!SetNonBlocking(ls))
 | 
						|
		DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
 | 
						|
 | 
						|
	sin.sin_family = AF_INET;
 | 
						|
	sin.sin_addr.s_addr = _network_server_bind_ip;
 | 
						|
	sin.sin_port = htons(port);
 | 
						|
 | 
						|
	if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
 | 
						|
		ServerStartError("bind() failed");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	if (listen(ls, 1) != 0) {
 | 
						|
		ServerStartError("listen() failed");
 | 
						|
		return false;
 | 
						|
	}
 | 
						|
 | 
						|
	_listensocket = ls;
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
// Close all current connections
 | 
						|
static void NetworkClose(void)
 | 
						|
{
 | 
						|
	NetworkClientState *cs;
 | 
						|
 | 
						|
	FOR_ALL_CLIENTS(cs) {
 | 
						|
		if (!_network_server) {
 | 
						|
			SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
 | 
						|
			NetworkSend_Packets(cs);
 | 
						|
		}
 | 
						|
		NetworkCloseClient(cs);
 | 
						|
	}
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
		// We are a server, also close the listensocket
 | 
						|
		closesocket(_listensocket);
 | 
						|
		_listensocket = INVALID_SOCKET;
 | 
						|
		DEBUG(net, 1) ("[NET] Closed listener");
 | 
						|
		NetworkUDPClose();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// Inits the network (cleans sockets and stuff)
 | 
						|
static void NetworkInitialize(void)
 | 
						|
{
 | 
						|
	NetworkClientState *cs;
 | 
						|
 | 
						|
	_local_command_queue = NULL;
 | 
						|
 | 
						|
	// Clean all client-sockets
 | 
						|
	memset(_clients, 0, sizeof(_clients));
 | 
						|
	for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
 | 
						|
		cs->socket = INVALID_SOCKET;
 | 
						|
		cs->status = STATUS_INACTIVE;
 | 
						|
		cs->command_queue = NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	// Clean the client_info memory
 | 
						|
	memset(_network_client_info, 0, sizeof(_network_client_info));
 | 
						|
	memset(_network_player_info, 0, sizeof(_network_player_info));
 | 
						|
	_network_lobby_company_count = 0;
 | 
						|
 | 
						|
	_sync_frame = 0;
 | 
						|
	_network_first_time = true;
 | 
						|
 | 
						|
	_network_reconnect = 0;
 | 
						|
 | 
						|
	NetworkUDPInitialize();
 | 
						|
}
 | 
						|
 | 
						|
// Query a server to fetch his game-info
 | 
						|
//  If game_info is true, only the gameinfo is fetched,
 | 
						|
//   else only the client_info is fetched
 | 
						|
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
 | 
						|
{
 | 
						|
	if (!_network_available) return NULL;
 | 
						|
 | 
						|
	NetworkDisconnect();
 | 
						|
 | 
						|
	if (game_info) {
 | 
						|
		return NetworkUDPQueryServer(host, port);
 | 
						|
	}
 | 
						|
 | 
						|
	NetworkInitialize();
 | 
						|
 | 
						|
	_network_server = false;
 | 
						|
 | 
						|
	// Try to connect
 | 
						|
	_networking = NetworkConnect(host, port);
 | 
						|
 | 
						|
//	ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
 | 
						|
//	_network_last_port = port;
 | 
						|
 | 
						|
	// We are connected
 | 
						|
	if (_networking) {
 | 
						|
		SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
 | 
						|
		return NULL;
 | 
						|
	}
 | 
						|
 | 
						|
	// No networking, close everything down again
 | 
						|
	NetworkDisconnect();
 | 
						|
	return NULL;
 | 
						|
}
 | 
						|
 | 
						|
/* Validates an address entered as a string and adds the server to
 | 
						|
 * the list. If you use this functions, the games will be marked
 | 
						|
 * as manually added. */
 | 
						|
void NetworkAddServer(const char *b)
 | 
						|
{
 | 
						|
	if (*b != '\0') {
 | 
						|
		NetworkGameList *item;
 | 
						|
		const char *port = NULL;
 | 
						|
		const char *player = NULL;
 | 
						|
		char host[NETWORK_HOSTNAME_LENGTH];
 | 
						|
		uint16 rport;
 | 
						|
 | 
						|
		ttd_strlcpy(host, b, lengthof(host));
 | 
						|
 | 
						|
		ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
 | 
						|
		rport = NETWORK_DEFAULT_PORT;
 | 
						|
 | 
						|
		ParseConnectionString(&player, &port, host);
 | 
						|
 | 
						|
		if (player != NULL) _network_playas = atoi(player);
 | 
						|
		if (port != NULL) rport = atoi(port);
 | 
						|
 | 
						|
		item = NetworkQueryServer(host, rport, true);
 | 
						|
		item->manually = true;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* Generates the list of manually added hosts from NetworkGameList and
 | 
						|
 * dumps them into the array _network_host_list. This array is needed
 | 
						|
 * by the function that generates the config file. */
 | 
						|
void NetworkRebuildHostList(void)
 | 
						|
{
 | 
						|
	uint i = 0;
 | 
						|
	NetworkGameList *item = _network_game_list;
 | 
						|
	while (item != NULL && i != lengthof(_network_host_list)) {
 | 
						|
		if (item->manually)
 | 
						|
			_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
 | 
						|
		item = item->next;
 | 
						|
	}
 | 
						|
 | 
						|
	for (; i < lengthof(_network_host_list); i++) {
 | 
						|
		_network_host_list[i] = strdup("");
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// Used by clients, to connect to a server
 | 
						|
bool NetworkClientConnectGame(const char* host, unsigned short port)
 | 
						|
{
 | 
						|
	if (!_network_available) return false;
 | 
						|
 | 
						|
	if (port == 0) return false;
 | 
						|
 | 
						|
	ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
 | 
						|
	_network_last_port = port;
 | 
						|
 | 
						|
	NetworkDisconnect();
 | 
						|
	NetworkUDPClose();
 | 
						|
	NetworkInitialize();
 | 
						|
 | 
						|
	// Try to connect
 | 
						|
	_networking = NetworkConnect(host, port);
 | 
						|
 | 
						|
	// We are connected
 | 
						|
	if (_networking) {
 | 
						|
		IConsoleCmdExec("exec scripts/on_client.scr 0");
 | 
						|
		NetworkClient_Connected();
 | 
						|
	} else {
 | 
						|
		// Connecting failed
 | 
						|
		NetworkError(STR_NETWORK_ERR_NOCONNECTION);
 | 
						|
	}
 | 
						|
 | 
						|
	return _networking;
 | 
						|
}
 | 
						|
 | 
						|
static void NetworkInitGameInfo(void)
 | 
						|
{
 | 
						|
	NetworkClientInfo *ci;
 | 
						|
 | 
						|
	ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
 | 
						|
	ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
 | 
						|
	ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
 | 
						|
	if (_network_game_info.server_name[0] == '\0')
 | 
						|
		snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
 | 
						|
 | 
						|
	// The server is a client too ;)
 | 
						|
	if (_network_dedicated) {
 | 
						|
		_network_game_info.clients_on = 0;
 | 
						|
		_network_game_info.dedicated = true;
 | 
						|
	} else {
 | 
						|
		_network_game_info.clients_on = 1;
 | 
						|
		_network_game_info.dedicated = false;
 | 
						|
	}
 | 
						|
	ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
 | 
						|
	_network_game_info.spectators_on = 0;
 | 
						|
	_network_game_info.game_date = _date;
 | 
						|
	_network_game_info.start_date = ConvertIntDate(_patches.starting_date);
 | 
						|
	_network_game_info.map_width = MapSizeX();
 | 
						|
	_network_game_info.map_height = MapSizeY();
 | 
						|
	_network_game_info.map_set = _opt.landscape;
 | 
						|
 | 
						|
	_network_game_info.use_password = (_network_server_password[0] != '\0');
 | 
						|
 | 
						|
	// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
 | 
						|
	//  The index is NETWORK_SERVER_INDEX ( = 1)
 | 
						|
	ci = &_network_client_info[MAX_CLIENT_INFO - 1];
 | 
						|
	memset(ci, 0, sizeof(*ci));
 | 
						|
 | 
						|
	ci->client_index = NETWORK_SERVER_INDEX;
 | 
						|
	if (_network_dedicated)
 | 
						|
		ci->client_playas = OWNER_SPECTATOR;
 | 
						|
	else
 | 
						|
		ci->client_playas = _local_player + 1;
 | 
						|
	ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
 | 
						|
	ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
 | 
						|
}
 | 
						|
 | 
						|
bool NetworkServerStart(void)
 | 
						|
{
 | 
						|
	if (!_network_available) return false;
 | 
						|
 | 
						|
	/* Call the pre-scripts */
 | 
						|
	IConsoleCmdExec("exec scripts/pre_server.scr 0");
 | 
						|
	if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
 | 
						|
 | 
						|
	NetworkInitialize();
 | 
						|
	if (!NetworkListen())
 | 
						|
		return false;
 | 
						|
 | 
						|
	// Try to start UDP-server
 | 
						|
	_network_udp_server = true;
 | 
						|
	_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
 | 
						|
 | 
						|
	_network_server = true;
 | 
						|
	_networking = true;
 | 
						|
	_frame_counter = 0;
 | 
						|
	_frame_counter_server = 0;
 | 
						|
	_frame_counter_max = 0;
 | 
						|
	_last_sync_frame = 0;
 | 
						|
	_network_own_client_index = NETWORK_SERVER_INDEX;
 | 
						|
 | 
						|
	if (!_network_dedicated)
 | 
						|
		_network_playas = 1;
 | 
						|
 | 
						|
	_network_clients_connected = 0;
 | 
						|
 | 
						|
	NetworkInitGameInfo();
 | 
						|
 | 
						|
	// execute server initialization script
 | 
						|
	IConsoleCmdExec("exec scripts/on_server.scr 0");
 | 
						|
	// if the server is dedicated ... add some other script
 | 
						|
	if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
 | 
						|
 | 
						|
	/* Try to register us to the master server */
 | 
						|
	_network_last_advertise_date = 0;
 | 
						|
	NetworkUDPAdvertise();
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
// The server is rebooting...
 | 
						|
// The only difference with NetworkDisconnect, is the packets that is sent
 | 
						|
void NetworkReboot(void)
 | 
						|
{
 | 
						|
	if (_network_server) {
 | 
						|
		NetworkClientState *cs;
 | 
						|
		FOR_ALL_CLIENTS(cs) {
 | 
						|
			SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
 | 
						|
			NetworkSend_Packets(cs);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	NetworkClose();
 | 
						|
 | 
						|
	// Free all queued commands
 | 
						|
	while (_local_command_queue != NULL) {
 | 
						|
		CommandPacket *p = _local_command_queue;
 | 
						|
		_local_command_queue = _local_command_queue->next;
 | 
						|
		free(p);
 | 
						|
	}
 | 
						|
 | 
						|
	_networking = false;
 | 
						|
	_network_server = false;
 | 
						|
}
 | 
						|
 | 
						|
// We want to disconnect from the host/clients
 | 
						|
void NetworkDisconnect(void)
 | 
						|
{
 | 
						|
	if (_network_server) {
 | 
						|
		NetworkClientState *cs;
 | 
						|
		FOR_ALL_CLIENTS(cs) {
 | 
						|
			SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
 | 
						|
			NetworkSend_Packets(cs);
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	if (_network_advertise)
 | 
						|
		NetworkUDPRemoveAdvertise();
 | 
						|
 | 
						|
	DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
 | 
						|
 | 
						|
	NetworkClose();
 | 
						|
 | 
						|
	// Free all queued commands
 | 
						|
	while (_local_command_queue != NULL) {
 | 
						|
		CommandPacket *p = _local_command_queue;
 | 
						|
		_local_command_queue = _local_command_queue->next;
 | 
						|
		free(p);
 | 
						|
	}
 | 
						|
 | 
						|
	if (_networking && !_network_server) {
 | 
						|
		memcpy(&_patches, &network_tmp_patches, sizeof(_patches));
 | 
						|
	}
 | 
						|
 | 
						|
	_networking = false;
 | 
						|
	_network_server = false;
 | 
						|
}
 | 
						|
 | 
						|
// Receives something from the network
 | 
						|
static bool NetworkReceive(void)
 | 
						|
{
 | 
						|
	NetworkClientState *cs;
 | 
						|
	int n;
 | 
						|
	fd_set read_fd, write_fd;
 | 
						|
	struct timeval tv;
 | 
						|
 | 
						|
	FD_ZERO(&read_fd);
 | 
						|
	FD_ZERO(&write_fd);
 | 
						|
 | 
						|
	FOR_ALL_CLIENTS(cs) {
 | 
						|
		FD_SET(cs->socket, &read_fd);
 | 
						|
		FD_SET(cs->socket, &write_fd);
 | 
						|
	}
 | 
						|
 | 
						|
	// take care of listener port
 | 
						|
	if (_network_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 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
 | 
						|
 | 
						|
	// accept clients..
 | 
						|
	if (_network_server && FD_ISSET(_listensocket, &read_fd))
 | 
						|
		NetworkAcceptClients();
 | 
						|
 | 
						|
	// read stuff from clients
 | 
						|
	FOR_ALL_CLIENTS(cs) {
 | 
						|
		cs->writable = !!FD_ISSET(cs->socket, &write_fd);
 | 
						|
		if (FD_ISSET(cs->socket, &read_fd)) {
 | 
						|
			if (_network_server)
 | 
						|
				NetworkServer_ReadPackets(cs);
 | 
						|
			else {
 | 
						|
				byte res;
 | 
						|
				// The client already was quiting!
 | 
						|
				if (cs->quited) return false;
 | 
						|
				if ((res = NetworkClient_ReadPackets(cs)) != NETWORK_RECV_STATUS_OKAY) {
 | 
						|
					// The client made an error of which we can not recover
 | 
						|
					//   close the client and drop back to main menu
 | 
						|
 | 
						|
					NetworkClientError(res, cs);
 | 
						|
					return false;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
// This sends all buffered commands (if possible)
 | 
						|
static void NetworkSend(void)
 | 
						|
{
 | 
						|
	NetworkClientState *cs;
 | 
						|
	FOR_ALL_CLIENTS(cs) {
 | 
						|
		if (cs->writable) {
 | 
						|
			NetworkSend_Packets(cs);
 | 
						|
 | 
						|
			if (cs->status == STATUS_MAP) {
 | 
						|
				// This client is in the middle of a map-send, call the function for that
 | 
						|
				SEND_COMMAND(PACKET_SERVER_MAP)(cs);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// Handle the local-command-queue
 | 
						|
static void NetworkHandleLocalQueue(void)
 | 
						|
{
 | 
						|
	CommandPacket *cp, **cp_prev;
 | 
						|
 | 
						|
	cp_prev = &_local_command_queue;
 | 
						|
 | 
						|
	while ( (cp = *cp_prev) != NULL) {
 | 
						|
 | 
						|
		// The queue is always in order, which means
 | 
						|
		// that the first element will be executed first.
 | 
						|
		if (_frame_counter < cp->frame)
 | 
						|
			break;
 | 
						|
 | 
						|
		if (_frame_counter > cp->frame) {
 | 
						|
			// If we reach here, it means for whatever reason, we've already executed
 | 
						|
			// past the command we need to execute.
 | 
						|
			DEBUG(net, 0)("[NET] Trying to execute a packet in the past!");
 | 
						|
			assert(0);
 | 
						|
		}
 | 
						|
 | 
						|
		// We can execute this command
 | 
						|
		NetworkExecuteCommand(cp);
 | 
						|
 | 
						|
		*cp_prev = cp->next;
 | 
						|
		free(cp);
 | 
						|
	}
 | 
						|
 | 
						|
	// Just a safety check, to be removed in the future.
 | 
						|
	// Make sure that no older command appears towards the end of the queue
 | 
						|
	// In that case we missed executing it. This will never happen.
 | 
						|
	for(cp = _local_command_queue; cp; cp = cp->next) {
 | 
						|
		assert(_frame_counter < cp->frame);
 | 
						|
	}
 | 
						|
 | 
						|
}
 | 
						|
 | 
						|
static bool NetworkDoClientLoop(void)
 | 
						|
{
 | 
						|
	_frame_counter++;
 | 
						|
 | 
						|
	NetworkHandleLocalQueue();
 | 
						|
 | 
						|
	StateGameLoop();
 | 
						|
 | 
						|
	// Check if we are in sync!
 | 
						|
	if (_sync_frame != 0) {
 | 
						|
		if (_sync_frame == _frame_counter) {
 | 
						|
#ifdef NETWORK_SEND_DOUBLE_SEED
 | 
						|
			if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
 | 
						|
#else
 | 
						|
			if (_sync_seed_1 != _random_seeds[0][0]) {
 | 
						|
#endif
 | 
						|
				NetworkError(STR_NETWORK_ERR_DESYNC);
 | 
						|
				DEBUG(net, 0)("[NET] Sync error detected!");
 | 
						|
				NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
 | 
						|
				return false;
 | 
						|
			}
 | 
						|
 | 
						|
			// If this is the first time we have a sync-frame, we
 | 
						|
			//   need to let the server know that we are ready and at the same
 | 
						|
			//   frame as he is.. so we can start playing!
 | 
						|
			if (_network_first_time) {
 | 
						|
				_network_first_time = false;
 | 
						|
				SEND_COMMAND(PACKET_CLIENT_ACK)();
 | 
						|
			}
 | 
						|
 | 
						|
			_sync_frame = 0;
 | 
						|
		} else if (_sync_frame < _frame_counter) {
 | 
						|
			DEBUG(net, 1)("[NET] Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
 | 
						|
			_sync_frame = 0;
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
// We have to do some UDP checking
 | 
						|
void NetworkUDPGameLoop(void)
 | 
						|
{
 | 
						|
	if (_network_udp_server) {
 | 
						|
		NetworkUDPReceive(_udp_server_socket);
 | 
						|
		if (_udp_master_socket != INVALID_SOCKET) {
 | 
						|
			NetworkUDPReceive(_udp_master_socket);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else if (_udp_client_socket != INVALID_SOCKET) {
 | 
						|
		NetworkUDPReceive(_udp_client_socket);
 | 
						|
		if (_network_udp_broadcast > 0)
 | 
						|
			_network_udp_broadcast--;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// The main loop called from ttd.c
 | 
						|
//  Here we also have to do StateGameLoop if needed!
 | 
						|
void NetworkGameLoop(void)
 | 
						|
{
 | 
						|
	if (!_networking) return;
 | 
						|
 | 
						|
	if (!NetworkReceive()) return;
 | 
						|
 | 
						|
	if (_network_server) {
 | 
						|
		bool send_frame = false;
 | 
						|
 | 
						|
		// We first increase the _frame_counter
 | 
						|
		_frame_counter++;
 | 
						|
		// Update max-frame-counter
 | 
						|
		if (_frame_counter > _frame_counter_max) {
 | 
						|
			_frame_counter_max = _frame_counter + _network_frame_freq;
 | 
						|
			send_frame = true;
 | 
						|
		}
 | 
						|
 | 
						|
		NetworkHandleLocalQueue();
 | 
						|
 | 
						|
		// Then we make the frame
 | 
						|
		StateGameLoop();
 | 
						|
 | 
						|
		_sync_seed_1 = _random_seeds[0][0];
 | 
						|
#ifdef NETWORK_SEND_DOUBLE_SEED
 | 
						|
		_sync_seed_2 = _random_seeds[0][1];
 | 
						|
#endif
 | 
						|
 | 
						|
		NetworkServer_Tick(send_frame);
 | 
						|
	} else {
 | 
						|
		// Client
 | 
						|
 | 
						|
		// Make sure we are at the frame were the server is (quick-frames)
 | 
						|
		if (_frame_counter_server > _frame_counter) {
 | 
						|
			while (_frame_counter_server > _frame_counter) {
 | 
						|
				if (!NetworkDoClientLoop()) break;
 | 
						|
			}
 | 
						|
		} else {
 | 
						|
			// Else, keep on going till _frame_counter_max
 | 
						|
			if (_frame_counter_max > _frame_counter) {
 | 
						|
				NetworkDoClientLoop();
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	NetworkSend();
 | 
						|
}
 | 
						|
 | 
						|
static void NetworkGenerateUniqueId(void)
 | 
						|
{
 | 
						|
	md5_state_t state;
 | 
						|
	md5_byte_t digest[16];
 | 
						|
	char hex_output[16*2 + 1];
 | 
						|
	char coding_string[NETWORK_NAME_LENGTH];
 | 
						|
	int di;
 | 
						|
 | 
						|
	snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
 | 
						|
 | 
						|
	/* Generate the MD5 hash */
 | 
						|
	md5_init(&state);
 | 
						|
	md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
 | 
						|
	md5_finish(&state, digest);
 | 
						|
 | 
						|
	for (di = 0; di < 16; ++di)
 | 
						|
		sprintf(hex_output + di * 2, "%02x", digest[di]);
 | 
						|
 | 
						|
	/* _network_unique_id is our id */
 | 
						|
	snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
 | 
						|
}
 | 
						|
 | 
						|
// This tries to launch the network for a given OS
 | 
						|
void NetworkStartUp(void)
 | 
						|
{
 | 
						|
	DEBUG(net, 3) ("[NET][Core] Starting network...");
 | 
						|
 | 
						|
	#if defined(__MORPHOS__) || defined(__AMIGA__)
 | 
						|
	/*
 | 
						|
	 *  IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
 | 
						|
	 *  network related function, else: crash.
 | 
						|
	 */
 | 
						|
	{
 | 
						|
		DEBUG(misc,3) ("[NET][Core] Loading bsd socket library");
 | 
						|
		if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
 | 
						|
			DEBUG(net, 0) ("[NET][Core] Error: couldn't open bsdsocket.library version 4. Network not available.");
 | 
						|
			_network_available = false;
 | 
						|
			return;
 | 
						|
		}
 | 
						|
 | 
						|
		#if defined(__AMIGA__)
 | 
						|
		// for usleep() implementation (only required for legacy AmigaOS builds)
 | 
						|
		if ( (TimerPort = CreateMsgPort()) ) {
 | 
						|
			if ( (TimerRequest = (struct timerequest *) CreateIORequest(TimerPort, sizeof(struct timerequest))) ) {
 | 
						|
				if ( OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest *) TimerRequest, 0) == 0 ) {
 | 
						|
					if ( !(TimerBase = TimerRequest->tr_node.io_Device) ) {
 | 
						|
						// free ressources...
 | 
						|
						DEBUG(net, 0) ("[NET][Core] Error: couldn't initialize timer. Network not available.");
 | 
						|
						_network_available = false;
 | 
						|
						return;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		#endif // __AMIGA__
 | 
						|
	}
 | 
						|
	#endif // __MORPHOS__ / __AMIGA__
 | 
						|
 | 
						|
    // Network is available
 | 
						|
	_network_available = true;
 | 
						|
	_network_dedicated = false;
 | 
						|
	_network_last_advertise_date = 0;
 | 
						|
	_network_advertise_retries = 0;
 | 
						|
 | 
						|
	/* Load the ip from the openttd.cfg */
 | 
						|
	_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
 | 
						|
	/* And put the data back in it in case it was an invalid ip */
 | 
						|
	snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
 | 
						|
 | 
						|
	/* Generate an unique id when there is none yet */
 | 
						|
	if (_network_unique_id[0] == '\0')
 | 
						|
		NetworkGenerateUniqueId();
 | 
						|
 | 
						|
	memset(&_network_game_info, 0, sizeof(_network_game_info));
 | 
						|
 | 
						|
	/* XXX - Hard number here, because the strings can currently handle no more
 | 
						|
	    than 10 clients -- TrueLight */
 | 
						|
	_network_game_info.clients_max = 10;
 | 
						|
 | 
						|
	// Let's load the network in windows
 | 
						|
	#if defined(WIN32)
 | 
						|
	{
 | 
						|
		WSADATA wsa;
 | 
						|
		DEBUG(net, 3) ("[NET][Core] Loading windows socket library");
 | 
						|
		if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
 | 
						|
			DEBUG(net, 0) ("[NET][Core] Error: WSAStartup failed. Network not available.");
 | 
						|
			_network_available = false;
 | 
						|
			return;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	#endif // WIN32
 | 
						|
 | 
						|
	NetworkInitialize();
 | 
						|
	DEBUG(net, 3) ("[NET][Core] Network online. Multiplayer available.");
 | 
						|
	NetworkFindIPs();
 | 
						|
}
 | 
						|
 | 
						|
// This shuts the network down
 | 
						|
void NetworkShutDown(void)
 | 
						|
{
 | 
						|
	DEBUG(net, 3) ("[NET][Core] Shutting down the network.");
 | 
						|
 | 
						|
	_network_available = false;
 | 
						|
 | 
						|
	#if defined(__MORPHOS__) || defined(__AMIGA__)
 | 
						|
	{
 | 
						|
		// free allocated ressources
 | 
						|
		#if defined(__AMIGA__)
 | 
						|
			if (TimerBase)    { CloseDevice((struct IORequest *) TimerRequest); }
 | 
						|
			if (TimerRequest) { DeleteIORequest(TimerRequest); }
 | 
						|
			if (TimerPort)    { DeleteMsgPort(TimerPort); }
 | 
						|
		#endif
 | 
						|
 | 
						|
		if (SocketBase) {
 | 
						|
			CloseLibrary(SocketBase);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	#endif
 | 
						|
 | 
						|
	#if defined(WIN32)
 | 
						|
	{
 | 
						|
		WSACleanup();
 | 
						|
	}
 | 
						|
	#endif
 | 
						|
}
 | 
						|
#else
 | 
						|
 | 
						|
void ParseConnectionString(const char **player, const char **port, char *connection_string) {}
 | 
						|
void NetworkUpdateClientInfo(uint16 client_index) {}
 | 
						|
 | 
						|
#endif /* ENABLE_NETWORK */
 |