OpenTTD-patches/network_data.c

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#include "stdafx.h"
#include "network_data.h"
// Is the network enabled?
#ifdef ENABLE_NETWORK
#include "table/strings.h"
#include "network_client.h"
#include "command.h"
#include "callback_table.h"
// This files handles the send/receive of all packets
// Create a packet for sending
Packet *NetworkSend_Init(PacketType type)
{
Packet *packet = malloc(sizeof(Packet));
// An error is inplace here, because it simply means we ran out of memory.
if (packet == NULL) error("Failed to allocate Packet");
// Skip the size so we can write that in before sending the packet
packet->size = sizeof(packet->size);
packet->buffer[packet->size++] = type;
packet->pos = 0;
return packet;
}
// The next couple of functions make sure we can send
// uint8, uint16, uint32 and uint64 endian-safe
// over the network. The order it uses is:
//
// 1 2 3 4
//
void NetworkSend_uint8(Packet *packet, uint8 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = data & 0xFF;
}
void NetworkSend_uint16(Packet *packet, uint16 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = data & 0xFF;
packet->buffer[packet->size++] = (data >> 8) & 0xFF;
}
void NetworkSend_uint32(Packet *packet, uint32 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = data & 0xFF;
packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
packet->buffer[packet->size++] = (data >> 8) & 0xFF;
}
void NetworkSend_uint64(Packet *packet, uint64 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = data & 0xFF;
packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
packet->buffer[packet->size++] = (data >> 8) & 0xFF;
}
// Sends a string over the network. It sends out
// the string + '\0'. No size-byte or something.
void NetworkSend_string(Packet *packet, const char* data)
{
assert(data != NULL);
assert(packet->size < sizeof(packet->buffer) - strlen(data) - 1);
while ((packet->buffer[packet->size++] = *data++) != '\0') {}
}
// If PacketSize changes of size, you have to change the 2 packet->size
// lines below matching the size of packet->size/PacketSize!
// (line 'packet->buffer[0] = packet->size & 0xFF;' and below)
assert_compile(sizeof(PacketSize) == 2);
// This function puts the packet in the send-queue and it is send
// as soon as possible
// (that is: the next tick, or maybe one tick later if the
// OS-network-buffer is full)
void NetworkSend_Packet(Packet *packet, ClientState *cs)
{
Packet *p;
assert(packet != NULL);
packet->pos = 0;
packet->next = NULL;
packet->buffer[0] = packet->size & 0xFF;
packet->buffer[1] = packet->size >> 8;
// Locate last packet buffered for the client
p = cs->packet_queue;
if (p == NULL) {
// No packets yet
cs->packet_queue = packet;
} else {
// Skip to the last packet
while (p->next != NULL) p = p->next;
p->next = packet;
}
}
// Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
// A socket can make errors. When that happens
// this handles what to do.
// For clients: close connection and drop back to main-menu
// For servers: close connection and that is it
NetworkRecvStatus CloseConnection(ClientState *cs)
{
CloseClient(cs);
// Clients drop back to the main menu
if (!_network_server) {
_switch_mode = SM_MENU;
_networking = false;
_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
return NETWORK_RECV_STATUS_CONN_LOST;
}
return NETWORK_RECV_STATUS_OKAY;
}
// Sends all the buffered packets out for this client
// it stops when:
// 1) all packets are send (queue is empty)
// 2) the OS reports back that it can not send any more
// data right now (full network-buffer, it happens ;))
// 3) sending took too long
bool NetworkSend_Packets(ClientState *cs)
{
ssize_t res;
Packet *p;
// We can not write to this socket!!
if (!cs->writable) return false;
if (cs->socket == INVALID_SOCKET) return false;
p = cs->packet_queue;
while (p != NULL) {
res = send(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
if (res == -1) {
int err = GET_LAST_ERROR();
if (err != EWOULDBLOCK) {
// Something went wrong.. close client!
DEBUG(net, 0) ("[NET] send() failed with error %d", err);
CloseConnection(cs);
return false;
}
return true;
}
if (res == 0) {
// Client/server has left us :(
CloseConnection(cs);
return false;
}
p->pos += res;
// Is this packet sent?
if (p->pos == p->size) {
// Go to the next packet
cs->packet_queue = p->next;
free(p);
p = cs->packet_queue;
} else
return true;
}
return true;
}
// Receiving commands
// Again, the next couple of functions are endian-safe
// see the comment around NetworkSend_uint8 for more info.
uint8 NetworkRecv_uint8(Packet *packet)
{
return packet->buffer[packet->pos++];
}
uint16 NetworkRecv_uint16(Packet *packet)
{
uint16 n;
n = (uint16)packet->buffer[packet->pos++];
n += (uint16)packet->buffer[packet->pos++] << 8;
return n;
}
uint32 NetworkRecv_uint32(Packet *packet)
{
uint32 n;
n = (uint32)packet->buffer[packet->pos++];
n += (uint32)packet->buffer[packet->pos++] << 8;
n += (uint32)packet->buffer[packet->pos++] << 16;
n += (uint32)packet->buffer[packet->pos++] << 24;
return n;
}
uint64 NetworkRecv_uint64(Packet *packet)
{
uint64 n;
n = (uint64)packet->buffer[packet->pos++];
n += (uint64)packet->buffer[packet->pos++] << 8;
n += (uint64)packet->buffer[packet->pos++] << 16;
n += (uint64)packet->buffer[packet->pos++] << 24;
n += (uint64)packet->buffer[packet->pos++] << 32;
n += (uint64)packet->buffer[packet->pos++] << 40;
n += (uint64)packet->buffer[packet->pos++] << 48;
n += (uint64)packet->buffer[packet->pos++] << 56;
return n;
}
// Reads a string till it finds a '\0' in the stream
void NetworkRecv_string(Packet *p, char* buffer, size_t size)
{
int pos;
pos = p->pos;
while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}
if (size == 0 || pos == p->size)
{
*buffer = '\0';
// If size was sooner to zero then the string in the stream
// skip till the \0, so the packet can be read out correctly for the rest
while (pos < p->size && p->buffer[pos] != '\0') ++pos;
++pos;
}
p->pos = pos;
}
// If PacketSize changes of size, you have to change the 2 packet->size
// lines below matching the size of packet->size/PacketSize!
// (the line: 'p->size = (uint16)p->buffer[0];' and below)
assert_compile(sizeof(PacketSize) == 2);
Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status)
{
ssize_t res;
Packet *p;
*status = NETWORK_RECV_STATUS_OKAY;
if (cs->socket == INVALID_SOCKET) return NULL;
if (cs->packet_recv == NULL) {
cs->packet_recv = malloc(sizeof(Packet));
if (cs->packet_recv == NULL) error("Failed to allocate packet");
// Set pos to zero!
cs->packet_recv->pos = 0;
cs->packet_recv->size = 0; // Can be ommited, just for safety reasons
}
p = cs->packet_recv;
// Read packet size
if (p->pos < sizeof(PacketSize)) {
while (p->pos < sizeof(PacketSize)) {
// Read the size of the packet
res = recv(cs->socket, p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
if (res == -1) {
int err = GET_LAST_ERROR();
if (err != EWOULDBLOCK) {
// Something went wrong..
if (err != 104) // 104 is Connection Reset by Peer
DEBUG(net, 0) ("[NET] recv() failed with error %d", err);
*status = CloseConnection(cs);
return NULL;
}
// Connection would block, so stop for now
return NULL;
}
if (res == 0) {
// Client/server has left us :(
*status = CloseConnection(cs);
return NULL;
}
p->pos += res;
}
p->size = (uint16)p->buffer[0];
p->size += (uint16)p->buffer[1] << 8;
if (p->size > SEND_MTU) {
*status = CloseConnection(cs);
return NULL;
}
}
// Read rest of packet
while (p->pos < p->size) {
res = recv(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
if (res == -1) {
int err = GET_LAST_ERROR();
if (err != EWOULDBLOCK) {
// Something went wrong..
if (err != 104) // 104 is Connection Reset by Peer
DEBUG(net, 0) ("[NET] recv() failed with error %d", err);
*status = CloseConnection(cs);
return NULL;
}
// Connection would block
return NULL;
}
if (res == 0) {
// Client/server has left us :(
*status = CloseConnection(cs);
return NULL;
}
p->pos += res;
}
// We have a complete packet, return it!
p->pos = 2;
p->next = NULL; // Should not be needed, but who knows...
// Prepare for receiving a new packet
cs->packet_recv = NULL;
return p;
}
// Add a command to the local command queue
void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp)
{
CommandPacket *new_cp = malloc(sizeof(CommandPacket));
*new_cp = *cp;
if (cs->command_queue == NULL)
cs->command_queue = new_cp;
else {
CommandPacket *c = cs->command_queue;
while (c->next != NULL) c = c->next;
c->next = new_cp;
}
}
// If this fails, make sure you change the following line below:
// 'memcpy(qp->dp, _decode_parameters, 10 * sizeof(uint32));'
// Also, in network_data.h, change the size of CommandPacket->dp!
// (this protection is there to make sure in network.h dp is of the right size!)
assert_compile(sizeof(_decode_parameters) == 20 * sizeof(uint32));
// Prepare a DoCommand to be send over the network
void NetworkSend_Command(uint32 tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
{
CommandPacket *c = malloc(sizeof(CommandPacket));
byte temp_callback;
c->player = _local_player;
c->next = NULL;
c->tile = tile;
c->p1 = p1;
c->p2 = p2;
c->cmd = cmd;
c->callback = 0;
temp_callback = 0;
while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback)
temp_callback++;
if (temp_callback == _callback_table_count) {
DEBUG(net, 0) ("[NET] Unknown callback. (Pointer: %p) No callback sent.", callback);
temp_callback = 0; /* _callback_table[0] == NULL */
}
if (_network_server) {
// We are the server, so set the command to be executed next possible frame
c->frame = _frame_counter_max + 1;
} else {
c->frame = 0; // The client can't tell which frame, so just make it 0
}
// Copy the _decode_parameters to dp
memcpy(c->dp, _decode_parameters, 20 * sizeof(uint32));
if (_network_server) {
// If we are the server, we queue the command in our 'special' queue.
// In theory, we could execute the command right away, but then the
// client on the server can do everything 1 tick faster then others.
// So to keep the game fair, we delay the command with 1 tick
// which gives about the same speed as most clients.
ClientState *cs;
// And we queue it for delivery to the clients
FOR_ALL_CLIENTS(cs) {
if (cs->status > STATUS_AUTH) {
NetworkAddCommandQueue(cs, c);
}
}
// Only the server gets the callback, because clients should not get them
c->callback = temp_callback;
if (_local_command_queue == NULL) {
_local_command_queue = c;
} else {
// Find last packet
CommandPacket *cp = _local_command_queue;
while (cp->next != NULL) cp = cp->next;
cp->next = c;
}
return;
}
// Clients send their command to the server and forget all about the packet
c->callback = temp_callback;
SEND_COMMAND(PACKET_CLIENT_COMMAND)(c);
}
// Execute a DoCommand we received from the network
void NetworkExecuteCommand(CommandPacket *cp)
{
_current_player = cp->player;
memcpy(_decode_parameters, cp->dp, sizeof(cp->dp));
/* cp->callback is unsigned. so we don't need to do lower bounds checking. */
if (cp->callback > _callback_table_count) {
DEBUG(net,0) ("[NET] Received out-of-bounds callback! (%d)", cp->callback);
cp->callback = 0;
}
DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND);
}
#endif /* ENABLE_NETWORK */