(svn r7751) -Codechange: move network_* to a new network map. Furthermore move the low level network functions to network/core, so they can be reused by the masterserver and website-serverlist-updater.

This commit is contained in:
rubidium 2007-01-02 17:34:03 +00:00
parent 7c835423f7
commit ec633f3bd8
57 changed files with 1431 additions and 1092 deletions

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@ -732,13 +732,16 @@ SRCS += mixer.c
SRCS += music.c
SRCS += music_gui.c
SRCS += namegen.c
SRCS += network.c
SRCS += network_client.c
SRCS += network_data.c
SRCS += network_gamelist.c
SRCS += network_gui.c
SRCS += network_server.c
SRCS += network_udp.c
SRCS += network/core/packet.c
SRCS += network/core/tcp.c
SRCS += network/core/udp.c
SRCS += network/network.c
SRCS += network/network_client.c
SRCS += network/network_data.c
SRCS += network/network_gamelist.c
SRCS += network/network_gui.c
SRCS += network/network_server.c
SRCS += network/network_udp.c
SRCS += newgrf.c
SRCS += newgrf_cargo.c
SRCS += newgrf_config.c

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@ -4,7 +4,7 @@
#include "../openttd.h"
#include "../variables.h"
#include "../command.h"
#include "../network.h"
#include "../network/network.h"
#include "ai.h"
#include "default/default.h"

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@ -2,7 +2,7 @@
#define AI_H
#include "../functions.h"
#include "../network.h"
#include "../network/network.h"
#include "../player.h"
#include "../command.h"

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@ -8,7 +8,7 @@
#include "gui.h"
#include "command.h"
#include "player.h"
#include "network.h"
#include "network/network.h"
#include "variables.h"
#include "genworld.h"

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@ -13,9 +13,9 @@
#include <stdarg.h>
#include <string.h>
#include "console.h"
#include "network.h"
#include "network_data.h"
#include "network_server.h"
#include "network/network.h"
#include "network/network_data.h"
#include "network/network_server.h"
#define ICON_BUFFER 79
#define ICON_HISTORY_SIZE 20

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@ -9,10 +9,10 @@
#include "saveload.h"
#include "string.h"
#include "variables.h"
#include "network_data.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
#include "network/network_data.h"
#include "network/network_client.h"
#include "network/network_server.h"
#include "network/network_udp.h"
#include "command.h"
#include "settings.h"
#include "fios.h"
@ -22,7 +22,7 @@
#include "screenshot.h"
#include "genworld.h"
#include "date.h"
#include "network.h"
#include "network/network.h"
// ** scriptfile handling ** //
static FILE *_script_file;

6
date.c
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@ -6,9 +6,9 @@
#include "variables.h"
#include "macros.h"
#include "vehicle.h"
#include "network.h"
#include "network_data.h"
#include "network_server.h"
#include "network/network.h"
#include "network/network_data.h"
#include "network/network_server.h"
#include "functions.h"
#include "currency.h"

2
date.h
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@ -3,6 +3,8 @@
#ifndef DATE_H
#define DATE_H
#include "openttd.h"
/**
* 1 day is 74 ticks; _date_fract used to be uint16 and incremented by 885. On
* an overflow the new day begun and 65535 / 885 = 74.

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@ -19,10 +19,10 @@
#include "economy.h"
#include "industry.h"
#include "town.h"
#include "network.h"
#include "network/network.h"
#include "sound.h"
#include "engine.h"
#include "network_data.h"
#include "network/network_data.h"
#include "variables.h"
#include "vehicle_gui.h"
#include "ai/ai.h"

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@ -11,7 +11,7 @@
#include "gfx.h"
#include "gfxinit.h"
#include "gui.h"
#include "network.h"
#include "network/network.h"
#include "debug.h"
#include "settings.h"
#include "heightmap.h"

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@ -19,7 +19,7 @@
#include "settings.h"
#include "debug.h"
#include "genworld.h"
#include "network.h"
#include "network/network.h"
#include "thread.h"
#include "date.h"
#include "newgrf_config.h"

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@ -9,12 +9,12 @@
#include "gui.h"
#include "gfx.h"
#include "player.h"
#include "network.h"
#include "network/network.h"
#include "variables.h"
#include "settings.h"
#include "heightmap.h"
#include "genworld.h"
#include "network_gui.h"
#include "network/network_gui.h"
#include "newgrf.h"
static const Widget _select_game_widgets[] = {

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@ -23,7 +23,7 @@
#include "vehicle.h"
#include "console.h"
#include "sound.h"
#include "network.h"
#include "network/network.h"
#include "signs.h"
#include "waypoint.h"
#include "variables.h"
@ -37,10 +37,10 @@
#include "vehicle_gui.h"
#include "newgrf_config.h"
#include "network_data.h"
#include "network_client.h"
#include "network_server.h"
#include "network_gui.h"
#include "network/network_data.h"
#include "network/network_client.h"
#include "network/network_server.h"
#include "network/network_gui.h"
#include "industry.h"
static int _rename_id = 1;

2
misc.c
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@ -24,7 +24,7 @@ char _name_array[512][32];
#ifndef MERSENNE_TWISTER
#ifdef RANDOM_DEBUG
#include "network_data.h"
#include "network/network_data.h"
uint32 DoRandom(int line, const char *file)
#else // RANDOM_DEBUG
uint32 Random(void)

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@ -11,7 +11,7 @@
#include "window.h"
#include "gui.h"
#include "economy.h"
#include "network.h"
#include "network/network.h"
#include "variables.h"
#include "livery.h"

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@ -22,7 +22,7 @@
#include "player.h"
#include "town.h"
#include "sound.h"
#include "network.h"
#include "network/network.h"
#include "string.h"
#include "variables.h"
#include "vehicle.h"

49
network/core/config.h Normal file
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@ -0,0 +1,49 @@
/* $Id$ */
#ifndef NETWORK_CORE_CONFIG_H
#define NETWORK_CORE_CONFIG_H
#ifdef ENABLE_NETWORK
/** DNS hostname of the masterserver */
#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
/** Message sent to the masterserver to 'identify' this client as OpenTTD */
#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"
enum {
NETWORK_MASTER_SERVER_PORT = 3978, ///< The default port of the master server (UDP)
NETWORK_DEFAULT_PORT = 3979, ///< The default port of the game server (TCP & UDP)
SEND_MTU = 1460, ///< Number of bytes we can pack in a single packet
NETWORK_GAME_INFO_VERSION = 4, ///< What version of game-info do we use?
NETWORK_COMPANY_INFO_VERSION = 4, ///< What version of company info is this?
NETWORK_MASTER_SERVER_VERSION = 1, ///< What version of master-server-protocol do we use?
NETWORK_NAME_LENGTH = 80, ///< The maximum length of the server name and map name, in bytes including '\0'
NETWORK_HOSTNAME_LENGTH = 80, ///< The maximum length of the host name, in bytes including '\0'
NETWORK_REVISION_LENGTH = 15, ///< The maximum length of the revision, in bytes including '\0'
NETWORK_PASSWORD_LENGTH = 20, ///< The maximum length of the password, in bytes including '\0'
NETWORK_PLAYERS_LENGTH = 200, ///< The maximum length for the list of players that controls a company, in bytes including '\0'
NETWORK_CLIENT_NAME_LENGTH = 25, ///< The maximum length of a player, in bytes including '\0'
NETWORK_RCONCOMMAND_LENGTH = 500, ///< The maximum length of a rconsole command, in bytes including '\0'
NETWORK_GRF_NAME_LENGTH = 80, ///< Maximum length of the name of a GRF
/**
* Maximum number of GRFs that can be sent.
* This value is related to number of handles (files) OpenTTD can open.
* This is currently 64 and about 10 are currently used when OpenTTD loads
* without any NewGRFs. Therefore one can only load about 55 NewGRFs, so
* this is not a limit, but rather a way to easily check whether the limit
* imposed by the handle count is reached. Secondly it isn't possible to
* send much more GRF IDs + MD5sums in the PACKET_UDP_SERVER_RESPONSE, due
* to the limited size of UDP packets.
*/
NETWORK_MAX_GRF_COUNT = 55,
NETWORK_NUM_LANGUAGES = 4, ///< Number of known languages (to the network protocol) + 1 for 'any'.
};
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_CONFIG_H */

47
network/core/game.h Normal file
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@ -0,0 +1,47 @@
/* $Id$ */
#ifndef NETWORK_CORE_GAME_H
#define NETWORK_CORE_GAME_H
#ifdef ENABLE_NETWORK
/**
* @file game.h Information about a game that is sent between a
* game server, game client and masterserver.
*/
/**
* This is the struct used by both client and server
* some fields will be empty on the client (like game_password) by default
* and only filled with data a player enters.
*/
typedef struct NetworkGameInfo {
byte game_info_version; ///< Version of the game info
char server_name[NETWORK_NAME_LENGTH]; ///< Server name
char hostname[NETWORK_HOSTNAME_LENGTH]; ///< Hostname of the server (if any)
char server_revision[NETWORK_REVISION_LENGTH]; ///< The version number the server is using (e.g.: 'r304' or 0.5.0)
bool version_compatible; ///< Can we connect to this server or not? (based on server_revision)
bool compatible; ///< Can we connect to this server or not? (based on server_revision _and_ grf_match
byte server_lang; ///< Language of the server (we should make a nice table for this)
byte use_password; ///< Is set to != 0 if it uses a password
char server_password[NETWORK_PASSWORD_LENGTH]; ///< On the server: the game password, on the client: != "" if server has password
byte clients_max; ///< Max clients allowed on server
byte clients_on; ///< Current count of clients on server
byte companies_max; ///< Max companies allowed on server
byte companies_on; ///< How many started companies do we have
byte spectators_max; ///< Max spectators allowed on server
byte spectators_on; ///< How many spectators do we have?
Date game_date; ///< Current date
Date start_date; ///< When the game started
char map_name[NETWORK_NAME_LENGTH]; ///< Map which is played ["random" for a randomized map]
uint16 map_width; ///< Map width
uint16 map_height; ///< Map height
byte map_set; ///< Graphical set
bool dedicated; ///< Is this a dedicated server?
char rcon_password[NETWORK_PASSWORD_LENGTH]; ///< RCon password for the server. "" if rcon is disabled
struct GRFConfig *grfconfig; ///< List of NewGRF files used
} NetworkGameInfo;
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_GAME_H */

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@ -1,40 +1,37 @@
/* $Id$ */
#ifndef NETWORK_CORE_H
#define NETWORK_CORE_H
#ifndef NETWORK_CORE_OS_ABSTRACTION_H
#define NETWORK_CORE_OS_ABSTRACTION_H
// Network stuff has many things that needs to be included
// by default. All those things are in this file.
/**
* @file os_abstraction.h Network stuff has many things that needs to be
* included and/or implemented by default.
* All those things are in this file.
*/
// =============================
// Include standard stuff per OS
/* Include standard stuff per OS */
#ifdef ENABLE_NETWORK
#if defined(__APPLE__) && (MAC_OS_X_VERSION_MAX_ALLOWED == MAC_OS_X_VERSION_10_2)
// OSX 10.2 don't have socklen_t defined, so we will define it here
typedef int socklen_t;
#endif
// Windows stuff
/* Windows stuff */
#if defined(WIN32) || defined(WIN64)
#include <winsock2.h>
#include <ws2tcpip.h>
#include <windows.h>
#if !(defined(__MINGW32__) || defined(__CYGWIN__))
// Windows has some different names for some types..
/* Windows has some different names for some types */
typedef SSIZE_T ssize_t;
typedef int socklen_t;
#endif
#define GET_LAST_ERROR() WSAGetLastError()
#define EWOULDBLOCK WSAEWOULDBLOCK
// Windows has some different names for some types..
/* Windows has some different names for some types */
typedef unsigned long in_addr_t;
#endif // WIN32
#endif /* WIN32 */
// UNIX stuff
/* UNIX stuff */
#if defined(UNIX)
# define SOCKET int
# define INVALID_SOCKET -1
@ -45,10 +42,10 @@ typedef unsigned long in_addr_t;
# endif
# define GET_LAST_ERROR() (errno)
# endif
// Need this for FIONREAD on solaris
/* Need this for FIONREAD on solaris */
# define BSD_COMP
// Includes needed for UNIX-like systems
/* Includes needed for UNIX-like systems */
# include <unistd.h>
# include <sys/ioctl.h>
# if defined(__BEOS__) && defined(BEOS_NET_SERVER)
@ -63,12 +60,12 @@ typedef unsigned long in_addr_t;
# include <netinet/tcp.h>
# include <arpa/inet.h>
# include <net/if.h>
// According to glibc/NEWS, <ifaddrs.h> appeared in glibc-2.3.
/* According to glibc/NEWS, <ifaddrs.h> appeared in glibc-2.3. */
# if !defined(__sgi__) && !defined(SUNOS) && !defined(__MORPHOS__) && !defined(__BEOS__) && !defined(__INNOTEK_LIBC__) \
&& !(defined(__GLIBC__) && (__GLIBC__ <= 2) && (__GLIBC_MINOR__ <= 2)) && !defined(__dietlibc__)
// If for any reason ifaddrs.h does not exist on your system, comment out
// the following two lines and an alternative way will be used to fetch
// the list of IPs from the system.
/* If for any reason ifaddrs.h does not exist on your system, comment out
* the following two lines and an alternative way will be used to fetch
* the list of IPs from the system. */
# include <ifaddrs.h>
# define HAVE_GETIFADDRS
# endif
@ -76,10 +73,10 @@ typedef unsigned long in_addr_t;
# define INADDR_NONE 0xffffffff
# endif
# if defined(__BEOS__) && !defined(BEOS_NET_SERVER)
// needed on Zeta
/* needed on Zeta */
# include <sys/sockio.h>
# endif
# endif // BEOS_NET_SERVER
# endif /* BEOS_NET_SERVER */
# if !defined(__BEOS__) && defined(__GLIBC__) && (__GLIBC__ <= 2) && (__GLIBC_MINOR__ <= 1)
typedef uint32_t in_addr_t;
@ -94,7 +91,7 @@ typedef unsigned long in_addr_t;
typedef int socklen_t;
#endif
// OS/2 stuff
/* OS/2 stuff */
#if defined(__OS2__)
# define SOCKET int
# define INVALID_SOCKET -1
@ -102,7 +99,7 @@ typedef unsigned long in_addr_t;
# define closesocket close
# define GET_LAST_ERROR() (sock_errno())
// Includes needed for OS/2 systems
/* Includes needed for OS/2 systems */
# include <types.h>
# include <unistd.h>
# include <sys/ioctl.h>
@ -121,21 +118,21 @@ typedef int socklen_t;
#if !defined(__INNOTEK_LIBC__)
typedef unsigned long in_addr_t;
#endif /* __INNOTEK_LIBC__ */
#endif // OS/2
#endif /* OS/2 */
// MorphOS and Amiga stuff
/* MorphOS and Amiga stuff */
#if defined(__MORPHOS__) || defined(__AMIGA__)
# include <exec/types.h>
# include <proto/exec.h> // required for Open/CloseLibrary()
# include <proto/exec.h> // required for Open/CloseLibrary()
# if defined(__MORPHOS__)
# include <sys/filio.h> // FIO* defines
# include <sys/sockio.h> // SIO* defines
# include <sys/filio.h> // FIO* defines
# include <sys/sockio.h> // SIO* defines
# include <netinet/in.h>
# else // __AMIGA__
# else /* __AMIGA__ */
# include <proto/socket.h>
# endif
// Make the names compatible
/* Make the names compatible */
# define closesocket(s) CloseSocket(s)
# define GET_LAST_ERROR() Errno()
# define ioctlsocket(s,request,status) IoctlSocket((LONG)s,(ULONG)request,(char*)status)
@ -146,7 +143,7 @@ typedef unsigned long in_addr_t;
extern struct Library *SocketBase;
# ifdef __AMIGA__
// for usleep() implementation
/* for usleep() implementation */
extern struct Device *TimerBase;
extern struct MsgPort *TimerPort;
extern struct timerequest *TimerRequest;
@ -155,30 +152,30 @@ typedef unsigned long in_addr_t;
static inline bool SetNonBlocking(int d)
{
#ifdef WIN32
#ifdef WIN32
u_long nonblocking = 1;
#else
#else
int nonblocking = 1;
#endif
#if defined(__BEOS__) && defined(BEOS_NET_SERVER)
#endif
#if defined(__BEOS__) && defined(BEOS_NET_SERVER)
return setsockopt(d, SOL_SOCKET, SO_NONBLOCK, &nonblocking, sizeof(nonblocking)) == 0;
#else
#else
return ioctlsocket(d, FIONBIO, &nonblocking) == 0;
#endif
#endif
}
static inline bool SetNoDelay(int d)
{
// XXX should this be done at all?
#if !defined(BEOS_NET_SERVER) // not implemented on BeOS net_server
/* XXX should this be done at all? */
#if !defined(BEOS_NET_SERVER) // not implemented on BeOS net_server
int b = 1;
// The (const char*) cast is needed for windows
/* The (const char*) cast is needed for windows */
return setsockopt(d, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b)) == 0;
#else
#else
return true;
#endif
#endif
}
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_H */
#endif /* NETWORK_CORE_OS_ABSTRACTION_H */

216
network/core/packet.c Normal file
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@ -0,0 +1,216 @@
/* $Id$ */
#ifdef ENABLE_NETWORK
#include "../../stdafx.h"
#include "../../macros.h"
#include "../../string.h"
#include "os_abstraction.h"
#include "config.h"
#include "packet.h"
/**
* @file packet.h Basic functions to create, fill and read packets.
*/
/* Do not want to include functions.h and all required headers */
extern void NORETURN CDECL error(const char *str, ...);
/**
* Create a packet for sending
* @param type the of packet
* @return the newly created packet
*/
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;
}
/**
* Writes the packet size from the raw packet from packet->size
* @param packet the packet to write the size of
*/
void NetworkSend_FillPacketSize(Packet *packet)
{
packet->buffer[0] = GB(packet->size, 0, 8);
packet->buffer[1] = GB(packet->size, 8, 8);
}
/**
* The next couple of functions make sure we can send
* uint8, uint16, uint32 and uint64 endian-safe
* over the network. The least significant bytes are
* sent first.
*
* So 0x01234567 would be sent as 67 45 23 01.
*/
void NetworkSend_uint8(Packet *packet, uint8 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = data;
}
void NetworkSend_uint16(Packet *packet, uint16 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = GB(data, 0, 8);
packet->buffer[packet->size++] = GB(data, 8, 8);
}
void NetworkSend_uint32(Packet *packet, uint32 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = GB(data, 0, 8);
packet->buffer[packet->size++] = GB(data, 8, 8);
packet->buffer[packet->size++] = GB(data, 16, 8);
packet->buffer[packet->size++] = GB(data, 24, 8);
}
void NetworkSend_uint64(Packet *packet, uint64 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = GB(data, 0, 8);
packet->buffer[packet->size++] = GB(data, 8, 8);
packet->buffer[packet->size++] = GB(data, 16, 8);
packet->buffer[packet->size++] = GB(data, 24, 8);
packet->buffer[packet->size++] = GB(data, 32, 8);
packet->buffer[packet->size++] = GB(data, 40, 8);
packet->buffer[packet->size++] = GB(data, 48, 8);
packet->buffer[packet->size++] = GB(data, 56, 8);
}
/**
* 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') {}
}
/**
* Receiving commands
* Again, the next couple of functions are endian-safe
* see the comment before NetworkSend_uint8 for more info.
*/
extern uint CloseConnection(NetworkClientState *cs);
/** Is it safe to read from the packet, i.e. didn't we run over the buffer ? */
static inline bool CanReadFromPacket(NetworkClientState *cs, Packet *packet, uint bytes_to_read)
{
/* Don't allow reading from a closed socket */
if (HasClientQuit(cs)) return false;
/* Check if variable is within packet-size */
if (packet->pos + bytes_to_read > packet->size) {
CloseConnection(cs);
return false;
}
return true;
}
/**
* Reads the packet size from the raw packet and stores it in the packet->size
* @param packet the packet to read the size of
*/
void NetworkRecv_ReadPacketSize(Packet *packet)
{
packet->size = (uint16)packet->buffer[0];
packet->size += (uint16)packet->buffer[1] << 8;
}
uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
{
uint8 n;
if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
n = packet->buffer[packet->pos++];
return n;
}
uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
{
uint16 n;
if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
n = (uint16)packet->buffer[packet->pos++];
n += (uint16)packet->buffer[packet->pos++] << 8;
return n;
}
uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
{
uint32 n;
if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
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(NetworkClientState *cs, Packet *packet)
{
uint64 n;
if (!CanReadFromPacket(cs, packet, sizeof(n))) return 0;
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(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
{
PacketSize pos;
char *bufp = buffer;
/* Don't allow reading from a closed socket */
if (HasClientQuit(cs)) return;
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 than packet can be read out correctly for the rest */
while (pos < p->size && p->buffer[pos] != '\0') pos++;
pos++;
}
p->pos = pos;
str_validate(bufp);
}
#endif /* ENABLE_NETWORK */

67
network/core/packet.h Normal file
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@ -0,0 +1,67 @@
/* $Id$ */
#ifndef NETWORK_CORE_PACKET_H
#define NETWORK_CORE_PACKET_H
#ifdef ENABLE_NETWORK
/**
* @file packet.h Basic functions to create, fill and read packets.
*/
typedef struct NetworkClientState NetworkClientState;
/**
* Queries the network client state struct to determine whether
* the client has quit. It indirectly also queries whether the
* packet is corrupt as the connection will be closed if it is
* reading beyond the boundary of the received packet.
* @param cs the state to query
* @param true if the connection should be considered dropped
*/
bool HasClientQuit(NetworkClientState *cs);
typedef uint16 PacketSize; ///< Size of the whole packet.
typedef uint8 PacketType; ///< Identifier for the packet
/**
* Internal entity of a packet. As everything is sent as a packet,
* all network communication will need to call the functions that
* populate the packet.
* Every packet can be at most SEND_MTU bytes. Overflowing this
* limit will give an assertion when sending (i.e. writing) the
* packet. Reading past the size of the packet when receiving
* will return all 0 values and "" in case of the string.
*/
typedef struct Packet {
/** The next packet. Used for queueing packets before sending. */
struct Packet *next;
/** The size of the whole packet for received packets. For packets
* that will be sent, the value is filled in just before the
* actual transmission. */
PacketSize size;
/** The current read/write position in the packet */
PacketSize pos;
/** The buffer of this packet */
byte buffer[SEND_MTU];
} Packet;
Packet *NetworkSend_Init(PacketType type);
void NetworkSend_FillPacketSize(Packet *packet);
void NetworkSend_uint8 (Packet *packet, uint8 data);
void NetworkSend_uint16(Packet *packet, uint16 data);
void NetworkSend_uint32(Packet *packet, uint32 data);
void NetworkSend_uint64(Packet *packet, uint64 data);
void NetworkSend_string(Packet *packet, const char* data);
void NetworkRecv_ReadPacketSize(Packet *packet);
uint8 NetworkRecv_uint8 (NetworkClientState *cs, Packet *packet);
uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_PACKET_H */

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/* $Id$ */
#ifdef ENABLE_NETWORK
#include "../../stdafx.h"
#include "../../debug.h"
#include "../../openttd.h"
#include "../../variables.h"
#include "../../table/strings.h"
#include "../../functions.h"
#include "os_abstraction.h"
#include "config.h"
#include "packet.h"
#include "../network_data.h"
#include "tcp.h"
/**
* @file tcp.c Basic functions to receive and send TCP packets.
*/
/**
* 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
* @param cs the client to close the connection of
* @return the new status
*/
NetworkRecvStatus CloseConnection(NetworkClientState *cs)
{
NetworkCloseClient(cs);
/* Clients drop back to the main menu */
if (!_network_server && _networking) {
_switch_mode = SM_MENU;
_networking = false;
_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
return NETWORK_RECV_STATUS_CONN_LOST;
}
return NETWORK_RECV_STATUS_OKAY;
}
/**
* Whether the client has quit or not (used in packet.c)
* @param cs the client to check
* @return true if the client has quit
*/
bool HasClientQuit(NetworkClientState *cs)
{
return cs->has_quit;
}
/**
* This function puts the packet in the send-queue and it is send as
* soon as possible. This is the next tick, or maybe one tick later
* if the OS-network-buffer is full)
* @param packet the packet to send
* @param cs the client to send to
*/
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
{
Packet *p;
assert(packet != NULL);
packet->pos = 0;
packet->next = NULL;
NetworkSend_FillPacketSize(packet);
/* 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;
}
}
/**
* 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
* @param cs the client to send the packets for
*/
bool NetworkSend_Packets(NetworkClientState *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, "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;
}
/**
* Receives a packet for the given client
* @param cs the client to (try to) receive a packet for
* @param status the variable to store the status into
* @return the received packet (or NULL when it didn't receive one)
*/
Packet *NetworkRecv_Packet(NetworkClientState *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... (104 is connection reset by peer) */
if (err != 104) DEBUG(net, 0, "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 */
*status = CloseConnection(cs);
return NULL;
}
p->pos += res;
}
NetworkRecv_ReadPacketSize(p);
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... (104 is connection reset by peer) */
if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
*status = CloseConnection(cs);
return NULL;
}
/* Connection would block */
return NULL;
}
if (res == 0) {
/* Client/server has left */
*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;
}
#endif /* ENABLE_NETWORK */

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/* $Id$ */
#ifndef NETWORK_CORE_TCP_H
#define NETWORK_CORE_TCP_H
#ifdef ENABLE_NETWORK
/**
* @file tcp.h Basic functions to receive and send TCP packets.
*/
/**
* Enum with all types of UDP packets.
* The order of the first 4 packets MUST not be changed, as
* it protects old clients from joining newer servers
* (because SERVER_ERROR is the respond to a wrong revision)
*/
enum {
PACKET_SERVER_FULL,
PACKET_SERVER_BANNED,
PACKET_CLIENT_JOIN,
PACKET_SERVER_ERROR,
PACKET_CLIENT_COMPANY_INFO,
PACKET_SERVER_COMPANY_INFO,
PACKET_SERVER_CLIENT_INFO,
PACKET_SERVER_NEED_PASSWORD,
PACKET_CLIENT_PASSWORD,
PACKET_SERVER_WELCOME,
PACKET_CLIENT_GETMAP,
PACKET_SERVER_WAIT,
PACKET_SERVER_MAP,
PACKET_CLIENT_MAP_OK,
PACKET_SERVER_JOIN,
PACKET_SERVER_FRAME,
PACKET_SERVER_SYNC,
PACKET_CLIENT_ACK,
PACKET_CLIENT_COMMAND,
PACKET_SERVER_COMMAND,
PACKET_CLIENT_CHAT,
PACKET_SERVER_CHAT,
PACKET_CLIENT_SET_PASSWORD,
PACKET_CLIENT_SET_NAME,
PACKET_CLIENT_QUIT,
PACKET_CLIENT_ERROR,
PACKET_SERVER_QUIT,
PACKET_SERVER_ERROR_QUIT,
PACKET_SERVER_SHUTDOWN,
PACKET_SERVER_NEWGAME,
PACKET_SERVER_RCON,
PACKET_CLIENT_RCON,
PACKET_END ///< Must ALWAYS be on the end of this list!! (period)
};
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
bool NetworkSend_Packets(NetworkClientState *cs);
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_TCP_H */

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/* $Id$ */
#ifdef ENABLE_NETWORK
#include "../../stdafx.h"
#include "../../date.h"
#include "../../debug.h"
#include "../../macros.h"
#include "../../newgrf_config.h"
#include "os_abstraction.h"
#include "config.h"
#include "game.h"
#include "packet.h"
#include "udp.h"
/**
* @file udp.c Basic functions to receive and send UDP packets.
*/
/**
* Send a packet over UDP
* @param udp the socket to send over
* @param p the packet to send
* @param recv the receiver (target) of the packet
*/
void NetworkSendUDP_Packet(SOCKET udp, Packet *p, struct sockaddr_in *recv)
{
int res;
NetworkSend_FillPacketSize(p);
/* Send the buffer */
res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
/* Check for any errors, but ignore it otherwise */
if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
}
/**
* Start listening on the given host and port.
* @param udp the place where the (references to the) UDP are stored
* @param host the host (ip) to listen on
* @param port the port to listen on
* @param broadcast whether to allow broadcast sending/receiving
* @return true if the listening succeeded
*/
bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast)
{
struct sockaddr_in sin;
/* Make sure socket is closed */
closesocket(*udp);
*udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (*udp == INVALID_SOCKET) {
DEBUG(net, 0, "[udp] failed to start UDP listener");
return false;
}
/* set nonblocking mode for socket */
{
unsigned long blocking = 1;
#ifndef BEOS_NET_SERVER
ioctlsocket(*udp, FIONBIO, &blocking);
#else
setsockopt(*udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
#endif
}
sin.sin_family = AF_INET;
/* Listen on all IPs */
sin.sin_addr.s_addr = host;
sin.sin_port = htons(port);
if (bind(*udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
DEBUG(net, 0, "[udp] bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
return false;
}
if (broadcast) {
/* Enable broadcast */
unsigned long val = 1;
#ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
setsockopt(*udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
#endif
}
DEBUG(net, 1, "[udp] listening on port %s:%d", inet_ntoa(*(struct in_addr *)&host), port);
return true;
}
/**
* Receive a packet at UDP level
* @param udp the socket to receive the packet on
*/
void NetworkUDPReceive(SOCKET udp)
{
struct sockaddr_in client_addr;
socklen_t client_len;
int nbytes;
Packet p;
int packet_len;
packet_len = sizeof(p.buffer);
client_len = sizeof(client_addr);
/* Try to receive anything */
nbytes = recvfrom(udp, p.buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
/* We got some bytes for the base header of the packet.
* Assume we received the whole packet. */
if (nbytes > 2) {
NetworkRecv_ReadPacketSize(&p);
/* Put the position on the right place */
p.pos = 2;
p.next = NULL;
/* Handle the packet */
NetworkHandleUDPPacket(&p, &client_addr);
}
}
/**
* Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet
* @param p the packet to write the data to
* @param c the configuration to write the GRF ID and MD5 checksum from
*/
void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c)
{
uint j;
NetworkSend_uint32(p, c->grfid);
for (j = 0; j < sizeof(c->md5sum); j++) {
NetworkSend_uint8 (p, c->md5sum[j]);
}
}
/**
* Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet
* @param cs the client state (for closing connect on out-of-bounds reading etc)
* @param p the packet to read the data from
* @param c the configuration to write the GRF ID and MD5 checksum to
*/
void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c)
{
uint j;
c->grfid = NetworkRecv_uint32(cs, p);
for (j = 0; j < sizeof(c->md5sum); j++) {
c->md5sum[j] = NetworkRecv_uint8(cs, p);
}
}
/**
* Serializes the NetworkGameInfo struct to the packet
* @param p the packet to write the data to
* @param info the NetworkGameInfo struct to serialize
*/
void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info)
{
NetworkSend_uint8 (p, NETWORK_GAME_INFO_VERSION);
/*
* Please observe the order.
* The parts must be read in the same order as they are sent!
*/
/* NETWORK_GAME_INFO_VERSION = 4 */
{
/* Only send the GRF Identification (GRF_ID and MD5 checksum) of
* the GRFs that are needed, i.e. the ones that the server has
* selected in the NewGRF GUI and not the ones that are used due
* to the fact that they are in [newgrf-static] in openttd.cfg */
const GRFConfig *c;
uint count = 0;
/* Count number of GRFs to send information about */
for (c = info->grfconfig; c != NULL; c = c->next) {
if (!HASBIT(c->flags, GCF_STATIC)) count++;
}
NetworkSend_uint8 (p, count); // Send number of GRFs
/* Send actual GRF Identifications */
for (c = info->grfconfig; c != NULL; c = c->next) {
if (!HASBIT(c->flags, GCF_STATIC)) NetworkSend_GRFIdentifier(p, c);
}
}
/* NETWORK_GAME_INFO_VERSION = 3 */
NetworkSend_uint32(p, info->game_date);
NetworkSend_uint32(p, info->start_date);
/* NETWORK_GAME_INFO_VERSION = 2 */
NetworkSend_uint8 (p, info->companies_max);
NetworkSend_uint8 (p, info->companies_on);
NetworkSend_uint8 (p, info->spectators_max);
/* NETWORK_GAME_INFO_VERSION = 1 */
NetworkSend_string(p, info->server_name);
NetworkSend_string(p, info->server_revision);
NetworkSend_uint8 (p, info->server_lang);
NetworkSend_uint8 (p, info->use_password);
NetworkSend_uint8 (p, info->clients_max);
NetworkSend_uint8 (p, info->clients_on);
NetworkSend_uint8 (p, info->spectators_on);
NetworkSend_string(p, info->map_name);
NetworkSend_uint16(p, info->map_width);
NetworkSend_uint16(p, info->map_height);
NetworkSend_uint8 (p, info->map_set);
NetworkSend_uint8 (p, info->dedicated);
}
/**
* Deserializes the NetworkGameInfo struct from the packet
* @param cs the client state (for closing connect on out-of-bounds reading etc)
* @param p the packet to read the data from
* @param info the NetworkGameInfo to deserialize into
*/
void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameInfo *info)
{
info->game_info_version = NetworkRecv_uint8(cs, p);
/*
* Please observe the order.
* The parts must be read in the same order as they are sent!
*/
switch (info->game_info_version) {
case 4: {
GRFConfig *c, **dst = &info->grfconfig;
uint i;
uint num_grfs = NetworkRecv_uint8(cs, p);
for (i = 0; i < num_grfs; i++) {
c = calloc(1, sizeof(*c));
NetworkRecv_GRFIdentifier(cs, p, c);
HandleIncomingNetworkGameInfoGRFConfig(c);
/* Append GRFConfig to the list */
*dst = c;
dst = &c->next;
}
} /* Fallthrough */
case 3:
info->game_date = NetworkRecv_uint32(cs, p);
info->start_date = NetworkRecv_uint32(cs, p);
/* Fallthrough */
case 2:
info->companies_max = NetworkRecv_uint8 (cs, p);
info->companies_on = NetworkRecv_uint8 (cs, p);
info->spectators_max = NetworkRecv_uint8 (cs, p);
/* Fallthrough */
case 1:
NetworkRecv_string(cs, p, info->server_name, sizeof(info->server_name));
NetworkRecv_string(cs, p, info->server_revision, sizeof(info->server_revision));
info->server_lang = NetworkRecv_uint8 (cs, p);
info->use_password = NetworkRecv_uint8 (cs, p);
info->clients_max = NetworkRecv_uint8 (cs, p);
info->clients_on = NetworkRecv_uint8 (cs, p);
info->spectators_on = NetworkRecv_uint8 (cs, p);
if (info->game_info_version < 3) { // 16 bits dates got scrapped and are read earlier
info->game_date = NetworkRecv_uint16(cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
info->start_date = NetworkRecv_uint16(cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
}
NetworkRecv_string(cs, p, info->map_name, sizeof(info->map_name));
info->map_width = NetworkRecv_uint16(cs, p);
info->map_height = NetworkRecv_uint16(cs, p);
info->map_set = NetworkRecv_uint8 (cs, p);
info->dedicated = NetworkRecv_uint8 (cs, p);
}
}
#endif /* ENABLE_NETWORK */

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/* $Id$ */
#ifndef NETWORK_CORE_UDP_H
#define NETWORK_CORE_UDP_H
#ifdef ENABLE_NETWORK
/**
* @file udp.h Basic functions to receive and send UDP packets.
*/
///** Sending/receiving of UDP packets **////
void NetworkSendUDP_Packet(SOCKET udp, Packet *p, struct sockaddr_in *recv);
bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast);
void NetworkUDPReceive(SOCKET udp);
/**
* Function that is called for every received UDP packet.
* @param packet the received packet
* @param client_addr the address of the sender of the packet
*/
void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr);
///** Sending/receiving of (large) chuncks of UDP packets **////
/** Enum with all types of UDP packets. The order MUST not be changed **/
enum {
PACKET_UDP_CLIENT_FIND_SERVER, ///< Queries a game server for game information
PACKET_UDP_SERVER_RESPONSE, ///< Reply of the game server with game information
PACKET_UDP_CLIENT_DETAIL_INFO, ///< Queries a game server about details of the game, such as companies
PACKET_UDP_SERVER_DETAIL_INFO, ///< Reply of the game server about details of the game, such as companies
PACKET_UDP_SERVER_REGISTER, ///< Packet to register itself to the master server
PACKET_UDP_MASTER_ACK_REGISTER, ///< Packet indicating registration has succedeed
PACKET_UDP_CLIENT_GET_LIST, ///< Request for serverlist from master server
PACKET_UDP_MASTER_RESPONSE_LIST, ///< Response from master server with server ip's + port's
PACKET_UDP_SERVER_UNREGISTER, ///< Request to be removed from the server-list
PACKET_UDP_CLIENT_GET_NEWGRFS, ///< Requests the name for a list of GRFs (GRF_ID and MD5)
PACKET_UDP_SERVER_NEWGRFS, ///< Sends the list of NewGRF's requested.
PACKET_UDP_END ///< Must ALWAYS be on the end of this list!! (period)
};
void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c);
void NetworkSend_NetworkGameInfo(Packet *p, const NetworkGameInfo *info);
void NetworkRecv_GRFIdentifier(NetworkClientState *cs, Packet *p, GRFConfig *c);
void NetworkRecv_NetworkGameInfo(NetworkClientState *cs, Packet *p, NetworkGameInfo *info);
/**
* Function that is called for every GRFConfig that is read when receiving
* a NetworkGameInfo. Only grfid and md5sum are set, the rest is zero. This
* function must set all appropriate fields. This GRF is later appended to
* the grfconfig list of the NetworkGameInfo.
* @param config the GRF to handle
*/
void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
#endif /* ENABLE_NETWORK */
#endif /* NETWORK_CORE_UDP_H */

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@ -1,6 +1,6 @@
/* $Id$ */
#include "stdafx.h"
#include "../stdafx.h"
#include "network_data.h"
#if defined(WITH_REV)
@ -15,24 +15,27 @@
#ifdef ENABLE_NETWORK
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "map.h"
#include "command.h"
#include "variables.h"
#include "date.h"
#include "table/strings.h"
#include "../openttd.h"
#include "../debug.h"
#include "../functions.h"
#include "../string.h"
#include "../strings.h"
#include "../map.h"
#include "../command.h"
#include "../variables.h"
#include "../date.h"
#include "../newgrf_config.h"
#include "../table/strings.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "core/udp.h"
#include "core/tcp.h"
#include "network_gui.h"
#include "console.h" /* IConsoleCmdExec */
#include "../console.h" /* IConsoleCmdExec */
#include <stdarg.h> /* va_list */
#include "md5.h"
#include "../md5.h"
#ifdef __MORPHOS__
// the library base is required here

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@ -7,7 +7,9 @@
#ifdef ENABLE_NETWORK
#include "player.h"
#include "../player.h"
#include "core/config.h"
#include "core/game.h"
// If this line is enable, every frame will have a sync test
// this is not needed in normal games. Normal is like 1 sync in 100
@ -31,13 +33,6 @@
// Do not change this next line. It should _ALWAYS_ be MAX_CLIENTS + 1
#define MAX_CLIENT_INFO (MAX_CLIENTS + 1)
/* Stuff for the master-server */
#define NETWORK_MASTER_SERVER_PORT 3978
#define NETWORK_MASTER_SERVER_HOST "master.openttd.org"
#define NETWORK_MASTER_SERVER_WELCOME_MESSAGE "OpenTTDRegister"
#define NETWORK_DEFAULT_PORT 3979
#define MAX_INTERFACES 9
@ -45,60 +40,6 @@
#define NETWORK_VEHICLE_TYPES 5
#define NETWORK_STATION_TYPES 5
enum {
NETWORK_NAME_LENGTH = 80,
NETWORK_HOSTNAME_LENGTH = 80,
NETWORK_REVISION_LENGTH = 15,
NETWORK_PASSWORD_LENGTH = 20,
NETWORK_PLAYERS_LENGTH = 200,
NETWORK_CLIENT_NAME_LENGTH = 25,
NETWORK_RCONCOMMAND_LENGTH = 500,
NETWORK_GRF_NAME_LENGTH = 80, ///< Maximum length of the name of a GRF
/* Maximum number of GRFs that can be sent.
* This value is related to number of handles (files) OpenTTD can open.
* This is currently 64 and about 10 are currently used when OpenTTD loads
* without any NewGRFs. Therefore one can only load about 55 NewGRFs, so
* this is not a limit, but rather a way to easily check whether the limit
* imposed by the handle count is reached. Secondly it isn't possible to
* send much more GRF IDs + MD5sums in the PACKET_UDP_SERVER_RESPONSE, due
* to the limited size of UDP packets. */
NETWORK_MAX_GRF_COUNT = 55,
NETWORK_NUM_LANGUAGES = 4,
};
// This is the struct used by both client and server
// some fields will be empty on the client (like game_password) by default
// and only filled with data a player enters.
typedef struct NetworkGameInfo {
char server_name[NETWORK_NAME_LENGTH]; // Server name
char hostname[NETWORK_HOSTNAME_LENGTH]; // Hostname of the server (if any)
char server_revision[NETWORK_REVISION_LENGTH]; // The SVN version number the server is using (e.g.: 'r304')
// It even shows a SVN version in release-version, so
// it is easy to compare if a server is of the correct version
bool version_compatible; // Can we connect to this server or not? (based on server_revision)
bool compatible; // Can we connect to this server or not? (based on server_revision _and_ grf_match
byte server_lang; // Language of the server (we should make a nice table for this)
byte use_password; // Is set to != 0 if it uses a password
char server_password[NETWORK_PASSWORD_LENGTH]; // On the server: the game password, on the client: != "" if server has password
byte clients_max; // Max clients allowed on server
byte clients_on; // Current count of clients on server
byte companies_max; // Max companies allowed on server
byte companies_on; // How many started companies do we have (XXX - disabled for server atm, use ActivePlayerCount())
byte spectators_max; // Max spectators allowed on server
byte spectators_on; // How many spectators do we have? (XXX - disabled for server atm, use NetworkSpectatorCount())
Date game_date; // Current date
Date start_date; // When the game started
char map_name[NETWORK_NAME_LENGTH]; // Map which is played ["random" for a randomized map]
uint16 map_width; // Map width
uint16 map_height; // Map height
byte map_set; // Graphical set
bool dedicated; // Is this a dedicated server?
char rcon_password[NETWORK_PASSWORD_LENGTH]; // RCon password for the server. "" if rcon is disabled
struct GRFConfig *grfconfig; // List of NewGRF files required
} NetworkGameInfo;
typedef struct NetworkPlayerInfo {
char company_name[NETWORK_NAME_LENGTH]; // Company name
char password[NETWORK_PASSWORD_LENGTH]; // The password for the player

View File

@ -2,23 +2,24 @@
#ifdef ENABLE_NETWORK
#include "stdafx.h"
#include "debug.h"
#include "string.h"
#include "strings.h"
#include "../stdafx.h"
#include "../debug.h"
#include "../string.h"
#include "../strings.h"
#include "network_data.h"
#include "date.h"
#include "table/strings.h"
#include "functions.h"
#include "core/tcp.h"
#include "../date.h"
#include "../table/strings.h"
#include "../functions.h"
#include "network_client.h"
#include "network_gamelist.h"
#include "network_gui.h"
#include "saveload.h"
#include "command.h"
#include "window.h"
#include "console.h"
#include "variables.h"
#include "ai/ai.h"
#include "../saveload.h"
#include "../command.h"
#include "../window.h"
#include "../console.h"
#include "../variables.h"
#include "../ai/ai.h"
// This file handles all the client-commands

106
network/network_data.c Normal file
View File

@ -0,0 +1,106 @@
/* $Id$ */
#ifdef ENABLE_NETWORK
#include "../stdafx.h"
#include "../debug.h"
#include "network_data.h"
#include "../string.h"
#include "network_client.h"
#include "../command.h"
#include "../callback_table.h"
// Add a command to the local command queue
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
{
CommandPacket* new_cp = malloc(sizeof(*new_cp));
*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;
}
}
// Prepare a DoCommand to be send over the network
void NetworkSend_Command(TileIndex 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, "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
}
ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));
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 than others.
// So to keep the game fair, we delay the command with 1 tick
// which gives about the same speed as most clients.
NetworkClientState *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;
_cmd_text = cp->text;
/* cp->callback is unsigned. so we don't need to do lower bounds checking. */
if (cp->callback > _callback_table_count) {
DEBUG(net, 0, "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 */

View File

@ -3,36 +3,21 @@
#ifndef NETWORK_DATA_H
#define NETWORK_DATA_H
#include "openttd.h"
#include "network.h"
#include "network_core.h"
// Is the network enabled?
#ifdef ENABLE_NETWORK
#define SEND_MTU 1460
#include "../openttd.h"
#include "network.h"
#include "core/os_abstraction.h"
#include "core/config.h"
#include "core/packet.h"
#define MAX_TEXT_MSG_LEN 1024 /* long long long long sentences :-) */
// The client-info-server-index is always 1
#define NETWORK_SERVER_INDEX 1
#define NETWORK_EMPTY_INDEX 0
// What version of game-info do we use?
#define NETWORK_GAME_INFO_VERSION 4
// What version of company info is this?
#define NETWORK_COMPANY_INFO_VERSION 4
// What version of master-server-protocol do we use?
#define NETWORK_MASTER_SERVER_VERSION 1
typedef uint16 PacketSize;
typedef struct Packet {
struct Packet *next;
PacketSize size;
PacketSize pos;
byte buffer[SEND_MTU];
} Packet;
typedef struct CommandPacket {
struct CommandPacket *next;
PlayerID player; /// player that is executing the command
@ -112,7 +97,7 @@ typedef enum {
} NetworkPasswordType;
// To keep the clients all together
typedef struct NetworkClientState {
struct NetworkClientState { // Typedeffed in network_core/packet.h
SOCKET socket;
uint16 index;
uint32 last_frame;
@ -127,47 +112,7 @@ typedef struct NetworkClientState {
Packet *packet_recv; // Partially received packet
CommandPacket *command_queue; // The command-queue awaiting delivery
} NetworkClientState;
// What packet types are there
// WARNING: The first 3 packets can NEVER change order again
// it protects old clients from joining newer servers (because SERVER_ERROR
// is the respond to a wrong revision)
typedef enum {
PACKET_SERVER_FULL,
PACKET_SERVER_BANNED,
PACKET_CLIENT_JOIN,
PACKET_SERVER_ERROR,
PACKET_CLIENT_COMPANY_INFO,
PACKET_SERVER_COMPANY_INFO,
PACKET_SERVER_CLIENT_INFO,
PACKET_SERVER_NEED_PASSWORD,
PACKET_CLIENT_PASSWORD,
PACKET_SERVER_WELCOME,
PACKET_CLIENT_GETMAP,
PACKET_SERVER_WAIT,
PACKET_SERVER_MAP,
PACKET_CLIENT_MAP_OK,
PACKET_SERVER_JOIN,
PACKET_SERVER_FRAME,
PACKET_SERVER_SYNC,
PACKET_CLIENT_ACK,
PACKET_CLIENT_COMMAND,
PACKET_SERVER_COMMAND,
PACKET_CLIENT_CHAT,
PACKET_SERVER_CHAT,
PACKET_CLIENT_SET_PASSWORD,
PACKET_CLIENT_SET_NAME,
PACKET_CLIENT_QUIT,
PACKET_CLIENT_ERROR,
PACKET_SERVER_QUIT,
PACKET_SERVER_ERROR_QUIT,
PACKET_SERVER_SHUTDOWN,
PACKET_SERVER_NEWGAME,
PACKET_SERVER_RCON,
PACKET_CLIENT_RCON,
PACKET_END // Should ALWAYS be on the end of this list!! (period)
} PacketType;
};
typedef enum {
DESTTYPE_BROADCAST, ///< Send message/notice to all players (All)
@ -202,22 +147,6 @@ NetworkClientState _clients[MAX_CLIENTS];
#define FOR_ALL_CLIENTS(cs) for (cs = _clients; cs != endof(_clients) && cs->socket != INVALID_SOCKET; cs++)
#define FOR_ALL_ACTIVE_CLIENT_INFOS(ci) for (ci = _network_client_info; ci != endof(_network_client_info); ci++) if (ci->client_index != NETWORK_EMPTY_INDEX)
Packet *NetworkSend_Init(PacketType type);
void NetworkSend_uint8(Packet *packet, uint8 data);
void NetworkSend_uint16(Packet *packet, uint16 data);
void NetworkSend_uint32(Packet *packet, uint32 data);
void NetworkSend_uint64(Packet *packet, uint64 data);
void NetworkSend_string(Packet *packet, const char* data);
void NetworkSend_Packet(Packet *packet, NetworkClientState *cs);
uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet);
uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet);
uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet);
uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet);
void NetworkRecv_string(NetworkClientState *cs, Packet *packet, char* buffer, size_t size);
Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status);
bool NetworkSend_Packets(NetworkClientState *cs);
void NetworkExecuteCommand(CommandPacket *cp);
void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp);

View File

@ -2,10 +2,10 @@
#ifdef ENABLE_NETWORK
#include "stdafx.h"
#include "debug.h"
#include "../stdafx.h"
#include "../debug.h"
#include "network_data.h"
#include "newgrf_config.h"
#include "../newgrf_config.h"
// This file handles the GameList
// Also, it handles the request to a server for data about the server

View File

@ -1,32 +1,32 @@
/* $Id$ */
#ifdef ENABLE_NETWORK
#include "stdafx.h"
#include "openttd.h"
#include "string.h"
#include "strings.h"
#include "table/sprites.h"
#include "../stdafx.h"
#include "../openttd.h"
#include "../string.h"
#include "../strings.h"
#include "../table/sprites.h"
#include "network.h"
#include "date.h"
#include "../date.h"
#include "fios.h"
#include "table/strings.h"
#include "functions.h"
#include "../fios.h"
#include "../table/strings.h"
#include "../functions.h"
#include "network_data.h"
#include "network_client.h"
#include "network_gui.h"
#include "network_gamelist.h"
#include "window.h"
#include "gui.h"
#include "gfx.h"
#include "command.h"
#include "variables.h"
#include "../window.h"
#include "../gui.h"
#include "../gfx.h"
#include "../command.h"
#include "../variables.h"
#include "network_server.h"
#include "network_udp.h"
#include "settings.h"
#include "string.h"
#include "town.h"
#include "newgrf.h"
#include "../settings.h"
#include "../string.h"
#include "../town.h"
#include "../newgrf.h"
#define BGC 5
#define BTC 15

View File

@ -2,25 +2,26 @@
#ifdef ENABLE_NETWORK
#include "stdafx.h"
#include "openttd.h" // XXX StringID
#include "debug.h"
#include "string.h"
#include "strings.h"
#include "../stdafx.h"
#include "../openttd.h" // XXX StringID
#include "../debug.h"
#include "../string.h"
#include "../strings.h"
#include "network_data.h"
#include "train.h"
#include "date.h"
#include "table/strings.h"
#include "functions.h"
#include "core/tcp.h"
#include "../train.h"
#include "../date.h"
#include "../table/strings.h"
#include "../functions.h"
#include "network_server.h"
#include "network_udp.h"
#include "console.h"
#include "command.h"
#include "saveload.h"
#include "vehicle.h"
#include "station.h"
#include "variables.h"
#include "genworld.h"
#include "../console.h"
#include "../command.h"
#include "../saveload.h"
#include "../vehicle.h"
#include "../station.h"
#include "../variables.h"
#include "../genworld.h"
// This file handles all the server-commands

View File

@ -2,37 +2,25 @@
#ifdef ENABLE_NETWORK
#include "stdafx.h"
#include "debug.h"
#include "string.h"
#include "../stdafx.h"
#include "../debug.h"
#include "../string.h"
#include "network_data.h"
#include "date.h"
#include "map.h"
#include "../date.h"
#include "../map.h"
#include "network_gamelist.h"
#include "network_udp.h"
#include "variables.h"
#include "newgrf_config.h"
#include "../variables.h"
#include "../newgrf_config.h"
//
// This file handles all the LAN-stuff
// Stuff like:
// - UDP search over the network
//
#include "core/udp.h"
typedef enum {
PACKET_UDP_CLIENT_FIND_SERVER,
PACKET_UDP_SERVER_RESPONSE,
PACKET_UDP_CLIENT_DETAIL_INFO,
PACKET_UDP_SERVER_DETAIL_INFO, // Is not used in OpenTTD itself, only for external querying
PACKET_UDP_SERVER_REGISTER, // Packet to register itself to the master server
PACKET_UDP_MASTER_ACK_REGISTER, // Packet indicating registration has succedeed
PACKET_UDP_CLIENT_GET_LIST, // Request for serverlist from master server
PACKET_UDP_MASTER_RESPONSE_LIST, // Response from master server with server ip's + port's
PACKET_UDP_SERVER_UNREGISTER, // Request to be removed from the server-list
PACKET_UDP_CLIENT_GET_NEWGRFS, // Requests the name for a list of GRFs (GRF_ID and MD5)
PACKET_UDP_SERVER_NEWGRFS, // Sends the list of NewGRF's requested.
PACKET_UDP_END
} PacketUDPType;
/**
* @file network_udp.c This file handles the UDP related communication.
*
* This is the GameServer <-> MasterServer and GameServer <-> GameClient
* communication before the game is being joined.
*/
enum {
ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes)
@ -41,38 +29,9 @@ enum {
};
#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
static void NetworkSendUDP_Packet(SOCKET udp, Packet* p, struct sockaddr_in* recv);
static NetworkClientState _udp_cs;
/**
* Serializes the GRFIdentifier (GRF ID and MD5 checksum) to the packet
* @param p the packet to write the data to
* @param c the configuration to write the GRF ID and MD5 checksum from
*/
static void NetworkSend_GRFIdentifier(Packet *p, const GRFConfig *c)
{
uint j;
NetworkSend_uint32(p, c->grfid);
for (j = 0; j < sizeof(c->md5sum); j++) {
NetworkSend_uint8 (p, c->md5sum[j]);
}
}
/**
* Deserializes the GRFIdentifier (GRF ID and MD5 checksum) from the packet
* @param p the packet to read the data from
* @param c the configuration to write the GRF ID and MD5 checksum to
*/
static void NetworkRecv_GRFIdentifier(Packet *p, GRFConfig *c)
{
uint j;
c->grfid = NetworkRecv_uint32(&_udp_cs, p);
for (j = 0; j < sizeof(c->md5sum); j++) {
c->md5sum[j] = NetworkRecv_uint8(&_udp_cs, p);
}
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER)
{
Packet *packet;
@ -83,56 +42,15 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER)
packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE);
// Update some game_info
_network_game_info.game_date = _date;
_network_game_info.map_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_network_game_info.map_set = _opt.landscape;
_network_game_info.game_date = _date;
_network_game_info.map_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_network_game_info.map_set = _opt.landscape;
_network_game_info.companies_on = ActivePlayerCount();
_network_game_info.spectators_on = NetworkSpectatorCount();
_network_game_info.grfconfig = _grfconfig;
NetworkSend_uint8 (packet, NETWORK_GAME_INFO_VERSION);
/* NETWORK_GAME_INFO_VERSION = 4 */
{
/* Only send the GRF Identification (GRF_ID and MD5 checksum) of
* the GRFs that are needed, i.e. the ones that the server has
* selected in the NewGRF GUI and not the ones that are used due
* to the fact that they are in [newgrf-static] in openttd.cfg */
const GRFConfig *c;
uint i = 0;
/* Count number of GRFs to send information about */
for (c = _grfconfig; c != NULL; c = c->next) {
if (!HASBIT(c->flags, GCF_STATIC)) i++;
}
NetworkSend_uint8 (packet, i); // Send number of GRFs
/* Send actual GRF Identifications */
for (c = _grfconfig; c != NULL; c = c->next) {
if (!HASBIT(c->flags, GCF_STATIC)) NetworkSend_GRFIdentifier(packet, c);
}
}
/* NETWORK_GAME_INFO_VERSION = 3 */
NetworkSend_uint32(packet, _network_game_info.game_date);
NetworkSend_uint32(packet, _network_game_info.start_date);
/* NETWORK_GAME_INFO_VERSION = 2 */
NetworkSend_uint8 (packet, _network_game_info.companies_max);
NetworkSend_uint8 (packet, ActivePlayerCount());
NetworkSend_uint8 (packet, _network_game_info.spectators_max);
/* NETWORK_GAME_INFO_VERSION = 1 */
NetworkSend_string(packet, _network_game_info.server_name);
NetworkSend_string(packet, _network_game_info.server_revision);
NetworkSend_uint8 (packet, _network_game_info.server_lang);
NetworkSend_uint8 (packet, _network_game_info.use_password);
NetworkSend_uint8 (packet, _network_game_info.clients_max);
NetworkSend_uint8 (packet, _network_game_info.clients_on);
NetworkSend_uint8 (packet, NetworkSpectatorCount());
NetworkSend_string(packet, _network_game_info.map_name);
NetworkSend_uint16(packet, _network_game_info.map_width);
NetworkSend_uint16(packet, _network_game_info.map_height);
NetworkSend_uint8 (packet, _network_game_info.map_set);
NetworkSend_uint8 (packet, _network_game_info.dedicated);
NetworkSend_NetworkGameInfo(p, &_network_game_info);
// Let the client know that we are here
NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
@ -142,101 +60,40 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER)
DEBUG(net, 2, "[udp] queried from '%s'", inet_ntoa(client_addr->sin_addr));
}
void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
{
/* Find the matching GRF file */
const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum);
if (f == NULL) {
/* Don't know the GRF, so mark game incompatible and the (possibly)
* already resolved name for this GRF (another server has sent the
* name of the GRF already */
config->name = FindUnknownGRFName(config->grfid, config->md5sum, true);
SETBIT(config->flags, GCF_NOT_FOUND);
} else {
config->filename = f->filename;
config->name = f->name;
config->info = f->info;
}
SETBIT(config->flags, GCF_COPY);
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
{
extern const char _openttd_revision[];
NetworkGameList *item;
byte game_info_version;
// Just a fail-safe.. should never happen
if (_network_udp_server)
return;
game_info_version = NetworkRecv_uint8(&_udp_cs, p);
if (_udp_cs.has_quit) return;
if (_network_udp_server || _udp_cs.has_quit) return;
DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
// Find next item
item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
NetworkRecv_NetworkGameInfo(&_udp_cs, p, &item->info);
item->info.compatible = true;
/* Please observer the order. In the order in which packets are sent
* they are to be received */
switch (game_info_version) {
case 4: {
GRFConfig *c, **dst = &item->info.grfconfig;
const GRFConfig *f;
uint i;
uint num_grfs = NetworkRecv_uint8(&_udp_cs, p);
for (i = 0; i < num_grfs; i++) {
c = calloc(1, sizeof(*c));
NetworkRecv_GRFIdentifier(p, c);
/* Find the matching GRF file */
f = FindGRFConfig(c->grfid, c->md5sum);
if (f == NULL) {
/* Don't know the GRF, so mark game incompatible and the (possibly)
* already resolved name for this GRF (another server has sent the
* name of the GRF already */
item->info.compatible = false;
c->name = FindUnknownGRFName(c->grfid, c->md5sum, true);
SETBIT(c->flags, GCF_NOT_FOUND);
} else {
c->filename = f->filename;
c->name = f->name;
c->info = f->info;
}
SETBIT(c->flags, GCF_COPY);
/* Append GRFConfig to the list */
*dst = c;
dst = &c->next;
}
} /* Fallthrough */
case 3:
item->info.game_date = NetworkRecv_uint32(&_udp_cs, p);
item->info.start_date = NetworkRecv_uint32(&_udp_cs, p);
/* Fallthrough */
case 2:
item->info.companies_max = NetworkRecv_uint8(&_udp_cs, p);
item->info.companies_on = NetworkRecv_uint8(&_udp_cs, p);
item->info.spectators_max = NetworkRecv_uint8(&_udp_cs, p);
/* Fallthrough */
case 1:
NetworkRecv_string(&_udp_cs, p, item->info.server_name, sizeof(item->info.server_name));
NetworkRecv_string(&_udp_cs, p, item->info.server_revision, sizeof(item->info.server_revision));
item->info.server_lang = NetworkRecv_uint8(&_udp_cs, p);
item->info.use_password = NetworkRecv_uint8(&_udp_cs, p);
item->info.clients_max = NetworkRecv_uint8(&_udp_cs, p);
item->info.clients_on = NetworkRecv_uint8(&_udp_cs, p);
item->info.spectators_on = NetworkRecv_uint8(&_udp_cs, p);
if (game_info_version < 3) { // 16 bits dates got scrapped and are read earlier
item->info.game_date = NetworkRecv_uint16(&_udp_cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
item->info.start_date = NetworkRecv_uint16(&_udp_cs, p) + DAYS_TILL_ORIGINAL_BASE_YEAR;
}
NetworkRecv_string(&_udp_cs, p, item->info.map_name, sizeof(item->info.map_name));
item->info.map_width = NetworkRecv_uint16(&_udp_cs, p);
item->info.map_height = NetworkRecv_uint16(&_udp_cs, p);
item->info.map_set = NetworkRecv_uint8(&_udp_cs, p);
item->info.dedicated = NetworkRecv_uint8(&_udp_cs, p);
if (item->info.server_lang >= NETWORK_NUM_LANGUAGES) item->info.server_lang = 0;
if (item->info.map_set >= NUM_LANDSCAPE ) item->info.map_set = 0;
if (item->info.hostname[0] == '\0')
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
/* Check if we are allowed on this server based on the revision-match */
item->info.version_compatible =
strcmp(item->info.server_revision, _openttd_revision) == 0 ||
strcmp(item->info.server_revision, NOREV_STRING) == 0;
item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
break;
}
{
/* Checks whether there needs to be a request for names of GRFs and makes
* the request if necessary. GRFs that need to be requested are the GRFs
@ -251,6 +108,7 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
struct sockaddr_in out_addr;
for (c = item->info.grfconfig; c != NULL; c = c->next) {
if (HASBIT(c->flags, GCF_NOT_FOUND)) item->info.compatible = false;
if (!HASBIT(c->flags, GCF_NOT_FOUND) || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
in_request[in_request_count] = c;
in_request_count++;
@ -274,6 +132,18 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
}
}
if (item->info.server_lang >= NETWORK_NUM_LANGUAGES) item->info.server_lang = 0;
if (item->info.map_set >= NUM_LANDSCAPE ) item->info.map_set = 0;
if (item->info.hostname[0] == '\0')
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
/* Check if we are allowed on this server based on the revision-match */
item->info.version_compatible =
strcmp(item->info.server_revision, _openttd_revision) == 0 ||
strcmp(item->info.server_revision, NOREV_STRING) == 0;
item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
item->online = true;
UpdateNetworkGameWindow(false);
@ -455,7 +325,7 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS)
GRFConfig c;
const GRFConfig *f;
NetworkRecv_GRFIdentifier(p, &c);
NetworkRecv_GRFIdentifier(&_udp_cs, p, &c);
/* Find the matching GRF file */
f = FindGRFConfig(c.grfid, c.md5sum);
@ -510,7 +380,7 @@ DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS)
char name[NETWORK_GRF_NAME_LENGTH];
GRFConfig c;
NetworkRecv_GRFIdentifier(p, &c);
NetworkRecv_GRFIdentifier(&_udp_cs, p, &c);
NetworkRecv_string(&_udp_cs, p, name, sizeof(name));
/* An empty name is not possible under normal circumstances
@ -550,7 +420,7 @@ static NetworkUDPPacket* const _network_udp_packet[] = {
assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END);
static void NetworkHandleUDPPacket(Packet* p, struct sockaddr_in* client_addr)
void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr)
{
byte type;
@ -572,69 +442,6 @@ static void NetworkHandleUDPPacket(Packet* p, struct sockaddr_in* client_addr)
}
// Send a packet over UDP
static void NetworkSendUDP_Packet(SOCKET udp, Packet* p, struct sockaddr_in* recv)
{
int res;
// Put the length in the buffer
p->buffer[0] = p->size & 0xFF;
p->buffer[1] = p->size >> 8;
// Send the buffer
res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
// Check for any errors, but ignore it otherwise
if (res == -1) DEBUG(net, 1, "[udp] sendto failed with: %i", GET_LAST_ERROR());
}
// Start UDP listener
bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast)
{
struct sockaddr_in sin;
// Make sure socket is closed
closesocket(*udp);
*udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (*udp == INVALID_SOCKET) {
DEBUG(net, 0, "[udp] failed to start UDP listener");
return false;
}
// set nonblocking mode for socket
{
unsigned long blocking = 1;
#ifndef BEOS_NET_SERVER
ioctlsocket(*udp, FIONBIO, &blocking);
#else
setsockopt(*udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
#endif
}
sin.sin_family = AF_INET;
// Listen on all IPs
sin.sin_addr.s_addr = host;
sin.sin_port = htons(port);
if (bind(*udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
DEBUG(net, 0, "[udp] bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
return false;
}
if (broadcast) {
/* Enable broadcast */
unsigned long val = 1;
#ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
setsockopt(*udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
#endif
}
DEBUG(net, 1, "[udp] listening on port %s:%d", inet_ntoa(*(struct in_addr *)&host), port);
return true;
}
// Close UDP connection
void NetworkUDPClose(void)
{
@ -662,42 +469,6 @@ void NetworkUDPClose(void)
}
}
// Receive something on UDP level
void NetworkUDPReceive(SOCKET udp)
{
struct sockaddr_in client_addr;
socklen_t client_len;
int nbytes;
static Packet *p = NULL;
int packet_len;
// If p is NULL, malloc him.. this prevents unneeded mallocs
if (p == NULL) p = malloc(sizeof(*p));
packet_len = sizeof(p->buffer);
client_len = sizeof(client_addr);
// Try to receive anything
nbytes = recvfrom(udp, p->buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
// We got some bytes.. just asume we receive the whole packet
if (nbytes > 0) {
// Get the size of the buffer
p->size = (uint16)p->buffer[0];
p->size += (uint16)p->buffer[1] << 8;
// Put the position on the right place
p->pos = 2;
p->next = NULL;
// Handle the packet
NetworkHandleUDPPacket(p, &client_addr);
// Free the packet
free(p);
p = NULL;
}
}
// Broadcast to all ips
static void NetworkUDPBroadCast(SOCKET udp)
{

View File

@ -6,8 +6,6 @@
#ifdef ENABLE_NETWORK
void NetworkUDPInitialize(void);
bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast);
void NetworkUDPReceive(SOCKET udp);
void NetworkUDPSearchGame(void);
void NetworkUDPQueryMasterServer(void);
NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port);

View File

@ -1,473 +0,0 @@
/* $Id$ */
#ifdef ENABLE_NETWORK
#include "stdafx.h"
#include "debug.h"
#include "network_data.h"
#include "functions.h"
#include "string.h"
#include "table/strings.h"
#include "network_client.h"
#include "command.h"
#include "callback_table.h"
#include "variables.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;
}
void NetworkSend_uint16(Packet *packet, uint16 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = GB(data, 0, 8);
packet->buffer[packet->size++] = GB(data, 8, 8);
}
void NetworkSend_uint32(Packet *packet, uint32 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = GB(data, 0, 8);
packet->buffer[packet->size++] = GB(data, 8, 8);
packet->buffer[packet->size++] = GB(data, 16, 8);
packet->buffer[packet->size++] = GB(data, 24, 8);
}
void NetworkSend_uint64(Packet *packet, uint64 data)
{
assert(packet->size < sizeof(packet->buffer) - sizeof(data));
packet->buffer[packet->size++] = GB(data, 0, 8);
packet->buffer[packet->size++] = GB(data, 8, 8);
packet->buffer[packet->size++] = GB(data, 16, 8);
packet->buffer[packet->size++] = GB(data, 24, 8);
packet->buffer[packet->size++] = GB(data, 32, 8);
packet->buffer[packet->size++] = GB(data, 40, 8);
packet->buffer[packet->size++] = GB(data, 48, 8);
packet->buffer[packet->size++] = GB(data, 56, 8);
}
// 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, NetworkClientState *cs)
{
Packet *p;
assert(packet != NULL);
packet->pos = 0;
packet->next = NULL;
packet->buffer[0] = GB(packet->size, 0, 8);
packet->buffer[1] = GB(packet->size, 8, 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
static NetworkRecvStatus CloseConnection(NetworkClientState *cs)
{
NetworkCloseClient(cs);
// Clients drop back to the main menu
if (!_network_server && _networking) {
_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(NetworkClientState *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, "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(NetworkClientState *cs, Packet *packet)
{
/* Don't allow reading from a closed socket */
if (cs->has_quit) return 0;
/* Check if variable is within packet-size */
if (packet->pos + 1 > packet->size) {
CloseConnection(cs);
return 0;
}
return packet->buffer[packet->pos++];
}
uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
{
uint16 n;
/* Don't allow reading from a closed socket */
if (cs->has_quit) return 0;
/* Check if variable is within packet-size */
if (packet->pos + 2 > packet->size) {
CloseConnection(cs);
return 0;
}
n = (uint16)packet->buffer[packet->pos++];
n += (uint16)packet->buffer[packet->pos++] << 8;
return n;
}
uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
{
uint32 n;
/* Don't allow reading from a closed socket */
if (cs->has_quit) return 0;
/* Check if variable is within packet-size */
if (packet->pos + 4 > packet->size) {
CloseConnection(cs);
return 0;
}
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(NetworkClientState *cs, Packet *packet)
{
uint64 n;
/* Don't allow reading from a closed socket */
if (cs->has_quit) return 0;
/* Check if variable is within packet-size */
if (packet->pos + 8 > packet->size) {
CloseConnection(cs);
return 0;
}
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(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
{
PacketSize pos;
char *bufp = buffer;
/* Don't allow reading from a closed socket */
if (cs->has_quit) return;
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;
str_validate(bufp);
}
// 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(NetworkClientState *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... (104 is connection reset by peer) */
if (err != 104) DEBUG(net, 0, "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
*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... (104 is connection reset by peer) */
if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
*status = CloseConnection(cs);
return NULL;
}
// Connection would block
return NULL;
}
if (res == 0) {
// Client/server has left
*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(NetworkClientState *cs, CommandPacket *cp)
{
CommandPacket* new_cp = malloc(sizeof(*new_cp));
*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;
}
}
// Prepare a DoCommand to be send over the network
void NetworkSend_Command(TileIndex 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, "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
}
ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));
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 than others.
// So to keep the game fair, we delay the command with 1 tick
// which gives about the same speed as most clients.
NetworkClientState *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;
_cmd_text = cp->text;
/* cp->callback is unsigned. so we don't need to do lower bounds checking. */
if (cp->callback > _callback_table_count) {
DEBUG(net, 0, "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 */

View File

@ -9,7 +9,7 @@
#include "string.h"
#include "saveload.h"
#include "md5.h"
#include "network_data.h"
#include "network/network_data.h"
#include "newgrf.h"
#include "newgrf_config.h"

2
npf.c
View File

@ -14,7 +14,7 @@
#include "tile.h"
#include "depot.h"
#include "tunnel_map.h"
#include "network.h"
#include "network/network.h"
#include "water_map.h"
static AyStar _npf_aystar;

View File

@ -16,7 +16,7 @@
#include "signs.h"
#include "debug.h"
#include "depot.h"
#include "network.h"
#include "network/network.h"
#include "ai/ai.h"
#include "date.h"

View File

@ -41,7 +41,7 @@
#include "airport.h"
#include "console.h"
#include "screenshot.h"
#include "network.h"
#include "network/network.h"
#include "signs.h"
#include "depot.h"
#include "waypoint.h"

View File

@ -292,22 +292,31 @@
RelativePath=".\namegen.c">
</File>
<File
RelativePath=".\network.c">
RelativePath=".\network\core\packet.c">
</File>
<File
RelativePath=".\network_client.c">
RelativePath=".\network\core\tcp.c">
</File>
<File
RelativePath=".\network_data.c">
RelativePath=".\network\core\udp.c">
</File>
<File
RelativePath=".\network_gamelist.c">
RelativePath=".\network\network.c">
</File>
<File
RelativePath=".\network_server.c">
RelativePath=".\network\network_client.c">
</File>
<File
RelativePath=".\network_udp.c">
RelativePath=".\network\network_data.c">
</File>
<File
RelativePath=".\network\network_gamelist.c">
</File>
<File
RelativePath=".\network\network_server.c">
</File>
<File
RelativePath=".\network\network_udp.c">
</File>
<File
RelativePath=".\newgrf.c">
@ -542,22 +551,37 @@
RelativePath=".\music.h">
</File>
<File
RelativePath=".\network.h">
RelativePath=".\network\core\config.h">
</File>
<File
RelativePath=".\network_client.h">
RelativePath=".\network\core\game.h">
</File>
<File
RelativePath=".\network_core.h">
RelativePath=".\network\core\os_abstraction.h">
</File>
<File
RelativePath=".\network_data.h">
RelativePath=".\network\core\packet.h">
</File>
<File
RelativePath=".\network_gamelist.h">
RelativePath=".\network\core\tcp.h">
</File>
<File
RelativePath=".\network_gui.h">
RelativePath=".\network\core\udp.h">
</File>
<File
RelativePath=".\network\network.h">
</File>
<File
RelativePath=".\network\network_client.h">
</File>
<File
RelativePath=".\network\network_data.h">
</File>
<File
RelativePath=".\network\network_gamelist.h">
</File>
<File
RelativePath=".\network\network_gui.h">
</File>
<File
RelativePath=".\network_server.h">

View File

@ -653,27 +653,39 @@
>
</File>
<File
RelativePath=".\network.c"
RelativePath=".\network\core\packet.c"
>
</File>
<File
RelativePath=".\network_client.c"
RelativePath=".\network\core\tcp.c"
>
</File>
<File
RelativePath=".\network_data.c"
RelativePath=".\network\core\udp.c"
>
</File>
<File
RelativePath=".\network_gamelist.c"
RelativePath=".\network\network.c"
>
</File>
<File
RelativePath=".\network_server.c"
RelativePath=".\network\network_client.c"
>
</File>
<File
RelativePath=".\network_udp.c"
RelativePath=".\network\network_data.c"
>
</File>
<File
RelativePath=".\network\network_gamelist.c"
>
</File>
<File
RelativePath=".\network\network_server.c"
>
</File>
<File
RelativePath=".\network\network_udp.c"
>
</File>
<File
@ -1036,35 +1048,55 @@
>
</File>
<File
RelativePath=".\network.h"
RelativePath=".\networe\core\config.h"
>
</File>
<File
RelativePath=".\network_client.h"
RelativePath=".\network\core\game.h"
>
</File>
<File
RelativePath=".\network_core.h"
RelativePath=".\network\core\os_abstraction.h"
>
</File>
<File
RelativePath=".\network_data.h"
RelativePath=".\network\core\packet.h"
>
</File>
<File
RelativePath=".\network_gamelist.h"
RelativePath=".\network\core\tcp.h"
>
</File>
<File
RelativePath=".\network_gui.h"
RelativePath=".\network\core\udp.h"
>
</File>
<File
RelativePath=".\network_server.h"
RelativePath=".\network\network.h"
>
</File>
<File
RelativePath=".\network_udp.h"
RelativePath=".\network\network_client.h"
>
</File>
<File
RelativePath=".\network\network_data.h"
>
</File>
<File
RelativePath=".\network\network_gamelist.h"
>
</File>
<File
RelativePath=".\network\network_gui.h"
>
</File>
<File
RelativePath=".\network\network_server.h"
>
</File>
<File
RelativePath=".\network\network_udp.h"
>
</File>
<File

View File

@ -13,13 +13,13 @@
#include "command.h"
#include "vehicle.h"
#include "economy.h"
#include "network.h"
#include "network/network.h"
#include "variables.h"
#include "train.h"
#include "date.h"
#include "newgrf.h"
#include "network_data.h"
#include "network_client.h"
#include "network/network_data.h"
#include "network/network_client.h"
static void DoShowPlayerFinances(PlayerID player, bool show_small, bool show_stickied);

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@ -21,7 +21,7 @@
#include "saveload.h"
#include "command.h"
#include "sound.h"
#include "network.h"
#include "network/network.h"
#include "variables.h"
#include "engine.h"
#include "ai/ai.h"

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@ -26,7 +26,7 @@
#include "town.h"
#include "player.h"
#include "saveload.h"
#include "network.h"
#include "network/network.h"
#include "variables.h"
#include <setjmp.h>
@ -1042,7 +1042,6 @@ static void UninitNoComp(void)
//********** START OF MEMORY CODE (in ram)****
//********************************************
#include "network.h"
#include "table/strings.h"
#include "table/sprites.h"
#include "gfx.h"

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@ -28,7 +28,7 @@
#include "sound.h"
#include "string.h"
#include "variables.h"
#include "network.h"
#include "network/network.h"
#include "settings.h"
#include "command.h"
#include "console.h"

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@ -15,7 +15,7 @@
#include "engine.h"
#include "screenshot.h"
#include "newgrf.h"
#include "network.h"
#include "network/network.h"
#include "town.h"
#include "variables.h"
#include "settings.h"

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@ -14,7 +14,7 @@
#include "gui.h"
#include "command.h"
#include "player.h"
#include "network.h"
#include "network/network.h"
#include "variables.h"
static const Widget _town_authority_widgets[] = {

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@ -30,7 +30,7 @@
#include "industry_map.h"
#include "station_map.h"
#include "water_map.h"
#include "network.h"
#include "network/network.h"
#include "yapf/yapf.h"
#include "date.h"
#include "newgrf_engine.h"

View File

@ -54,7 +54,7 @@ extern void HideMenuBar(void);
#include "../macros.h"
#include "../sdl.h"
#include "../window.h"
#include "../network.h"
#include "../network/network.h"
#include "../variables.h"
#include "../os/macosx/splash.h"

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@ -8,7 +8,7 @@
#include "../debug.h"
#include "../functions.h"
#include "../gfx.h"
#include "../network.h"
#include "../network/network.h"
#include "../window.h"
#include "../console.h"
#include "../variables.h"

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@ -11,7 +11,7 @@
#include "../macros.h"
#include "../sdl.h"
#include "../window.h"
#include "../network.h"
#include "../network/network.h"
#include "../variables.h"
#include "sdl_v.h"
#include <SDL.h>

View File

@ -5,7 +5,7 @@
#include "../functions.h"
#include "../gfx.h"
#include "../macros.h"
#include "../network.h"
#include "../network/network.h"
#include "../variables.h"
#include "../win32.h"
#include "../window.h"