mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
83bdec9b91
-Add: [Network] Add ip-bind ('set server_bind_ip <ip>' in console or use scripts/pre_dedicated.scr)
369 lines
9.4 KiB
C
369 lines
9.4 KiB
C
#include "stdafx.h"
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#include "network_data.h"
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#ifdef ENABLE_NETWORK
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#include "network_gamelist.h"
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extern void UpdateNetworkGameWindow(bool unselect);
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//
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// This file handles all the LAN-stuff
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// Stuff like:
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// - UDP search over the network
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//
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typedef enum {
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PACKET_UDP_FIND_SERVER,
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PACKET_UDP_SERVER_RESPONSE,
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PACKET_UDP_END
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} PacketUDPType;
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static SOCKET _udp_server_socket; // udp server socket
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#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
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void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv);
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DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER)
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{
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Packet *packet;
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// Just a fail-safe.. should never happen
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if (!_network_udp_server)
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return;
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packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE);
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// Update some game_info
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_network_game_info.game_date = _date;
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_network_game_info.map_set = _opt.landscape;
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NetworkSend_uint8 (packet, NETWORK_GAME_INFO_VERSION);
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NetworkSend_string(packet, _network_game_info.server_name);
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NetworkSend_string(packet, _network_game_info.server_revision);
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NetworkSend_uint8 (packet, _network_game_info.server_lang);
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NetworkSend_uint8 (packet, _network_game_info.use_password);
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NetworkSend_uint8 (packet, _network_game_info.clients_max);
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NetworkSend_uint8 (packet, _network_game_info.clients_on);
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NetworkSend_uint8 (packet, _network_game_info.spectators_on);
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NetworkSend_uint16(packet, _network_game_info.game_date);
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NetworkSend_uint16(packet, _network_game_info.start_date);
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NetworkSend_string(packet, _network_game_info.map_name);
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NetworkSend_uint16(packet, _network_game_info.map_width);
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NetworkSend_uint16(packet, _network_game_info.map_height);
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NetworkSend_uint8 (packet, _network_game_info.map_set);
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NetworkSend_uint8 (packet, _network_game_info.dedicated);
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// Let the client know that we are here
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NetworkSendUDP_Packet(packet, client_addr);
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free(packet);
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DEBUG(net, 2)("[NET][UDP] Queried from %s", inet_ntoa(client_addr->sin_addr));
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}
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DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
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{
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NetworkGameList *item;
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byte game_info_version;
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// Just a fail-safe.. should never happen
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if (_network_udp_server)
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return;
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game_info_version = NetworkRecv_uint8(p);
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// Find next item
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item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
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if (game_info_version == 1) {
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NetworkRecv_string(p, item->info.server_name, sizeof(item->info.server_name));
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NetworkRecv_string(p, item->info.server_revision, sizeof(item->info.server_revision));
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item->info.server_lang = NetworkRecv_uint8(p);
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item->info.use_password = NetworkRecv_uint8(p);
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item->info.clients_max = NetworkRecv_uint8(p);
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item->info.clients_on = NetworkRecv_uint8(p);
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item->info.spectators_on = NetworkRecv_uint8(p);
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item->info.game_date = NetworkRecv_uint16(p);
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item->info.start_date = NetworkRecv_uint16(p);
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NetworkRecv_string(p, item->info.map_name, sizeof(item->info.map_name));
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item->info.map_width = NetworkRecv_uint16(p);
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item->info.map_height = NetworkRecv_uint16(p);
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item->info.map_set = NetworkRecv_uint8(p);
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item->info.dedicated = NetworkRecv_uint8(p);
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if (item->info.hostname[0] == '\0')
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snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
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}
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item->online = true;
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UpdateNetworkGameWindow(false);
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}
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// The layout for the receive-functions by UDP
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typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr);
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static NetworkUDPPacket* const _network_udp_packet[] = {
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RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER),
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RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
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};
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// If this fails, check the array above with network_data.h
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assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END);
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void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr)
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{
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byte type;
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type = NetworkRecv_uint8(p);
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if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL) {
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_network_udp_packet[type](p, client_addr);
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} else {
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DEBUG(net, 0)("[NET][UDP] Received invalid packet type %d", type);
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}
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}
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// Send a packet over UDP
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void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv)
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{
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SOCKET udp;
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int res;
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// Find the correct socket
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if (_network_udp_server)
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udp = _udp_server_socket;
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else
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udp = _udp_client_socket;
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// Put the length in the buffer
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p->buffer[0] = p->size & 0xFF;
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p->buffer[1] = p->size >> 8;
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// Send the buffer
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res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
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// Check for any errors, but ignore it for the rest
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if (res == -1) {
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DEBUG(net, 1)("[NET][UDP] Send error: %i", GET_LAST_ERROR());
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}
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}
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// Start UDP listener
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bool NetworkUDPListen(uint32 host, uint16 port)
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{
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struct sockaddr_in sin;
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SOCKET udp;
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// Make sure sockets are closed
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if (_network_udp_server)
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closesocket(_udp_server_socket);
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else
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closesocket(_udp_client_socket);
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udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
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if (udp == INVALID_SOCKET) {
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DEBUG(net, 1)("[NET][UDP] Failed to start UDP support");
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return false;
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}
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// set nonblocking mode for socket
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{
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unsigned long blocking = 1;
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ioctlsocket(udp, FIONBIO, &blocking);
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}
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sin.sin_family = AF_INET;
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// Listen on all IPs
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sin.sin_addr.s_addr = host;
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sin.sin_port = htons(port);
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if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
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DEBUG(net, 1) ("[NET][UDP] error: bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
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return false;
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}
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// enable broadcasting
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// allow reusing
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{
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unsigned long val = 1;
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setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
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val = 1;
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setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val));
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}
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if (_network_udp_server)
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_udp_server_socket = udp;
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else
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_udp_client_socket = udp;
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DEBUG(net, 1)("[NET][UDP] Listening on port %s:%d", inet_ntoa(*(struct in_addr *)&host), port);
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return true;
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}
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// Close UDP connection
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void NetworkUDPClose(void)
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{
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DEBUG(net, 1) ("[NET][UDP] Closed listener");
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if (_network_udp_server) {
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closesocket(_udp_server_socket);
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_udp_server_socket = INVALID_SOCKET;
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_network_udp_server = false;
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_network_udp_broadcast = 0;
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} else {
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closesocket(_udp_client_socket);
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_udp_client_socket = INVALID_SOCKET;
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_network_udp_broadcast = 0;
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}
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}
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// Receive something on UDP level
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void NetworkUDPReceive(void)
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{
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struct sockaddr_in client_addr;
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#ifndef __MORPHOS__
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int client_len;
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#else
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LONG client_len; // for some reason we need a 'LONG' under MorphOS
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#endif
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int nbytes;
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static Packet *p = NULL;
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int packet_len;
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SOCKET udp;
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if (_network_udp_server)
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udp = _udp_server_socket;
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else
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udp = _udp_client_socket;
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// If p is NULL, malloc him.. this prevents unneeded mallocs
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if (p == NULL)
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p = malloc(sizeof(Packet));
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packet_len = sizeof(p->buffer);
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client_len = sizeof(client_addr);
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// Try to receive anything
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nbytes = recvfrom(udp, p->buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
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// We got some bytes.. just asume we receive the whole packet
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if (nbytes > 0) {
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// Get the size of the buffer
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p->size = (uint16)p->buffer[0];
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p->size += (uint16)p->buffer[1] << 8;
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// Put the position on the right place
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p->pos = 2;
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p->next = NULL;
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// Handle the packet
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NetworkHandleUDPPacket(p, &client_addr);
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// Free the packet
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free(p);
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p = NULL;
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}
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}
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// Broadcast to all ips
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void NetworkUDPBroadCast(void)
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{
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int i;
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struct sockaddr_in out_addr;
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byte *bcptr;
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uint32 bcaddr;
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Packet *p;
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// Init the packet
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p = NetworkSend_Init(PACKET_UDP_FIND_SERVER);
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// Go through all the ips on this pc
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i = 0;
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while (_network_ip_list[i] != 0) {
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bcaddr = _network_ip_list[i];
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bcptr = (byte *)&bcaddr;
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// Make the address a broadcast address
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bcptr[3] = 255;
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DEBUG(net, 6)("[NET][UDP] Broadcasting to %s", inet_ntoa(*(struct in_addr *)&bcaddr));
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out_addr.sin_family = AF_INET;
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out_addr.sin_port = htons(_network_server_port);
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out_addr.sin_addr.s_addr = bcaddr;
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NetworkSendUDP_Packet(p, &out_addr);
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i++;
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}
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free(p);
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}
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// Find all servers
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void NetworkUDPSearchGame(void)
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{
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// We are still searching..
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if (_network_udp_broadcast > 0)
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return;
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// No UDP-socket yet..
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if (_udp_client_socket == INVALID_SOCKET)
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if (!NetworkUDPListen(0, 0))
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return;
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DEBUG(net, 0)("[NET][UDP] Searching server");
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NetworkUDPBroadCast();
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_network_udp_broadcast = 300; // Stay searching for 300 ticks
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}
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void NetworkUDPQueryServer(const byte* host, unsigned short port)
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{
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struct sockaddr_in out_addr;
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Packet *p;
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NetworkGameList *item;
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char hostname[NETWORK_HOSTNAME_LENGTH];
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// No UDP-socket yet..
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if (_udp_client_socket == INVALID_SOCKET)
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if (!NetworkUDPListen(0, 0))
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return;
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ttd_strlcpy(hostname, host, sizeof(hostname));
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out_addr.sin_family = AF_INET;
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out_addr.sin_port = htons(port);
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out_addr.sin_addr.s_addr = NetworkResolveHost(host);
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// Clear item in gamelist
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item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
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memset(&item->info, 0, sizeof(item->info));
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snprintf(item->info.server_name, sizeof(item->info.server_name), "%s", hostname);
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snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", hostname);
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item->online = false;
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// Init the packet
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p = NetworkSend_Init(PACKET_UDP_FIND_SERVER);
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NetworkSendUDP_Packet(p, &out_addr);
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free(p);
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UpdateNetworkGameWindow(false);
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}
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void NetworkUDPInitialize(void)
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{
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_udp_client_socket = INVALID_SOCKET;
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_udp_server_socket = INVALID_SOCKET;
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_network_udp_server = false;
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_network_udp_broadcast = 0;
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}
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#endif /* ENABLE_NETWORK */
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