mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
641 lines
18 KiB
C
641 lines
18 KiB
C
#include "stdafx.h"
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#include "debug.h"
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#include "string.h"
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#include "network_data.h"
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#ifdef ENABLE_NETWORK
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#include "map.h"
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#include "network_gamelist.h"
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#include "network_udp.h"
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extern void UpdateNetworkGameWindow(bool unselect);
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extern void NetworkPopulateCompanyInfo(void);
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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_CLIENT_FIND_SERVER,
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PACKET_UDP_SERVER_RESPONSE,
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PACKET_UDP_CLIENT_DETAIL_INFO,
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PACKET_UDP_SERVER_DETAIL_INFO, // Is not used in OpenTTD itself, only for external querying
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PACKET_UDP_SERVER_REGISTER, // Packet to register itself to the master server
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PACKET_UDP_MASTER_ACK_REGISTER, // Packet indicating registration has succedeed
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PACKET_UDP_CLIENT_GET_LIST, // Request for serverlist from master server
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PACKET_UDP_MASTER_RESPONSE_LIST, // Response from master server with server ip's + port's
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PACKET_UDP_SERVER_UNREGISTER, // Request to be removed from the server-list
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PACKET_UDP_END
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} PacketUDPType;
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enum {
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ADVERTISE_NORMAL_INTERVAL = 450, // interval between advertising in days
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ADVERTISE_RETRY_INTERVAL = 5, // readvertise when no response after this amount of days
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ADVERTISE_RETRY_TIMES = 3 // give up readvertising after this much failed retries
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};
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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(SOCKET udp, Packet *p, struct sockaddr_in *recv);
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NetworkClientState _udp_cs;
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DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_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_width = MapSizeX();
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_network_game_info.map_height = MapSizeY();
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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(_udp_server_socket, 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(&_udp_cs, p);
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if (_udp_cs.quited)
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return;
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DEBUG(net, 6)("[NET][UDP] Server response from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
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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(&_udp_cs, p, item->info.server_name, sizeof(item->info.server_name));
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NetworkRecv_string(&_udp_cs, p, item->info.server_revision, sizeof(item->info.server_revision));
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item->info.server_lang = NetworkRecv_uint8(&_udp_cs, p);
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item->info.use_password = NetworkRecv_uint8(&_udp_cs, p);
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item->info.clients_max = NetworkRecv_uint8(&_udp_cs, p);
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item->info.clients_on = NetworkRecv_uint8(&_udp_cs, p);
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item->info.spectators_on = NetworkRecv_uint8(&_udp_cs, p);
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item->info.game_date = NetworkRecv_uint16(&_udp_cs, p);
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item->info.start_date = NetworkRecv_uint16(&_udp_cs, p);
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NetworkRecv_string(&_udp_cs, p, item->info.map_name, sizeof(item->info.map_name));
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item->info.map_width = NetworkRecv_uint16(&_udp_cs, p);
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item->info.map_height = NetworkRecv_uint16(&_udp_cs, p);
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item->info.map_set = NetworkRecv_uint8(&_udp_cs, p);
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item->info.dedicated = NetworkRecv_uint8(&_udp_cs, 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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DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
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{
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NetworkClientState *cs;
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NetworkClientInfo *ci;
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Packet *packet;
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Player *player;
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byte active = 0;
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byte current = 0;
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int i;
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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_DETAIL_INFO);
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FOR_ALL_PLAYERS(player) {
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if (player->is_active)
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active++;
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}
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/* Send the amount of active companies */
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NetworkSend_uint8 (packet, NETWORK_COMPANY_INFO_VERSION);
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NetworkSend_uint8 (packet, active);
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/* Fetch the latest version of everything */
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NetworkPopulateCompanyInfo();
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/* Go through all the players */
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FOR_ALL_PLAYERS(player) {
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/* Skip non-active players */
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if (!player->is_active)
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continue;
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current++;
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/* Send the information */
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NetworkSend_uint8 (packet, current);
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NetworkSend_string(packet, _network_player_info[player->index].company_name);
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NetworkSend_uint8 (packet, _network_player_info[player->index].inaugurated_year);
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NetworkSend_uint64(packet, _network_player_info[player->index].company_value);
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NetworkSend_uint64(packet, _network_player_info[player->index].money);
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NetworkSend_uint64(packet, _network_player_info[player->index].income);
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NetworkSend_uint16(packet, _network_player_info[player->index].performance);
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/* Send 1 if there is a passord for the company else send 0 */
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if (_network_player_info[player->index].password[0] != '\0') {
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NetworkSend_uint8 (packet, 1);
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} else {
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NetworkSend_uint8 (packet, 0);
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}
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for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
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NetworkSend_uint16(packet, _network_player_info[player->index].num_vehicle[i]);
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for (i = 0; i < NETWORK_STATION_TYPES; i++)
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NetworkSend_uint16(packet, _network_player_info[player->index].num_station[i]);
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/* Find the clients that are connected to this player */
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FOR_ALL_CLIENTS(cs) {
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ci = DEREF_CLIENT_INFO(cs);
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if ((ci->client_playas - 1) == player->index) {
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/* The uint8 == 1 indicates that a client is following */
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NetworkSend_uint8(packet, 1);
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NetworkSend_string(packet, ci->client_name);
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NetworkSend_string(packet, ci->unique_id);
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NetworkSend_uint16(packet, ci->join_date);
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}
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}
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/* Also check for the server itself */
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ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
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if ((ci->client_playas - 1) == player->index) {
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/* The uint8 == 1 indicates that a client is following */
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NetworkSend_uint8(packet, 1);
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NetworkSend_string(packet, ci->client_name);
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NetworkSend_string(packet, ci->unique_id);
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NetworkSend_uint16(packet, ci->join_date);
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}
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/* Indicates end of client list */
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NetworkSend_uint8(packet, 0);
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}
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/* And check if we have any spectators */
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FOR_ALL_CLIENTS(cs) {
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ci = DEREF_CLIENT_INFO(cs);
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if ((ci->client_playas - 1) > MAX_PLAYERS) {
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/* The uint8 == 1 indicates that a client is following */
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NetworkSend_uint8(packet, 1);
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NetworkSend_string(packet, ci->client_name);
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NetworkSend_string(packet, ci->unique_id);
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NetworkSend_uint16(packet, ci->join_date);
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}
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}
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/* Also check for the server itself */
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ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
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if ((ci->client_playas - 1) > MAX_PLAYERS) {
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/* The uint8 == 1 indicates that a client is following */
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NetworkSend_uint8(packet, 1);
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NetworkSend_string(packet, ci->client_name);
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NetworkSend_string(packet, ci->unique_id);
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NetworkSend_uint16(packet, ci->join_date);
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}
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/* Indicates end of client list */
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NetworkSend_uint8(packet, 0);
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NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
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free(packet);
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}
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DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST) {
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int i;
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struct in_addr ip;
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uint16 port;
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uint8 ver;
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/* packet begins with the protocol version (uint8)
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* then an uint16 which indicates how many
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* ip:port pairs are in this packet, after that
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* an uint32 (ip) and an uint16 (port) for each pair
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*/
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ver = NetworkRecv_uint8(&_udp_cs, p);
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if (_udp_cs.quited)
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return;
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if (ver == 1) {
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for (i = NetworkRecv_uint16(&_udp_cs, p); i != 0 ; i--) {
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ip.s_addr = TO_LE32(NetworkRecv_uint32(&_udp_cs, p));
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port = NetworkRecv_uint16(&_udp_cs, p);
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NetworkUDPQueryServer(inet_ntoa(ip), port);
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}
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}
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}
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DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER) {
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_network_advertise_retries = 0;
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DEBUG(net, 2)("[NET][UDP] We are advertised on the master-server!");
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if (!_network_advertise)
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/* We are advertised, but we don't want to! */
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NetworkUDPRemoveAdvertise();
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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_CLIENT_FIND_SERVER),
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RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
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RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO),
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NULL,
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NULL,
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RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER),
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NULL,
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RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST),
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NULL
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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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/* Fake a client, so we can see when there is an illegal packet */
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_udp_cs.socket = INVALID_SOCKET;
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_udp_cs.quited = false;
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type = NetworkRecv_uint8(&_udp_cs, p);
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if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL && !_udp_cs.quited) {
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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(SOCKET udp, Packet *p, struct sockaddr_in *recv)
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{
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int res;
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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(SOCKET *udp, uint32 host, uint16 port, bool broadcast)
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{
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struct sockaddr_in sin;
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// Make sure socket is closed
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closesocket(*udp);
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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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if (broadcast) {
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/* Enable broadcast */
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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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}
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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 listeners");
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if (_network_udp_server) {
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if (_udp_server_socket != INVALID_SOCKET) {
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closesocket(_udp_server_socket);
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_udp_server_socket = INVALID_SOCKET;
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}
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if (_udp_master_socket != INVALID_SOCKET) {
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closesocket(_udp_master_socket);
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_udp_master_socket = INVALID_SOCKET;
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}
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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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if (_udp_client_socket != INVALID_SOCKET) {
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closesocket(_udp_client_socket);
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_udp_client_socket = INVALID_SOCKET;
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}
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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(SOCKET udp)
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{
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struct sockaddr_in client_addr;
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socklen_t client_len;
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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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// 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(SOCKET udp)
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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_CLIENT_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(udp, p, &out_addr);
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i++;
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}
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}
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// Request the the server-list from the master server
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void NetworkUDPQueryMasterServer(void)
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{
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struct sockaddr_in out_addr;
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Packet *p;
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if (_udp_client_socket == INVALID_SOCKET)
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if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
|
|
return;
|
|
|
|
p = NetworkSend_Init(PACKET_UDP_CLIENT_GET_LIST);
|
|
|
|
out_addr.sin_family = AF_INET;
|
|
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
|
|
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
|
|
|
|
// packet only contains protocol version
|
|
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
|
|
|
|
NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
|
|
|
|
DEBUG(net, 2)("[NET][UDP] Queried Master Server at %s:%d", inet_ntoa(out_addr.sin_addr),ntohs(out_addr.sin_port));
|
|
|
|
free(p);
|
|
}
|
|
|
|
// Find all servers
|
|
void NetworkUDPSearchGame(void)
|
|
{
|
|
// We are still searching..
|
|
if (_network_udp_broadcast > 0)
|
|
return;
|
|
|
|
// No UDP-socket yet..
|
|
if (_udp_client_socket == INVALID_SOCKET)
|
|
if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
|
|
return;
|
|
|
|
DEBUG(net, 0)("[NET][UDP] Searching server");
|
|
|
|
NetworkUDPBroadCast(_udp_client_socket);
|
|
_network_udp_broadcast = 300; // Stay searching for 300 ticks
|
|
}
|
|
|
|
NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
|
|
{
|
|
struct sockaddr_in out_addr;
|
|
Packet *p;
|
|
NetworkGameList *item;
|
|
char hostname[NETWORK_HOSTNAME_LENGTH];
|
|
|
|
// No UDP-socket yet..
|
|
if (_udp_client_socket == INVALID_SOCKET)
|
|
if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
|
|
return NULL;
|
|
|
|
ttd_strlcpy(hostname, host, sizeof(hostname));
|
|
|
|
out_addr.sin_family = AF_INET;
|
|
out_addr.sin_port = htons(port);
|
|
out_addr.sin_addr.s_addr = NetworkResolveHost(host);
|
|
|
|
// Clear item in gamelist
|
|
item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
|
|
memset(&item->info, 0, sizeof(item->info));
|
|
snprintf(item->info.server_name, sizeof(item->info.server_name), "%s", hostname);
|
|
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", hostname);
|
|
item->online = false;
|
|
|
|
// Init the packet
|
|
p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
|
|
|
|
NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
|
|
|
|
free(p);
|
|
|
|
UpdateNetworkGameWindow(false);
|
|
return item;
|
|
}
|
|
|
|
/* Remove our advertise from the master-server */
|
|
void NetworkUDPRemoveAdvertise(void)
|
|
{
|
|
struct sockaddr_in out_addr;
|
|
Packet *p;
|
|
|
|
/* Check if we are advertising */
|
|
if (!_networking || !_network_server || !_network_udp_server)
|
|
return;
|
|
|
|
/* check for socket */
|
|
if (_udp_master_socket == INVALID_SOCKET)
|
|
if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
|
|
return;
|
|
|
|
DEBUG(net, 2)("[NET][UDP] Removing advertise..");
|
|
|
|
/* Find somewhere to send */
|
|
out_addr.sin_family = AF_INET;
|
|
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
|
|
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
|
|
|
|
/* Send the packet */
|
|
p = NetworkSend_Init(PACKET_UDP_SERVER_UNREGISTER);
|
|
/* Packet is: Version, server_port */
|
|
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
|
|
NetworkSend_uint16(p, _network_server_port);
|
|
NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
|
|
|
|
free(p);
|
|
}
|
|
|
|
/* Register us to the master server
|
|
This function checks if it needs to send an advertise */
|
|
void NetworkUDPAdvertise(void)
|
|
{
|
|
struct sockaddr_in out_addr;
|
|
Packet *p;
|
|
|
|
/* Check if we should send an advertise */
|
|
if (!_networking || !_network_server || !_network_udp_server || !_network_advertise)
|
|
return;
|
|
|
|
/* check for socket */
|
|
if (_udp_master_socket == INVALID_SOCKET)
|
|
if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
|
|
return;
|
|
|
|
/* Only send once in the 450 game-days (about 15 minutes) */
|
|
if (_network_advertise_retries == 0) {
|
|
if ( (_network_last_advertise_date + ADVERTISE_NORMAL_INTERVAL) > _date)
|
|
return;
|
|
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
|
|
}
|
|
|
|
if ( (_network_last_advertise_date + ADVERTISE_RETRY_INTERVAL) > _date)
|
|
return;
|
|
|
|
_network_advertise_retries--;
|
|
_network_last_advertise_date = _date;
|
|
|
|
/* Find somewhere to send */
|
|
out_addr.sin_family = AF_INET;
|
|
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
|
|
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
|
|
|
|
DEBUG(net, 1)("[NET][UDP] Advertising to master server");
|
|
|
|
/* Send the packet */
|
|
p = NetworkSend_Init(PACKET_UDP_SERVER_REGISTER);
|
|
/* Packet is: WELCOME_MESSAGE, Version, server_port */
|
|
NetworkSend_string(p, NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
|
|
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
|
|
NetworkSend_uint16(p, _network_server_port);
|
|
NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
|
|
|
|
free(p);
|
|
}
|
|
|
|
void NetworkUDPInitialize(void)
|
|
{
|
|
_udp_client_socket = INVALID_SOCKET;
|
|
_udp_server_socket = INVALID_SOCKET;
|
|
_udp_master_socket = INVALID_SOCKET;
|
|
|
|
_network_udp_server = false;
|
|
_network_udp_broadcast = 0;
|
|
}
|
|
|
|
#endif /* ENABLE_NETWORK */
|