mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-13 07:10:57 +00:00
1412 lines
36 KiB
C
1412 lines
36 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "openttd.h"
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#include "debug.h"
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#include "functions.h"
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#include "string.h"
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#include "strings.h"
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#include "map.h"
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#include "network_data.h"
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#include "command.h"
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#include "variables.h"
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#if defined(WITH_REV)
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extern const char _openttd_revision[];
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#elif defined(WITH_REV_HACK)
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#define WITH_REV
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const char _openttd_revision[] = WITH_REV_HACK;
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#else
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const char _openttd_revision[] = NOREV_STRING;
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#endif
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#ifdef ENABLE_NETWORK
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#include "table/strings.h"
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#include "network_client.h"
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#include "network_server.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include "console.h" /* IConsoleCmdExec */
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#include <stdarg.h> /* va_list */
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#include "md5.h"
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#ifdef __MORPHOS__
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// the library base is required here
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struct Library *SocketBase = NULL;
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#endif
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// The listen socket for the server
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static SOCKET _listensocket;
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// Network copy of patches, so the patches of a client are not fucked up
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// after he joined a server
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static Patches network_tmp_patches;
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// The amount of clients connected
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static byte _network_clients_connected = 0;
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// The index counter for new clients (is never decreased)
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static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
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/* Some externs / forwards */
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extern void ShowJoinStatusWindow(void);
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extern void StateGameLoop(void);
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// Function that looks up the CI for a given client-index
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NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
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{
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NetworkClientInfo *ci;
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for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++)
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if (ci->client_index == client_index)
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return ci;
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return NULL;
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}
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/** Return the CI for a given IP
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* @param ip IP of the client we are looking for. This must be in string-format
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* @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */
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NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
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{
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NetworkClientInfo *ci;
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uint32 ip_number = inet_addr(ip);
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for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++) {
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if (ci->client_ip == ip_number) return ci;
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}
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return NULL;
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}
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// Function that looks up the CS for a given client-index
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NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
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{
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NetworkClientState *cs;
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for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++)
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if (cs->index == client_index)
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return cs;
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return NULL;
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}
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// NetworkGetClientName is a server-safe function to get the name of the client
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// if the user did not send it yet, Client #<no> is used.
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void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
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{
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NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
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if (ci->client_name[0] == '\0')
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snprintf(client_name, size, "Client #%d", cs->index);
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else
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snprintf(client_name, size, "%s", ci->client_name);
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}
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byte NetworkSpectatorCount(void)
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{
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const NetworkClientState *cs;
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byte count = 0;
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FOR_ALL_CLIENTS(cs) {
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if (DEREF_CLIENT_INFO(cs)->client_playas == OWNER_SPECTATOR) count++;
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}
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return count;
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}
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// This puts a text-message to the console, or in the future, the chat-box,
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// (to keep it all a bit more general)
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// If 'self_send' is true, this is the client who is sending the message
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void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
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{
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char buf[1024];
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va_list va;
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const int duration = 10; // Game days the messages stay visible
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char message[1024];
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char temp[1024];
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va_start(va, str);
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vsnprintf(buf, lengthof(buf), str, va);
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va_end(va);
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switch (action) {
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case NETWORK_ACTION_JOIN:
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GetString(temp, STR_NETWORK_CLIENT_JOINED);
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snprintf(message, sizeof(message), "*** %s %s", name, temp);
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break;
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case NETWORK_ACTION_LEAVE:
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GetString(temp, STR_NETWORK_ERR_LEFT);
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snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
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break;
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case NETWORK_ACTION_GIVE_MONEY:
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if (self_send) {
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SetDParamStr(0, name);
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SetDParam(1, atoi(buf));
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GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY);
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snprintf(message, sizeof(message), "*** %s", temp);
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} else {
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SetDParam(0, atoi(buf));
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GetString(temp, STR_NETWORK_GIVE_MONEY);
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snprintf(message, sizeof(message), "*** %s %s", name, temp);
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}
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break;
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case NETWORK_ACTION_CHAT_PLAYER:
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if (self_send) {
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SetDParamStr(0, name);
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GetString(temp, STR_NETWORK_CHAT_TO_COMPANY);
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snprintf(message, sizeof(message), "%s %s", temp, buf);
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} else {
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SetDParamStr(0, name);
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GetString(temp, STR_NETWORK_CHAT_COMPANY);
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snprintf(message, sizeof(message), "%s %s", temp, buf);
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}
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break;
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case NETWORK_ACTION_CHAT_CLIENT:
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if (self_send) {
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SetDParamStr(0, name);
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GetString(temp, STR_NETWORK_CHAT_TO_CLIENT);
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snprintf(message, sizeof(message), "%s %s", temp, buf);
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} else {
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SetDParamStr(0, name);
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GetString(temp, STR_NETWORK_CHAT_CLIENT);
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snprintf(message, sizeof(message), "%s %s", temp, buf);
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}
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break;
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case NETWORK_ACTION_NAME_CHANGE:
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GetString(temp, STR_NETWORK_NAME_CHANGE);
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snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
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break;
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default:
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SetDParamStr(0, name);
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GetString(temp, STR_NETWORK_CHAT_ALL);
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snprintf(message, sizeof(message), "%s %s", temp, buf);
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break;
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}
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IConsolePrintF(color, "%s", message);
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AddTextMessage(color, duration, "%s", message);
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}
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// Calculate the frame-lag of a client
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uint NetworkCalculateLag(const NetworkClientState *cs)
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{
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int lag = cs->last_frame_server - cs->last_frame;
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// This client has missed his ACK packet after 1 DAY_TICKS..
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// so we increase his lag for every frame that passes!
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// The packet can be out by a max of _net_frame_freq
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if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
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lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
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return lag;
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}
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// There was a non-recoverable error, drop back to the main menu with a nice
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// error
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static void NetworkError(StringID error_string)
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{
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_switch_mode = SM_MENU;
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_switch_mode_errorstr = error_string;
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}
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static void ClientStartError(const char *error)
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{
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DEBUG(net, 0)("[NET] Client could not start network: %s",error);
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NetworkError(STR_NETWORK_ERR_CLIENT_START);
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}
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static void ServerStartError(const char *error)
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{
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DEBUG(net, 0)("[NET] Server could not start network: %s",error);
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NetworkError(STR_NETWORK_ERR_SERVER_START);
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}
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static void NetworkClientError(byte res, NetworkClientState *cs) {
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// First, send a CLIENT_ERROR to the server, so he knows we are
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// disconnection (and why!)
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NetworkErrorCode errorno;
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// We just want to close the connection..
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if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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cs->quited = true;
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NetworkCloseClient(cs);
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_networking = false;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return;
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}
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switch (res) {
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case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
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case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
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default: errorno = NETWORK_ERROR_GENERAL;
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}
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// This means we fucked up and the server closed the connection
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if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
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res != NETWORK_RECV_STATUS_SERVER_BANNED) {
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SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
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// Dequeue all commands before closing the socket
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NetworkSend_Packets(DEREF_CLIENT(0));
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}
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_switch_mode = SM_MENU;
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NetworkCloseClient(cs);
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_networking = false;
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}
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// Find all IP-aliases for this host
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static void NetworkFindIPs(void)
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{
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int i, last;
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#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
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/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
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int _netstat(int fd, char **output, int verbose);
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int seek_past_header(char **pos, const char *header) {
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char *new_pos = strstr(*pos, header);
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if (new_pos == 0) {
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return B_ERROR;
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}
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*pos += strlen(header) + new_pos - *pos + 1;
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return B_OK;
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}
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int output_length;
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char *output_pointer = NULL;
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char **output;
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int sock = socket(AF_INET, SOCK_DGRAM, 0);
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i = 0;
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// If something fails, make sure the list is empty
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_network_ip_list[0] = 0;
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if (sock < 0) {
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DEBUG(net, 0)("Error creating socket!");
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return;
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}
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output_length = _netstat(sock, &output_pointer, 1);
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if (output_length < 0) {
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DEBUG(net, 0)("Error running _netstat!");
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return;
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}
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output = &output_pointer;
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if (seek_past_header(output, "IP Interfaces:") == B_OK) {
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for (;;) {
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uint32 n, fields, read;
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uint8 i1, i2, i3, i4, j1, j2, j3, j4;
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struct in_addr inaddr;
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fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
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&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
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read += 1;
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if (fields != 9) {
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break;
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}
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inaddr.s_addr = htonl((uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4);
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if (inaddr.s_addr != 0) {
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_network_ip_list[i] = inaddr.s_addr;
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i++;
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}
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if (read < 0) {
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break;
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}
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*output += read;
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}
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/* XXX - Using either one of these crashes openttd heavily? - wber */
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/*free(output_pointer);*/
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/*free(output);*/
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closesocket(sock);
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}
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#elif defined(HAVE_GETIFADDRS)
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struct ifaddrs *ifap, *ifa;
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// If something fails, make sure the list is empty
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_network_ip_list[0] = 0;
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if (getifaddrs(&ifap) != 0)
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return;
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i = 0;
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for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
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if (ifa->ifa_addr == NULL || ifa->ifa_addr->sa_family != AF_INET)
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continue;
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_network_ip_list[i] = ((struct sockaddr_in *)ifa->ifa_addr)->sin_addr.s_addr;
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i++;
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}
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freeifaddrs(ifap);
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#else /* not HAVE_GETIFADDRS */
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unsigned long len = 0;
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SOCKET sock;
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IFREQ ifo[MAX_INTERFACES];
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#ifndef WIN32
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struct ifconf if_conf;
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#endif
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// If something fails, make sure the list is empty
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_network_ip_list[0] = 0;
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sock = socket(AF_INET, SOCK_DGRAM, 0);
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if (sock == INVALID_SOCKET) return;
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#ifdef WIN32
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// On windows it is easy
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memset(&ifo[0], 0, sizeof(ifo));
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if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
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closesocket(sock);
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return;
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}
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#else
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// On linux a bit harder
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if_conf.ifc_len = (sizeof (struct ifreq)) * MAX_INTERFACES;
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if_conf.ifc_buf = (char *)&ifo[0];
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if ((ioctl(sock, SIOCGIFCONF, &if_conf)) == -1) {
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closesocket(sock);
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return;
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}
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len = if_conf.ifc_len;
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#endif /* WIN32 */
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// Now walk through all IPs and list them
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for (i = 0; i < (int)(len / sizeof(IFREQ)); i++) {
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// Request IP for this interface
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#ifdef WIN32
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_network_ip_list[i] = *(&ifo[i].iiAddress.AddressIn.sin_addr.s_addr);
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#else
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if ((ioctl(sock, SIOCGIFADDR, &ifo[i])) != 0) {
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closesocket(sock);
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return;
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}
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_network_ip_list[i] = ((struct sockaddr_in *)&ifo[i].ifr_addr)->sin_addr.s_addr;
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#endif
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}
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closesocket(sock);
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#endif /* not HAVE_GETIFADDRS */
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_network_ip_list[i] = 0;
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last = i - 1;
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DEBUG(net, 3)("Detected IPs:");
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// Now display to the debug all the detected ips
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i = 0;
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while (_network_ip_list[i] != 0) {
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// Also check for non-used ips (127.0.0.1)
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if (_network_ip_list[i] == inet_addr("127.0.0.1")) {
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// If there is an ip after thisone, put him in here
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if (last > i)
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_network_ip_list[i] = _network_ip_list[last];
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// Clear the last ip
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_network_ip_list[last] = 0;
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// And we have 1 ip less
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last--;
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continue;
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}
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DEBUG(net, 3)(" %d) %s", i, inet_ntoa(*(struct in_addr *)&_network_ip_list[i]));//inet_ntoa(inaddr));
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i++;
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}
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}
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// Resolve a hostname to a inet_addr
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unsigned long NetworkResolveHost(const char *hostname)
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{
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in_addr_t ip;
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// First try: is it an ip address?
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ip = inet_addr(hostname);
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// If not try to resolve the name
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if (ip == INADDR_NONE) {
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struct hostent *he = gethostbyname(hostname);
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if (he == NULL) {
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DEBUG(net, 0) ("[NET] Cannot resolve %s", hostname);
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} else {
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struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
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DEBUG(net, 1) ("[NET] Resolved %s to %s", hostname, inet_ntoa(addr));
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ip = addr.s_addr;
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}
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}
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return ip;
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}
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// Converts a string to ip/port/player
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// Format: IP#player:port
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//
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// connection_string will be re-terminated to seperate out the hostname, and player and port will
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// be set to the player and port strings given by the user, inside the memory area originally
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// occupied by connection_string.
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void ParseConnectionString(const char **player, const char **port, char *connection_string)
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{
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char *p;
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for (p = connection_string; *p != '\0'; p++) {
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if (*p == '#') {
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*player = p + 1;
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*p = '\0';
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} else if (*p == ':') {
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*port = p + 1;
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*p = '\0';
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}
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}
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}
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// Creates a new client from a socket
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// Used both by the server and the client
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static NetworkClientState *NetworkAllocClient(SOCKET s)
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{
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NetworkClientState *cs;
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NetworkClientInfo *ci;
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byte client_no;
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client_no = 0;
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if (_network_server) {
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// Can we handle a new client?
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if (_network_clients_connected >= MAX_CLIENTS)
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return NULL;
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if (_network_game_info.clients_on >= _network_game_info.clients_max)
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return NULL;
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// Register the login
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client_no = _network_clients_connected++;
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}
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cs = &_clients[client_no];
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memset(cs, 0, sizeof(*cs));
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cs->socket = s;
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cs->last_frame = 0;
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cs->quited = false;
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cs->last_frame = _frame_counter;
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cs->last_frame_server = _frame_counter;
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if (_network_server) {
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ci = DEREF_CLIENT_INFO(cs);
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memset(ci, 0, sizeof(*ci));
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cs->index = _network_client_index++;
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ci->client_index = cs->index;
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ci->join_date = _date;
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InvalidateWindow(WC_CLIENT_LIST, 0);
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}
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return cs;
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}
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|
// Close a connection
|
|
void NetworkCloseClient(NetworkClientState *cs)
|
|
{
|
|
NetworkClientInfo *ci;
|
|
// Socket is already dead
|
|
if (cs->socket == INVALID_SOCKET) {
|
|
cs->quited = true;
|
|
return;
|
|
}
|
|
|
|
DEBUG(net, 1) ("[NET] Closed client connection");
|
|
|
|
if (!cs->quited && _network_server && cs->status > STATUS_INACTIVE) {
|
|
// We did not receive a leave message from this client...
|
|
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
|
|
char str[100];
|
|
char client_name[NETWORK_NAME_LENGTH];
|
|
NetworkClientState *new_cs;
|
|
|
|
NetworkGetClientName(client_name, sizeof(client_name), cs);
|
|
|
|
GetString(str, STR_NETWORK_ERR_CLIENT_GENERAL + errorno);
|
|
|
|
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
|
|
|
|
// Inform other clients of this... strange leaving ;)
|
|
FOR_ALL_CLIENTS(new_cs) {
|
|
if (new_cs->status > STATUS_AUTH && cs != new_cs) {
|
|
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
|
|
if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
|
|
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
|
|
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
|
|
}
|
|
|
|
closesocket(cs->socket);
|
|
cs->writable = false;
|
|
cs->quited = true;
|
|
|
|
// Free all pending and partially received packets
|
|
while (cs->packet_queue != NULL) {
|
|
Packet *p = cs->packet_queue->next;
|
|
free(cs->packet_queue);
|
|
cs->packet_queue = p;
|
|
}
|
|
free(cs->packet_recv);
|
|
cs->packet_recv = NULL;
|
|
|
|
while (cs->command_queue != NULL) {
|
|
CommandPacket *p = cs->command_queue->next;
|
|
free(cs->command_queue);
|
|
cs->command_queue = p;
|
|
}
|
|
|
|
// Close the gap in the client-list
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
|
|
if (_network_server) {
|
|
// We just lost one client :(
|
|
if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
|
|
_network_clients_connected--;
|
|
|
|
while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
|
|
*cs = *(cs + 1);
|
|
*ci = *(ci + 1);
|
|
cs++;
|
|
ci++;
|
|
}
|
|
|
|
InvalidateWindow(WC_CLIENT_LIST, 0);
|
|
}
|
|
|
|
// Reset the status of the last socket
|
|
cs->socket = INVALID_SOCKET;
|
|
cs->status = STATUS_INACTIVE;
|
|
cs->index = NETWORK_EMPTY_INDEX;
|
|
ci->client_index = NETWORK_EMPTY_INDEX;
|
|
}
|
|
|
|
// A client wants to connect to a server
|
|
static bool NetworkConnect(const char *hostname, int port)
|
|
{
|
|
SOCKET s;
|
|
struct sockaddr_in sin;
|
|
|
|
DEBUG(net, 1) ("[NET] Connecting to %s %d", hostname, port);
|
|
|
|
s = socket(AF_INET, SOCK_STREAM, 0);
|
|
if (s == INVALID_SOCKET) {
|
|
ClientStartError("socket() failed");
|
|
return false;
|
|
}
|
|
|
|
if (!SetNoDelay(s))
|
|
DEBUG(net, 1)("[NET] Setting TCP_NODELAY failed");
|
|
|
|
sin.sin_family = AF_INET;
|
|
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
|
|
sin.sin_port = htons(port);
|
|
_network_last_host_ip = sin.sin_addr.s_addr;
|
|
|
|
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
|
|
// We failed to connect for which reason what so ever
|
|
return false;
|
|
}
|
|
|
|
if (!SetNonBlocking(s))
|
|
DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
|
|
|
|
// in client mode, only the first client field is used. it's pointing to the server.
|
|
NetworkAllocClient(s);
|
|
|
|
ShowJoinStatusWindow();
|
|
|
|
memcpy(&network_tmp_patches, &_patches, sizeof(_patches));
|
|
|
|
return true;
|
|
}
|
|
|
|
// For the server, to accept new clients
|
|
static void NetworkAcceptClients(void)
|
|
{
|
|
struct sockaddr_in sin;
|
|
SOCKET s;
|
|
NetworkClientState *cs;
|
|
uint i;
|
|
bool banned;
|
|
|
|
// Should never ever happen.. is it possible??
|
|
assert(_listensocket != INVALID_SOCKET);
|
|
|
|
for (;;) {
|
|
socklen_t sin_len;
|
|
|
|
sin_len = sizeof(sin);
|
|
s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
|
|
if (s == INVALID_SOCKET) return;
|
|
|
|
SetNonBlocking(s); // XXX error handling?
|
|
|
|
DEBUG(net, 1) ("[NET] Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
|
|
|
|
SetNoDelay(s); // XXX error handling?
|
|
|
|
/* Check if the client is banned */
|
|
banned = false;
|
|
for (i = 0; i < lengthof(_network_ban_list); i++) {
|
|
if (_network_ban_list[i] == NULL)
|
|
continue;
|
|
|
|
if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
|
|
Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
|
|
|
|
DEBUG(net, 1)("[NET] Banned ip tried to join (%s), refused", _network_ban_list[i]);
|
|
|
|
p->buffer[0] = p->size & 0xFF;
|
|
p->buffer[1] = p->size >> 8;
|
|
|
|
send(s, p->buffer, p->size, 0);
|
|
closesocket(s);
|
|
|
|
free(p);
|
|
|
|
banned = true;
|
|
break;
|
|
}
|
|
}
|
|
/* If this client is banned, continue with next client */
|
|
if (banned)
|
|
continue;
|
|
|
|
cs = NetworkAllocClient(s);
|
|
if (cs == NULL) {
|
|
// no more clients allowed?
|
|
// Send to the client that we are full!
|
|
Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
|
|
|
|
p->buffer[0] = p->size & 0xFF;
|
|
p->buffer[1] = p->size >> 8;
|
|
|
|
send(s, p->buffer, p->size, 0);
|
|
closesocket(s);
|
|
|
|
free(p);
|
|
|
|
continue;
|
|
}
|
|
|
|
// a new client has connected. We set him at inactive for now
|
|
// maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
|
|
// the client stays inactive
|
|
cs->status = STATUS_INACTIVE;
|
|
|
|
{
|
|
// Save the IP of the client
|
|
NetworkClientInfo *ci;
|
|
ci = DEREF_CLIENT_INFO(cs);
|
|
ci->client_ip = sin.sin_addr.s_addr;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Set up the listen socket for the server
|
|
static bool NetworkListen(void)
|
|
{
|
|
SOCKET ls;
|
|
struct sockaddr_in sin;
|
|
int port;
|
|
|
|
port = _network_server_port;
|
|
|
|
DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, port);
|
|
|
|
ls = socket(AF_INET, SOCK_STREAM, 0);
|
|
if (ls == INVALID_SOCKET) {
|
|
ServerStartError("socket() on listen socket failed");
|
|
return false;
|
|
}
|
|
|
|
{ // reuse the socket
|
|
int reuse = 1;
|
|
// The (const char*) cast is needed for windows!!
|
|
if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
|
|
ServerStartError("setsockopt() on listen socket failed");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
if (!SetNonBlocking(ls))
|
|
DEBUG(net, 0)("[NET] Setting non-blocking failed"); // XXX should this be an error?
|
|
|
|
sin.sin_family = AF_INET;
|
|
sin.sin_addr.s_addr = _network_server_bind_ip;
|
|
sin.sin_port = htons(port);
|
|
|
|
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
|
|
ServerStartError("bind() failed");
|
|
return false;
|
|
}
|
|
|
|
if (listen(ls, 1) != 0) {
|
|
ServerStartError("listen() failed");
|
|
return false;
|
|
}
|
|
|
|
_listensocket = ls;
|
|
|
|
return true;
|
|
}
|
|
|
|
// Close all current connections
|
|
static void NetworkClose(void)
|
|
{
|
|
NetworkClientState *cs;
|
|
|
|
FOR_ALL_CLIENTS(cs) {
|
|
if (!_network_server) {
|
|
SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
|
|
NetworkSend_Packets(cs);
|
|
}
|
|
NetworkCloseClient(cs);
|
|
}
|
|
|
|
if (_network_server) {
|
|
// We are a server, also close the listensocket
|
|
closesocket(_listensocket);
|
|
_listensocket = INVALID_SOCKET;
|
|
DEBUG(net, 1) ("[NET] Closed listener");
|
|
NetworkUDPClose();
|
|
}
|
|
}
|
|
|
|
// Inits the network (cleans sockets and stuff)
|
|
static void NetworkInitialize(void)
|
|
{
|
|
NetworkClientState *cs;
|
|
|
|
_local_command_queue = NULL;
|
|
|
|
// Clean all client-sockets
|
|
memset(_clients, 0, sizeof(_clients));
|
|
for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
|
|
cs->socket = INVALID_SOCKET;
|
|
cs->status = STATUS_INACTIVE;
|
|
cs->command_queue = NULL;
|
|
}
|
|
|
|
// Clean the client_info memory
|
|
memset(&_network_client_info, 0, sizeof(_network_client_info));
|
|
memset(&_network_player_info, 0, sizeof(_network_player_info));
|
|
|
|
_sync_frame = 0;
|
|
_network_first_time = true;
|
|
|
|
_network_reconnect = 0;
|
|
|
|
NetworkUDPInitialize();
|
|
}
|
|
|
|
// Query a server to fetch his game-info
|
|
// If game_info is true, only the gameinfo is fetched,
|
|
// else only the client_info is fetched
|
|
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
|
|
{
|
|
if (!_network_available) return NULL;
|
|
|
|
NetworkDisconnect();
|
|
|
|
if (game_info) {
|
|
return NetworkUDPQueryServer(host, port);
|
|
}
|
|
|
|
NetworkInitialize();
|
|
|
|
_network_server = false;
|
|
|
|
// Try to connect
|
|
_networking = NetworkConnect(host, port);
|
|
|
|
// ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
|
|
// _network_last_port = port;
|
|
|
|
// We are connected
|
|
if (_networking) {
|
|
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
|
|
return NULL;
|
|
}
|
|
|
|
// No networking, close everything down again
|
|
NetworkDisconnect();
|
|
return NULL;
|
|
}
|
|
|
|
/* Validates an address entered as a string and adds the server to
|
|
* the list. If you use this function, the games will be marked
|
|
* as manually added. */
|
|
void NetworkAddServer(const char *b)
|
|
{
|
|
if (*b != '\0') {
|
|
NetworkGameList *item;
|
|
const char *port = NULL;
|
|
const char *player = NULL;
|
|
char host[NETWORK_HOSTNAME_LENGTH];
|
|
uint16 rport;
|
|
|
|
ttd_strlcpy(host, b, lengthof(host));
|
|
|
|
ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
|
|
rport = NETWORK_DEFAULT_PORT;
|
|
|
|
ParseConnectionString(&player, &port, host);
|
|
|
|
if (player != NULL) _network_playas = atoi(player);
|
|
if (port != NULL) rport = atoi(port);
|
|
|
|
item = NetworkQueryServer(host, rport, true);
|
|
item->manually = true;
|
|
}
|
|
}
|
|
|
|
/* Generates the list of manually added hosts from NetworkGameList and
|
|
* dumps them into the array _network_host_list. This array is needed
|
|
* by the function that generates the config file. */
|
|
void NetworkRebuildHostList(void)
|
|
{
|
|
uint i = 0;
|
|
NetworkGameList *item = _network_game_list;
|
|
while (item != NULL && i != lengthof(_network_host_list)) {
|
|
if (item->manually) {
|
|
free(_network_host_list[i]);
|
|
_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
|
|
}
|
|
item = item->next;
|
|
}
|
|
|
|
for (; i < lengthof(_network_host_list); i++) {
|
|
free(_network_host_list[i]);
|
|
_network_host_list[i] = NULL;
|
|
}
|
|
}
|
|
|
|
// Used by clients, to connect to a server
|
|
bool NetworkClientConnectGame(const char* host, unsigned short port)
|
|
{
|
|
if (!_network_available) return false;
|
|
|
|
if (port == 0) return false;
|
|
|
|
ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
|
|
_network_last_port = port;
|
|
|
|
NetworkDisconnect();
|
|
NetworkUDPClose();
|
|
NetworkInitialize();
|
|
|
|
// Try to connect
|
|
_networking = NetworkConnect(host, port);
|
|
|
|
// We are connected
|
|
if (_networking) {
|
|
IConsoleCmdExec("exec scripts/on_client.scr 0");
|
|
NetworkClient_Connected();
|
|
} else {
|
|
// Connecting failed
|
|
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
|
|
}
|
|
|
|
return _networking;
|
|
}
|
|
|
|
static void NetworkInitGameInfo(void)
|
|
{
|
|
NetworkClientInfo *ci;
|
|
|
|
ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
|
|
ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
|
|
ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
|
|
if (_network_game_info.server_name[0] == '\0')
|
|
snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
|
|
|
|
ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
|
|
|
|
// The server is a client too ;)
|
|
if (_network_dedicated) {
|
|
_network_game_info.clients_on = 0;
|
|
_network_game_info.companies_on = 0;
|
|
_network_game_info.dedicated = true;
|
|
} else {
|
|
_network_game_info.clients_on = 1;
|
|
_network_game_info.companies_on = 1;
|
|
_network_game_info.dedicated = false;
|
|
}
|
|
|
|
_network_game_info.spectators_on = 0;
|
|
|
|
_network_game_info.game_date = _date;
|
|
_network_game_info.start_date = ConvertIntDate(_patches.starting_date);
|
|
_network_game_info.map_width = MapSizeX();
|
|
_network_game_info.map_height = MapSizeY();
|
|
_network_game_info.map_set = _opt.landscape;
|
|
|
|
_network_game_info.use_password = (_network_server_password[0] != '\0');
|
|
|
|
// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
|
|
// The index is NETWORK_SERVER_INDEX ( = 1)
|
|
ci = &_network_client_info[MAX_CLIENT_INFO - 1];
|
|
memset(ci, 0, sizeof(*ci));
|
|
|
|
ci->client_index = NETWORK_SERVER_INDEX;
|
|
if (_network_dedicated)
|
|
ci->client_playas = OWNER_SPECTATOR;
|
|
else
|
|
ci->client_playas = _local_player + 1;
|
|
ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
|
|
ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
|
|
}
|
|
|
|
bool NetworkServerStart(void)
|
|
{
|
|
if (!_network_available) return false;
|
|
|
|
/* Call the pre-scripts */
|
|
IConsoleCmdExec("exec scripts/pre_server.scr 0");
|
|
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
|
|
|
|
NetworkInitialize();
|
|
if (!NetworkListen())
|
|
return false;
|
|
|
|
// Try to start UDP-server
|
|
_network_udp_server = true;
|
|
_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
|
|
|
|
_network_server = true;
|
|
_networking = true;
|
|
_frame_counter = 0;
|
|
_frame_counter_server = 0;
|
|
_frame_counter_max = 0;
|
|
_last_sync_frame = 0;
|
|
_network_own_client_index = NETWORK_SERVER_INDEX;
|
|
|
|
if (!_network_dedicated)
|
|
_network_playas = 1;
|
|
|
|
_network_clients_connected = 0;
|
|
|
|
NetworkInitGameInfo();
|
|
|
|
// execute server initialization script
|
|
IConsoleCmdExec("exec scripts/on_server.scr 0");
|
|
// if the server is dedicated ... add some other script
|
|
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
|
|
|
|
/* Try to register us to the master server */
|
|
_network_last_advertise_frame = 0;
|
|
_network_need_advertise = true;
|
|
NetworkUDPAdvertise();
|
|
return true;
|
|
}
|
|
|
|
// The server is rebooting...
|
|
// The only difference with NetworkDisconnect, is the packets that is sent
|
|
void NetworkReboot(void)
|
|
{
|
|
if (_network_server) {
|
|
NetworkClientState *cs;
|
|
FOR_ALL_CLIENTS(cs) {
|
|
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
|
|
NetworkSend_Packets(cs);
|
|
}
|
|
}
|
|
|
|
NetworkClose();
|
|
|
|
// Free all queued commands
|
|
while (_local_command_queue != NULL) {
|
|
CommandPacket *p = _local_command_queue;
|
|
_local_command_queue = _local_command_queue->next;
|
|
free(p);
|
|
}
|
|
|
|
_networking = false;
|
|
_network_server = false;
|
|
}
|
|
|
|
// We want to disconnect from the host/clients
|
|
void NetworkDisconnect(void)
|
|
{
|
|
if (_network_server) {
|
|
NetworkClientState *cs;
|
|
FOR_ALL_CLIENTS(cs) {
|
|
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
|
|
NetworkSend_Packets(cs);
|
|
}
|
|
}
|
|
|
|
if (_network_advertise)
|
|
NetworkUDPRemoveAdvertise();
|
|
|
|
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
|
|
|
|
NetworkClose();
|
|
|
|
// Free all queued commands
|
|
while (_local_command_queue != NULL) {
|
|
CommandPacket *p = _local_command_queue;
|
|
_local_command_queue = _local_command_queue->next;
|
|
free(p);
|
|
}
|
|
|
|
if (_networking && !_network_server) {
|
|
memcpy(&_patches, &network_tmp_patches, sizeof(_patches));
|
|
}
|
|
|
|
_networking = false;
|
|
_network_server = false;
|
|
}
|
|
|
|
// Receives something from the network
|
|
static bool NetworkReceive(void)
|
|
{
|
|
NetworkClientState *cs;
|
|
int n;
|
|
fd_set read_fd, write_fd;
|
|
struct timeval tv;
|
|
|
|
FD_ZERO(&read_fd);
|
|
FD_ZERO(&write_fd);
|
|
|
|
FOR_ALL_CLIENTS(cs) {
|
|
FD_SET(cs->socket, &read_fd);
|
|
FD_SET(cs->socket, &write_fd);
|
|
}
|
|
|
|
// take care of listener port
|
|
if (_network_server) {
|
|
FD_SET(_listensocket, &read_fd);
|
|
}
|
|
|
|
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
|
|
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
|
|
n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
|
|
#else
|
|
n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
|
|
#endif
|
|
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
|
|
|
|
// accept clients..
|
|
if (_network_server && FD_ISSET(_listensocket, &read_fd))
|
|
NetworkAcceptClients();
|
|
|
|
// read stuff from clients
|
|
FOR_ALL_CLIENTS(cs) {
|
|
cs->writable = !!FD_ISSET(cs->socket, &write_fd);
|
|
if (FD_ISSET(cs->socket, &read_fd)) {
|
|
if (_network_server)
|
|
NetworkServer_ReadPackets(cs);
|
|
else {
|
|
byte res;
|
|
// The client already was quiting!
|
|
if (cs->quited) return false;
|
|
if ((res = NetworkClient_ReadPackets(cs)) != NETWORK_RECV_STATUS_OKAY) {
|
|
// The client made an error of which we can not recover
|
|
// close the client and drop back to main menu
|
|
|
|
NetworkClientError(res, cs);
|
|
return false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
// This sends all buffered commands (if possible)
|
|
static void NetworkSend(void)
|
|
{
|
|
NetworkClientState *cs;
|
|
FOR_ALL_CLIENTS(cs) {
|
|
if (cs->writable) {
|
|
NetworkSend_Packets(cs);
|
|
|
|
if (cs->status == STATUS_MAP) {
|
|
// This client is in the middle of a map-send, call the function for that
|
|
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Handle the local-command-queue
|
|
static void NetworkHandleLocalQueue(void)
|
|
{
|
|
CommandPacket *cp, **cp_prev;
|
|
|
|
cp_prev = &_local_command_queue;
|
|
|
|
while ( (cp = *cp_prev) != NULL) {
|
|
|
|
// The queue is always in order, which means
|
|
// that the first element will be executed first.
|
|
if (_frame_counter < cp->frame)
|
|
break;
|
|
|
|
if (_frame_counter > cp->frame) {
|
|
// If we reach here, it means for whatever reason, we've already executed
|
|
// past the command we need to execute.
|
|
DEBUG(net, 0)("[NET] Trying to execute a packet in the past!");
|
|
assert(0);
|
|
}
|
|
|
|
// We can execute this command
|
|
NetworkExecuteCommand(cp);
|
|
|
|
*cp_prev = cp->next;
|
|
free(cp);
|
|
}
|
|
|
|
// Just a safety check, to be removed in the future.
|
|
// Make sure that no older command appears towards the end of the queue
|
|
// In that case we missed executing it. This will never happen.
|
|
for (cp = _local_command_queue; cp; cp = cp->next) {
|
|
assert(_frame_counter < cp->frame);
|
|
}
|
|
|
|
}
|
|
|
|
static bool NetworkDoClientLoop(void)
|
|
{
|
|
_frame_counter++;
|
|
|
|
NetworkHandleLocalQueue();
|
|
|
|
StateGameLoop();
|
|
|
|
// Check if we are in sync!
|
|
if (_sync_frame != 0) {
|
|
if (_sync_frame == _frame_counter) {
|
|
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
|
|
#else
|
|
if (_sync_seed_1 != _random_seeds[0][0]) {
|
|
#endif
|
|
NetworkError(STR_NETWORK_ERR_DESYNC);
|
|
DEBUG(net, 0)("[NET] Sync error detected!");
|
|
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
|
|
return false;
|
|
}
|
|
|
|
// If this is the first time we have a sync-frame, we
|
|
// need to let the server know that we are ready and at the same
|
|
// frame as he is.. so we can start playing!
|
|
if (_network_first_time) {
|
|
_network_first_time = false;
|
|
SEND_COMMAND(PACKET_CLIENT_ACK)();
|
|
}
|
|
|
|
_sync_frame = 0;
|
|
} else if (_sync_frame < _frame_counter) {
|
|
DEBUG(net, 1)("[NET] Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
|
|
_sync_frame = 0;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
// We have to do some UDP checking
|
|
void NetworkUDPGameLoop(void)
|
|
{
|
|
if (_network_udp_server) {
|
|
NetworkUDPReceive(_udp_server_socket);
|
|
if (_udp_master_socket != INVALID_SOCKET) {
|
|
NetworkUDPReceive(_udp_master_socket);
|
|
}
|
|
}
|
|
else if (_udp_client_socket != INVALID_SOCKET) {
|
|
NetworkUDPReceive(_udp_client_socket);
|
|
if (_network_udp_broadcast > 0)
|
|
_network_udp_broadcast--;
|
|
}
|
|
}
|
|
|
|
// The main loop called from ttd.c
|
|
// Here we also have to do StateGameLoop if needed!
|
|
void NetworkGameLoop(void)
|
|
{
|
|
if (!_networking) return;
|
|
|
|
if (!NetworkReceive()) return;
|
|
|
|
if (_network_server) {
|
|
bool send_frame = false;
|
|
|
|
// We first increase the _frame_counter
|
|
_frame_counter++;
|
|
// Update max-frame-counter
|
|
if (_frame_counter > _frame_counter_max) {
|
|
_frame_counter_max = _frame_counter + _network_frame_freq;
|
|
send_frame = true;
|
|
}
|
|
|
|
NetworkHandleLocalQueue();
|
|
|
|
// Then we make the frame
|
|
StateGameLoop();
|
|
|
|
_sync_seed_1 = _random_seeds[0][0];
|
|
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
_sync_seed_2 = _random_seeds[0][1];
|
|
#endif
|
|
|
|
NetworkServer_Tick(send_frame);
|
|
} else {
|
|
// Client
|
|
|
|
// Make sure we are at the frame were the server is (quick-frames)
|
|
if (_frame_counter_server > _frame_counter) {
|
|
while (_frame_counter_server > _frame_counter) {
|
|
if (!NetworkDoClientLoop()) break;
|
|
}
|
|
} else {
|
|
// Else, keep on going till _frame_counter_max
|
|
if (_frame_counter_max > _frame_counter) {
|
|
NetworkDoClientLoop();
|
|
}
|
|
}
|
|
}
|
|
|
|
NetworkSend();
|
|
}
|
|
|
|
static void NetworkGenerateUniqueId(void)
|
|
{
|
|
md5_state_t state;
|
|
md5_byte_t digest[16];
|
|
char hex_output[16*2 + 1];
|
|
char coding_string[NETWORK_NAME_LENGTH];
|
|
int di;
|
|
|
|
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
|
|
|
|
/* Generate the MD5 hash */
|
|
md5_init(&state);
|
|
md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
|
|
md5_finish(&state, digest);
|
|
|
|
for (di = 0; di < 16; ++di)
|
|
sprintf(hex_output + di * 2, "%02x", digest[di]);
|
|
|
|
/* _network_unique_id is our id */
|
|
snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
|
|
}
|
|
|
|
// This tries to launch the network for a given OS
|
|
void NetworkStartUp(void)
|
|
{
|
|
DEBUG(net, 3) ("[NET][Core] Starting network...");
|
|
|
|
#if defined(__MORPHOS__) || defined(__AMIGA__)
|
|
/*
|
|
* IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
|
|
* network related function, else: crash.
|
|
*/
|
|
{
|
|
DEBUG(misc,3) ("[NET][Core] Loading bsd socket library");
|
|
if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
|
|
DEBUG(net, 0) ("[NET][Core] Error: couldn't open bsdsocket.library version 4. Network not available.");
|
|
_network_available = false;
|
|
return;
|
|
}
|
|
|
|
#if defined(__AMIGA__)
|
|
// for usleep() implementation (only required for legacy AmigaOS builds)
|
|
if ( (TimerPort = CreateMsgPort()) ) {
|
|
if ( (TimerRequest = (struct timerequest *) CreateIORequest(TimerPort, sizeof(struct timerequest))) ) {
|
|
if ( OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest *) TimerRequest, 0) == 0 ) {
|
|
if ( !(TimerBase = TimerRequest->tr_node.io_Device) ) {
|
|
// free ressources...
|
|
DEBUG(net, 0) ("[NET][Core] Error: couldn't initialize timer. Network not available.");
|
|
_network_available = false;
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif // __AMIGA__
|
|
}
|
|
#endif // __MORPHOS__ / __AMIGA__
|
|
|
|
// Network is available
|
|
_network_available = true;
|
|
_network_dedicated = false;
|
|
_network_last_advertise_frame = 0;
|
|
_network_need_advertise = true;
|
|
_network_advertise_retries = 0;
|
|
|
|
/* Load the ip from the openttd.cfg */
|
|
_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
|
|
/* And put the data back in it in case it was an invalid ip */
|
|
snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
|
|
|
|
/* Generate an unique id when there is none yet */
|
|
if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();
|
|
|
|
memset(&_network_game_info, 0, sizeof(_network_game_info));
|
|
_network_game_info.clients_max = 10; // XXX - hardcoded, string limiation -- TrueLight
|
|
_network_game_info.companies_max = MAX_PLAYERS; // 8
|
|
_network_game_info.spectators_max = _network_game_info.clients_max;
|
|
|
|
// Let's load the network in windows
|
|
#if defined(WIN32)
|
|
{
|
|
WSADATA wsa;
|
|
DEBUG(net, 3) ("[NET][Core] Loading windows socket library");
|
|
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
|
|
DEBUG(net, 0) ("[NET][Core] Error: WSAStartup failed. Network not available.");
|
|
_network_available = false;
|
|
return;
|
|
}
|
|
}
|
|
#endif // WIN32
|
|
|
|
NetworkInitialize();
|
|
DEBUG(net, 3) ("[NET][Core] Network online. Multiplayer available.");
|
|
NetworkFindIPs();
|
|
}
|
|
|
|
// This shuts the network down
|
|
void NetworkShutDown(void)
|
|
{
|
|
DEBUG(net, 3) ("[NET][Core] Shutting down the network.");
|
|
|
|
_network_available = false;
|
|
|
|
#if defined(__MORPHOS__) || defined(__AMIGA__)
|
|
{
|
|
// free allocated ressources
|
|
#if defined(__AMIGA__)
|
|
if (TimerBase) { CloseDevice((struct IORequest *) TimerRequest); }
|
|
if (TimerRequest) { DeleteIORequest(TimerRequest); }
|
|
if (TimerPort) { DeleteMsgPort(TimerPort); }
|
|
#endif
|
|
|
|
if (SocketBase) {
|
|
CloseLibrary(SocketBase);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
#if defined(WIN32)
|
|
{
|
|
WSACleanup();
|
|
}
|
|
#endif
|
|
}
|
|
#else
|
|
|
|
void ParseConnectionString(const char **player, const char **port, char *connection_string) {}
|
|
void NetworkUpdateClientInfo(uint16 client_index) {}
|
|
|
|
#endif /* ENABLE_NETWORK */
|