mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
a7dd461672
-Fix [1013884] network.c diffs (MorphOS/ AmigaOS) (tokaiz)
1682 lines
42 KiB
C
1682 lines
42 KiB
C
#include "stdafx.h"
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#include "ttd.h"
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#include "gui.h"
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#include "command.h"
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#include "player.h"
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#include "console.h"
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#if defined(WIN32)
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# include <windows.h>
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# include <winsock.h>
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# pragma comment (lib, "ws2_32.lib")
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# define ENABLE_NETWORK
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# define GET_LAST_ERROR() WSAGetLastError()
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# define EWOULDBLOCK WSAEWOULDBLOCK
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#endif
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#if defined(UNIX)
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// Make compatible with WIN32 names
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# define SOCKET int
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# define INVALID_SOCKET -1
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// we need different defines for MorphOS and AmigaOS
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#if !defined(__MORPHOS__) && !defined(__AMIGA__)
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# define ioctlsocket ioctl
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# define closesocket close
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# define GET_LAST_ERROR() errno
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#endif
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// Need this for FIONREAD on solaris
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# define BSD_COMP
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# include <unistd.h>
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# include <sys/ioctl.h>
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// Socket stuff
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# include <sys/socket.h>
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# include <netinet/in.h>
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# include <arpa/inet.h>
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# include <errno.h>
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# include <sys/time.h>
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// NetDB
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# include <netdb.h>
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# ifndef TCP_NODELAY
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# define TCP_NODELAY 0x0001
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# endif
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#endif
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#if defined(__MORPHOS__) || defined(__AMIGA__)
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# include <exec/types.h>
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# include <proto/exec.h> // required for Open/CloseLibrary()
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# if defined(__MORPHOS__)
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# include <sys/filio.h> // FION#? defines
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# else // __AMIGA__
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# include <proto/socket.h>
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# endif
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// make source compatible with bsdsocket.library functions
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# define closesocket(s) CloseSocket(s)
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# define GET_LAST_ERROR() Errno()
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# define ioctlsocket(s,request,status) IoctlSocket((LONG)s,(ULONG)request,(char*)status)
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struct Library *SocketBase = NULL;
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// usleep() implementation
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#include <devices/timer.h>
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#include <dos/dos.h>
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struct Device *TimerBase = NULL;
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struct MsgPort *TimerPort = NULL;
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struct timerequest *TimerRequest = NULL;
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#endif /* __MORPHOS__ || __AMIGA__ */
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#define SEND_MTU 1460
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#if defined(ENABLE_NETWORK)
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// sent from client -> server whenever the client wants to exec a command.
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// send from server -> client when another player execs a command.
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typedef struct CommandPacket {
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byte packet_length;
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byte packet_type;
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uint16 cmd;
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uint32 p1,p2;
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TileIndex tile;
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byte player;// player id, this is checked by the server.
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byte when; // offset from the current max_frame value minus 1. this is set by the server.
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uint32 dp[8];
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} CommandPacket;
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assert_compile(sizeof(CommandPacket) == 16 + 32);
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#define COMMAND_PACKET_BASE_SIZE (sizeof(CommandPacket) - 8 * sizeof(uint32))
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// sent from server -> client periodically to tell the client about the current tick in the server
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// and how far the client may progress.
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typedef struct SyncPacket {
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byte packet_length;
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byte packet_type;
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byte frames; // how many more frames may the client execute? this is relative to the old value of max.
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byte server; // where is the server currently executing? this is negatively relative to the old value of max.
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uint32 random_seed_1; // current random state at server. used to detect out of sync.
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uint32 random_seed_2;
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} SyncPacket;
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assert_compile(sizeof(SyncPacket) == 12);
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// sent from server -> client as an acknowledgement that the server received the command.
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// the command will be executed at the current value of "max".
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typedef struct AckPacket {
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byte packet_length;
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byte packet_type;
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} AckPacket;
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typedef struct FilePacketHdr {
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byte packet_length;
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byte packet_type;
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byte unused[2];
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} FilePacketHdr;
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assert_compile(sizeof(FilePacketHdr) == 4);
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// sent from server to client when the client has joined.
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typedef struct WelcomePacket {
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byte packet_length;
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byte packet_type;
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byte unused[2];
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} WelcomePacket;
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typedef struct Packet Packet;
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struct Packet {
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Packet *next; // this one has to be the first element.
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uint siz;
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byte buf[SEND_MTU]; // packet payload
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};
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typedef struct ClientState {
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int socket;
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bool inactive; // disable sending of commands/syncs to client
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bool writable;
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uint xmitpos;
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uint eaten;
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Packet *head, **last;
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uint buflen; // receive buffer len
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byte buf[256]; // receive buffer
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} ClientState;
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static uint _not_packet;
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typedef struct QueuedCommand QueuedCommand;
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struct QueuedCommand {
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QueuedCommand *next;
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CommandPacket cp;
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CommandCallback *callback;
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uint32 cmd;
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int32 frame;
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};
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typedef struct CommandQueue CommandQueue;
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struct CommandQueue {
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QueuedCommand *head, **last;
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};
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#define MAX_CLIENTS (MAX_PLAYERS + 1)
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// packets waiting to be executed, for each of the players.
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// this list is sorted in frame order, so the item on the front will be executed first.
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static CommandQueue _command_queue;
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// in the client, this is the list of commands that have not yet been acked.
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// when it is acked, it will be moved to the appropriate position at the end of the player queue.
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static CommandQueue _ack_queue;
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static ClientState _clients[MAX_CLIENTS];
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static int _num_clients;
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// keep a history of the 16 most recent seeds to be able to capture out of sync errors.
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static uint32 _my_seed_list[16][2];
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typedef struct FutureSeeds {
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int32 frame;
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uint32 seed[2];
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} FutureSeeds;
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// remember some future seeds that the server sent to us.
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static FutureSeeds _future_seed[8];
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static int _num_future_seed;
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static SOCKET _listensocket; // tcp socket
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static SOCKET _udp_client_socket; // udp server socket
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static SOCKET _udp_server_socket; // udp client socket
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typedef struct UDPPacket {
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byte command_code;
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byte data_len;
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byte command_check;
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byte data[255];
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} UDPPacket;
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enum {
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NET_UDPCMD_SERVERSEARCH = 1,
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NET_UDPCMD_SERVERACTIVE,
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NET_UDPCMD_GETSERVERINFO,
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NET_UDPCMD_SERVERINFO,
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};
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void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet);
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uint32 _network_ip_list[10]; // network ip list
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// this is set to point to the savegame
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static byte *_transmit_file;
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static size_t _transmit_file_size;
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static FILE *_recv_file;
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typedef struct NetworkGameInfo {
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char server_name[40]; // name of the game
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char server_revision[8]; // server game version
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byte server_lang; // langid
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byte players_max; // max players allowed on server
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byte players_on; // current count of players on server
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uint16 game_date; // current date
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char game_password[10]; // should fit ... 14 chars
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char map_name[40]; // map which is played ["random" for a randomized map]
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uint map_width; // map width / 8
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uint map_height; // map height / 8
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byte map_set; // graphical set
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} NetworkGameInfo;
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typedef struct NetworkGameList {
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NetworkGameInfo item;
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uint32 ip;
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uint16 port;
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char * _next;
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} NetworkGameList;
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static NetworkGameInfo _network_game;
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static NetworkGameList * _network_game_list = NULL;
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/* multi os compatible sleep function */
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void CSleep(int milliseconds) {
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#if defined(WIN32)
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Sleep(milliseconds);
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#endif
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#if defined(UNIX)
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#if !defined(__BEOS__) && !defined(__MORPHOS__) && !defined(__AMIGAOS__)
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usleep(milliseconds*1000);
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#endif
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#ifdef __BEOS__
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snooze(milliseconds*1000);
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#endif
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#if defined(__MORPHOS__) || defined(__AMIGAOS__)
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{
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ULONG signals;
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ULONG TimerSigBit = 1 << TimerPort->mp_SigBit;
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// send IORequest
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TimerRequest->tr_node.io_Command = TR_ADDREQUEST;
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TimerRequest->tr_time.tv_secs = (milliseconds * 1000) / 1000000;
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TimerRequest->tr_time.tv_micro = (milliseconds * 1000) % 1000000;
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SendIO((struct IORequest *)TimerRequest);
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if ( !((signals = Wait(TimerSigBit|SIGBREAKF_CTRL_C)) & TimerSigBit) ) {
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AbortIO((struct IORequest *)TimerRequest);
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}
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WaitIO((struct IORequest *)TimerRequest);
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}
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#endif // __MORPHOS__ || __AMIGAOS__
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#endif
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}
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//////////////////////////////////////////////////////////////////////
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// ****************************** //
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// * TCP Packets and Handlers * //
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// ****************************** //
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static QueuedCommand *AllocQueuedCommand(CommandQueue *nq)
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{
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QueuedCommand *qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
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assert(qp);
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*nq->last = qp;
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nq->last = &qp->next;
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return qp;
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}
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// go through the player queues for each player and see if there are any pending commands
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// that should be executed this frame. if there are, execute them.
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void NetworkProcessCommands()
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{
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CommandQueue *nq;
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QueuedCommand *qp;
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// queue mode ?
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if (_networking_queuing)
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return;
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nq = &_command_queue;
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while ( (qp=nq->head) && (!_networking_sync || qp->frame <= _frame_counter)) {
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// unlink it.
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if (!(nq->head = qp->next)) nq->last = &nq->head;
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if (qp->frame < _frame_counter && _networking_sync) {
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error("!qp->cp.frame < _frame_counter, %d < %d\n", qp->frame, _frame_counter);
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}
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// run the command
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_current_player = qp->cp.player;
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memcpy(_decode_parameters, qp->cp.dp, (qp->cp.packet_length - COMMAND_PACKET_BASE_SIZE));
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DoCommandP(qp->cp.tile, qp->cp.p1, qp->cp.p2, qp->callback, qp->cmd | CMD_DONT_NETWORK);
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free(qp);
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}
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if (!_networking_server) {
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// remember the random seed so we can check if we're out of sync.
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_my_seed_list[_frame_counter & 15][0] = _sync_seed_1;
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_my_seed_list[_frame_counter & 15][1] = _sync_seed_2;
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while (_num_future_seed) {
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assert(_future_seed[0].frame >= _frame_counter);
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if (_future_seed[0].frame != _frame_counter) break;
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if (_future_seed[0].seed[0] != _sync_seed_1 ||_future_seed[0].seed[1] != _sync_seed_2)
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error("!network sync error");
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memcpy_overlapping(_future_seed, _future_seed + 1, --_num_future_seed * sizeof(FutureSeeds));
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}
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}
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}
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// send a packet to a client
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static void SendBytes(ClientState *cs, void *bytes, uint len)
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{
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byte *b = (byte*)bytes;
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uint n;
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Packet *p;
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assert(len != 0);
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// see if there's space in the last packet?
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if (!cs->head || (p = (Packet*)cs->last, p->siz == sizeof(p->buf)))
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p = NULL;
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do {
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if (!p) {
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// need to allocate a new packet buffer.
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p = (Packet*)malloc(sizeof(Packet));
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// insert at the end of the linked list.
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*cs->last = p;
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cs->last = &p->next;
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p->next = NULL;
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p->siz = 0;
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}
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// copy bytes to packet.
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n = minu(sizeof(p->buf) - p->siz, len);
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memcpy(p->buf + p->siz, b, n);
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p->siz += n;
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b += n;
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p = NULL;
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} while (len -= n);
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}
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// client:
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// add it to the client's ack queue, and send the command to the server
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// server:
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// add it to the server's player queue, and send it to all clients.
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void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
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{
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int nump;
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QueuedCommand *qp;
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ClientState *cs;
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qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
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qp->cp.packet_type = 0;
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qp->cp.tile = tile;
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qp->cp.p1 = p1;
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qp->cp.p2 = p2;
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qp->cp.cmd = (uint16)cmd;
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qp->cp.player = _local_player;
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qp->cp.when = 0;
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qp->cmd = cmd;
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qp->callback = callback;
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// so the server knows when to execute it.
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qp->frame = _frame_counter_max;
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// calculate the amount of extra bytes.
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nump = 8;
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while ( nump != 0 && ((uint32*)_decode_parameters)[nump-1] == 0) nump--;
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qp->cp.packet_length = COMMAND_PACKET_BASE_SIZE + nump * sizeof(uint32);
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if (nump != 0) memcpy(qp->cp.dp, _decode_parameters, nump * sizeof(uint32));
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#if defined(TTD_BIG_ENDIAN)
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// need to convert the command to little endian before sending it.
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{
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CommandPacket cp;
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cp = qp->cp;
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cp.cmd = TO_LE16(cp.cmd);
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cp.tile = TO_LE16(cp.tile);
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cp.p1 = TO_LE32(cp.p1);
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cp.p2 = TO_LE32(cp.p2);
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for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &cp, cp.packet_length);
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}
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#else
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// send it to the peers
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for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &qp->cp, qp->cp.packet_length);
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#endif
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}
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// client:
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// server sends a command from another player that we should execute.
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// put it in the command queue.
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//
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// server:
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// client sends a command that it wants to execute.
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// fill the when field so the client knows when to execute it.
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// put it in the appropriate player queue.
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// send it to all other clients.
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// send an ack packet to the actual client.
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static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
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{
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QueuedCommand *qp;
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ClientState *c;
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AckPacket ap;
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printf("net: cmd size %d\n", np->packet_length);
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assert(np->packet_length >= COMMAND_PACKET_BASE_SIZE);
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// put it into the command queue
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qp = AllocQueuedCommand(&_command_queue);
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qp->cp = *np;
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qp->frame = _frame_counter_max;
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qp->callback = NULL;
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// extra params
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memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
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ap.packet_type = 2;
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ap.packet_length = 2;
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// send it to the peers
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if (_networking_server) {
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for(c=_clients; c->socket != INVALID_SOCKET; c++) {
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if (c == cs) {
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SendBytes(c, &ap, 2);
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} else {
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if (!cs->inactive) SendBytes(c, &qp->cp, qp->cp.packet_length);
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}
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}
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}
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// convert from little endian to big endian?
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#if defined(TTD_BIG_ENDIAN)
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qp->cp.cmd = TO_LE16(qp->cp.cmd);
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qp->cp.tile = TO_LE16(qp->cp.tile);
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qp->cp.p1 = TO_LE32(qp->cp.p1);
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qp->cp.p2 = TO_LE32(qp->cp.p2);
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#endif
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qp->cmd = qp->cp.cmd;
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}
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// sent from server -> client periodically to tell the client about the current tick in the server
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// and how far the client may progress.
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static void HandleSyncPacket(SyncPacket *sp)
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{
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uint32 s1,s2;
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_frame_counter_srv = _frame_counter_max - sp->server;
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_frame_counter_max += sp->frames;
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printf("net: sync max=%d cur=%d server=%d\n", _frame_counter_max, _frame_counter, _frame_counter_srv);
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// queueing only?
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if (_networking_queuing || _frame_counter == 0)
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return;
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s1 = TO_LE32(sp->random_seed_1);
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s2 = TO_LE32(sp->random_seed_2);
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if (_frame_counter_srv <= _frame_counter) {
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// we are ahead of the server check if the seed is in our list.
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if (_frame_counter_srv + 16 > _frame_counter) {
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// the random seed exists in our array check it.
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if (s1 != _my_seed_list[_frame_counter_srv & 0xF][0] || s2 != _my_seed_list[_frame_counter_srv & 0xF][1])
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error("!network is desynched\n");
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}
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} else {
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// the server's frame has not been executed yet. store the server's seed in a list.
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if (_num_future_seed < lengthof(_future_seed)) {
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_future_seed[_num_future_seed].frame = _frame_counter_srv;
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_future_seed[_num_future_seed].seed[0] = s1;
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_future_seed[_num_future_seed].seed[1] = s2;
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_num_future_seed++;
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}
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}
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}
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// sent from server -> client as an acknowledgement that the server received the command.
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// the command will be executed at the current value of "max".
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static void HandleAckPacket()
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{
|
|
QueuedCommand *q;
|
|
// move a packet from the ack queue to the end of this player's queue.
|
|
q = _ack_queue.head;
|
|
assert(q);
|
|
if (!(_ack_queue.head = q->next)) _ack_queue.last = &_ack_queue.head;
|
|
q->next = NULL;
|
|
q->frame = _frame_counter_max;
|
|
|
|
*_command_queue.last = q;
|
|
_command_queue.last = &q->next;
|
|
|
|
printf("net: ack\n");
|
|
}
|
|
|
|
static void HandleFilePacket(FilePacketHdr *fp)
|
|
{
|
|
int n = fp->packet_length - sizeof(FilePacketHdr);
|
|
if (n == 0) {
|
|
assert(_networking_queuing);
|
|
assert(!_networking_sync);
|
|
// eof
|
|
if (_recv_file) { fclose(_recv_file); _recv_file = NULL; }
|
|
|
|
// attempt loading the game.
|
|
_game_mode = GM_NORMAL;
|
|
if (SaveOrLoad("networkc.tmp", SL_LOAD) != SL_OK) error("network load failed");
|
|
|
|
// sync to server.
|
|
_networking_queuing = false;
|
|
NetworkStartSync(false);
|
|
/*
|
|
_networking_sync = true;
|
|
_frame_counter = 0; // start executing at frame 0.
|
|
_sync_seed_1 = _sync_seed_2 = 0;
|
|
_num_future_seed = 0;
|
|
memset(_my_seed_list, 0, sizeof(_my_seed_list)); */
|
|
|
|
if (_network_playas == 0) {
|
|
// send a command to make a new player
|
|
_local_player = 0;
|
|
NetworkSendCommand(0, 0, 0, CMD_PLAYER_CTRL, NULL);
|
|
_local_player = OWNER_SPECTATOR;
|
|
} else {
|
|
// take control over an existing company
|
|
if (DEREF_PLAYER(_network_playas-1)->is_active)
|
|
_local_player = _network_playas-1;
|
|
else
|
|
_local_player = OWNER_SPECTATOR;
|
|
}
|
|
|
|
} else {
|
|
if(!_recv_file) {
|
|
_recv_file = fopen("networkc.tmp", "wb");
|
|
if (!_recv_file) error("can't open savefile");
|
|
}
|
|
fwrite( (char*)fp + sizeof(*fp), n, 1, _recv_file);
|
|
}
|
|
}
|
|
|
|
static void CloseClient(ClientState *cs)
|
|
{
|
|
Packet *p, *next;
|
|
|
|
DEBUG(misc,1) ("[NET][TCP] closed client connection");
|
|
|
|
assert(cs->socket != INVALID_SOCKET);
|
|
|
|
closesocket(cs->socket);
|
|
|
|
// free buffers
|
|
for(p = cs->head; p; p=next) {
|
|
next = p->next;
|
|
free(p);
|
|
}
|
|
|
|
// copy up structs...
|
|
while ((cs+1)->socket != INVALID_SOCKET) {
|
|
*cs = *(cs+1);
|
|
cs++;
|
|
}
|
|
cs->socket = INVALID_SOCKET;
|
|
|
|
if (_networking_server) _network_game.players_on--;
|
|
|
|
_num_clients--;
|
|
}
|
|
|
|
#define NETWORK_BUFFER_SIZE 4096
|
|
static bool ReadPackets(ClientState *cs)
|
|
{
|
|
byte network_buffer[NETWORK_BUFFER_SIZE];
|
|
uint pos,size;
|
|
unsigned long recv_bytes;
|
|
|
|
size = cs->buflen;
|
|
|
|
for(;;) {
|
|
if (size != 0) memcpy(network_buffer, cs->buf, size);
|
|
|
|
recv_bytes = recv(cs->socket, (char*)network_buffer + size, sizeof(network_buffer) - size, 0);
|
|
if ( recv_bytes == (unsigned long)-1) {
|
|
int err = GET_LAST_ERROR();
|
|
if (err == EWOULDBLOCK) break;
|
|
printf("net: recv() failed with error %d\n", err);
|
|
CloseClient(cs);
|
|
return false;
|
|
}
|
|
// no more bytes for now?
|
|
if (recv_bytes == 0)
|
|
break;
|
|
|
|
size += recv_bytes; // number of bytes read.
|
|
pos = 0;
|
|
while (size >= 2) {
|
|
byte *packet = network_buffer + pos;
|
|
// whole packet not there yet?
|
|
if (size < packet[0]) break;
|
|
size -= packet[0];
|
|
pos += packet[0];
|
|
|
|
switch(packet[1]) {
|
|
case 0:
|
|
HandleCommandPacket(cs, (CommandPacket*)packet);
|
|
break;
|
|
case 1:
|
|
assert(_networking_sync || _networking_queuing);
|
|
assert(!_networking_server);
|
|
HandleSyncPacket((SyncPacket*)packet);
|
|
break;
|
|
case 2:
|
|
assert(!_networking_server);
|
|
HandleAckPacket();
|
|
break;
|
|
case 3:
|
|
HandleFilePacket((FilePacketHdr*)packet);
|
|
break;
|
|
default:
|
|
error("unknown packet type");
|
|
}
|
|
}
|
|
|
|
assert(size>=0 && size < sizeof(cs->buf));
|
|
|
|
memcpy(cs->buf, network_buffer + pos, size);
|
|
}
|
|
|
|
cs->buflen = size;
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
static bool SendPackets(ClientState *cs)
|
|
{
|
|
Packet *p;
|
|
int n;
|
|
uint nskip = cs->eaten, nsent = nskip;
|
|
|
|
// try sending as much as possible.
|
|
for(p=cs->head; p ;p = p->next) {
|
|
if (p->siz) {
|
|
assert(nskip < p->siz);
|
|
|
|
n = send(cs->socket, p->buf + nskip, p->siz - nskip, 0);
|
|
if (n == -1) {
|
|
int err = GET_LAST_ERROR();
|
|
if (err == EWOULDBLOCK) break;
|
|
printf("net: send() failed with error %d\n", err);
|
|
CloseClient(cs);
|
|
return false;
|
|
}
|
|
nsent += n;
|
|
// send was not able to send it all? then we assume that the os buffer is full and break.
|
|
if (nskip + n != p->siz)
|
|
break;
|
|
nskip = 0;
|
|
}
|
|
}
|
|
|
|
// nsent bytes in the linked list are not invalid. free as many buffers as possible.
|
|
// don't actually free the last buffer.
|
|
while (nsent) {
|
|
p = cs->head;
|
|
assert(p->siz != 0);
|
|
|
|
// some bytes of the packet are still unsent.
|
|
if ( (int)(nsent - p->siz) < 0)
|
|
break;
|
|
nsent -= p->siz;
|
|
p->siz = 0;
|
|
if (p->next) {
|
|
cs->head = p->next;
|
|
free(p);
|
|
}
|
|
}
|
|
|
|
cs->eaten = nsent;
|
|
|
|
return true;
|
|
}
|
|
|
|
// transmit the file..
|
|
static void SendXmit(ClientState *cs)
|
|
{
|
|
uint pos, n;
|
|
FilePacketHdr hdr;
|
|
int p;
|
|
|
|
// if too many unsent bytes left in buffer, don't send more.
|
|
if (cs->head && cs->head->next)
|
|
return;
|
|
|
|
pos = cs->xmitpos - 1;
|
|
|
|
p = 20;
|
|
do {
|
|
// compute size of data to xmit
|
|
n = minu(_transmit_file_size - pos, 248);
|
|
|
|
hdr.packet_length = n + sizeof(hdr);
|
|
hdr.packet_type = 3;
|
|
hdr.unused[0] = hdr.unused[1] = 0;
|
|
SendBytes(cs, &hdr, sizeof(hdr));
|
|
|
|
if (n == 0) {
|
|
pos = -1; // eof
|
|
break;
|
|
}
|
|
SendBytes(cs, _transmit_file + pos, n);
|
|
pos += n;
|
|
} while (--p);
|
|
|
|
cs->xmitpos = pos + 1;
|
|
|
|
printf("net: client xmit at %d\n", pos + 1);
|
|
}
|
|
|
|
static ClientState *AllocClient(SOCKET s)
|
|
{
|
|
ClientState *cs;
|
|
|
|
if (_num_clients == MAX_CLIENTS)
|
|
return NULL;
|
|
|
|
if (_networking_server) _network_game.players_on++;
|
|
|
|
cs = &_clients[_num_clients++];
|
|
memset(cs, 0, sizeof(*cs));
|
|
cs->last = &cs->head;
|
|
cs->socket = s;
|
|
return cs;
|
|
}
|
|
|
|
|
|
static void NetworkAcceptClients()
|
|
{
|
|
struct sockaddr_in sin;
|
|
SOCKET s;
|
|
ClientState *cs;
|
|
#ifndef __MORPHOS__
|
|
int sin_len;
|
|
#else
|
|
LONG sin_len; // for some reason we need a 'LONG' under MorphOS
|
|
#endif
|
|
|
|
assert(_listensocket != INVALID_SOCKET);
|
|
|
|
for(;;) {
|
|
sin_len = sizeof(sin);
|
|
s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
|
|
if (s == INVALID_SOCKET) return;
|
|
|
|
// set nonblocking mode for client socket
|
|
{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
|
|
|
|
printf("net: got client from %s\n", inet_ntoa(sin.sin_addr));
|
|
|
|
// set nodelay
|
|
{int b = 1; setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));}
|
|
|
|
cs = AllocClient(s);
|
|
if (cs == NULL) {
|
|
// no more clients allowed?
|
|
closesocket(s);
|
|
continue;
|
|
}
|
|
|
|
if (_networking_sync) {
|
|
// a new client has connected. it needs a snapshot.
|
|
cs->inactive = true;
|
|
}
|
|
}
|
|
|
|
// when a new client has joined. it needs different information depending on if it's at the game menu or in an active game.
|
|
// Game menu:
|
|
// - list of players already in the game (name, company name, face, color)
|
|
// - list of game settings and patch settings
|
|
// Active game:
|
|
// - the state of the world (includes player name, company name, player face, player color)
|
|
// - list of the patch settings
|
|
|
|
// Networking can be in several "states".
|
|
// * not sync - games don't need to be in sync, and frame counter is not synced. for example intro screen. all commands are executed immediately.
|
|
// * sync - games are in sync
|
|
}
|
|
|
|
|
|
static void SendQueuedCommandsToNewClient(ClientState *cs)
|
|
{
|
|
// send the commands in the server queue to the new client.
|
|
QueuedCommand *qp;
|
|
SyncPacket sp;
|
|
int32 frame;
|
|
|
|
printf("net: sending queued commands to client\n");
|
|
|
|
sp.packet_length = sizeof(sp);
|
|
sp.packet_type = 1;
|
|
sp.random_seed_1 = sp.random_seed_2 = 0;
|
|
sp.server = 0;
|
|
|
|
frame = _frame_counter;
|
|
|
|
for(qp=_command_queue.head; qp; qp = qp->next) {
|
|
printf("net: sending cmd to be executed at %d (old %d)\n", qp->frame, frame);
|
|
if (qp->frame > frame) {
|
|
assert(qp->frame <= _frame_counter_max);
|
|
sp.frames = qp->frame - frame;
|
|
frame = qp->frame;
|
|
SendBytes(cs, &sp, sizeof(sp));
|
|
}
|
|
SendBytes(cs, &qp->cp, qp->cp.packet_length);
|
|
}
|
|
|
|
if (frame < _frame_counter_max) {
|
|
printf("net: sending queued sync %d (%d)\n", _frame_counter_max, frame);
|
|
sp.frames = _frame_counter_max - frame;
|
|
SendBytes(cs, &sp, sizeof(sp));
|
|
}
|
|
|
|
}
|
|
|
|
// ************************** //
|
|
// * TCP Networking * //
|
|
// ************************** //
|
|
|
|
unsigned long NetworkResolveHost(const char *hostname) {
|
|
struct hostent* remotehost;
|
|
|
|
if ((hostname[0]<0x30) || (hostname[0]>0x39)) {
|
|
// seems to be an hostname [first character is no number]
|
|
remotehost = gethostbyname(hostname);
|
|
if (remotehost == NULL) {
|
|
DEBUG(misc, 2) ("[NET][IP] cannot resolve %s", hostname);
|
|
return 0;
|
|
} else {
|
|
DEBUG(misc,2) ("[NET][IP] resolved %s to %s",hostname, inet_ntoa(*(struct in_addr *) remotehost->h_addr_list[0]));
|
|
return inet_addr(inet_ntoa(*(struct in_addr *) remotehost->h_addr_list[0]));
|
|
}
|
|
} else {
|
|
// seems to be an ip [first character is a number]
|
|
return inet_addr(hostname);
|
|
}
|
|
|
|
}
|
|
|
|
bool NetworkConnect(const char *hostname, int port)
|
|
{
|
|
SOCKET s;
|
|
struct sockaddr_in sin;
|
|
int b;
|
|
|
|
DEBUG(misc, 1) ("[NET][TCP] Connecting to %s %d", hostname, port);
|
|
|
|
s = socket(AF_INET, SOCK_STREAM, 0);
|
|
if (s == INVALID_SOCKET) error("socket() failed");
|
|
|
|
b = 1;
|
|
setsockopt(s, IPPROTO_TCP, TCP_NODELAY, (const char*)&b, sizeof(b));
|
|
|
|
sin.sin_family = AF_INET;
|
|
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
|
|
sin.sin_port = htons(port);
|
|
|
|
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
|
|
NetworkClose(true);
|
|
return false;
|
|
}
|
|
|
|
// set nonblocking mode for socket..
|
|
{ unsigned long blocking = 1; ioctlsocket(s, FIONBIO, &blocking); }
|
|
|
|
// in client mode, only the first client field is used. it's pointing to the server.
|
|
AllocClient(s);
|
|
|
|
// queue packets.. because we're waiting for the savegame.
|
|
_networking_queuing = true;
|
|
_frame_counter_max = 0;
|
|
|
|
return true;
|
|
}
|
|
|
|
void NetworkListen()
|
|
{
|
|
|
|
SOCKET ls;
|
|
struct sockaddr_in sin;
|
|
int port;
|
|
|
|
port = _network_server_port;
|
|
|
|
DEBUG(misc, 1) ("[NET][TCP] listening on port %d", port);
|
|
|
|
ls = socket(AF_INET, SOCK_STREAM, 0);
|
|
if (ls == INVALID_SOCKET)
|
|
error("socket() on listen socket failed");
|
|
|
|
// reuse the socket
|
|
{
|
|
int reuse = 1; if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1)
|
|
error("setsockopt() on listen socket failed");
|
|
}
|
|
|
|
// set nonblocking mode for socket
|
|
{ unsigned long blocking = 1; ioctlsocket(ls, FIONBIO, &blocking); }
|
|
|
|
sin.sin_family = AF_INET;
|
|
sin.sin_addr.s_addr = 0;
|
|
sin.sin_port = htons(port);
|
|
|
|
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0)
|
|
error("bind() failed");
|
|
|
|
if (listen(ls, 1) != 0)
|
|
error("listen() failed");
|
|
|
|
_listensocket = ls;
|
|
}
|
|
|
|
void NetworkReceive()
|
|
{
|
|
ClientState *cs;
|
|
int n;
|
|
fd_set read_fd, write_fd;
|
|
struct timeval tv;
|
|
|
|
FD_ZERO(&read_fd);
|
|
FD_ZERO(&write_fd);
|
|
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
FD_SET(cs->socket, &read_fd);
|
|
FD_SET(cs->socket, &write_fd);
|
|
}
|
|
|
|
// take care of listener port
|
|
if (_networking_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) error("select failed");
|
|
|
|
// accept clients..
|
|
if (_networking_server && FD_ISSET(_listensocket, &read_fd))
|
|
NetworkAcceptClients();
|
|
|
|
// read stuff from clients
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
cs->writable = !!FD_ISSET(cs->socket, &write_fd);
|
|
if (FD_ISSET(cs->socket, &read_fd)) {
|
|
if (!ReadPackets(cs))
|
|
cs--;
|
|
}
|
|
}
|
|
|
|
// if we're a server, and any client needs a snapshot, create a snapshot and send all commands from the server queue to the client.
|
|
if (_networking_server && _transmit_file == NULL) {
|
|
bool didsave = false;
|
|
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
if (cs->inactive) {
|
|
cs->inactive = false;
|
|
// found a client waiting for a snapshot. make a snapshot.
|
|
if (!didsave) {
|
|
char filename[256];
|
|
sprintf(filename, "%snetwork.tmp", _path.autosave_dir);
|
|
didsave = true;
|
|
if (SaveOrLoad(filename, SL_SAVE) != SL_OK) error("network savedump failed");
|
|
_transmit_file = ReadFileToMem(filename, &_transmit_file_size, 500000);
|
|
if (_transmit_file == NULL) error("network savedump failed to load");
|
|
}
|
|
// and start sending the file..
|
|
cs->xmitpos = 1;
|
|
|
|
// send queue of commands to client.
|
|
SendQueuedCommandsToNewClient(cs);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void NetworkSend()
|
|
{
|
|
ClientState *cs;
|
|
void *free_xmit;
|
|
|
|
// send sync packets?
|
|
if (_networking_server && _networking_sync && !_pause) {
|
|
if (++_not_packet >= _network_sync_freq) {
|
|
SyncPacket sp;
|
|
uint new_max;
|
|
|
|
_not_packet = 0;
|
|
|
|
new_max = max(_frame_counter + (int)_network_ahead_frames, _frame_counter_max);
|
|
|
|
sp.packet_length = sizeof(sp);
|
|
sp.packet_type = 1;
|
|
sp.frames = new_max - _frame_counter_max;
|
|
sp.server = _frame_counter_max - _frame_counter;
|
|
sp.random_seed_1 = TO_LE32(_sync_seed_1);
|
|
sp.random_seed_2 = TO_LE32(_sync_seed_2);
|
|
_frame_counter_max = new_max;
|
|
|
|
// send it to all the clients
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) SendBytes(cs, &sp, sizeof(sp));
|
|
}
|
|
}
|
|
|
|
free_xmit = _transmit_file;
|
|
|
|
// send stuff to all clients
|
|
for(cs=_clients;cs->socket != INVALID_SOCKET; cs++) {
|
|
if (cs->xmitpos) {
|
|
if (cs->writable)
|
|
SendXmit(cs);
|
|
free_xmit = NULL;
|
|
}
|
|
if (cs->writable) {
|
|
if (!SendPackets(cs)) cs--;
|
|
}
|
|
}
|
|
|
|
// no clients left that xmit the file, free it.
|
|
if (free_xmit) {
|
|
_transmit_file = NULL;
|
|
free(free_xmit);
|
|
}
|
|
}
|
|
|
|
|
|
void NetworkInitialize()
|
|
{
|
|
ClientState *cs;
|
|
|
|
_command_queue.last = &_command_queue.head;
|
|
_ack_queue.last = &_ack_queue.head;
|
|
|
|
// invalidate all clients
|
|
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++)
|
|
cs->socket = INVALID_SOCKET;
|
|
|
|
}
|
|
|
|
void NetworkClose(bool client) {
|
|
|
|
ClientState *cs;
|
|
// invalidate all clients
|
|
|
|
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++) if (cs->socket != INVALID_SOCKET) {
|
|
CloseClient(cs);
|
|
}
|
|
|
|
if (!client) {
|
|
// if in servermode --> close listener
|
|
closesocket(_listensocket);
|
|
_listensocket= INVALID_SOCKET;
|
|
DEBUG(misc,1) ("[NET][TCP] closed listener on port %i", _network_server_port);
|
|
}
|
|
}
|
|
|
|
void NetworkShutdown()
|
|
{
|
|
|
|
}
|
|
|
|
// switch to synced mode.
|
|
void NetworkStartSync(bool fcreset)
|
|
{
|
|
DEBUG(misc,3) ("[NET][SYNC] switching to synced game mode");
|
|
_networking_sync = true;
|
|
_frame_counter = 0;
|
|
if (fcreset) {
|
|
_frame_counter_max = 0;
|
|
_frame_counter_srv = 0;
|
|
}
|
|
_num_future_seed = 0;
|
|
_sync_seed_1 = _sync_seed_2 = 0;
|
|
memset(_my_seed_list, 0, sizeof(_my_seed_list));
|
|
|
|
}
|
|
|
|
// ********************************* //
|
|
// * Network Core Console Commands * //
|
|
// ********************************* //
|
|
|
|
static _iconsole_var * NetworkConsoleCmdConnect(byte argc, byte* argv[], byte argt[]) {
|
|
if (argc<2) return NULL;
|
|
if (argc==2) {
|
|
IConsolePrintF(_iconsole_color_default, "connecting to %s",argv[1]);
|
|
NetworkCoreConnectGame(argv[1],_network_server_port);
|
|
} else if (argc==3) {
|
|
IConsolePrintF(_iconsole_color_default, "connecting to %s on port %s",argv[1],argv[2]);
|
|
NetworkCoreConnectGame(argv[1],atoi(argv[2]));
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
// ************************** //
|
|
// * UDP Network Extensions * //
|
|
// ************************** //
|
|
|
|
void NetworkUDPListen(bool client)
|
|
{
|
|
SOCKET udp;
|
|
struct sockaddr_in sin;
|
|
int port;
|
|
|
|
if (client) { port = _network_client_port; } else { port = _network_server_port; };
|
|
|
|
DEBUG(misc,1) ("[NET][UDP] listening on port %i", port);
|
|
|
|
udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
|
|
|
|
// this disables network
|
|
_network_available = !(udp == INVALID_SOCKET);
|
|
|
|
// set nonblocking mode for socket
|
|
{ unsigned long blocking = 1; ioctlsocket(udp, FIONBIO, &blocking); }
|
|
|
|
sin.sin_family = AF_INET;
|
|
sin.sin_addr.s_addr = 0;
|
|
sin.sin_port = htons(port);
|
|
|
|
if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0)
|
|
DEBUG(misc,1) ("[NET][UDP] error: bind failed on port %i", port);
|
|
|
|
|
|
// enable broadcasting
|
|
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); }
|
|
// allow reusing
|
|
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val)); }
|
|
|
|
if (client) { _udp_client_socket = udp; } else { _udp_server_socket = udp; } ;
|
|
|
|
}
|
|
|
|
void NetworkUDPClose(bool client) {
|
|
if (client) {
|
|
DEBUG(misc,1) ("[NET][UDP] closed listener on port %i", _network_client_port);
|
|
closesocket(_udp_client_socket);
|
|
_udp_client_socket = INVALID_SOCKET;
|
|
} else {
|
|
DEBUG(misc,1) ("[NET][UDP] closed listener on port %i", _network_server_port);
|
|
closesocket(_udp_server_socket);
|
|
_udp_server_socket = INVALID_SOCKET;
|
|
};
|
|
}
|
|
|
|
void NetworkUDPReceive(bool client) {
|
|
struct sockaddr_in client_addr;
|
|
int client_len;
|
|
int nbytes;
|
|
struct UDPPacket packet;
|
|
int packet_len;
|
|
|
|
SOCKET udp;
|
|
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
|
|
|
|
packet_len = sizeof(packet);
|
|
client_len = sizeof(client_addr);
|
|
|
|
nbytes = recvfrom(udp, (char *) &packet, packet_len , 0, (struct sockaddr *) &client_addr, &client_len);
|
|
if (nbytes>0) {
|
|
if (packet.command_code==packet.command_check) switch (packet.command_code) {
|
|
|
|
case NET_UDPCMD_SERVERSEARCH:
|
|
if (!client) {
|
|
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
|
|
memcpy(&packet.data,&_network_game,sizeof(_network_game));
|
|
packet.data_len=sizeof(_network_game);
|
|
NetworkUDPSend(client,client_addr, packet);
|
|
}
|
|
break;
|
|
case NET_UDPCMD_GETSERVERINFO:
|
|
if (!client) {
|
|
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
|
|
memcpy(&packet.data,&_network_game,sizeof(_network_game));
|
|
packet.data_len=sizeof(_network_game);
|
|
NetworkUDPSend(client,client_addr, packet);
|
|
}
|
|
break;
|
|
case NET_UDPCMD_SERVERINFO:
|
|
if (client) {
|
|
NetworkGameList * item;
|
|
|
|
item = (NetworkGameList *) NetworkGameListAdd();
|
|
item -> ip = inet_addr(inet_ntoa(client_addr.sin_addr));
|
|
item -> port = ntohs(client_addr.sin_port);
|
|
|
|
memcpy(item,&packet.data,packet.data_len);
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void NetworkUDPBroadCast(bool client, struct UDPPacket packet) {
|
|
int i=0, res;
|
|
struct sockaddr_in out_addr;
|
|
uint32 bcaddr;
|
|
byte * bcptr;
|
|
|
|
SOCKET udp;
|
|
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
|
|
|
|
while (_network_ip_list[i]!=0) {
|
|
bcaddr=_network_ip_list[i];
|
|
out_addr.sin_family = AF_INET;
|
|
if (client) { out_addr.sin_port = htons(_network_server_port); } else { out_addr.sin_port = htons(_network_client_port); };
|
|
bcptr = (byte *) &bcaddr;
|
|
bcptr[3]=255;
|
|
out_addr.sin_addr.s_addr = bcaddr;
|
|
res=sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &out_addr,sizeof(out_addr));
|
|
if (res==-1) error("udp: broadcast error: %i",GET_LAST_ERROR());
|
|
i++;
|
|
}
|
|
|
|
}
|
|
|
|
void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet) {
|
|
|
|
SOCKET udp;
|
|
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
|
|
|
|
sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &recv,sizeof(recv));
|
|
}
|
|
|
|
|
|
bool NetworkUDPSearchGame(byte ** _network_detected_serverip, unsigned short * _network_detected_serverport) {
|
|
struct UDPPacket packet;
|
|
int timeout=3000;
|
|
|
|
NetworkGameListClear();
|
|
|
|
DEBUG(misc,0) ("[NET][UDP] searching server");
|
|
*_network_detected_serverip = "255.255.255.255";
|
|
*_network_detected_serverport = 0;
|
|
|
|
packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
|
|
packet.data_len=0;
|
|
NetworkUDPBroadCast(true, packet);
|
|
while (timeout>=0) {
|
|
CSleep(100);
|
|
timeout-=100;
|
|
NetworkUDPReceive(true);
|
|
|
|
if (_network_game_count>0) {
|
|
NetworkGameList * item;
|
|
item = (NetworkGameList *) NetworkGameListItem(0);
|
|
*_network_detected_serverip=inet_ntoa(*(struct in_addr *) &item->ip);
|
|
*_network_detected_serverport=item->port;
|
|
timeout=-1;
|
|
DEBUG(misc,0) ("[NET][UDP] server found on %s", *_network_detected_serverip);
|
|
}
|
|
|
|
}
|
|
|
|
return (_network_detected_serverport>0);
|
|
|
|
}
|
|
|
|
|
|
// *************************** //
|
|
// * New Network Core System * //
|
|
// *************************** //
|
|
|
|
void NetworkIPListInit() {
|
|
struct hostent* he = NULL;
|
|
char hostname[250];
|
|
uint32 bcaddr;
|
|
int i=0;
|
|
|
|
gethostname(hostname,250);
|
|
DEBUG(misc,2) ("[NET][IP] init for host %s", hostname);
|
|
he=gethostbyname((char *) hostname);
|
|
|
|
if (he == NULL) {
|
|
he = gethostbyname("localhost");
|
|
}
|
|
|
|
if (he == NULL) {
|
|
bcaddr = inet_addr("127.0.0.1");
|
|
he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
|
|
}
|
|
|
|
if (he == NULL) {
|
|
DEBUG(misc, 2) ("[NET][IP] cannot resolve %s", hostname);
|
|
} else {
|
|
while(he->h_addr_list[i]) {
|
|
bcaddr = inet_addr(inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
|
|
_network_ip_list[i]=bcaddr;
|
|
DEBUG(misc,2) ("[NET][IP] add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
|
|
i++;
|
|
}
|
|
|
|
}
|
|
_network_ip_list[i]=0;
|
|
|
|
}
|
|
|
|
/* *************************************************** */
|
|
|
|
void NetworkCoreInit() {
|
|
|
|
DEBUG(misc,3) ("[NET][Core] init()");
|
|
_network_available=true;
|
|
|
|
// [win32] winsock startup
|
|
|
|
#if defined(WIN32)
|
|
{
|
|
WSADATA wsa;
|
|
DEBUG(misc,3) ("[NET][Core] using windows socket library");
|
|
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
|
|
DEBUG(misc,3) ("[NET][Core] error: WSAStartup failed");
|
|
_network_available=false;
|
|
}
|
|
}
|
|
#else
|
|
|
|
// [morphos/amigaos] bsd-socket startup
|
|
|
|
#if defined(__MORPHOS__) || defined(__AMIGA__)
|
|
{
|
|
DEBUG(misc,3) ("[NET][Core] using bsd socket library");
|
|
if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
|
|
DEBUG(misc,3) ("[NET][Core] Couldn't open bsdsocket.library version 4.");
|
|
_network_available=false;
|
|
}
|
|
|
|
// for usleep() implementation
|
|
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(misc,3) ("[NET][Core] Couldn't initialize timer.");
|
|
_network_available=false;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
|
|
// [linux/macos] unix-socket startup
|
|
|
|
DEBUG(misc,3) ("[NET][Core] using unix socket library");
|
|
|
|
#endif
|
|
|
|
#endif
|
|
|
|
|
|
if (_network_available) {
|
|
DEBUG(misc,3) ("[NET][Core] OK: multiplayer available");
|
|
// initiate network ip list
|
|
NetworkIPListInit();
|
|
IConsoleCmdRegister("connect",NetworkConsoleCmdConnect);
|
|
} else {
|
|
DEBUG(misc,3) ("[NET][Core] FAILED: multiplayer not available");
|
|
}
|
|
}
|
|
|
|
/* *************************************************** */
|
|
|
|
void NetworkCoreShutdown() {
|
|
|
|
DEBUG(misc,3) ("[NET][Core] shutdown()");
|
|
|
|
#if defined(__MORPHOS__) || defined(__AMIGA__)
|
|
{
|
|
// free allocated ressources
|
|
if (TimerBase) { CloseDevice((struct IORequest *) TimerRequest); }
|
|
if (TimerRequest) { DeleteIORequest(TimerRequest); }
|
|
if (TimerPort) { DeleteMsgPort(TimerPort); }
|
|
|
|
if (SocketBase) {
|
|
CloseLibrary(SocketBase);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
|
|
#if defined(WIN32)
|
|
{
|
|
WSACleanup();
|
|
}
|
|
#endif
|
|
|
|
}
|
|
|
|
/* *************************************************** */
|
|
|
|
bool NetworkCoreConnectGame(byte* b, unsigned short port)
|
|
{
|
|
if (!_network_available) return false;
|
|
|
|
if (strcmp((char *) b,"auto")==0) {
|
|
// do autodetect
|
|
NetworkUDPSearchGame(&b, &port);
|
|
}
|
|
|
|
if (port==0) {
|
|
// autodetection failed
|
|
if (_networking_override) NetworkLobbyShutdown();
|
|
ShowErrorMessage(-1, STR_NETWORK_ERR_NOSERVER, 0, 0);
|
|
return false;
|
|
}
|
|
NetworkInitialize();
|
|
_networking = NetworkConnect(b, port);
|
|
if (_networking) {
|
|
NetworkLobbyShutdown();
|
|
} else {
|
|
if (_networking_override) NetworkLobbyShutdown();
|
|
ShowErrorMessage(-1, STR_NETWORK_ERR_NOCONNECTION,0,0);
|
|
}
|
|
return _networking;
|
|
}
|
|
|
|
/* *************************************************** */
|
|
|
|
bool NetworkCoreStartGame()
|
|
{
|
|
if (!_network_available) return false;
|
|
NetworkLobbyShutdown();
|
|
NetworkInitialize();
|
|
NetworkListen();
|
|
NetworkUDPListen(false);
|
|
_networking_server = true;
|
|
_networking = true;
|
|
NetworkGameFillDefaults(); // clears the network game info
|
|
_network_game.players_on++; // the serverplayer is online
|
|
return true;
|
|
}
|
|
|
|
/* *************************************************** */
|
|
|
|
void NetworkCoreDisconnect()
|
|
{
|
|
/* terminate server */
|
|
if (_networking_server) {
|
|
NetworkUDPClose(false);
|
|
NetworkClose(false);
|
|
}
|
|
|
|
/* terminate client connection */
|
|
else if (_networking) {
|
|
NetworkClose(true);
|
|
}
|
|
|
|
_networking_server = false;
|
|
_networking = false;
|
|
NetworkShutdown();
|
|
}
|
|
|
|
/* *************************************************** */
|
|
|
|
void NetworkCoreLoop(bool incomming) {
|
|
|
|
|
|
if (incomming) {
|
|
|
|
// incomming
|
|
|
|
if ( _udp_client_socket != INVALID_SOCKET ) NetworkUDPReceive(true);
|
|
if ( _udp_server_socket != INVALID_SOCKET ) NetworkUDPReceive(false);
|
|
|
|
if (_networking) {
|
|
NetworkReceive();
|
|
NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
|
|
}
|
|
|
|
} else {
|
|
|
|
// outgoing
|
|
|
|
if (_networking) {
|
|
NetworkSend();
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
void NetworkLobbyInit() {
|
|
DEBUG(misc,3) ("[NET][Lobby] init()");
|
|
NetworkUDPListen(true);
|
|
}
|
|
|
|
void NetworkLobbyShutdown() {
|
|
DEBUG(misc,3) ("[NET][Lobby] shutdown()");
|
|
NetworkUDPClose(true);
|
|
}
|
|
|
|
|
|
// ******************************** //
|
|
// * Network Game List Extensions * //
|
|
// ******************************** //
|
|
|
|
void NetworkGameListClear() {
|
|
NetworkGameList * item;
|
|
NetworkGameList * next;
|
|
|
|
DEBUG(misc,4) ("[NET][G-List] cleared server list");
|
|
|
|
item = _network_game_list;
|
|
while (item != NULL) {
|
|
next = (NetworkGameList *) item -> _next;
|
|
free (item);
|
|
item = next;
|
|
}
|
|
_network_game_list=NULL;
|
|
_network_game_count=0;
|
|
}
|
|
|
|
char * NetworkGameListAdd() {
|
|
NetworkGameList * item;
|
|
NetworkGameList * before;
|
|
|
|
DEBUG(misc,4) ("[NET][G-List] added server to list");
|
|
|
|
item = _network_game_list;
|
|
before = item;
|
|
while (item != NULL) {
|
|
before = item;
|
|
item = (NetworkGameList *) item -> _next;
|
|
}
|
|
item = malloc(sizeof(NetworkGameList));
|
|
item -> _next = NULL;
|
|
if (before == NULL) {
|
|
_network_game_list = item;
|
|
} else {
|
|
before -> _next = (char *) item;
|
|
}
|
|
_network_game_count++;
|
|
return (char *) item;
|
|
}
|
|
|
|
void NetworkGameListFromLAN() {
|
|
struct UDPPacket packet;
|
|
DEBUG(misc,2) ("[NET][G-List] searching server over lan");
|
|
NetworkGameListClear();
|
|
packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
|
|
packet.data_len=0;
|
|
NetworkUDPBroadCast(true,packet);
|
|
}
|
|
|
|
void NetworkGameListFromInternet() {
|
|
DEBUG(misc,2) ("[NET][G-List] searching servers over internet");
|
|
NetworkGameListClear();
|
|
|
|
// **TODO** masterserver communication [internet protocol list]
|
|
|
|
}
|
|
|
|
char * NetworkGameListItem(uint16 index) {
|
|
NetworkGameList * item;
|
|
NetworkGameList * next;
|
|
uint16 cnt = 0;
|
|
|
|
item = _network_game_list;
|
|
|
|
while ((item != NULL) && (cnt != index)) {
|
|
next = (NetworkGameList *) item -> _next;
|
|
item = next;
|
|
cnt++;
|
|
}
|
|
|
|
return (char *) item;
|
|
}
|
|
|
|
// *************************** //
|
|
// * Network Game Extensions * //
|
|
// *************************** //
|
|
|
|
void NetworkGameFillDefaults() {
|
|
NetworkGameInfo * game = &_network_game;
|
|
#if defined(WITH_REV)
|
|
extern char _openttd_revision[];
|
|
#endif
|
|
|
|
DEBUG(misc,4) ("[NET][G-Info] setting defaults");
|
|
|
|
ttd_strlcpy(game->server_name,"OpenTTD Game",13);
|
|
game->game_password[0]='\0';
|
|
game->map_name[0]='\0';
|
|
#if defined(WITH_REV)
|
|
ttd_strlcpy(game->server_revision,_openttd_revision,strlen(_openttd_revision));
|
|
#else
|
|
ttd_strlcpy(game->server_revision,"norev000",strlen("norev000"));
|
|
#endif
|
|
game->game_date=0;
|
|
|
|
game->map_height=0;
|
|
game->map_width=0;
|
|
game->map_set=0;
|
|
|
|
game->players_max=8;
|
|
game->players_on=0;
|
|
|
|
game->server_lang=_dynlang.curr;
|
|
}
|
|
|
|
void NetworkGameChangeDate(uint16 newdate) {
|
|
if (_networking_server) {
|
|
_network_game.game_date = newdate;
|
|
}
|
|
}
|
|
|
|
#else // not ENABLE_NETWORK
|
|
|
|
// stubs
|
|
void NetworkInitialize() {}
|
|
void NetworkShutdown() {}
|
|
void NetworkListen() {}
|
|
void NetworkConnect(const char *hostname, int port) {}
|
|
void NetworkReceive() {}
|
|
void NetworkSend() {}
|
|
void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback) {}
|
|
void NetworkProcessCommands() {}
|
|
void NetworkStartSync(bool fcreset) {}
|
|
void NetworkCoreInit() { _network_available=false; };
|
|
void NetworkCoreShutdown() {};
|
|
void NetworkCoreDisconnect() {};
|
|
void NetworkCoreLoop(bool incomming) {};
|
|
bool NetworkCoreConnectGame(byte* b, unsigned short port) {return false;};
|
|
bool NetworkCoreStartGame() {return false;};
|
|
void NetworkLobbyShutdown() {};
|
|
void NetworkLobbyInit() {};
|
|
void NetworkGameListClear() {};
|
|
char * NetworkGameListAdd() {return NULL;};
|
|
void NetworkGameListFromLAN() {};
|
|
void NetworkGameListFromInternet() {};
|
|
void NetworkGameFillDefaults() {};
|
|
char * NetworkGameListItem(uint16 index) {return NULL;};
|
|
void NetworkGameChangeDate(uint16 newdate) {};
|
|
|
|
#endif
|