OpenTTD-patches/network_udp.c

650 lines
19 KiB
C

/* $Id$ */
#include "stdafx.h"
#include "debug.h"
#include "string.h"
#include "network_data.h"
#ifdef ENABLE_NETWORK
#include "map.h"
#include "network_gamelist.h"
#include "network_udp.h"
#include "variables.h"
extern void UpdateNetworkGameWindow(bool unselect);
extern void NetworkPopulateCompanyInfo(void);
//
// This file handles all the LAN-stuff
// Stuff like:
// - UDP search over the network
//
typedef enum {
PACKET_UDP_CLIENT_FIND_SERVER,
PACKET_UDP_SERVER_RESPONSE,
PACKET_UDP_CLIENT_DETAIL_INFO,
PACKET_UDP_SERVER_DETAIL_INFO, // Is not used in OpenTTD itself, only for external querying
PACKET_UDP_SERVER_REGISTER, // Packet to register itself to the master server
PACKET_UDP_MASTER_ACK_REGISTER, // Packet indicating registration has succedeed
PACKET_UDP_CLIENT_GET_LIST, // Request for serverlist from master server
PACKET_UDP_MASTER_RESPONSE_LIST, // Response from master server with server ip's + port's
PACKET_UDP_SERVER_UNREGISTER, // Request to be removed from the server-list
PACKET_UDP_END
} PacketUDPType;
enum {
ADVERTISE_NORMAL_INTERVAL = 450, // interval between advertising in days
ADVERTISE_RETRY_INTERVAL = 5, // readvertise when no response after this amount of days
ADVERTISE_RETRY_TIMES = 3 // give up readvertising after this much failed retries
};
#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
void NetworkSendUDP_Packet(SOCKET udp, Packet *p, struct sockaddr_in *recv);
NetworkClientState _udp_cs;
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER)
{
Packet *packet;
// Just a fail-safe.. should never happen
if (!_network_udp_server)
return;
packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE);
// Update some game_info
_network_game_info.game_date = _date;
_network_game_info.map_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_network_game_info.map_set = _opt.landscape;
NetworkSend_uint8 (packet, NETWORK_GAME_INFO_VERSION);
NetworkSend_string(packet, _network_game_info.server_name);
NetworkSend_string(packet, _network_game_info.server_revision);
NetworkSend_uint8 (packet, _network_game_info.server_lang);
NetworkSend_uint8 (packet, _network_game_info.use_password);
NetworkSend_uint8 (packet, _network_game_info.clients_max);
NetworkSend_uint8 (packet, _network_game_info.clients_on);
NetworkSend_uint8 (packet, _network_game_info.spectators_on);
NetworkSend_uint16(packet, _network_game_info.game_date);
NetworkSend_uint16(packet, _network_game_info.start_date);
NetworkSend_string(packet, _network_game_info.map_name);
NetworkSend_uint16(packet, _network_game_info.map_width);
NetworkSend_uint16(packet, _network_game_info.map_height);
NetworkSend_uint8 (packet, _network_game_info.map_set);
NetworkSend_uint8 (packet, _network_game_info.dedicated);
// Let the client know that we are here
NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
free(packet);
DEBUG(net, 2)("[NET][UDP] Queried from %s", inet_ntoa(client_addr->sin_addr));
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
{
NetworkGameList *item;
byte game_info_version;
// Just a fail-safe.. should never happen
if (_network_udp_server)
return;
game_info_version = NetworkRecv_uint8(&_udp_cs, p);
if (_udp_cs.quited)
return;
DEBUG(net, 6)("[NET][UDP] Server response from %s:%d", inet_ntoa(client_addr->sin_addr),ntohs(client_addr->sin_port));
// Find next item
item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
if (game_info_version == 1) {
NetworkRecv_string(&_udp_cs, p, item->info.server_name, sizeof(item->info.server_name));
NetworkRecv_string(&_udp_cs, p, item->info.server_revision, sizeof(item->info.server_revision));
item->info.server_lang = NetworkRecv_uint8(&_udp_cs, p);
item->info.use_password = NetworkRecv_uint8(&_udp_cs, p);
item->info.clients_max = NetworkRecv_uint8(&_udp_cs, p);
item->info.clients_on = NetworkRecv_uint8(&_udp_cs, p);
item->info.spectators_on = NetworkRecv_uint8(&_udp_cs, p);
item->info.game_date = NetworkRecv_uint16(&_udp_cs, p);
item->info.start_date = NetworkRecv_uint16(&_udp_cs, p);
NetworkRecv_string(&_udp_cs, p, item->info.map_name, sizeof(item->info.map_name));
item->info.map_width = NetworkRecv_uint16(&_udp_cs, p);
item->info.map_height = NetworkRecv_uint16(&_udp_cs, p);
item->info.map_set = NetworkRecv_uint8(&_udp_cs, p);
item->info.dedicated = NetworkRecv_uint8(&_udp_cs, p);
if (item->info.hostname[0] == '\0')
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
}
item->online = true;
UpdateNetworkGameWindow(false);
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO)
{
NetworkClientState *cs;
NetworkClientInfo *ci;
Packet *packet;
Player *player;
byte active = 0;
byte current = 0;
int i;
// Just a fail-safe.. should never happen
if (!_network_udp_server)
return;
packet = NetworkSend_Init(PACKET_UDP_SERVER_DETAIL_INFO);
FOR_ALL_PLAYERS(player) {
if (player->is_active)
active++;
}
/* Send the amount of active companies */
NetworkSend_uint8 (packet, NETWORK_COMPANY_INFO_VERSION);
NetworkSend_uint8 (packet, active);
/* Fetch the latest version of everything */
NetworkPopulateCompanyInfo();
/* Go through all the players */
FOR_ALL_PLAYERS(player) {
/* Skip non-active players */
if (!player->is_active)
continue;
current++;
/* Send the information */
NetworkSend_uint8 (packet, current);
NetworkSend_string(packet, _network_player_info[player->index].company_name);
NetworkSend_uint8 (packet, _network_player_info[player->index].inaugurated_year);
NetworkSend_uint64(packet, _network_player_info[player->index].company_value);
NetworkSend_uint64(packet, _network_player_info[player->index].money);
NetworkSend_uint64(packet, _network_player_info[player->index].income);
NetworkSend_uint16(packet, _network_player_info[player->index].performance);
/* Send 1 if there is a passord for the company else send 0 */
if (_network_player_info[player->index].password[0] != '\0') {
NetworkSend_uint8 (packet, 1);
} else {
NetworkSend_uint8 (packet, 0);
}
for (i = 0; i < NETWORK_VEHICLE_TYPES; i++)
NetworkSend_uint16(packet, _network_player_info[player->index].num_vehicle[i]);
for (i = 0; i < NETWORK_STATION_TYPES; i++)
NetworkSend_uint16(packet, _network_player_info[player->index].num_station[i]);
/* Find the clients that are connected to this player */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if ((ci->client_playas - 1) == player->index) {
/* The uint8 == 1 indicates that a client is following */
NetworkSend_uint8(packet, 1);
NetworkSend_string(packet, ci->client_name);
NetworkSend_string(packet, ci->unique_id);
NetworkSend_uint16(packet, ci->join_date);
}
}
/* Also check for the server itself */
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if ((ci->client_playas - 1) == player->index) {
/* The uint8 == 1 indicates that a client is following */
NetworkSend_uint8(packet, 1);
NetworkSend_string(packet, ci->client_name);
NetworkSend_string(packet, ci->unique_id);
NetworkSend_uint16(packet, ci->join_date);
}
/* Indicates end of client list */
NetworkSend_uint8(packet, 0);
}
/* And check if we have any spectators */
FOR_ALL_CLIENTS(cs) {
ci = DEREF_CLIENT_INFO(cs);
if ((ci->client_playas - 1) > MAX_PLAYERS) {
/* The uint8 == 1 indicates that a client is following */
NetworkSend_uint8(packet, 1);
NetworkSend_string(packet, ci->client_name);
NetworkSend_string(packet, ci->unique_id);
NetworkSend_uint16(packet, ci->join_date);
}
}
/* Also check for the server itself */
ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX);
if ((ci->client_playas - 1) > MAX_PLAYERS) {
/* The uint8 == 1 indicates that a client is following */
NetworkSend_uint8(packet, 1);
NetworkSend_string(packet, ci->client_name);
NetworkSend_string(packet, ci->unique_id);
NetworkSend_uint16(packet, ci->join_date);
}
/* Indicates end of client list */
NetworkSend_uint8(packet, 0);
NetworkSendUDP_Packet(_udp_server_socket, packet, client_addr);
free(packet);
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST) {
int i;
struct in_addr ip;
uint16 port;
uint8 ver;
/* packet begins with the protocol version (uint8)
* then an uint16 which indicates how many
* ip:port pairs are in this packet, after that
* an uint32 (ip) and an uint16 (port) for each pair
*/
ver = NetworkRecv_uint8(&_udp_cs, p);
if (_udp_cs.quited)
return;
if (ver == 1) {
for (i = NetworkRecv_uint16(&_udp_cs, p); i != 0 ; i--) {
ip.s_addr = TO_LE32(NetworkRecv_uint32(&_udp_cs, p));
port = NetworkRecv_uint16(&_udp_cs, p);
NetworkUDPQueryServer(inet_ntoa(ip), port);
}
}
}
DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER) {
_network_advertise_retries = 0;
DEBUG(net, 2)("[NET][UDP] We are advertised on the master-server!");
if (!_network_advertise)
/* We are advertised, but we don't want to! */
NetworkUDPRemoveAdvertise();
}
// The layout for the receive-functions by UDP
typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr);
static NetworkUDPPacket* const _network_udp_packet[] = {
RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER),
RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO),
NULL,
NULL,
RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER),
NULL,
RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST),
NULL
};
// If this fails, check the array above with network_data.h
assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END);
void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr)
{
byte type;
/* Fake a client, so we can see when there is an illegal packet */
_udp_cs.socket = INVALID_SOCKET;
_udp_cs.quited = false;
type = NetworkRecv_uint8(&_udp_cs, p);
if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL && !_udp_cs.quited) {
_network_udp_packet[type](p, client_addr);
} else {
DEBUG(net, 0)("[NET][UDP] Received invalid packet type %d", type);
}
}
// Send a packet over UDP
void NetworkSendUDP_Packet(SOCKET udp, Packet *p, struct sockaddr_in *recv)
{
int res;
// Put the length in the buffer
p->buffer[0] = p->size & 0xFF;
p->buffer[1] = p->size >> 8;
// Send the buffer
res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
// Check for any errors, but ignore it for the rest
if (res == -1) {
DEBUG(net, 1)("[NET][UDP] Send error: %i", GET_LAST_ERROR());
}
}
// Start UDP listener
bool NetworkUDPListen(SOCKET *udp, uint32 host, uint16 port, bool broadcast)
{
struct sockaddr_in sin;
// Make sure socket is closed
closesocket(*udp);
*udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
if (*udp == INVALID_SOCKET) {
DEBUG(net, 1)("[NET][UDP] Failed to start UDP support");
return false;
}
// set nonblocking mode for socket
{
unsigned long blocking = 1;
#ifndef BEOS_NET_SERVER
ioctlsocket(*udp, FIONBIO, &blocking);
#else
setsockopt(*udp, SOL_SOCKET, SO_NONBLOCK, &blocking, NULL);
#endif
}
sin.sin_family = AF_INET;
// Listen on all IPs
sin.sin_addr.s_addr = host;
sin.sin_port = htons(port);
if (bind(*udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
DEBUG(net, 1) ("[NET][UDP] error: bind failed on %s:%i", inet_ntoa(*(struct in_addr *)&host), port);
return false;
}
if (broadcast) {
/* Enable broadcast */
unsigned long val = 1;
#ifndef BEOS_NET_SERVER // will work around this, some day; maybe.
setsockopt(*udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
#endif
}
DEBUG(net, 1)("[NET][UDP] Listening on port %s:%d", inet_ntoa(*(struct in_addr *)&host), port);
return true;
}
// Close UDP connection
void NetworkUDPClose(void)
{
DEBUG(net, 1) ("[NET][UDP] Closed listeners");
if (_network_udp_server) {
if (_udp_server_socket != INVALID_SOCKET) {
closesocket(_udp_server_socket);
_udp_server_socket = INVALID_SOCKET;
}
if (_udp_master_socket != INVALID_SOCKET) {
closesocket(_udp_master_socket);
_udp_master_socket = INVALID_SOCKET;
}
_network_udp_server = false;
_network_udp_broadcast = 0;
} else {
if (_udp_client_socket != INVALID_SOCKET) {
closesocket(_udp_client_socket);
_udp_client_socket = INVALID_SOCKET;
}
_network_udp_broadcast = 0;
}
}
// Receive something on UDP level
void NetworkUDPReceive(SOCKET udp)
{
struct sockaddr_in client_addr;
socklen_t client_len;
int nbytes;
static Packet *p = NULL;
int packet_len;
// If p is NULL, malloc him.. this prevents unneeded mallocs
if (p == NULL)
p = malloc(sizeof(Packet));
packet_len = sizeof(p->buffer);
client_len = sizeof(client_addr);
// Try to receive anything
nbytes = recvfrom(udp, p->buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
// We got some bytes.. just asume we receive the whole packet
if (nbytes > 0) {
// Get the size of the buffer
p->size = (uint16)p->buffer[0];
p->size += (uint16)p->buffer[1] << 8;
// Put the position on the right place
p->pos = 2;
p->next = NULL;
// Handle the packet
NetworkHandleUDPPacket(p, &client_addr);
// Free the packet
free(p);
p = NULL;
}
}
// Broadcast to all ips
void NetworkUDPBroadCast(SOCKET udp)
{
int i;
struct sockaddr_in out_addr;
byte *bcptr;
uint32 bcaddr;
Packet *p;
// Init the packet
p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
// Go through all the ips on this pc
i = 0;
while (_network_ip_list[i] != 0) {
bcaddr = _network_ip_list[i];
bcptr = (byte *)&bcaddr;
// Make the address a broadcast address
bcptr[3] = 255;
DEBUG(net, 6)("[NET][UDP] Broadcasting to %s", inet_ntoa(*(struct in_addr *)&bcaddr));
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(_network_server_port);
out_addr.sin_addr.s_addr = bcaddr;
NetworkSendUDP_Packet(udp, p, &out_addr);
i++;
}
}
// Request the the server-list from the master server
void NetworkUDPQueryMasterServer(void)
{
struct sockaddr_in out_addr;
Packet *p;
if (_udp_client_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
return;
p = NetworkSend_Init(PACKET_UDP_CLIENT_GET_LIST);
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
// packet only contains protocol version
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
DEBUG(net, 2)("[NET][UDP] Queried Master Server at %s:%d", inet_ntoa(out_addr.sin_addr),ntohs(out_addr.sin_port));
free(p);
}
// Find all servers
void NetworkUDPSearchGame(void)
{
// We are still searching..
if (_network_udp_broadcast > 0)
return;
// No UDP-socket yet..
if (_udp_client_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
return;
DEBUG(net, 0)("[NET][UDP] Searching server");
NetworkUDPBroadCast(_udp_client_socket);
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
NetworkGameList *NetworkUDPQueryServer(const char* host, unsigned short port)
{
struct sockaddr_in out_addr;
Packet *p;
NetworkGameList *item;
char hostname[NETWORK_HOSTNAME_LENGTH];
// No UDP-socket yet..
if (_udp_client_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_client_socket, 0, 0, true))
return NULL;
ttd_strlcpy(hostname, host, sizeof(hostname));
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(port);
out_addr.sin_addr.s_addr = NetworkResolveHost(host);
// Clear item in gamelist
item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
memset(&item->info, 0, sizeof(item->info));
snprintf(item->info.server_name, sizeof(item->info.server_name), "%s", hostname);
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", hostname);
item->online = false;
// Init the packet
p = NetworkSend_Init(PACKET_UDP_CLIENT_FIND_SERVER);
NetworkSendUDP_Packet(_udp_client_socket, p, &out_addr);
free(p);
UpdateNetworkGameWindow(false);
return item;
}
/* Remove our advertise from the master-server */
void NetworkUDPRemoveAdvertise(void)
{
struct sockaddr_in out_addr;
Packet *p;
/* Check if we are advertising */
if (!_networking || !_network_server || !_network_udp_server)
return;
/* check for socket */
if (_udp_master_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
return;
DEBUG(net, 2)("[NET][UDP] Removing advertise..");
/* Find somewhere to send */
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
/* Send the packet */
p = NetworkSend_Init(PACKET_UDP_SERVER_UNREGISTER);
/* Packet is: Version, server_port */
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
NetworkSend_uint16(p, _network_server_port);
NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
free(p);
}
/* Register us to the master server
This function checks if it needs to send an advertise */
void NetworkUDPAdvertise(void)
{
struct sockaddr_in out_addr;
Packet *p;
/* Check if we should send an advertise */
if (!_networking || !_network_server || !_network_udp_server || !_network_advertise)
return;
/* check for socket */
if (_udp_master_socket == INVALID_SOCKET)
if (!NetworkUDPListen(&_udp_master_socket, _network_server_bind_ip, 0, false))
return;
/* Only send once in the 450 game-days (about 15 minutes) */
if (_network_advertise_retries == 0) {
if ( (_network_last_advertise_date + ADVERTISE_NORMAL_INTERVAL) > _date)
return;
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
}
if ( (_network_last_advertise_date + ADVERTISE_RETRY_INTERVAL) > _date)
return;
_network_advertise_retries--;
_network_last_advertise_date = _date;
/* Find somewhere to send */
out_addr.sin_family = AF_INET;
out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
DEBUG(net, 1)("[NET][UDP] Advertising to master server");
/* Send the packet */
p = NetworkSend_Init(PACKET_UDP_SERVER_REGISTER);
/* Packet is: WELCOME_MESSAGE, Version, server_port */
NetworkSend_string(p, NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
NetworkSend_uint8(p, NETWORK_MASTER_SERVER_VERSION);
NetworkSend_uint16(p, _network_server_port);
NetworkSendUDP_Packet(_udp_master_socket, p, &out_addr);
free(p);
}
void NetworkUDPInitialize(void)
{
_udp_client_socket = INVALID_SOCKET;
_udp_server_socket = INVALID_SOCKET;
_udp_master_socket = INVALID_SOCKET;
_network_udp_server = false;
_network_udp_broadcast = 0;
}
#endif /* ENABLE_NETWORK */