mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-17 21:25:40 +00:00
563 lines
17 KiB
C++
563 lines
17 KiB
C++
/* $Id$ */
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/**
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* @file network_udp.cpp This file handles the UDP related communication.
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*
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* This is the GameServer <-> MasterServer and GameServer <-> GameClient
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* communication before the game is being joined.
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*/
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#ifdef ENABLE_NETWORK
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#include "../stdafx.h"
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#include "../debug.h"
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#include "../date_func.h"
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#include "../map_func.h"
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#include "network_gamelist.h"
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#include "network_udp.h"
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#include "network_internal.h"
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#include "core/host.h"
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#include "../variables.h"
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#include "../newgrf_config.h"
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#include "../core/endian_func.hpp"
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#include "../string_func.h"
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#include "../company_base.h"
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#include "../company_func.h"
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#include "../settings_type.h"
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#include "../rev.h"
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#include "core/udp.h"
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enum {
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ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes)
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ADVERTISE_RETRY_INTERVAL = 300, // readvertise when no response after this many ticks (9 seconds)
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ADVERTISE_RETRY_TIMES = 3 // give up readvertising after this much failed retries
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};
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NetworkUDPSocketHandler *_udp_client_socket = NULL; ///< udp client socket
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NetworkUDPSocketHandler *_udp_server_socket = NULL; ///< udp server socket
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NetworkUDPSocketHandler *_udp_master_socket = NULL; ///< udp master socket
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///*** Communication with the masterserver ***/
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class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER);
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public:
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virtual ~MasterNetworkUDPSocketHandler() {}
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};
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DEF_UDP_RECEIVE_COMMAND(Master, PACKET_UDP_MASTER_ACK_REGISTER)
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{
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_network_advertise_retries = 0;
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DEBUG(net, 2, "[udp] advertising on master server successful");
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/* We are advertised, but we don't want to! */
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if (!_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise();
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}
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///*** Communication with clients (we are server) ***/
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class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
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DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
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DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
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public:
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virtual ~ServerNetworkUDPSocketHandler() {}
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};
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DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER)
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{
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// Just a fail-safe.. should never happen
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if (!_network_udp_server) {
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return;
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}
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NetworkGameInfo ngi;
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/* Update some game_info */
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ngi.clients_on = _network_game_info.clients_on;
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ngi.start_date = _network_game_info.start_date;
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ngi.server_lang = _settings_client.network.server_lang;
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ngi.use_password = !StrEmpty(_settings_client.network.server_password);
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ngi.clients_max = _settings_client.network.max_clients;
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ngi.companies_on = ActiveCompanyCount();
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ngi.companies_max = _settings_client.network.max_companies;
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ngi.spectators_on = NetworkSpectatorCount();
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ngi.spectators_max = _settings_client.network.max_spectators;
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ngi.game_date = _date;
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ngi.map_width = MapSizeX();
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ngi.map_height = MapSizeY();
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ngi.map_set = _settings_game.game_creation.landscape;
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ngi.dedicated = _network_dedicated;
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ngi.grfconfig = _grfconfig;
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strecpy(ngi.map_name, _network_game_info.map_name, lastof(ngi.map_name));
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strecpy(ngi.server_name, _settings_client.network.server_name, lastof(ngi.server_name));
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strecpy(ngi.server_revision, _openttd_revision, lastof(ngi.server_revision));
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Packet packet(PACKET_UDP_SERVER_RESPONSE);
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this->Send_NetworkGameInfo(&packet, &ngi);
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// Let the client know that we are here
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this->SendPacket(&packet, client_addr);
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DEBUG(net, 2, "[udp] queried from '%s'", inet_ntoa(client_addr->sin_addr));
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}
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DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO)
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{
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// Just a fail-safe.. should never happen
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if (!_network_udp_server) return;
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Packet packet(PACKET_UDP_SERVER_DETAIL_INFO);
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/* Send the amount of active companies */
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packet.Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
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packet.Send_uint8 (ActiveCompanyCount());
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/* Fetch the latest version of the stats */
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NetworkCompanyStats company_stats[MAX_COMPANIES];
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NetworkPopulateCompanyStats(company_stats);
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Company *company;
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/* Go through all the companies */
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FOR_ALL_COMPANIES(company) {
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/* Send the information */
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this->Send_CompanyInformation(&packet, company, &company_stats[company->index]);
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}
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this->SendPacket(&packet, client_addr);
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}
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/**
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* A client has requested the names of some NewGRFs.
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*
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* Replying this can be tricky as we have a limit of SEND_MTU bytes
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* in the reply packet and we can send up to 100 bytes per NewGRF
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* (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name).
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* As SEND_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it
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* could be that a packet overflows. To stop this we only reply
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* with the first N NewGRFs so that if the first N + 1 NewGRFs
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* would be sent, the packet overflows.
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* in_reply and in_reply_count are used to keep a list of GRFs to
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* send in the reply.
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*/
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DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
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{
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uint8 num_grfs;
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uint i;
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const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
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uint8 in_reply_count = 0;
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size_t packet_len = 0;
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DEBUG(net, 6, "[udp] newgrf data request from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
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num_grfs = p->Recv_uint8 ();
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if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
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for (i = 0; i < num_grfs; i++) {
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GRFConfig c;
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const GRFConfig *f;
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this->Recv_GRFIdentifier(p, &c);
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/* Find the matching GRF file */
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f = FindGRFConfig(c.grfid, c.md5sum);
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if (f == NULL) continue; // The GRF is unknown to this server
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/* If the reply might exceed the size of the packet, only reply
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* the current list and do not send the other data.
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* The name could be an empty string, if so take the filename. */
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packet_len += sizeof(c.grfid) + sizeof(c.md5sum) +
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min(strlen((f->name != NULL && !StrEmpty(f->name)) ? f->name : f->filename) + 1, (size_t)NETWORK_GRF_NAME_LENGTH);
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if (packet_len > SEND_MTU - 4) { // 4 is 3 byte header + grf count in reply
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break;
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}
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in_reply[in_reply_count] = f;
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in_reply_count++;
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}
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if (in_reply_count == 0) return;
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Packet packet(PACKET_UDP_SERVER_NEWGRFS);
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packet.Send_uint8(in_reply_count);
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for (i = 0; i < in_reply_count; i++) {
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char name[NETWORK_GRF_NAME_LENGTH];
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/* The name could be an empty string, if so take the filename */
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strecpy(name, (in_reply[i]->name != NULL && !StrEmpty(in_reply[i]->name)) ?
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in_reply[i]->name : in_reply[i]->filename, lastof(name));
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this->Send_GRFIdentifier(&packet, in_reply[i]);
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packet.Send_string(name);
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}
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this->SendPacket(&packet, client_addr);
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}
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///*** Communication with servers (we are client) ***/
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class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
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protected:
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DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE);
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DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST);
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DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
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virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
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public:
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virtual ~ClientNetworkUDPSocketHandler() {}
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};
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DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE)
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{
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NetworkGameList *item;
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// Just a fail-safe.. should never happen
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if (_network_udp_server) return;
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DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
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// Find next item
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item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
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this->Recv_NetworkGameInfo(p, &item->info);
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item->info.compatible = true;
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{
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/* Checks whether there needs to be a request for names of GRFs and makes
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* the request if necessary. GRFs that need to be requested are the GRFs
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* that do not exist on the clients system and we do not have the name
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* resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
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* The in_request array and in_request_count are used so there is no need
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* to do a second loop over the GRF list, which can be relatively expensive
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* due to the string comparisons. */
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const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
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const GRFConfig *c;
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uint in_request_count = 0;
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struct sockaddr_in out_addr;
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for (c = item->info.grfconfig; c != NULL; c = c->next) {
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if (c->status == GCS_NOT_FOUND) item->info.compatible = false;
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if (c->status != GCS_NOT_FOUND || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
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in_request[in_request_count] = c;
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in_request_count++;
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}
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if (in_request_count > 0) {
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/* There are 'unknown' GRFs, now send a request for them */
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uint i;
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Packet packet(PACKET_UDP_CLIENT_GET_NEWGRFS);
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packet.Send_uint8(in_request_count);
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for (i = 0; i < in_request_count; i++) {
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this->Send_GRFIdentifier(&packet, in_request[i]);
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}
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out_addr.sin_family = AF_INET;
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out_addr.sin_port = htons(item->port);
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out_addr.sin_addr.s_addr = item->ip;
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this->SendPacket(&packet, &out_addr);
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}
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}
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if (item->info.hostname[0] == '\0')
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snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
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/* Check if we are allowed on this server based on the revision-match */
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item->info.version_compatible = IsNetworkCompatibleVersion(item->info.server_revision);
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item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
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item->online = true;
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UpdateNetworkGameWindow(false);
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}
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DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_MASTER_RESPONSE_LIST)
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{
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int i;
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struct in_addr ip;
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uint16 port;
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uint8 ver;
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/* packet begins with the protocol version (uint8)
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* then an uint16 which indicates how many
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* ip:port pairs are in this packet, after that
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* an uint32 (ip) and an uint16 (port) for each pair
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*/
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ver = p->Recv_uint8();
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if (ver == 1) {
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for (i = p->Recv_uint16(); i != 0 ; i--) {
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ip.s_addr = TO_LE32(p->Recv_uint32());
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port = p->Recv_uint16();
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/* Somehow we reached the end of the packet */
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if (this->HasClientQuit()) return;
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NetworkUDPQueryServer(inet_ntoa(ip), port);
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}
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}
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}
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/** The return of the client's request of the names of some NewGRFs */
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DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS)
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{
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uint8 num_grfs;
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uint i;
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DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port));
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num_grfs = p->Recv_uint8 ();
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if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
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for (i = 0; i < num_grfs; i++) {
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char *unknown_name;
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char name[NETWORK_GRF_NAME_LENGTH];
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GRFConfig c;
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this->Recv_GRFIdentifier(p, &c);
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p->Recv_string(name, sizeof(name));
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/* An empty name is not possible under normal circumstances
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* and causes problems when showing the NewGRF list. */
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if (StrEmpty(name)) continue;
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/* Finds the fake GRFConfig for the just read GRF ID and MD5sum tuple.
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* If it exists and not resolved yet, then name of the fake GRF is
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* overwritten with the name from the reply. */
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unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
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if (unknown_name != NULL && strcmp(unknown_name, UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
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ttd_strlcpy(unknown_name, name, NETWORK_GRF_NAME_LENGTH);
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}
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}
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}
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void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
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{
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/* Find the matching GRF file */
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const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum);
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if (f == NULL) {
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/* Don't know the GRF, so mark game incompatible and the (possibly)
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* already resolved name for this GRF (another server has sent the
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* name of the GRF already */
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config->name = FindUnknownGRFName(config->grfid, config->md5sum, true);
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config->status = GCS_NOT_FOUND;
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} else {
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config->filename = f->filename;
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config->name = f->name;
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config->info = f->info;
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}
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SetBit(config->flags, GCF_COPY);
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}
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// Close UDP connection
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void NetworkUDPCloseAll()
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{
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DEBUG(net, 1, "[udp] closed listeners");
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_udp_server_socket->Close();
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_udp_master_socket->Close();
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_udp_client_socket->Close();
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_network_udp_server = false;
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_network_udp_broadcast = 0;
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}
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// Broadcast to all ips
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static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
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{
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uint i;
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for (i = 0; _broadcast_list[i] != 0; i++) {
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Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
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struct sockaddr_in out_addr;
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out_addr.sin_family = AF_INET;
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out_addr.sin_port = htons(_settings_client.network.server_port);
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out_addr.sin_addr.s_addr = _broadcast_list[i];
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DEBUG(net, 4, "[udp] broadcasting to %s", inet_ntoa(out_addr.sin_addr));
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socket->SendPacket(&p, &out_addr);
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}
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}
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// Request the the server-list from the master server
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void NetworkUDPQueryMasterServer()
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{
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struct sockaddr_in out_addr;
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if (!_udp_client_socket->IsConnected()) {
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if (!_udp_client_socket->Listen(0, 0, true)) return;
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}
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Packet p(PACKET_UDP_CLIENT_GET_LIST);
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out_addr.sin_family = AF_INET;
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out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT);
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out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST);
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// packet only contains protocol version
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p.Send_uint8(NETWORK_MASTER_SERVER_VERSION);
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_udp_client_socket->SendPacket(&p, &out_addr);
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DEBUG(net, 2, "[udp] master server queried at %s:%d", inet_ntoa(out_addr.sin_addr), ntohs(out_addr.sin_port));
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}
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// Find all servers
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void NetworkUDPSearchGame()
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{
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// We are still searching..
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if (_network_udp_broadcast > 0) return;
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// No UDP-socket yet..
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if (!_udp_client_socket->IsConnected()) {
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if (!_udp_client_socket->Listen(0, 0, true)) return;
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}
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DEBUG(net, 0, "[udp] searching server");
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NetworkUDPBroadCast(_udp_client_socket);
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_network_udp_broadcast = 300; // Stay searching for 300 ticks
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}
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void NetworkUDPQueryServer(const char* host, unsigned short port, bool manually)
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{
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struct sockaddr_in out_addr;
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NetworkGameList *item;
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// No UDP-socket yet..
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if (!_udp_client_socket->IsConnected()) {
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if (!_udp_client_socket->Listen(0, 0, true)) return;
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}
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out_addr.sin_family = AF_INET;
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out_addr.sin_port = htons(port);
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out_addr.sin_addr.s_addr = NetworkResolveHost(host);
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// Clear item in gamelist
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item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
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if (item == NULL) return;
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if (StrEmpty(item->info.server_name)) {
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memset(&item->info, 0, sizeof(item->info));
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strecpy(item->info.server_name, host, lastof(item->info.server_name));
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strecpy(item->info.hostname, host, lastof(item->info.hostname));
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item->online = false;
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}
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item->manually = manually;
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// Init the packet
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Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
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_udp_client_socket->SendPacket(&p, &out_addr);
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UpdateNetworkGameWindow(false);
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}
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/* Remove our advertise from the master-server */
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void NetworkUDPRemoveAdvertise()
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{
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struct sockaddr_in out_addr;
|
|
|
|
/* Check if we are advertising */
|
|
if (!_networking || !_network_server || !_network_udp_server) return;
|
|
|
|
/* check for socket */
|
|
if (!_udp_master_socket->IsConnected()) {
|
|
if (!_udp_master_socket->Listen(_network_server_bind_ip, 0, false)) return;
|
|
}
|
|
|
|
DEBUG(net, 1, "[udp] removing advertise from master server");
|
|
|
|
/* 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 */
|
|
Packet p(PACKET_UDP_SERVER_UNREGISTER);
|
|
/* Packet is: Version, server_port */
|
|
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
|
|
p.Send_uint16(_settings_client.network.server_port);
|
|
_udp_master_socket->SendPacket(&p, &out_addr);
|
|
}
|
|
|
|
/* Register us to the master server
|
|
This function checks if it needs to send an advertise */
|
|
void NetworkUDPAdvertise()
|
|
{
|
|
struct sockaddr_in out_addr;
|
|
|
|
/* Check if we should send an advertise */
|
|
if (!_networking || !_network_server || !_network_udp_server || !_settings_client.network.server_advertise)
|
|
return;
|
|
|
|
/* check for socket */
|
|
if (!_udp_master_socket->IsConnected()) {
|
|
if (!_udp_master_socket->Listen(_network_server_bind_ip, 0, false)) return;
|
|
}
|
|
|
|
if (_network_need_advertise) {
|
|
_network_need_advertise = false;
|
|
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
|
|
} else {
|
|
/* Only send once every ADVERTISE_NORMAL_INTERVAL ticks */
|
|
if (_network_advertise_retries == 0) {
|
|
if ((_network_last_advertise_frame + ADVERTISE_NORMAL_INTERVAL) > _frame_counter)
|
|
return;
|
|
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
|
|
}
|
|
|
|
if ((_network_last_advertise_frame + ADVERTISE_RETRY_INTERVAL) > _frame_counter)
|
|
return;
|
|
}
|
|
|
|
_network_advertise_retries--;
|
|
_network_last_advertise_frame = _frame_counter;
|
|
|
|
/* 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, "[udp] advertising to master server");
|
|
|
|
/* Send the packet */
|
|
Packet p(PACKET_UDP_SERVER_REGISTER);
|
|
/* Packet is: WELCOME_MESSAGE, Version, server_port */
|
|
p.Send_string(NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
|
|
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
|
|
p.Send_uint16(_settings_client.network.server_port);
|
|
_udp_master_socket->SendPacket(&p, &out_addr);
|
|
}
|
|
|
|
void NetworkUDPInitialize()
|
|
{
|
|
assert(_udp_client_socket == NULL && _udp_server_socket == NULL && _udp_master_socket == NULL);
|
|
|
|
_udp_client_socket = new ClientNetworkUDPSocketHandler();
|
|
_udp_server_socket = new ServerNetworkUDPSocketHandler();
|
|
_udp_master_socket = new MasterNetworkUDPSocketHandler();
|
|
|
|
_network_udp_server = false;
|
|
_network_udp_broadcast = 0;
|
|
}
|
|
|
|
void NetworkUDPShutdown()
|
|
{
|
|
NetworkUDPCloseAll();
|
|
|
|
delete _udp_client_socket;
|
|
delete _udp_server_socket;
|
|
delete _udp_master_socket;
|
|
_udp_client_socket = NULL;
|
|
_udp_server_socket = NULL;
|
|
_udp_master_socket = NULL;
|
|
}
|
|
|
|
#endif /* ENABLE_NETWORK */
|