mirror of
https://github.com/JGRennison/OpenTTD-patches.git
synced 2024-11-16 00:12:51 +00:00
4a4b860ee7
server is in the mainserver-list which sends out illegal signals. Many tnx to 'test' for finding and isolating the problem. -Fix: also specify the problem a bit better
484 lines
13 KiB
C
484 lines
13 KiB
C
/* $Id$ */
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#include "stdafx.h"
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#include "debug.h"
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#include "network_data.h"
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// Is the network enabled?
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#ifdef ENABLE_NETWORK
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#include "functions.h"
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#include "string.h"
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#include "table/strings.h"
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#include "network_client.h"
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#include "command.h"
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#include "callback_table.h"
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#include "variables.h"
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// This files handles the send/receive of all packets
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// Create a packet for sending
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Packet *NetworkSend_Init(PacketType type)
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{
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Packet *packet = malloc(sizeof(Packet));
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// An error is inplace here, because it simply means we ran out of memory.
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if (packet == NULL) error("Failed to allocate Packet");
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// Skip the size so we can write that in before sending the packet
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packet->size = sizeof(packet->size);
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packet->buffer[packet->size++] = type;
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packet->pos = 0;
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return packet;
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}
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// The next couple of functions make sure we can send
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// uint8, uint16, uint32 and uint64 endian-safe
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// over the network. The order it uses is:
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//
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// 1 2 3 4
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//
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void NetworkSend_uint8(Packet *packet, uint8 data)
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{
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assert(packet->size < sizeof(packet->buffer) - sizeof(data));
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packet->buffer[packet->size++] = data;
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}
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void NetworkSend_uint16(Packet *packet, uint16 data)
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{
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assert(packet->size < sizeof(packet->buffer) - sizeof(data));
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packet->buffer[packet->size++] = GB(data, 0, 8);
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packet->buffer[packet->size++] = GB(data, 8, 8);
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}
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void NetworkSend_uint32(Packet *packet, uint32 data)
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{
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assert(packet->size < sizeof(packet->buffer) - sizeof(data));
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packet->buffer[packet->size++] = GB(data, 0, 8);
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packet->buffer[packet->size++] = GB(data, 8, 8);
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packet->buffer[packet->size++] = GB(data, 16, 8);
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packet->buffer[packet->size++] = GB(data, 24, 8);
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}
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void NetworkSend_uint64(Packet *packet, uint64 data)
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{
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assert(packet->size < sizeof(packet->buffer) - sizeof(data));
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packet->buffer[packet->size++] = GB(data, 0, 8);
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packet->buffer[packet->size++] = GB(data, 8, 8);
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packet->buffer[packet->size++] = GB(data, 16, 8);
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packet->buffer[packet->size++] = GB(data, 24, 8);
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packet->buffer[packet->size++] = GB(data, 32, 8);
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packet->buffer[packet->size++] = GB(data, 40, 8);
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packet->buffer[packet->size++] = GB(data, 48, 8);
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packet->buffer[packet->size++] = GB(data, 56, 8);
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}
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// Sends a string over the network. It sends out
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// the string + '\0'. No size-byte or something.
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void NetworkSend_string(Packet *packet, const char* data)
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{
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assert(data != NULL);
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assert(packet->size < sizeof(packet->buffer) - strlen(data) - 1);
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while ((packet->buffer[packet->size++] = *data++) != '\0') {}
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}
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// If PacketSize changes of size, you have to change the 2 packet->size
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// lines below matching the size of packet->size/PacketSize!
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// (line 'packet->buffer[0] = packet->size & 0xFF;' and below)
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assert_compile(sizeof(PacketSize) == 2);
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// This function puts the packet in the send-queue and it is send
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// as soon as possible
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// (that is: the next tick, or maybe one tick later if the
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// OS-network-buffer is full)
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void NetworkSend_Packet(Packet *packet, NetworkClientState *cs)
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{
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Packet *p;
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assert(packet != NULL);
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packet->pos = 0;
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packet->next = NULL;
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packet->buffer[0] = GB(packet->size, 0, 8);
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packet->buffer[1] = GB(packet->size, 8, 8);
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// Locate last packet buffered for the client
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p = cs->packet_queue;
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if (p == NULL) {
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// No packets yet
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cs->packet_queue = packet;
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} else {
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// Skip to the last packet
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while (p->next != NULL) p = p->next;
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p->next = packet;
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}
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}
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// Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
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// A socket can make errors. When that happens
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// this handles what to do.
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// For clients: close connection and drop back to main-menu
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// For servers: close connection and that is it
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static NetworkRecvStatus CloseConnection(NetworkClientState *cs)
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{
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NetworkCloseClient(cs);
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// Clients drop back to the main menu
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if (!_network_server && _networking) {
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_switch_mode = SM_MENU;
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_networking = false;
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_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
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return NETWORK_RECV_STATUS_CONN_LOST;
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}
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return NETWORK_RECV_STATUS_OKAY;
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}
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// Sends all the buffered packets out for this client
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// it stops when:
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// 1) all packets are send (queue is empty)
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// 2) the OS reports back that it can not send any more
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// data right now (full network-buffer, it happens ;))
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// 3) sending took too long
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bool NetworkSend_Packets(NetworkClientState *cs)
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{
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ssize_t res;
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Packet *p;
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// We can not write to this socket!!
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if (!cs->writable) return false;
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if (cs->socket == INVALID_SOCKET) return false;
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p = cs->packet_queue;
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while (p != NULL) {
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res = send(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
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if (res == -1) {
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int err = GET_LAST_ERROR();
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if (err != EWOULDBLOCK) {
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// Something went wrong.. close client!
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DEBUG(net, 0) ("[NET] send() failed with error %d", err);
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CloseConnection(cs);
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return false;
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}
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return true;
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}
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if (res == 0) {
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// Client/server has left us :(
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CloseConnection(cs);
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return false;
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}
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p->pos += res;
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// Is this packet sent?
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if (p->pos == p->size) {
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// Go to the next packet
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cs->packet_queue = p->next;
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free(p);
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p = cs->packet_queue;
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} else
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return true;
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}
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return true;
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}
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// Receiving commands
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// Again, the next couple of functions are endian-safe
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// see the comment around NetworkSend_uint8 for more info.
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uint8 NetworkRecv_uint8(NetworkClientState *cs, Packet *packet)
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{
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/* Don't allow reading from a closed socket */
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if (cs->quited)
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return 0;
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/* Check if variable is within packet-size */
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if (packet->pos + 1 > packet->size) {
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CloseConnection(cs);
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return 0;
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}
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return packet->buffer[packet->pos++];
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}
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uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
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{
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uint16 n;
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/* Don't allow reading from a closed socket */
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if (cs->quited)
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return 0;
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/* Check if variable is within packet-size */
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if (packet->pos + 2 > packet->size) {
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CloseConnection(cs);
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return 0;
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}
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n = (uint16)packet->buffer[packet->pos++];
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n += (uint16)packet->buffer[packet->pos++] << 8;
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return n;
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}
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uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
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{
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uint32 n;
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/* Don't allow reading from a closed socket */
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if (cs->quited)
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return 0;
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/* Check if variable is within packet-size */
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if (packet->pos + 4 > packet->size) {
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CloseConnection(cs);
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return 0;
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}
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n = (uint32)packet->buffer[packet->pos++];
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n += (uint32)packet->buffer[packet->pos++] << 8;
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n += (uint32)packet->buffer[packet->pos++] << 16;
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n += (uint32)packet->buffer[packet->pos++] << 24;
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return n;
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}
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uint64 NetworkRecv_uint64(NetworkClientState *cs, Packet *packet)
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{
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uint64 n;
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/* Don't allow reading from a closed socket */
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if (cs->quited)
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return 0;
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/* Check if variable is within packet-size */
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if (packet->pos + 8 > packet->size) {
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CloseConnection(cs);
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return 0;
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}
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n = (uint64)packet->buffer[packet->pos++];
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n += (uint64)packet->buffer[packet->pos++] << 8;
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n += (uint64)packet->buffer[packet->pos++] << 16;
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n += (uint64)packet->buffer[packet->pos++] << 24;
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n += (uint64)packet->buffer[packet->pos++] << 32;
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n += (uint64)packet->buffer[packet->pos++] << 40;
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n += (uint64)packet->buffer[packet->pos++] << 48;
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n += (uint64)packet->buffer[packet->pos++] << 56;
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return n;
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}
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// Reads a string till it finds a '\0' in the stream
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void NetworkRecv_string(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
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{
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PacketSize pos;
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char *bufp = buffer;
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/* Don't allow reading from a closed socket */
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if (cs->quited) return;
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pos = p->pos;
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while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}
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if (size == 0 || pos == p->size) {
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*buffer = '\0';
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// If size was sooner to zero then the string in the stream
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// skip till the \0, so the packet can be read out correctly for the rest
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while (pos < p->size && p->buffer[pos] != '\0') pos++;
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pos++;
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}
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p->pos = pos;
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str_validate(bufp);
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}
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// If PacketSize changes of size, you have to change the 2 packet->size
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// lines below matching the size of packet->size/PacketSize!
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// (the line: 'p->size = (uint16)p->buffer[0];' and below)
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assert_compile(sizeof(PacketSize) == 2);
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Packet *NetworkRecv_Packet(NetworkClientState *cs, NetworkRecvStatus *status)
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{
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ssize_t res;
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Packet *p;
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*status = NETWORK_RECV_STATUS_OKAY;
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if (cs->socket == INVALID_SOCKET) return NULL;
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if (cs->packet_recv == NULL) {
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cs->packet_recv = malloc(sizeof(Packet));
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if (cs->packet_recv == NULL) error("Failed to allocate packet");
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// Set pos to zero!
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cs->packet_recv->pos = 0;
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cs->packet_recv->size = 0; // Can be ommited, just for safety reasons
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}
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p = cs->packet_recv;
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// Read packet size
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if (p->pos < sizeof(PacketSize)) {
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while (p->pos < sizeof(PacketSize)) {
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// Read the size of the packet
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res = recv(cs->socket, p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
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if (res == -1) {
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int err = GET_LAST_ERROR();
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if (err != EWOULDBLOCK) {
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// Something went wrong..
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if (err != 104) // 104 is Connection Reset by Peer
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DEBUG(net, 0) ("[NET] recv() failed with error %d", err);
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*status = CloseConnection(cs);
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return NULL;
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}
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// Connection would block, so stop for now
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return NULL;
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}
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if (res == 0) {
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// Client/server has left us :(
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*status = CloseConnection(cs);
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return NULL;
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}
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p->pos += res;
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}
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p->size = (uint16)p->buffer[0];
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p->size += (uint16)p->buffer[1] << 8;
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if (p->size > SEND_MTU) {
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*status = CloseConnection(cs);
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return NULL;
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}
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}
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// Read rest of packet
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while (p->pos < p->size) {
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res = recv(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
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if (res == -1) {
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int err = GET_LAST_ERROR();
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if (err != EWOULDBLOCK) {
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// Something went wrong..
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if (err != 104) // 104 is Connection Reset by Peer
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DEBUG(net, 0) ("[NET] recv() failed with error %d", err);
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*status = CloseConnection(cs);
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return NULL;
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}
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// Connection would block
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return NULL;
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}
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if (res == 0) {
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// Client/server has left us :(
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*status = CloseConnection(cs);
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return NULL;
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}
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p->pos += res;
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}
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// We have a complete packet, return it!
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p->pos = 2;
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p->next = NULL; // Should not be needed, but who knows...
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// Prepare for receiving a new packet
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cs->packet_recv = NULL;
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return p;
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}
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// Add a command to the local command queue
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void NetworkAddCommandQueue(NetworkClientState *cs, CommandPacket *cp)
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{
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CommandPacket *new_cp = malloc(sizeof(CommandPacket));
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*new_cp = *cp;
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if (cs->command_queue == NULL)
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cs->command_queue = new_cp;
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else {
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CommandPacket *c = cs->command_queue;
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while (c->next != NULL) c = c->next;
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c->next = new_cp;
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}
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}
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// Prepare a DoCommand to be send over the network
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void NetworkSend_Command(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
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{
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CommandPacket *c = malloc(sizeof(CommandPacket));
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byte temp_callback;
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c->player = _local_player;
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c->next = NULL;
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c->tile = tile;
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c->p1 = p1;
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c->p2 = p2;
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c->cmd = cmd;
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c->callback = 0;
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temp_callback = 0;
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while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback)
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temp_callback++;
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if (temp_callback == _callback_table_count) {
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DEBUG(net, 0) ("[NET] Unknown callback. (Pointer: %p) No callback sent.", callback);
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temp_callback = 0; /* _callback_table[0] == NULL */
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}
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if (_network_server) {
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// We are the server, so set the command to be executed next possible frame
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c->frame = _frame_counter_max + 1;
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} else {
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c->frame = 0; // The client can't tell which frame, so just make it 0
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}
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ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));
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if (_network_server) {
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// If we are the server, we queue the command in our 'special' queue.
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// In theory, we could execute the command right away, but then the
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// client on the server can do everything 1 tick faster than others.
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// So to keep the game fair, we delay the command with 1 tick
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// which gives about the same speed as most clients.
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NetworkClientState *cs;
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// And we queue it for delivery to the clients
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FOR_ALL_CLIENTS(cs) {
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if (cs->status > STATUS_AUTH) {
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NetworkAddCommandQueue(cs, c);
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}
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}
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// Only the server gets the callback, because clients should not get them
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c->callback = temp_callback;
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if (_local_command_queue == NULL) {
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_local_command_queue = c;
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} else {
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// Find last packet
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CommandPacket *cp = _local_command_queue;
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while (cp->next != NULL) cp = cp->next;
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cp->next = c;
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}
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return;
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}
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// Clients send their command to the server and forget all about the packet
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c->callback = temp_callback;
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SEND_COMMAND(PACKET_CLIENT_COMMAND)(c);
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}
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// Execute a DoCommand we received from the network
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void NetworkExecuteCommand(CommandPacket *cp)
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{
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_current_player = cp->player;
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_cmd_text = cp->text;
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/* cp->callback is unsigned. so we don't need to do lower bounds checking. */
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if (cp->callback > _callback_table_count) {
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DEBUG(net,0) ("[NET] Received out-of-bounds callback! (%d)", cp->callback);
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cp->callback = 0;
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}
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DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND);
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}
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#endif /* ENABLE_NETWORK */
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