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-rw-r--r--network.c1183
1 files changed, 1183 insertions, 0 deletions
diff --git a/network.c b/network.c
new file mode 100644
index 000000000..dab4835f8
--- /dev/null
+++ b/network.c
@@ -0,0 +1,1183 @@
+#include "stdafx.h"
+#include "ttd.h"
+#include "command.h"
+#include "player.h"
+
+#if defined(WIN32)
+# include <windows.h>
+# include <winsock.h>
+
+# pragma comment (lib, "ws2_32.lib")
+# define ENABLE_NETWORK
+# define GET_LAST_ERROR() WSAGetLastError()
+# define EWOULDBLOCK WSAEWOULDBLOCK
+#endif
+
+#if defined(UNIX)
+// Make compatible with WIN32 names
+# define SOCKET int
+# define INVALID_SOCKET -1
+// we need different defines for MorphOS and AmigaOS
+#if !defined(__MORPHOS__) && !defined(__AMIGA__)
+# define ioctlsocket ioctl
+# define closesocket close
+# define GET_LAST_ERROR() errno
+#endif
+// Need this for FIONREAD on solaris
+# define BSD_COMP
+# include <unistd.h>
+# include <sys/ioctl.h>
+
+// Socket stuff
+# include <sys/socket.h>
+# include <netinet/in.h>
+# include <arpa/inet.h>
+# include <errno.h>
+# include <sys/time.h>
+// NetDB
+# include <netdb.h>
+
+# ifndef TCP_NODELAY
+# define TCP_NODELAY 0x0001
+# endif
+
+#endif
+
+
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+# include <exec/types.h>
+# include <proto/exec.h> // required for Open/CloseLibrary()
+# if defined(__MORPHOS__)
+# include <sys/filio.h> // FION#? defines
+# else // __AMIGA__
+# include <proto/socket.h>
+# endif
+
+// make source compatible with bsdsocket.library functions
+# define closesocket(s) CloseSocket(s)
+# define GET_LAST_ERROR() Errno()
+# define ioctlsocket(s,request,status) IoctlSocket((LONG)s,(ULONG)request,(char*)status)
+
+struct Library *SocketBase = NULL;
+#endif /* __MORPHOS__ || __AMIGA__ */
+
+
+#define SEND_MTU 1460
+
+#if defined(ENABLE_NETWORK)
+
+// sent from client -> server whenever the client wants to exec a command.
+// send from server -> client when another player execs a command.
+typedef struct CommandPacket {
+ byte packet_length;
+ byte packet_type;
+ uint16 cmd;
+ uint32 p1,p2;
+ TileIndex tile;
+ byte player;// player id, this is checked by the server.
+ byte when; // offset from the current max_frame value minus 1. this is set by the server.
+ uint32 dp[8];
+} CommandPacket;
+
+assert_compile(sizeof(CommandPacket) == 16 + 32);
+
+#define COMMAND_PACKET_BASE_SIZE (sizeof(CommandPacket) - 8 * sizeof(uint32))
+
+// sent from server -> client periodically to tell the client about the current tick in the server
+// and how far the client may progress.
+typedef struct SyncPacket {
+ byte packet_length;
+ byte packet_type;
+ byte frames; // how many more frames may the client execute? this is relative to the old value of max.
+ byte server; // where is the server currently executing? this is negatively relative to the old value of max.
+ uint32 random_seed_1; // current random state at server. used to detect out of sync.
+ uint32 random_seed_2;
+} SyncPacket;
+
+assert_compile(sizeof(SyncPacket) == 12);
+
+// sent from server -> client as an acknowledgement that the server received the command.
+// the command will be executed at the current value of "max".
+typedef struct AckPacket {
+ byte packet_length;
+ byte packet_type;
+} AckPacket;
+
+typedef struct FilePacketHdr {
+ byte packet_length;
+ byte packet_type;
+ byte unused[2];
+} FilePacketHdr;
+
+assert_compile(sizeof(FilePacketHdr) == 4);
+
+// sent from server to client when the client has joined.
+typedef struct WelcomePacket {
+ byte packet_length;
+ byte packet_type;
+ byte unused[2];
+} WelcomePacket;
+
+typedef struct Packet Packet;
+struct Packet {
+ Packet *next; // this one has to be the first element.
+ uint siz;
+ byte buf[SEND_MTU]; // packet payload
+};
+
+typedef struct ClientState {
+ int socket;
+ bool inactive; // disable sending of commands/syncs to client
+ bool writable;
+ uint xmitpos;
+
+ uint eaten;
+ Packet *head, **last;
+
+ uint buflen; // receive buffer len
+ byte buf[256]; // receive buffer
+} ClientState;
+
+
+static uint _not_packet;
+
+typedef struct QueuedCommand QueuedCommand;
+struct QueuedCommand {
+ QueuedCommand *next;
+ CommandPacket cp;
+ CommandCallback *callback;
+ uint32 cmd;
+ int32 frame;
+};
+
+typedef struct CommandQueue CommandQueue;
+struct CommandQueue {
+ QueuedCommand *head, **last;
+};
+
+#define MAX_CLIENTS (MAX_PLAYERS + 1)
+
+// packets waiting to be executed, for each of the players.
+// this list is sorted in frame order, so the item on the front will be executed first.
+static CommandQueue _command_queue;
+
+// in the client, this is the list of commands that have not yet been acked.
+// when it is acked, it will be moved to the appropriate position at the end of the player queue.
+static CommandQueue _ack_queue;
+
+static ClientState _clients[MAX_CLIENTS];
+static int _num_clients;
+
+// keep a history of the 16 most recent seeds to be able to capture out of sync errors.
+static uint32 _my_seed_list[16][2];
+
+typedef struct FutureSeeds {
+ int32 frame;
+ uint32 seed[2];
+} FutureSeeds;
+
+// remember some future seeds that the server sent to us.
+static FutureSeeds _future_seed[8];
+static int _num_future_seed;
+
+static SOCKET _listensocket;
+static SOCKET _udpsocket;
+
+
+typedef struct UDPPacket {
+ byte command_code;
+ byte data_len;
+ byte command_check;
+ byte data[255];
+} UDPPacket;
+
+enum {
+ NET_UDPCMD_SERVERSEARCH = 1,
+ NET_UDPCMD_SERVERACTIVE,
+};
+
+uint32 _network_ip_list[10]; // Network ips
+char * _network_detected_serverip = "255.255.255.255"; // UDP Broadcast detected server-ip
+uint32 _network_detected_serverport = 0; // UDP Broadcast detected server-port
+
+void NetworkUDPSend(struct sockaddr_in recv,struct UDPPacket packet);
+
+static bool _network_synced;
+
+// this is set to point to the savegame
+static byte *_transmit_file;
+static size_t _transmit_file_size;
+
+static FILE *_recv_file;
+
+//////////////////////////////////////////////////////////////////////
+
+static QueuedCommand *AllocQueuedCommand(CommandQueue *nq)
+{
+ QueuedCommand *qp = (QueuedCommand*)calloc(sizeof(QueuedCommand), 1);
+ assert(qp);
+ *nq->last = qp;
+ nq->last = &qp->next;
+ return qp;
+}
+
+// go through the player queues for each player and see if there are any pending commands
+// that should be executed this frame. if there are, execute them.
+void NetworkProcessCommands()
+{
+ CommandQueue *nq;
+ QueuedCommand *qp;
+
+ // queue mode ?
+ if (_networking_queuing)
+ return;
+
+ nq = &_command_queue;
+ while ( (qp=nq->head) && (!_networking_sync || qp->frame <= _frame_counter)) {
+ // unlink it.
+ if (!(nq->head = qp->next)) nq->last = &nq->head;
+
+ if (qp->frame < _frame_counter && _networking_sync) {
+ error("!qp->cp.frame < _frame_counter, %d < %d\n", qp->frame, _frame_counter);
+ }
+
+ // run the command
+ _current_player = qp->cp.player;
+ memcpy(_decode_parameters, qp->cp.dp, (qp->cp.packet_length - COMMAND_PACKET_BASE_SIZE));
+ DoCommandP(qp->cp.tile, qp->cp.p1, qp->cp.p2, qp->callback, qp->cmd | CMD_DONT_NETWORK);
+ free(qp);
+ }
+
+ if (!_networking_server) {
+ // remember the random seed so we can check if we're out of sync.
+ _my_seed_list[_frame_counter & 15][0] = _sync_seed_1;
+ _my_seed_list[_frame_counter & 15][1] = _sync_seed_2;
+
+ while (_num_future_seed) {
+ assert(_future_seed[0].frame >= _frame_counter);
+ if (_future_seed[0].frame != _frame_counter) break;
+ if (_future_seed[0].seed[0] != _sync_seed_1 ||_future_seed[0].seed[1] != _sync_seed_2)
+ error("!network sync error");
+ memcpy_overlapping(_future_seed, _future_seed + 1, --_num_future_seed * sizeof(FutureSeeds));
+ }
+ }
+}
+
+// send a packet to a client
+static void SendBytes(ClientState *cs, void *bytes, uint len)
+{
+ byte *b = (byte*)bytes;
+ uint n;
+ Packet *p;
+
+ assert(len != 0);
+
+ // see if there's space in the last packet?
+ if (!cs->head || (p = (Packet*)cs->last, p->siz == sizeof(p->buf)))
+ p = NULL;
+
+ do {
+ if (!p) {
+ // need to allocate a new packet buffer.
+ p = (Packet*)malloc(sizeof(Packet));
+
+ // insert at the end of the linked list.
+ *cs->last = p;
+ cs->last = &p->next;
+ p->next = NULL;
+ p->siz = 0;
+ }
+
+ // copy bytes to packet.
+ n = minu(sizeof(p->buf) - p->siz, len);
+ memcpy(p->buf + p->siz, b, n);
+ p->siz += n;
+ b += n;
+ p = NULL;
+ } while (len -= n);
+}
+
+// client:
+// add it to the client's ack queue, and send the command to the server
+// server:
+// add it to the server's player queue, and send it to all clients.
+void NetworkSendCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
+{
+ int nump;
+ QueuedCommand *qp;
+ ClientState *cs;
+
+ qp = AllocQueuedCommand(_networking_server ? &_command_queue : &_ack_queue);
+ qp->cp.packet_type = 0;
+ qp->cp.tile = tile;
+ qp->cp.p1 = p1;
+ qp->cp.p2 = p2;
+ qp->cp.cmd = (uint16)cmd;
+ qp->cp.player = _local_player;
+ qp->cp.when = 0;
+ qp->cmd = cmd;
+ qp->callback = callback;
+
+ // so the server knows when to execute it.
+ qp->frame = _frame_counter_max;
+
+ // calculate the amount of extra bytes.
+ nump = 8;
+ while ( nump != 0 && ((uint32*)_decode_parameters)[nump-1] == 0) nump--;
+ qp->cp.packet_length = COMMAND_PACKET_BASE_SIZE + nump * sizeof(uint32);
+ if (nump != 0) memcpy(qp->cp.dp, _decode_parameters, nump * sizeof(uint32));
+
+#if defined(TTD_BIG_ENDIAN)
+ // need to convert the command to little endian before sending it.
+ {
+ CommandPacket cp;
+ cp = qp->cp;
+ cp.cmd = TO_LE16(cp.cmd);
+ cp.tile = TO_LE16(cp.tile);
+ cp.p1 = TO_LE32(cp.p1);
+ cp.p2 = TO_LE32(cp.p2);
+ for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &cp, cp.packet_length);
+ }
+#else
+ // send it to the peers
+ for(cs=_clients; cs->socket != INVALID_SOCKET; cs++) if (!cs->inactive) SendBytes(cs, &qp->cp, qp->cp.packet_length);
+
+#endif
+}
+
+// client:
+// server sends a command from another player that we should execute.
+// put it in the command queue.
+//
+// server:
+// client sends a command that it wants to execute.
+// fill the when field so the client knows when to execute it.
+// put it in the appropriate player queue.
+// send it to all other clients.
+// send an ack packet to the actual client.
+
+static void HandleCommandPacket(ClientState *cs, CommandPacket *np)
+{
+ QueuedCommand *qp;
+ ClientState *c;
+ AckPacket ap;
+
+ printf("net: cmd size %d\n", np->packet_length);
+
+ assert(np->packet_length >= COMMAND_PACKET_BASE_SIZE);
+
+ // put it into the command queue
+ qp = AllocQueuedCommand(&_command_queue);
+ qp->cp = *np;
+
+ qp->frame = _frame_counter_max;
+
+ qp->callback = NULL;
+
+ // extra params
+ memcpy(&qp->cp.dp, np->dp, np->packet_length - COMMAND_PACKET_BASE_SIZE);
+
+ ap.packet_type = 2;
+ ap.packet_length = 2;
+
+ // send it to the peers
+ if (_networking_server) {
+ for(c=_clients; c->socket != INVALID_SOCKET; c++) {
+ if (c == cs) {
+ SendBytes(c, &ap, 2);
+ } else {
+ if (!cs->inactive) SendBytes(c, &qp->cp, qp->cp.packet_length);
+ }
+ }
+ }
+
+// convert from little endian to big endian?
+#if defined(TTD_BIG_ENDIAN)
+ qp->cp.cmd = TO_LE16(qp->cp.cmd);
+ qp->cp.tile = TO_LE16(qp->cp.tile);
+ qp->cp.p1 = TO_LE32(qp->cp.p1);
+ qp->cp.p2 = TO_LE32(qp->cp.p2);
+#endif
+
+ qp->cmd = qp->cp.cmd;
+}
+
+// sent from server -> client periodically to tell the client about the current tick in the server
+// and how far the client may progress.
+static void HandleSyncPacket(SyncPacket *sp)
+{
+ uint32 s1,s2;
+
+ _frame_counter_srv = _frame_counter_max - sp->server;
+ _frame_counter_max += sp->frames;
+
+ printf("net: sync max=%d cur=%d server=%d\n", _frame_counter_max, _frame_counter, _frame_counter_srv);
+
+ // queueing only?
+ if (_networking_queuing || _frame_counter == 0)
+ return;
+
+ s1 = TO_LE32(sp->random_seed_1);
+ s2 = TO_LE32(sp->random_seed_2);
+
+ if (_frame_counter_srv <= _frame_counter) {
+ // we are ahead of the server check if the seed is in our list.
+ if (_frame_counter_srv + 16 > _frame_counter) {
+ // the random seed exists in our array check it.
+ if (s1 != _my_seed_list[_frame_counter_srv & 0xF][0] || s2 != _my_seed_list[_frame_counter_srv & 0xF][1])
+ error("!network is desynched\n");
+ }
+ } else {
+ // the server's frame has not been executed yet. store the server's seed in a list.
+ if (_num_future_seed < lengthof(_future_seed)) {
+ _future_seed[_num_future_seed].frame = _frame_counter_srv;
+ _future_seed[_num_future_seed].seed[0] = s1;
+ _future_seed[_num_future_seed].seed[1] = s2;
+ _num_future_seed++;
+ }
+ }
+}
+
+// sent from server -> client as an acknowledgement that the server received the command.
+// the command will be executed at the current value of "max".
+static void HandleAckPacket()
+{
+ 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;
+
+ _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 = 0xff;
+ } else {
+ // take control over an existing company
+ if (DEREF_PLAYER(_network_playas-1)->is_active)
+ _local_player = _network_playas-1;
+ else
+ _local_player = 0xff;
+ }
+
+ } 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;
+
+ printf("CloseClient\n");
+
+ 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;
+
+ _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;
+
+ 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));
+ }
+
+}
+
+void NetworkReceive()
+{
+ ClientState *cs;
+ int n;
+ fd_set read_fd, write_fd;
+ struct timeval tv;
+
+ NetworkUDPReceive(); // udp handling
+
+ 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 NetworkConnect(const char *hostname, int port)
+{
+ SOCKET s;
+ struct sockaddr_in sin;
+ int b;
+
+
+ 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));
+
+ if (strcmp(hostname,"auto")==0) {
+ // autodetect server over udp broadcast [works 4 lan]
+ if (NetworkUDPSearchServer()) {
+ hostname=_network_detected_serverip;
+ port=_network_detected_serverport;
+ } else {
+ error("udp: server not found");
+ }
+ }
+
+ sin.sin_family = AF_INET;
+ sin.sin_addr.s_addr = inet_addr(hostname);
+ sin.sin_port = htons(port);
+
+ if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0)
+ error("connect() failed");
+
+ // 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;
+
+}
+
+void NetworkListen(int port)
+{
+
+ SOCKET ls;
+ struct sockaddr_in sin;
+
+ 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 NetworkInitialize()
+{
+ ClientState *cs;
+#if defined(WIN32)
+ WSADATA wsa;
+ if (WSAStartup(MAKEWORD(2,0), &wsa) != 0)
+ error("WSAStartup failed");
+#endif
+
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+ if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
+ error("Couldn't open bsdsocket.library version 4.");
+ }
+#endif
+
+ _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;
+
+ // startup udp listener
+ NetworkUDPListen(_network_port);
+}
+
+void NetworkShutdown()
+{
+#if defined(__MORPHOS__) || defined(__AMIGA__)
+ if (SocketBase) {
+ CloseLibrary(SocketBase);
+ }
+#endif
+}
+
+// switch to synced mode.
+void NetworkStartSync()
+{
+ _networking_sync = true;
+ _frame_counter = 0;
+ _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));
+}
+
+// ************************** //
+// * UDP Network Extensions * //
+// ************************** //
+
+/* multi os compatible sleep function */
+void CSleep(int milliseconds) {
+#if defined(WIN32)
+Sleep(milliseconds);
+#endif
+#if defined(UNIX)
+#ifndef __BEOS__
+usleep(milliseconds*1000);
+#endif
+#ifdef __BEOS__
+snooze(milliseconds*1000);
+#endif
+#endif
+}
+
+void NetworkUDPListen(int port)
+{
+ SOCKET udp;
+ struct sockaddr_in sin;
+
+ DEBUG(misc,0) ("udp: listener initiated on port %i", port);
+ NetworkIPListInit();
+
+ udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
+ if (udp == INVALID_SOCKET)
+ error("udp: socket() on listen socket failed");
+
+ // 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)
+ error("udp: bind() failed");
+
+ // enable broadcasting
+ { unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); }
+
+ _udpsocket = udp;
+
+}
+
+void NetworkUDPReceive() {
+ struct sockaddr_in client_addr;
+ int client_len;
+ int nbytes;
+ struct UDPPacket packet;
+ int packet_len;
+
+ packet_len = sizeof(packet);
+ client_len = sizeof(client_addr);
+
+ nbytes = recvfrom(_udpsocket, (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 (_networking_server) {
+ packet.command_check=packet.command_code=NET_UDPCMD_SERVERACTIVE;
+ NetworkUDPSend(client_addr, packet);
+ }
+ break;
+ case NET_UDPCMD_SERVERACTIVE:
+ if (!_networking_server) {
+ _network_detected_serverip=inet_ntoa(*(struct in_addr *) &client_addr.sin_addr);
+ _network_detected_serverport=ntohs(client_addr.sin_port);
+ }
+ break;
+ }
+ }
+}
+
+void NetworkIPListInit() {
+ struct hostent* he;
+ char hostname[250];
+ uint32 bcaddr;
+ int i=0;
+
+ _network_detected_serverip="";
+
+ gethostname(hostname,250);
+ DEBUG(misc,0) ("iplist: init for host %s", hostname);
+ he=gethostbyname((char *) hostname);
+
+ 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,0) ("iplist: add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
+ i++;
+ }
+ _network_ip_list[i]=0;
+
+}
+
+void NetworkUDPBroadCast(struct UDPPacket packet) {
+ int i=0, res;
+ struct sockaddr_in out_addr;
+ uint32 bcaddr;
+ byte * bcptr;
+ while (_network_ip_list[i]!=0) {
+ bcaddr=_network_ip_list[i];
+ out_addr.sin_family = AF_INET;
+ out_addr.sin_port = htons(_network_port);
+ bcptr = (byte *) &bcaddr;
+ bcptr[3]=255;
+ out_addr.sin_addr.s_addr = bcaddr;
+ res=sendto(_udpsocket,(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(struct sockaddr_in recv,struct UDPPacket packet) {
+ sendto(_udpsocket,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &recv,sizeof(recv));
+}
+
+bool NetworkUDPSearchServer() {
+ struct UDPPacket packet;
+ int timeout=3000;
+ DEBUG(misc,0) ("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(packet);
+ while (timeout>=0) {
+ CSleep(100);
+ timeout-=100;
+ NetworkUDPReceive();
+ if (_network_detected_serverport>0) {
+ timeout=-1;
+ DEBUG(misc,0) ("udp: server found on %s", _network_detected_serverip);
+ }
+ }
+ return (_network_detected_serverport>0);
+
+}
+
+
+#else // ENABLE_NETWORK
+
+// stubs
+void NetworkInitialize() {}
+void NetworkShutdown() {}
+void NetworkListen(int port) {}
+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() {}
+void NetworkUDPListen(int port) {}
+void NetworkUDPReceive() {}
+bool NetworkUDPSearchServer() {}
+#endif // ENABLE_NETWORK