diff options
Diffstat (limited to 'src/network/network.cpp')
-rw-r--r-- | src/network/network.cpp | 1389 |
1 files changed, 1389 insertions, 0 deletions
diff --git a/src/network/network.cpp b/src/network/network.cpp new file mode 100644 index 000000000..ac8dd82b7 --- /dev/null +++ b/src/network/network.cpp @@ -0,0 +1,1389 @@ +/* $Id$ */ + +#include "../stdafx.h" +#include "network_data.h" + +#if defined(WITH_REV) + extern const char _openttd_revision[]; +#elif defined(WITH_REV_HACK) + #define WITH_REV + const char _openttd_revision[] = WITH_REV_HACK; +#else + const char _openttd_revision[] = NOREV_STRING; +#endif + + +#ifdef ENABLE_NETWORK + +#include "../openttd.h" +#include "../debug.h" +#include "../functions.h" +#include "../string.h" +#include "../strings.h" +#include "../map.h" +#include "../command.h" +#include "../variables.h" +#include "../date.h" +#include "../newgrf_config.h" +#include "table/strings.h" +#include "network_client.h" +#include "network_server.h" +#include "network_udp.h" +#include "network_gamelist.h" +#include "core/udp.h" +#include "core/tcp.h" +#include "core/core.h" +#include "network_gui.h" +#include "../console.h" /* IConsoleCmdExec */ +#include <stdarg.h> /* va_list */ +#include "../md5.h" + +// The listen socket for the server +static SOCKET _listensocket; + +// The amount of clients connected +static byte _network_clients_connected = 0; +// The index counter for new clients (is never decreased) +static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1; + +/* Some externs / forwards */ +extern void StateGameLoop(void); + +// Function that looks up the CI for a given client-index +NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index) +{ + NetworkClientInfo *ci; + + for (ci = _network_client_info; ci != endof(_network_client_info); ci++) { + if (ci->client_index == client_index) return ci; + } + + return NULL; +} + +/** Return the CI for a given IP + * @param ip IP of the client we are looking for. This must be in string-format + * @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */ +NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip) +{ + NetworkClientInfo *ci; + uint32 ip_number = inet_addr(ip); + + for (ci = _network_client_info; ci != endof(_network_client_info); ci++) { + if (ci->client_ip == ip_number) return ci; + } + + return NULL; +} + +// Function that looks up the CS for a given client-index +NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index) +{ + NetworkClientState *cs; + + for (cs = _clients; cs != endof(_clients); cs++) { + if (cs->index == client_index) return cs; + } + + return NULL; +} + +// NetworkGetClientName is a server-safe function to get the name of the client +// if the user did not send it yet, Client #<no> is used. +void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs) +{ + const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs); + + if (ci->client_name[0] == '\0') { + snprintf(client_name, size, "Client #%4d", cs->index); + } else { + ttd_strlcpy(client_name, ci->client_name, size); + } +} + +byte NetworkSpectatorCount(void) +{ + const NetworkClientState *cs; + byte count = 0; + + FOR_ALL_CLIENTS(cs) { + if (DEREF_CLIENT_INFO(cs)->client_playas == PLAYER_SPECTATOR) count++; + } + + return count; +} + +// This puts a text-message to the console, or in the future, the chat-box, +// (to keep it all a bit more general) +// If 'self_send' is true, this is the client who is sending the message +void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...) +{ + char buf[1024]; + va_list va; + const int duration = 10; // Game days the messages stay visible + char message[1024]; + char temp[1024]; + + va_start(va, str); + vsnprintf(buf, lengthof(buf), str, va); + va_end(va); + + switch (action) { + case NETWORK_ACTION_SERVER_MESSAGE: + color = 1; + snprintf(message, sizeof(message), "*** %s", buf); + break; + case NETWORK_ACTION_JOIN: + color = 1; + GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp)); + snprintf(message, sizeof(message), "*** %s %s", name, temp); + break; + case NETWORK_ACTION_LEAVE: + color = 1; + GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp)); + snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf); + break; + case NETWORK_ACTION_GIVE_MONEY: + if (self_send) { + SetDParamStr(0, name); + SetDParam(1, atoi(buf)); + GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY, lastof(temp)); + snprintf(message, sizeof(message), "*** %s", temp); + } else { + SetDParam(0, atoi(buf)); + GetString(temp, STR_NETWORK_GIVE_MONEY, lastof(temp)); + snprintf(message, sizeof(message), "*** %s %s", name, temp); + } + break; + case NETWORK_ACTION_NAME_CHANGE: + GetString(temp, STR_NETWORK_NAME_CHANGE, lastof(temp)); + snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf); + break; + case NETWORK_ACTION_CHAT_COMPANY: + SetDParamStr(0, name); + SetDParamStr(1, buf); + GetString(temp, self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY, lastof(temp)); + ttd_strlcpy(message, temp, sizeof(message)); + break; + case NETWORK_ACTION_CHAT_CLIENT: + SetDParamStr(0, name); + SetDParamStr(1, buf); + GetString(temp, self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT, lastof(temp)); + ttd_strlcpy(message, temp, sizeof(message)); + break; + default: + SetDParamStr(0, name); + SetDParamStr(1, buf); + GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp)); + ttd_strlcpy(message, temp, sizeof(message)); + break; + } + + IConsolePrintF(color, "%s", message); + AddTextMessage(color, duration, "%s", message); +} + +// Calculate the frame-lag of a client +uint NetworkCalculateLag(const NetworkClientState *cs) +{ + int lag = cs->last_frame_server - cs->last_frame; + // This client has missed his ACK packet after 1 DAY_TICKS.. + // so we increase his lag for every frame that passes! + // The packet can be out by a max of _net_frame_freq + if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter) + lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq); + + return lag; +} + + +// There was a non-recoverable error, drop back to the main menu with a nice +// error +static void NetworkError(StringID error_string) +{ + _switch_mode = SM_MENU; + _switch_mode_errorstr = error_string; +} + +static void ClientStartError(const char *error) +{ + DEBUG(net, 0, "[client] could not start network: %s",error); + NetworkError(STR_NETWORK_ERR_CLIENT_START); +} + +static void ServerStartError(const char *error) +{ + DEBUG(net, 0, "[server] could not start network: %s",error); + NetworkError(STR_NETWORK_ERR_SERVER_START); +} + +static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs) +{ + // First, send a CLIENT_ERROR to the server, so he knows we are + // disconnection (and why!) + NetworkErrorCode errorno; + + // We just want to close the connection.. + if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) { + cs->has_quit = true; + NetworkCloseClient(cs); + _networking = false; + + DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); + return; + } + + switch (res) { + case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break; + case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break; + default: errorno = NETWORK_ERROR_GENERAL; break; + } + // This means we fucked up and the server closed the connection + if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL && + res != NETWORK_RECV_STATUS_SERVER_BANNED) { + SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno); + + // Dequeue all commands before closing the socket + NetworkSend_Packets(DEREF_CLIENT(0)); + } + + _switch_mode = SM_MENU; + NetworkCloseClient(cs); + _networking = false; +} + +/** Retrieve a string representation of an internal error number + * @param buf buffer where the error message will be stored + * @param err NetworkErrorCode + * @return returns a pointer to the error message (buf) */ +char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last) +{ + /* List of possible network errors, used by + * PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */ + static const StringID network_error_strings[] = { + STR_NETWORK_ERR_CLIENT_GENERAL, + STR_NETWORK_ERR_CLIENT_DESYNC, + STR_NETWORK_ERR_CLIENT_SAVEGAME, + STR_NETWORK_ERR_CLIENT_CONNECTION_LOST, + STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR, + STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED, + STR_NETWORK_ERR_CLIENT_NOT_EXPECTED, + STR_NETWORK_ERR_CLIENT_WRONG_REVISION, + STR_NETWORK_ERR_CLIENT_NAME_IN_USE, + STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD, + STR_NETWORK_ERR_CLIENT_PLAYER_MISMATCH, + STR_NETWORK_ERR_CLIENT_KICKED, + STR_NETWORK_ERR_CLIENT_CHEATER, + STR_NETWORK_ERR_CLIENT_SERVER_FULL + }; + + if (err >= lengthof(network_error_strings)) err = 0; + + return GetString(buf, network_error_strings[err], last); +} + +/* Count the number of active clients connected */ +static uint NetworkCountPlayers(void) +{ + const NetworkClientState *cs; + uint count = 0; + + FOR_ALL_CLIENTS(cs) { + const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs); + if (IsValidPlayer(ci->client_playas)) count++; + } + + return count; +} + +static bool _min_players_paused = false; + +/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */ +void CheckMinPlayers(void) +{ + if (!_network_dedicated) return; + + if (NetworkCountPlayers() < _network_min_players) { + if (_min_players_paused) return; + + _min_players_paused = true; + DoCommandP(0, 1, 0, NULL, CMD_PAUSE); + NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX); + } else { + if (!_min_players_paused) return; + + _min_players_paused = false; + DoCommandP(0, 0, 0, NULL, CMD_PAUSE); + NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX); + } +} + +// Find all IP-aliases for this host +static void NetworkFindIPs(void) +{ + int i; + +#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */ + /* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */ + int _netstat(int fd, char **output, int verbose); + + int seek_past_header(char **pos, const char *header) { + char *new_pos = strstr(*pos, header); + if (new_pos == 0) { + return B_ERROR; + } + *pos += strlen(header) + new_pos - *pos + 1; + return B_OK; + } + + int output_length; + char *output_pointer = NULL; + char **output; + int sock = socket(AF_INET, SOCK_DGRAM, 0); + i = 0; + + // If something fails, make sure the list is empty + _broadcast_list[0] = 0; + + if (sock < 0) { + DEBUG(net, 0, "[core] error creating socket"); + return; + } + + output_length = _netstat(sock, &output_pointer, 1); + if (output_length < 0) { + DEBUG(net, 0, "[core] error running _netstat"); + return; + } + + output = &output_pointer; + if (seek_past_header(output, "IP Interfaces:") == B_OK) { + for (;;) { + uint32 n, fields, read; + uint8 i1, i2, i3, i4, j1, j2, j3, j4; + struct in_addr inaddr; + uint32 ip; + uint32 netmask; + + fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n", + &n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read); + read += 1; + if (fields != 9) { + break; + } + + ip = (uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4; + netmask = (uint32)j1 << 24 | (uint32)j2 << 16 | (uint32)j3 << 8 | (uint32)j4; + + if (ip != INADDR_LOOPBACK && ip != INADDR_ANY) { + inaddr.s_addr = htonl(ip | ~netmask); + _broadcast_list[i] = inaddr.s_addr; + i++; + } + if (read < 0) { + break; + } + *output += read; + } + /* XXX - Using either one of these crashes openttd heavily? - wber */ + /*free(output_pointer);*/ + /*free(output);*/ + closesocket(sock); + } +#elif defined(HAVE_GETIFADDRS) + struct ifaddrs *ifap, *ifa; + + // If something fails, make sure the list is empty + _broadcast_list[0] = 0; + + if (getifaddrs(&ifap) != 0) + return; + + i = 0; + for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) { + if (!(ifa->ifa_flags & IFF_BROADCAST)) continue; + if (ifa->ifa_broadaddr == NULL) continue; + if (ifa->ifa_broadaddr->sa_family != AF_INET) continue; + _broadcast_list[i] = ((struct sockaddr_in*)ifa->ifa_broadaddr)->sin_addr.s_addr; + i++; + } + freeifaddrs(ifap); + +#else /* not HAVE_GETIFADDRS */ + SOCKET sock; +#ifdef WIN32 + DWORD len = 0; + INTERFACE_INFO ifo[MAX_INTERFACES]; + uint j; +#else + char buf[4 * 1024]; // Arbitrary buffer size + struct ifconf ifconf; + const char* buf_end; + const char* p; +#endif + + // If something fails, make sure the list is empty + _broadcast_list[0] = 0; + + sock = socket(AF_INET, SOCK_DGRAM, 0); + if (sock == INVALID_SOCKET) return; + +#ifdef WIN32 + memset(&ifo[0], 0, sizeof(ifo)); + if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) { + closesocket(sock); + return; + } + + i = 0; + for (j = 0; j < len / sizeof(*ifo); j++) { + if (ifo[j].iiFlags & IFF_LOOPBACK) continue; + if (!(ifo[j].iiFlags & IFF_BROADCAST)) continue; + /* iiBroadcast is unusable, because it always seems to be set to + * 255.255.255.255. + */ + _broadcast_list[i++] = + ifo[j].iiAddress.AddressIn.sin_addr.s_addr | + ~ifo[j].iiNetmask.AddressIn.sin_addr.s_addr; + } +#else + ifconf.ifc_len = sizeof(buf); + ifconf.ifc_buf = buf; + if (ioctl(sock, SIOCGIFCONF, &ifconf) == -1) { + closesocket(sock); + return; + } + + i = 0; + buf_end = buf + ifconf.ifc_len; + for (p = buf; p < buf_end;) { + const struct ifreq* req = (const struct ifreq*)p; + + if (req->ifr_addr.sa_family == AF_INET) { + struct ifreq r; + + strncpy(r.ifr_name, req->ifr_name, lengthof(r.ifr_name)); + if (ioctl(sock, SIOCGIFFLAGS, &r) != -1 && + r.ifr_flags & IFF_BROADCAST && + ioctl(sock, SIOCGIFBRDADDR, &r) != -1) { + _broadcast_list[i++] = + ((struct sockaddr_in*)&r.ifr_broadaddr)->sin_addr.s_addr; + } + } + + p += sizeof(struct ifreq); +#ifdef AF_LINK + p += req->ifr_addr.sa_len - sizeof(struct sockaddr); +#endif + } +#endif + + closesocket(sock); +#endif /* not HAVE_GETIFADDRS */ + + _broadcast_list[i] = 0; + + DEBUG(net, 3, "Detected broadcast addresses:"); + // Now display to the debug all the detected ips + for (i = 0; _broadcast_list[i] != 0; i++) { + DEBUG(net, 3, "%d) %s", i, inet_ntoa(*(struct in_addr *)&_broadcast_list[i]));//inet_ntoa(inaddr)); + } +} + +// Resolve a hostname to a inet_addr +unsigned long NetworkResolveHost(const char *hostname) +{ + in_addr_t ip; + + // First try: is it an ip address? + ip = inet_addr(hostname); + + // If not try to resolve the name + if (ip == INADDR_NONE) { + struct hostent *he = gethostbyname(hostname); + if (he == NULL) { + DEBUG(net, 0, "Cannot resolve '%s'", hostname); + } else { + struct in_addr addr = *(struct in_addr *)he->h_addr_list[0]; + DEBUG(net, 1, "Resolved '%s' to %s", hostname, inet_ntoa(addr)); + ip = addr.s_addr; + } + } + return ip; +} + +// Converts a string to ip/port/player +// Format: IP#player:port +// +// connection_string will be re-terminated to seperate out the hostname, and player and port will +// be set to the player and port strings given by the user, inside the memory area originally +// occupied by connection_string. +void ParseConnectionString(const char **player, const char **port, char *connection_string) +{ + char *p; + for (p = connection_string; *p != '\0'; p++) { + if (*p == '#') { + *p = '\0'; + *player = ++p; + while (IsValidChar(*p, CS_NUMERAL)) p++; + if (*p == '\0') break; + } else if (*p == ':') { + *port = p + 1; + *p = '\0'; + } + } +} + +// Creates a new client from a socket +// Used both by the server and the client +static NetworkClientState *NetworkAllocClient(SOCKET s) +{ + NetworkClientState *cs; + byte client_no = 0; + + if (_network_server) { + // Can we handle a new client? + if (_network_clients_connected >= MAX_CLIENTS) return NULL; + if (_network_game_info.clients_on >= _network_game_info.clients_max) return NULL; + + // Register the login + client_no = _network_clients_connected++; + } + + cs = DEREF_CLIENT(client_no); + memset(cs, 0, sizeof(*cs)); + cs->socket = s; + cs->last_frame = 0; + cs->has_quit = false; + + cs->last_frame = _frame_counter; + cs->last_frame_server = _frame_counter; + + if (_network_server) { + NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs); + memset(ci, 0, sizeof(*ci)); + + cs->index = _network_client_index++; + ci->client_index = cs->index; + ci->client_playas = PLAYER_INACTIVE_CLIENT; + ci->join_date = _date; + + InvalidateWindow(WC_CLIENT_LIST, 0); + } + + return cs; +} + +// Close a connection +void NetworkCloseClient(NetworkClientState *cs) +{ + NetworkClientInfo *ci; + // Socket is already dead + if (cs->socket == INVALID_SOCKET) { + cs->has_quit = true; + return; + } + + DEBUG(net, 1, "Closed client connection %d", cs->index); + + if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) { + // We did not receive a leave message from this client... + NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST; + char str[100]; + char client_name[NETWORK_CLIENT_NAME_LENGTH]; + NetworkClientState *new_cs; + + NetworkGetClientName(client_name, sizeof(client_name), cs); + + GetNetworkErrorMsg(str, errorno, lastof(str)); + + NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str); + + // Inform other clients of this... strange leaving ;) + FOR_ALL_CLIENTS(new_cs) { + if (new_cs->status > STATUS_AUTH && cs != new_cs) { + SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno); + } + } + } + + /* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */ + if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) { + DoCommandP(0, 0, 0, NULL, CMD_PAUSE); + NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX); + } + + closesocket(cs->socket); + cs->writable = false; + cs->has_quit = true; + + // Free all pending and partially received packets + while (cs->packet_queue != NULL) { + Packet *p = cs->packet_queue->next; + free(cs->packet_queue); + cs->packet_queue = p; + } + free(cs->packet_recv); + cs->packet_recv = NULL; + + while (cs->command_queue != NULL) { + CommandPacket *p = cs->command_queue->next; + free(cs->command_queue); + cs->command_queue = p; + } + + // Close the gap in the client-list + ci = DEREF_CLIENT_INFO(cs); + + if (_network_server) { + // We just lost one client :( + if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--; + _network_clients_connected--; + + while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) { + *cs = *(cs + 1); + *ci = *(ci + 1); + cs++; + ci++; + } + + InvalidateWindow(WC_CLIENT_LIST, 0); + } + + // Reset the status of the last socket + cs->socket = INVALID_SOCKET; + cs->status = STATUS_INACTIVE; + cs->index = NETWORK_EMPTY_INDEX; + ci->client_index = NETWORK_EMPTY_INDEX; + + CheckMinPlayers(); +} + +// A client wants to connect to a server +static bool NetworkConnect(const char *hostname, int port) +{ + SOCKET s; + struct sockaddr_in sin; + + DEBUG(net, 1, "Connecting to %s %d", hostname, port); + + s = socket(AF_INET, SOCK_STREAM, 0); + if (s == INVALID_SOCKET) { + ClientStartError("socket() failed"); + return false; + } + + if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed"); + + sin.sin_family = AF_INET; + sin.sin_addr.s_addr = NetworkResolveHost(hostname); + sin.sin_port = htons(port); + _network_last_host_ip = sin.sin_addr.s_addr; + + /* We failed to connect for which reason what so ever */ + if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false; + + if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error? + + // in client mode, only the first client field is used. it's pointing to the server. + NetworkAllocClient(s); + + _network_join_status = NETWORK_JOIN_STATUS_CONNECTING; + ShowJoinStatusWindow(); + + return true; +} + +// For the server, to accept new clients +static void NetworkAcceptClients(void) +{ + struct sockaddr_in sin; + NetworkClientState *cs; + uint i; + bool banned; + + // Should never ever happen.. is it possible?? + assert(_listensocket != INVALID_SOCKET); + + for (;;) { + socklen_t sin_len = sizeof(sin); + SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len); + if (s == INVALID_SOCKET) return; + + SetNonBlocking(s); // XXX error handling? + + DEBUG(net, 1, "Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter); + + SetNoDelay(s); // XXX error handling? + + /* Check if the client is banned */ + banned = false; + for (i = 0; i < lengthof(_network_ban_list); i++) { + if (_network_ban_list[i] == NULL) continue; + + if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) { + Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED); + + DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]); + + p->buffer[0] = p->size & 0xFF; + p->buffer[1] = p->size >> 8; + + send(s, p->buffer, p->size, 0); + closesocket(s); + + free(p); + + banned = true; + break; + } + } + /* If this client is banned, continue with next client */ + if (banned) continue; + + cs = NetworkAllocClient(s); + if (cs == NULL) { + // no more clients allowed? + // Send to the client that we are full! + Packet *p = NetworkSend_Init(PACKET_SERVER_FULL); + + p->buffer[0] = p->size & 0xFF; + p->buffer[1] = p->size >> 8; + + send(s, p->buffer, p->size, 0); + closesocket(s); + + free(p); + + continue; + } + + // a new client has connected. We set him at inactive for now + // maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK + // the client stays inactive + cs->status = STATUS_INACTIVE; + + DEREF_CLIENT_INFO(cs)->client_ip = sin.sin_addr.s_addr; // Save the IP of the client + } +} + +// Set up the listen socket for the server +static bool NetworkListen(void) +{ + SOCKET ls; + struct sockaddr_in sin; + + DEBUG(net, 1, "Listening on %s:%d", _network_server_bind_ip_host, _network_server_port); + + ls = socket(AF_INET, SOCK_STREAM, 0); + if (ls == INVALID_SOCKET) { + ServerStartError("socket() on listen socket failed"); + return false; + } + + { // reuse the socket + int reuse = 1; + // The (const char*) cast is needed for windows!! + if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) { + ServerStartError("setsockopt() on listen socket failed"); + return false; + } + } + + if (!SetNonBlocking(ls)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error? + + sin.sin_family = AF_INET; + sin.sin_addr.s_addr = _network_server_bind_ip; + sin.sin_port = htons(_network_server_port); + + if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) { + ServerStartError("bind() failed"); + return false; + } + + if (listen(ls, 1) != 0) { + ServerStartError("listen() failed"); + return false; + } + + _listensocket = ls; + + return true; +} + +// Close all current connections +static void NetworkClose(void) +{ + NetworkClientState *cs; + + FOR_ALL_CLIENTS(cs) { + if (!_network_server) { + SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving"); + NetworkSend_Packets(cs); + } + NetworkCloseClient(cs); + } + + if (_network_server) { + // We are a server, also close the listensocket + closesocket(_listensocket); + _listensocket = INVALID_SOCKET; + DEBUG(net, 1, "Closed listener"); + NetworkUDPStop(); + } +} + +// Inits the network (cleans sockets and stuff) +static void NetworkInitialize(void) +{ + NetworkClientState *cs; + + _local_command_queue = NULL; + + // Clean all client-sockets + memset(_clients, 0, sizeof(_clients)); + for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) { + cs->socket = INVALID_SOCKET; + cs->status = STATUS_INACTIVE; + cs->command_queue = NULL; + } + + // Clean the client_info memory + memset(&_network_client_info, 0, sizeof(_network_client_info)); + memset(&_network_player_info, 0, sizeof(_network_player_info)); + + _sync_frame = 0; + _network_first_time = true; + + _network_reconnect = 0; + + NetworkUDPInitialize(); +} + +// Query a server to fetch his game-info +// If game_info is true, only the gameinfo is fetched, +// else only the client_info is fetched +NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info) +{ + if (!_network_available) return NULL; + + NetworkDisconnect(); + + if (game_info) return NetworkUDPQueryServer(host, port); + + NetworkInitialize(); + + _network_server = false; + + // Try to connect + _networking = NetworkConnect(host, port); + + // We are connected + if (_networking) { + SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)(); + } else { // No networking, close everything down again + NetworkDisconnect(); + } + + return NULL; +} + +/* Validates an address entered as a string and adds the server to + * the list. If you use this function, the games will be marked + * as manually added. */ +void NetworkAddServer(const char *b) +{ + if (*b != '\0') { + NetworkGameList *item; + const char *port = NULL; + const char *player = NULL; + char host[NETWORK_HOSTNAME_LENGTH]; + uint16 rport; + + ttd_strlcpy(host, b, lengthof(host)); + + ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip)); + rport = NETWORK_DEFAULT_PORT; + + ParseConnectionString(&player, &port, host); + if (port != NULL) rport = atoi(port); + + item = NetworkQueryServer(host, rport, true); + item->manually = true; + } +} + +/* Generates the list of manually added hosts from NetworkGameList and + * dumps them into the array _network_host_list. This array is needed + * by the function that generates the config file. */ +void NetworkRebuildHostList(void) +{ + uint i = 0; + const NetworkGameList *item = _network_game_list; + while (item != NULL && i != lengthof(_network_host_list)) { + if (item->manually) { + free(_network_host_list[i]); + _network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port); + } + item = item->next; + } + + for (; i < lengthof(_network_host_list); i++) { + free(_network_host_list[i]); + _network_host_list[i] = NULL; + } +} + +// Used by clients, to connect to a server +bool NetworkClientConnectGame(const char *host, uint16 port) +{ + if (!_network_available) return false; + + if (port == 0) return false; + + ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host)); + _network_last_port = port; + + NetworkDisconnect(); + NetworkUDPStop(); + NetworkInitialize(); + + // Try to connect + _networking = NetworkConnect(host, port); + + // We are connected + if (_networking) { + IConsoleCmdExec("exec scripts/on_client.scr 0"); + NetworkClient_Connected(); + } else { + // Connecting failed + NetworkError(STR_NETWORK_ERR_NOCONNECTION); + } + + return _networking; +} + +static void NetworkInitGameInfo(void) +{ + NetworkClientInfo *ci; + + ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name)); + ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password)); + ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password)); + if (_network_game_info.server_name[0] == '\0') + snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server"); + + ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision)); + + // The server is a client too ;) + if (_network_dedicated) { + _network_game_info.clients_on = 0; + _network_game_info.companies_on = 0; + _network_game_info.dedicated = true; + } else { + _network_game_info.clients_on = 1; + _network_game_info.companies_on = 1; + _network_game_info.dedicated = false; + } + + _network_game_info.spectators_on = 0; + + _network_game_info.game_date = _date; + _network_game_info.start_date = ConvertYMDToDate(_patches.starting_year, 0, 1); + _network_game_info.map_width = MapSizeX(); + _network_game_info.map_height = MapSizeY(); + _network_game_info.map_set = _opt.landscape; + + _network_game_info.use_password = (_network_server_password[0] != '\0'); + + // We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it + // The index is NETWORK_SERVER_INDEX ( = 1) + ci = &_network_client_info[MAX_CLIENT_INFO - 1]; + memset(ci, 0, sizeof(*ci)); + + ci->client_index = NETWORK_SERVER_INDEX; + ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player; + + ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name)); + ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id)); +} + +bool NetworkServerStart(void) +{ + if (!_network_available) return false; + + /* Call the pre-scripts */ + IConsoleCmdExec("exec scripts/pre_server.scr 0"); + if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0"); + + NetworkInitialize(); + if (!NetworkListen()) return false; + + // Try to start UDP-server + _network_udp_server = true; + _network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false); + + _network_server = true; + _networking = true; + _frame_counter = 0; + _frame_counter_server = 0; + _frame_counter_max = 0; + _last_sync_frame = 0; + _network_own_client_index = NETWORK_SERVER_INDEX; + + /* Non-dedicated server will always be player #1 */ + if (!_network_dedicated) _network_playas = 0; + + _network_clients_connected = 0; + + NetworkInitGameInfo(); + + // execute server initialization script + IConsoleCmdExec("exec scripts/on_server.scr 0"); + // if the server is dedicated ... add some other script + if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0"); + + _min_players_paused = false; + CheckMinPlayers(); + + /* Try to register us to the master server */ + _network_last_advertise_frame = 0; + _network_need_advertise = true; + NetworkUDPAdvertise(); + return true; +} + +// The server is rebooting... +// The only difference with NetworkDisconnect, is the packets that is sent +void NetworkReboot(void) +{ + if (_network_server) { + NetworkClientState *cs; + FOR_ALL_CLIENTS(cs) { + SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs); + NetworkSend_Packets(cs); + } + } + + NetworkClose(); + + // Free all queued commands + while (_local_command_queue != NULL) { + CommandPacket *p = _local_command_queue; + _local_command_queue = _local_command_queue->next; + free(p); + } + + _networking = false; + _network_server = false; +} + +// We want to disconnect from the host/clients +void NetworkDisconnect(void) +{ + if (_network_server) { + NetworkClientState *cs; + FOR_ALL_CLIENTS(cs) { + SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs); + NetworkSend_Packets(cs); + } + } + + if (_network_advertise) NetworkUDPRemoveAdvertise(); + + DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); + + NetworkClose(); + + // Free all queued commands + while (_local_command_queue != NULL) { + CommandPacket *p = _local_command_queue; + _local_command_queue = _local_command_queue->next; + free(p); + } + + _networking = false; + _network_server = false; +} + +// Receives something from the network +static bool NetworkReceive(void) +{ + NetworkClientState *cs; + int n; + fd_set read_fd, write_fd; + struct timeval tv; + + FD_ZERO(&read_fd); + FD_ZERO(&write_fd); + + FOR_ALL_CLIENTS(cs) { + FD_SET(cs->socket, &read_fd); + FD_SET(cs->socket, &write_fd); + } + + // take care of listener port + if (_network_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 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION); + + // accept clients.. + if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients(); + + // read stuff from clients + FOR_ALL_CLIENTS(cs) { + cs->writable = !!FD_ISSET(cs->socket, &write_fd); + if (FD_ISSET(cs->socket, &read_fd)) { + if (_network_server) { + NetworkServer_ReadPackets(cs); + } else { + NetworkRecvStatus res; + + // The client already was quiting! + if (cs->has_quit) return false; + + res = NetworkClient_ReadPackets(cs); + if (res != NETWORK_RECV_STATUS_OKAY) { + // The client made an error of which we can not recover + // close the client and drop back to main menu + NetworkClientError(res, cs); + return false; + } + } + } + } + return true; +} + +// This sends all buffered commands (if possible) +static void NetworkSend(void) +{ + NetworkClientState *cs; + FOR_ALL_CLIENTS(cs) { + if (cs->writable) { + NetworkSend_Packets(cs); + + if (cs->status == STATUS_MAP) { + // This client is in the middle of a map-send, call the function for that + SEND_COMMAND(PACKET_SERVER_MAP)(cs); + } + } + } +} + +// Handle the local-command-queue +static void NetworkHandleLocalQueue(void) +{ + CommandPacket *cp, **cp_prev; + + cp_prev = &_local_command_queue; + + while ( (cp = *cp_prev) != NULL) { + + // The queue is always in order, which means + // that the first element will be executed first. + if (_frame_counter < cp->frame) break; + + if (_frame_counter > cp->frame) { + // If we reach here, it means for whatever reason, we've already executed + // past the command we need to execute. + DEBUG(net, 0, "Trying to execute a packet in the past!"); + assert(0); + } + + // We can execute this command + NetworkExecuteCommand(cp); + + *cp_prev = cp->next; + free(cp); + } + + // Just a safety check, to be removed in the future. + // Make sure that no older command appears towards the end of the queue + // In that case we missed executing it. This will never happen. + for (cp = _local_command_queue; cp; cp = cp->next) { + assert(_frame_counter < cp->frame); + } + +} + +static bool NetworkDoClientLoop(void) +{ + _frame_counter++; + + NetworkHandleLocalQueue(); + + StateGameLoop(); + + // Check if we are in sync! + if (_sync_frame != 0) { + if (_sync_frame == _frame_counter) { +#ifdef NETWORK_SEND_DOUBLE_SEED + if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) { +#else + if (_sync_seed_1 != _random_seeds[0][0]) { +#endif + NetworkError(STR_NETWORK_ERR_DESYNC); + DEBUG(net, 0, "Sync error detected!"); + NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0)); + return false; + } + + // If this is the first time we have a sync-frame, we + // need to let the server know that we are ready and at the same + // frame as he is.. so we can start playing! + if (_network_first_time) { + _network_first_time = false; + SEND_COMMAND(PACKET_CLIENT_ACK)(); + } + + _sync_frame = 0; + } else if (_sync_frame < _frame_counter) { + DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter); + _sync_frame = 0; + } + } + + return true; +} + +// We have to do some UDP checking +void NetworkUDPGameLoop(void) +{ + if (_network_udp_server) { + NetworkUDPReceive(_udp_server_socket); + if (_udp_master_socket != INVALID_SOCKET) { + NetworkUDPReceive(_udp_master_socket); + } + } else if (_udp_client_socket != INVALID_SOCKET) { + NetworkUDPReceive(_udp_client_socket); + if (_network_udp_broadcast > 0) _network_udp_broadcast--; + } +} + +// The main loop called from ttd.c +// Here we also have to do StateGameLoop if needed! +void NetworkGameLoop(void) +{ + if (!_networking) return; + + if (!NetworkReceive()) return; + + if (_network_server) { + bool send_frame = false; + + // We first increase the _frame_counter + _frame_counter++; + // Update max-frame-counter + if (_frame_counter > _frame_counter_max) { + _frame_counter_max = _frame_counter + _network_frame_freq; + send_frame = true; + } + + NetworkHandleLocalQueue(); + + // Then we make the frame + StateGameLoop(); + + _sync_seed_1 = _random_seeds[0][0]; +#ifdef NETWORK_SEND_DOUBLE_SEED + _sync_seed_2 = _random_seeds[0][1]; +#endif + + NetworkServer_Tick(send_frame); + } else { + // Client + + // Make sure we are at the frame were the server is (quick-frames) + if (_frame_counter_server > _frame_counter) { + while (_frame_counter_server > _frame_counter) { + if (!NetworkDoClientLoop()) break; + } + } else { + // Else, keep on going till _frame_counter_max + if (_frame_counter_max > _frame_counter) NetworkDoClientLoop(); + } + } + + NetworkSend(); +} + +static void NetworkGenerateUniqueId(void) +{ + md5_state_t state; + md5_byte_t digest[16]; + char hex_output[16*2 + 1]; + char coding_string[NETWORK_NAME_LENGTH]; + int di; + + snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID"); + + /* Generate the MD5 hash */ + md5_init(&state); + md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string)); + md5_finish(&state, digest); + + for (di = 0; di < 16; ++di) + sprintf(hex_output + di * 2, "%02x", digest[di]); + + /* _network_unique_id is our id */ + snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output); +} + +/** This tries to launch the network for a given OS */ +void NetworkStartUp(void) +{ + DEBUG(net, 3, "[core] starting network..."); + + /* Network is available */ + _network_available = NetworkCoreInitialize();; + _network_dedicated = false; + _network_last_advertise_frame = 0; + _network_need_advertise = true; + _network_advertise_retries = 0; + + /* Load the ip from the openttd.cfg */ + _network_server_bind_ip = inet_addr(_network_server_bind_ip_host); + /* And put the data back in it in case it was an invalid ip */ + snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip)); + + /* Generate an unique id when there is none yet */ + if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId(); + + { + byte cl_max = _network_game_info.clients_max; + byte cp_max = _network_game_info.companies_max; + byte sp_max = _network_game_info.spectators_max; + + memset(&_network_game_info, 0, sizeof(_network_game_info)); + _network_game_info.clients_max = cl_max; + _network_game_info.companies_max = cp_max; + _network_game_info.spectators_max = sp_max; + } + + + NetworkInitialize(); + DEBUG(net, 3, "[core] network online, multiplayer available"); + NetworkFindIPs(); +} + +/** This shuts the network down */ +void NetworkShutDown(void) +{ + NetworkDisconnect(); + NetworkUDPStop(); + + DEBUG(net, 3, "[core] shutting down network"); + + _network_available = false; + + NetworkCoreShutdown(); +} + +#endif /* ENABLE_NETWORK */ |