/* $Id$ */ /** @file network.cpp Base functions for networking support. */ #include "../stdafx.h" #include "../company_type.h" #ifdef ENABLE_NETWORK #include "../openttd.h" #include "../debug.h" #include "../strings_func.h" #include "../map_func.h" #include "../command_func.h" #include "../variables.h" #include "../date_func.h" #include "../newgrf_config.h" #include "network_internal.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 "core/host.h" #include "network_gui.h" #include "../console_func.h" #include /* va_list */ #include "../md5.h" #include "../texteff.hpp" #include "../core/random_func.hpp" #include "../window_func.h" #include "../string_func.h" #include "../company_func.h" #include "../settings_type.h" #include "../landscape_type.h" #include "../rev.h" #include "../core/alloc_func.hpp" #ifdef DEBUG_DUMP_COMMANDS #include "../fileio_func.h" #endif /* DEBUG_DUMP_COMMANDS */ #include "table/strings.h" #include "../company_base.h" DECLARE_POSTFIX_INCREMENT(ClientID); bool _network_server; ///< network-server is active bool _network_available; ///< is network mode available? bool _network_dedicated; ///< are we a dedicated server? bool _is_network_server; ///< Does this client wants to be a network-server? NetworkServerGameInfo _network_game_info; NetworkClientInfo _network_client_info[MAX_CLIENT_INFO]; NetworkCompanyState *_network_company_states = NULL; ClientID _network_own_client_id; ClientID _redirect_console_to_client; bool _network_need_advertise; uint32 _network_last_advertise_frame; uint8 _network_reconnect; char *_network_host_list[10]; char *_network_ban_list[25]; uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode uint32 _frame_counter_max; // To where we may go with our clients uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients. uint32 _broadcast_list[MAX_INTERFACES + 1]; uint32 _network_server_bind_ip; uint32 _sync_seed_1, _sync_seed_2; uint32 _sync_frame; bool _network_first_time; uint32 _network_last_host_ip; bool _network_udp_server; uint16 _network_udp_broadcast; uint8 _network_advertise_retries; /* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */ assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE); assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES); // global variables (declared in network_data.h) CommandPacket *_local_command_queue; extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket // Here we keep track of the clients // (and the client uses [0] for his own communication) NetworkClientSocket _clients[MAX_CLIENTS]; // The listen socket for the server static SOCKET _listensocket; // The amount of clients connected static byte _network_clients_connected = 0; // The identifier counter for new clients (is never decreased) static ClientID _network_client_id = CLIENT_ID_FIRST; /* Some externs / forwards */ extern void StateGameLoop(); /** * Return the CI given it's raw index * @param index the index to search for * @return return a pointer to the corresponding NetworkClientInfo struct */ NetworkClientInfo *NetworkFindClientInfoFromIndex(ClientIndex index) { return IsValidNetworkClientInfoIndex(index) ? GetNetworkClientInfo(index) : NULL; } /** * Return the CI given it's client-identifier * @param client_id the ClientID to search for * @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found */ NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id) { NetworkClientInfo *ci; FOR_ALL_CLIENT_INFOS(ci) { if (ci->client_id == client_id) 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 when not found */ NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip) { NetworkClientInfo *ci; uint32 ip_number = inet_addr(ip); FOR_ALL_CLIENT_INFOS(ci) { if (ci->client_ip == ip_number) return ci; } return NULL; } /** * Return the client state given it's client-identifier * @param client_id the ClientID to search for * @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found */ NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id) { NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { if (cs->client_id == client_id) 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 # is used. void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs) { const NetworkClientInfo *ci = cs->GetInfo(); if (StrEmpty(ci->client_name)) { snprintf(client_name, size, "Client #%4d", cs->client_id); } else { ttd_strlcpy(client_name, ci->client_name, size); } } byte NetworkSpectatorCount() { const NetworkClientInfo *ci; byte count = 0; FOR_ALL_CLIENT_INFOS(ci) { if (ci->client_playas == COMPANY_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, ConsoleColour 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 = CC_DEFAULT; snprintf(message, sizeof(message), "*** %s", buf); break; case NETWORK_ACTION_JOIN: color = CC_DEFAULT; GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp)); snprintf(message, sizeof(message), "*** %s %s", name, temp); break; case NETWORK_ACTION_LEAVE: color = CC_DEFAULT; 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)); strecpy(message, temp, lastof(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)); strecpy(message, temp, lastof(message)); break; default: SetDParamStr(0, name); SetDParamStr(1, buf); GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp)); strecpy(message, temp, lastof(message)); break; } DebugDumpCommands("ddc:cmsg:%d;%d;%s\n", _date, _date_fract, message); IConsolePrintF(color, "%s", message); NetworkAddChatMessage(color, duration, "%s", message); } // Calculate the frame-lag of a client uint NetworkCalculateLag(const NetworkClientSocket *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 + _settings_client.network.frame_freq < _frame_counter) lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.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; extern StringID _switch_mode_errorstr; _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, NetworkClientSocket* 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; case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; 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 GetNetworkClientSocket(0)->Send_Packets(); } _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_NEWGRF_MISMATCH, 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_COMPANY_MISMATCH, STR_NETWORK_ERR_CLIENT_KICKED, STR_NETWORK_ERR_CLIENT_CHEATER, STR_NETWORK_ERR_CLIENT_SERVER_FULL }; if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL; return GetString(buf, network_error_strings[err], last); } /* Count the number of active clients connected */ static uint NetworkCountActiveClients() { const NetworkClientInfo *ci; uint count = 0; FOR_ALL_CLIENT_INFOS(ci) { if (IsValidCompanyID(ci->client_playas)) count++; } return count; } static bool _min_active_clients_paused = false; /* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate */ void CheckMinActiveClients() { if (!_network_dedicated) return; if (NetworkCountActiveClients() < _settings_client.network.min_active_clients) { if (_min_active_clients_paused) return; _min_active_clients_paused = true; DoCommandP(0, 1, 0, NULL, CMD_PAUSE); NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", CLIENT_ID_SERVER); } else { if (!_min_active_clients_paused) return; _min_active_clients_paused = false; DoCommandP(0, 0, 0, NULL, CMD_PAUSE); NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", CLIENT_ID_SERVER); } } /** Converts a string to ip/port/company * Format: IP#company:port * * connection_string will be re-terminated to seperate out the hostname, and company and port will * be set to the company and port strings given by the user, inside the memory area originally * occupied by connection_string. */ void ParseConnectionString(const char **company, const char **port, char *connection_string) { char *p; for (p = connection_string; *p != '\0'; p++) { switch (*p) { case '#': *company = p + 1; *p = '\0'; break; case ':': *port = p + 1; *p = '\0'; break; } } } // Creates a new client from a socket // Used both by the server and the client static NetworkClientSocket *NetworkAllocClient(SOCKET s) { NetworkClientSocket *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 >= _settings_client.network.max_clients) return NULL; // Register the login client_no = _network_clients_connected++; } cs = GetNetworkClientSocket(client_no); cs->Initialize(); cs->sock = s; cs->last_frame = _frame_counter; cs->last_frame_server = _frame_counter; if (_network_server) { NetworkClientInfo *ci = cs->GetInfo(); memset(ci, 0, sizeof(*ci)); cs->client_id = _network_client_id++; ci->client_id = cs->client_id; ci->client_playas = COMPANY_INACTIVE_CLIENT; ci->join_date = _date; InvalidateWindow(WC_CLIENT_LIST, 0); } return cs; } // Close a connection void NetworkCloseClient(NetworkClientSocket *cs) { NetworkClientInfo *ci; // Socket is already dead if (cs->sock == INVALID_SOCKET) { cs->has_quit = true; return; } DEBUG(net, 1, "Closed client connection %d", cs->client_id); 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]; NetworkClientSocket *new_cs; NetworkGetClientName(client_name, sizeof(client_name), cs); GetNetworkErrorMsg(str, errorno, lastof(str)); NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "%s", str); // Inform other clients of this... strange leaving ;) FOR_ALL_CLIENT_SOCKETS(new_cs) { if (new_cs->status > STATUS_AUTH && cs != new_cs) { SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno); } } } /* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */ if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) { DoCommandP(0, 0, 0, NULL, CMD_PAUSE); NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", CLIENT_ID_SERVER); } cs->Destroy(); // Close the gap in the client-list ci = cs->GetInfo(); if (_network_server) { // We just lost one client :( if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--; _network_clients_connected--; while ((cs + 1) != GetNetworkClientSocket(MAX_CLIENTS) && (cs + 1)->sock != INVALID_SOCKET) { *cs = *(cs + 1); *ci = *(ci + 1); cs++; ci++; } InvalidateWindow(WC_CLIENT_LIST, 0); } // Reset the status of the last socket cs->sock = INVALID_SOCKET; cs->status = STATUS_INACTIVE; cs->client_id = INVALID_CLIENT_ID; ci->client_id = INVALID_CLIENT_ID; CheckMinActiveClients(); } // 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() { struct sockaddr_in sin; NetworkClientSocket *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(PACKET_SERVER_BANNED); p.PrepareToSend(); DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]); send(s, (const char*)p.buffer, p.size, 0); closesocket(s); 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(PACKET_SERVER_FULL); p.PrepareToSend(); send(s, (const char*)p.buffer, p.size, 0); closesocket(s); 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; cs->GetInfo()->client_ip = sin.sin_addr.s_addr; // Save the IP of the client } } // Set up the listen socket for the server static bool NetworkListen() { SOCKET ls; struct sockaddr_in sin; DEBUG(net, 1, "Listening on %s:%d", _settings_client.network.server_bind_ip, _settings_client.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(_settings_client.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() { NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { if (!_network_server) { SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving"); cs->Send_Packets(); } NetworkCloseClient(cs); } if (_network_server) { /* We are a server, also close the listensocket */ closesocket(_listensocket); _listensocket = INVALID_SOCKET; DEBUG(net, 1, "Closed listener"); } NetworkUDPCloseAll(); /* 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; free(_network_company_states); _network_company_states = NULL; } // Inits the network (cleans sockets and stuff) static void NetworkInitialize() { NetworkClientSocket *cs; _local_command_queue = NULL; // Clean all client-sockets for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) { cs->Initialize(); } // Clean the client_info memory memset(&_network_client_info, 0, sizeof(_network_client_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 void NetworkTCPQueryServer(const char* host, unsigned short port) { if (!_network_available) return; NetworkDisconnect(); NetworkInitialize(); // 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(); } } /* 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') { const char *port = NULL; const char *company = NULL; char host[NETWORK_HOSTNAME_LENGTH]; uint16 rport; strecpy(host, b, lastof(host)); strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip)); rport = NETWORK_DEFAULT_PORT; ParseConnectionString(&company, &port, host); if (port != NULL) rport = atoi(port); NetworkUDPQueryServer(host, rport, 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() { 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; strecpy(_settings_client.network.last_host, host, lastof(_settings_client.network.last_host)); _settings_client.network.last_port = port; NetworkDisconnect(); 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() { NetworkClientInfo *ci; if (StrEmpty(_settings_client.network.server_name)) { snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server"); } /* The server is a client too */ _network_game_info.clients_on = _network_dedicated ? 0 : 1; _network_game_info.start_date = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1); // We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it // The client identifier is CLIENT_ID_SERVER ( = 1) ci = &_network_client_info[MAX_CLIENT_INFO - 1]; memset(ci, 0, sizeof(*ci)); ci->client_id = CLIENT_ID_SERVER; ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company; strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name)); strecpy(ci->unique_id, _settings_client.network.network_id, lastof(ci->unique_id)); } bool NetworkServerStart() { 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 = _udp_server_socket->Listen(_network_server_bind_ip, _settings_client.network.server_port, false); _network_company_states = CallocT(MAX_COMPANIES); _network_server = true; _networking = true; _frame_counter = 0; _frame_counter_server = 0; _frame_counter_max = 0; _last_sync_frame = 0; _network_own_client_id = CLIENT_ID_SERVER; /* Non-dedicated server will always be company #1 */ if (!_network_dedicated) _network_playas = COMPANY_FIRST; _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_active_clients_paused = false; CheckMinActiveClients(); /* 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() { if (_network_server) { NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs); cs->Send_Packets(); } } NetworkClose(); } // We want to disconnect from the host/clients void NetworkDisconnect() { if (_network_server) { NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs); cs->Send_Packets(); } } if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise(); DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0); NetworkClose(); } // Receives something from the network static bool NetworkReceive() { NetworkClientSocket *cs; int n; fd_set read_fd, write_fd; struct timeval tv; FD_ZERO(&read_fd); FD_ZERO(&write_fd); FOR_ALL_CLIENT_SOCKETS(cs) { FD_SET(cs->sock, &read_fd); FD_SET(cs->sock, &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_CLIENT_SOCKETS(cs) { cs->writable = !!FD_ISSET(cs->sock, &write_fd); if (FD_ISSET(cs->sock, &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() { NetworkClientSocket *cs; FOR_ALL_CLIENT_SOCKETS(cs) { if (cs->writable) { cs->Send_Packets(); 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() { 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. error("[net] Trying to execute a packet in the past!"); } // 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() { _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.state[0] || _sync_seed_2 != _random.state[1]) { #else if (_sync_seed_1 != _random.state[0]) { #endif NetworkError(STR_NETWORK_ERR_DESYNC); DebugDumpCommands("ddc:serr:%d;%d\n", _date, _date_fract); DEBUG(net, 0, "Sync error detected!"); NetworkClientError(NETWORK_RECV_STATUS_DESYNC, GetNetworkClientSocket(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() { if (_network_udp_server) { _udp_server_socket->ReceivePackets(); _udp_master_socket->ReceivePackets(); } else { _udp_client_socket->ReceivePackets(); if (_network_udp_broadcast > 0) _network_udp_broadcast--; NetworkGameListRequery(); } } // The main loop called from ttd.c // Here we also have to do StateGameLoop if needed! void NetworkGameLoop() { if (!_networking) return; if (!NetworkReceive()) return; if (_network_server) { #ifdef DEBUG_DUMP_COMMANDS static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR); static Date next_date = 0; static uint32 next_date_fract; static CommandPacket *cp = NULL; if (f == NULL && next_date == 0) { printf("Cannot open commands.log\n"); next_date = 1; } while (f != NULL && !feof(f)) { if (cp != NULL && _date == next_date && _date_fract == next_date_fract) { _current_company = cp->company; _cmd_text = cp->text; DoCommandP(cp->tile, cp->p1, cp->p2, NULL, cp->cmd); free(cp); cp = NULL; } if (cp != NULL) break; char buff[4096]; if (fgets(buff, lengthof(buff), f) == NULL) break; if (strncmp(buff, "ddc:cmd:", 8) != 0) continue; cp = MallocT(1); int company; sscanf(&buff[8], "%d;%d;%d;%d;%d;%d;%d;%s", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text); cp->company = (CompanyID)company; } #endif /* DEBUG_DUMP_COMMANDS */ 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 + _settings_client.network.frame_freq; send_frame = true; } NetworkHandleLocalQueue(); // Then we make the frame StateGameLoop(); _sync_seed_1 = _random.state[0]; #ifdef NETWORK_SEND_DOUBLE_SEED _sync_seed_2 = _random.state[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() { Md5 checksum; uint8 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 */ checksum.Append((const uint8*)coding_string, strlen(coding_string)); checksum.Finish(digest); for (di = 0; di < 16; ++di) sprintf(hex_output + di * 2, "%02x", digest[di]); /* _network_unique_id is our id */ snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output); } void NetworkStartDebugLog(const char *hostname, uint16 port) { extern SOCKET _debug_socket; // Comes from debug.c SOCKET s; struct sockaddr_in sin; DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port); s = socket(AF_INET, SOCK_STREAM, 0); if (s == INVALID_SOCKET) { DEBUG(net, 0, "Failed to open socket for redirection DEBUG()"); return; } 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); if (connect(s, (struct sockaddr *)&sin, sizeof(sin)) != 0) { DEBUG(net, 0, "Failed to redirection DEBUG() to %s:%d", hostname, port); return; } if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); _debug_socket = s; DEBUG(net, 0, "DEBUG() is now redirected"); } /** This tries to launch the network for a given OS */ void NetworkStartUp() { 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(_settings_client.network.server_bind_ip); /* And put the data back in it in case it was an invalid ip */ snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip)); /* Generate an unique id when there is none yet */ if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateUniqueId(); memset(&_network_game_info, 0, sizeof(_network_game_info)); NetworkInitialize(); DEBUG(net, 3, "[core] network online, multiplayer available"); NetworkFindBroadcastIPs(_broadcast_list, MAX_INTERFACES); } /** This shuts the network down */ void NetworkShutDown() { NetworkDisconnect(); NetworkUDPShutdown(); DEBUG(net, 3, "[core] shutting down network"); _network_available = false; NetworkCoreShutdown(); } /** * Checks whether the given version string is compatible with our version. * @param other the version string to compare to */ bool IsNetworkCompatibleVersion(const char *other) { return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0; } #endif /* ENABLE_NETWORK */ /* NOTE: this variable needs to be always available */ CompanyID _network_playas;