/* $Id$ */ /** * @file network_udp.cpp This file handles the UDP related communication. * * This is the GameServer <-> MasterServer and GameServer <-> GameClient * communication before the game is being joined. */ #ifdef ENABLE_NETWORK #include "../stdafx.h" #include "../debug.h" #include "../date_func.h" #include "../map_func.h" #include "network_gamelist.h" #include "network_udp.h" #include "network_internal.h" #include "../variables.h" #include "../newgrf_config.h" #include "../core/endian_func.hpp" #include "../string_func.h" #include "../player_base.h" #include "../player_func.h" #include "../settings_type.h" #include "core/udp.h" enum { ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes) ADVERTISE_RETRY_INTERVAL = 300, // readvertise when no response after this many ticks (9 seconds) ADVERTISE_RETRY_TIMES = 3 // give up readvertising after this much failed retries }; NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket ///*** Communication with the masterserver ***/ class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler { protected: DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER); public: virtual ~MasterNetworkUDPSocketHandler() {} }; DEF_UDP_RECEIVE_COMMAND(Master, PACKET_UDP_MASTER_ACK_REGISTER) { _network_advertise_retries = 0; DEBUG(net, 2, "[udp] advertising on master server successful"); /* We are advertised, but we don't want to! */ if (!_network_advertise) NetworkUDPRemoveAdvertise(); } ///*** Communication with clients (we are server) ***/ class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler { protected: DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER); DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO); DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS); public: virtual ~ServerNetworkUDPSocketHandler() {} }; DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER) { // Just a fail-safe.. should never happen if (!_network_udp_server) return; Packet packet(PACKET_UDP_SERVER_RESPONSE); // Update some game_info _network_game_info.game_date = _date; _network_game_info.map_width = MapSizeX(); _network_game_info.map_height = MapSizeY(); _network_game_info.map_set = _settings_game.game_creation.landscape; _network_game_info.companies_on = ActivePlayerCount(); _network_game_info.spectators_on = NetworkSpectatorCount(); _network_game_info.grfconfig = _grfconfig; this->Send_NetworkGameInfo(&packet, &_network_game_info); // Let the client know that we are here this->SendPacket(&packet, client_addr); DEBUG(net, 2, "[udp] queried from '%s'", inet_ntoa(client_addr->sin_addr)); } DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO) { NetworkTCPSocketHandler *cs; NetworkClientInfo *ci; Player *player; byte current = 0; int i; // Just a fail-safe.. should never happen if (!_network_udp_server) return; Packet packet(PACKET_UDP_SERVER_DETAIL_INFO); /* Send the amount of active companies */ packet.Send_uint8 (NETWORK_COMPANY_INFO_VERSION); packet.Send_uint8 (ActivePlayerCount()); /* Fetch the latest version of everything */ NetworkPopulateCompanyInfo(); /* Go through all the players */ FOR_ALL_PLAYERS(player) { /* Skip non-active players */ if (!player->is_active) continue; current++; /* Send the information */ packet.Send_uint8 (current); packet.Send_string(_network_player_info[player->index].company_name); packet.Send_uint32(_network_player_info[player->index].inaugurated_year); packet.Send_uint64(_network_player_info[player->index].company_value); packet.Send_uint64(_network_player_info[player->index].money); packet.Send_uint64(_network_player_info[player->index].income); packet.Send_uint16(_network_player_info[player->index].performance); /* Send 1 if there is a passord for the company else send 0 */ packet.Send_bool (!StrEmpty(_network_player_info[player->index].password)); for (i = 0; i < NETWORK_VEHICLE_TYPES; i++) packet.Send_uint16(_network_player_info[player->index].num_vehicle[i]); for (i = 0; i < NETWORK_STATION_TYPES; i++) packet.Send_uint16(_network_player_info[player->index].num_station[i]); /* Find the clients that are connected to this player */ FOR_ALL_CLIENTS(cs) { ci = DEREF_CLIENT_INFO(cs); if (ci->client_playas == player->index) { packet.Send_bool (true); packet.Send_string(ci->client_name); packet.Send_string(ci->unique_id); packet.Send_uint32(ci->join_date); } } /* Also check for the server itself */ ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX); if (ci->client_playas == player->index) { packet.Send_bool (true); packet.Send_string(ci->client_name); packet.Send_string(ci->unique_id); packet.Send_uint32(ci->join_date); } /* Indicates end of client list */ packet.Send_bool(false); } /* And check if we have any spectators */ FOR_ALL_CLIENTS(cs) { ci = DEREF_CLIENT_INFO(cs); if (!IsValidPlayer(ci->client_playas)) { packet.Send_bool (true); packet.Send_string(ci->client_name); packet.Send_string(ci->unique_id); packet.Send_uint32(ci->join_date); } } /* Also check for the server itself */ ci = NetworkFindClientInfoFromIndex(NETWORK_SERVER_INDEX); if (!IsValidPlayer(ci->client_playas)) { packet.Send_bool (true); packet.Send_string(ci->client_name); packet.Send_string(ci->unique_id); packet.Send_uint32(ci->join_date); } /* Indicates end of client list */ packet.Send_bool(false); this->SendPacket(&packet, client_addr); } /** * A client has requested the names of some NewGRFs. * * Replying this can be tricky as we have a limit of SEND_MTU bytes * in the reply packet and we can send up to 100 bytes per NewGRF * (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name). * As SEND_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it * could be that a packet overflows. To stop this we only reply * with the first N NewGRFs so that if the first N + 1 NewGRFs * would be sent, the packet overflows. * in_reply and in_reply_count are used to keep a list of GRFs to * send in the reply. */ DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS) { uint8 num_grfs; uint i; const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT]; uint8 in_reply_count = 0; size_t packet_len = 0; DEBUG(net, 6, "[udp] newgrf data request from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); num_grfs = p->Recv_uint8 (); if (num_grfs > NETWORK_MAX_GRF_COUNT) return; for (i = 0; i < num_grfs; i++) { GRFConfig c; const GRFConfig *f; this->Recv_GRFIdentifier(p, &c); /* Find the matching GRF file */ f = FindGRFConfig(c.grfid, c.md5sum); if (f == NULL) continue; // The GRF is unknown to this server /* If the reply might exceed the size of the packet, only reply * the current list and do not send the other data. * The name could be an empty string, if so take the filename. */ packet_len += sizeof(c.grfid) + sizeof(c.md5sum) + min(strlen((f->name != NULL && !StrEmpty(f->name)) ? f->name : f->filename) + 1, (size_t)NETWORK_GRF_NAME_LENGTH); if (packet_len > SEND_MTU - 4) { // 4 is 3 byte header + grf count in reply break; } in_reply[in_reply_count] = f; in_reply_count++; } if (in_reply_count == 0) return; Packet packet(PACKET_UDP_SERVER_NEWGRFS); packet.Send_uint8(in_reply_count); for (i = 0; i < in_reply_count; i++) { char name[NETWORK_GRF_NAME_LENGTH]; /* The name could be an empty string, if so take the filename */ ttd_strlcpy(name, (in_reply[i]->name != NULL && !StrEmpty(in_reply[i]->name)) ? in_reply[i]->name : in_reply[i]->filename, sizeof(name)); this->Send_GRFIdentifier(&packet, in_reply[i]); packet.Send_string(name); } this->SendPacket(&packet, client_addr); } ///*** Communication with servers (we are client) ***/ class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler { protected: DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE); DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST); DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS); virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config); public: virtual ~ClientNetworkUDPSocketHandler() {} }; DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE) { NetworkGameList *item; // Just a fail-safe.. should never happen if (_network_udp_server) return; DEBUG(net, 4, "[udp] server response from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); // Find next item item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port)); this->Recv_NetworkGameInfo(p, &item->info); item->info.compatible = true; { /* Checks whether there needs to be a request for names of GRFs and makes * the request if necessary. GRFs that need to be requested are the GRFs * that do not exist on the clients system and we do not have the name * resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER. * The in_request array and in_request_count are used so there is no need * to do a second loop over the GRF list, which can be relatively expensive * due to the string comparisons. */ const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT]; const GRFConfig *c; uint in_request_count = 0; struct sockaddr_in out_addr; for (c = item->info.grfconfig; c != NULL; c = c->next) { if (c->status == GCS_NOT_FOUND) item->info.compatible = false; if (c->status != GCS_NOT_FOUND || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue; in_request[in_request_count] = c; in_request_count++; } if (in_request_count > 0) { /* There are 'unknown' GRFs, now send a request for them */ uint i; Packet packet(PACKET_UDP_CLIENT_GET_NEWGRFS); packet.Send_uint8(in_request_count); for (i = 0; i < in_request_count; i++) { this->Send_GRFIdentifier(&packet, in_request[i]); } out_addr.sin_family = AF_INET; out_addr.sin_port = htons(item->port); out_addr.sin_addr.s_addr = item->ip; this->SendPacket(&packet, &out_addr); } } if (item->info.hostname[0] == '\0') snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr)); /* Check if we are allowed on this server based on the revision-match */ item->info.version_compatible = IsNetworkCompatibleVersion(item->info.server_revision); item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs item->online = true; UpdateNetworkGameWindow(false); } DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_MASTER_RESPONSE_LIST) { int i; struct in_addr ip; uint16 port; uint8 ver; /* packet begins with the protocol version (uint8) * then an uint16 which indicates how many * ip:port pairs are in this packet, after that * an uint32 (ip) and an uint16 (port) for each pair */ ver = p->Recv_uint8(); if (ver == 1) { for (i = p->Recv_uint16(); i != 0 ; i--) { ip.s_addr = TO_LE32(p->Recv_uint32()); port = p->Recv_uint16(); /* Somehow we reached the end of the packet */ if (this->HasClientQuit()) return; NetworkUDPQueryServer(inet_ntoa(ip), port); } } } /** The return of the client's request of the names of some NewGRFs */ DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS) { uint8 num_grfs; uint i; DEBUG(net, 6, "[udp] newgrf data reply from %s:%d", inet_ntoa(client_addr->sin_addr), ntohs(client_addr->sin_port)); num_grfs = p->Recv_uint8 (); if (num_grfs > NETWORK_MAX_GRF_COUNT) return; for (i = 0; i < num_grfs; i++) { char *unknown_name; char name[NETWORK_GRF_NAME_LENGTH]; GRFConfig c; this->Recv_GRFIdentifier(p, &c); p->Recv_string(name, sizeof(name)); /* An empty name is not possible under normal circumstances * and causes problems when showing the NewGRF list. */ if (StrEmpty(name)) continue; /* Finds the fake GRFConfig for the just read GRF ID and MD5sum tuple. * If it exists and not resolved yet, then name of the fake GRF is * overwritten with the name from the reply. */ unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false); if (unknown_name != NULL && strcmp(unknown_name, UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) { ttd_strlcpy(unknown_name, name, NETWORK_GRF_NAME_LENGTH); } } } void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config) { /* Find the matching GRF file */ const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum); if (f == NULL) { /* Don't know the GRF, so mark game incompatible and the (possibly) * already resolved name for this GRF (another server has sent the * name of the GRF already */ config->name = FindUnknownGRFName(config->grfid, config->md5sum, true); config->status = GCS_NOT_FOUND; } else { config->filename = f->filename; config->name = f->name; config->info = f->info; } SetBit(config->flags, GCF_COPY); } // Close UDP connection void NetworkUDPCloseAll() { DEBUG(net, 1, "[udp] closed listeners"); _udp_server_socket->Close(); _udp_master_socket->Close(); _udp_client_socket->Close(); _network_udp_server = false; _network_udp_broadcast = 0; } // Broadcast to all ips static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket) { uint i; for (i = 0; _broadcast_list[i] != 0; i++) { Packet p(PACKET_UDP_CLIENT_FIND_SERVER); struct sockaddr_in out_addr; out_addr.sin_family = AF_INET; out_addr.sin_port = htons(_settings_client.network.server_port); out_addr.sin_addr.s_addr = _broadcast_list[i]; DEBUG(net, 4, "[udp] broadcasting to %s", inet_ntoa(out_addr.sin_addr)); socket->SendPacket(&p, &out_addr); } } // Request the the server-list from the master server void NetworkUDPQueryMasterServer() { struct sockaddr_in out_addr; if (!_udp_client_socket->IsConnected()) { if (!_udp_client_socket->Listen(0, 0, true)) return; } Packet p(PACKET_UDP_CLIENT_GET_LIST); out_addr.sin_family = AF_INET; out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT); out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST); // packet only contains protocol version p.Send_uint8(NETWORK_MASTER_SERVER_VERSION); _udp_client_socket->SendPacket(&p, &out_addr); DEBUG(net, 2, "[udp] master server queried at %s:%d", inet_ntoa(out_addr.sin_addr), ntohs(out_addr.sin_port)); } // Find all servers void NetworkUDPSearchGame() { // We are still searching.. if (_network_udp_broadcast > 0) return; // No UDP-socket yet.. if (!_udp_client_socket->IsConnected()) { if (!_udp_client_socket->Listen(0, 0, true)) return; } DEBUG(net, 0, "[udp] searching server"); NetworkUDPBroadCast(_udp_client_socket); _network_udp_broadcast = 300; // Stay searching for 300 ticks } void NetworkUDPQueryServer(const char* host, unsigned short port, bool manually) { struct sockaddr_in out_addr; NetworkGameList *item; // No UDP-socket yet.. if (!_udp_client_socket->IsConnected()) { if (!_udp_client_socket->Listen(0, 0, true)) return; } out_addr.sin_family = AF_INET; out_addr.sin_port = htons(port); out_addr.sin_addr.s_addr = NetworkResolveHost(host); // Clear item in gamelist item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port)); if (item == NULL) return; if (StrEmpty(item->info.server_name)) { memset(&item->info, 0, sizeof(item->info)); ttd_strlcpy(item->info.server_name, host, lengthof(item->info.server_name)); ttd_strlcpy(item->info.hostname, host, lengthof(item->info.hostname)); item->online = false; } item->manually = manually; // Init the packet Packet p(PACKET_UDP_CLIENT_FIND_SERVER); _udp_client_socket->SendPacket(&p, &out_addr); UpdateNetworkGameWindow(false); } /* Remove our advertise from the master-server */ void NetworkUDPRemoveAdvertise() { struct sockaddr_in out_addr; /* Check if we are advertising */ if (!_networking || !_network_server || !_network_udp_server) return; /* check for socket */ if (!_udp_master_socket->IsConnected()) { if (!_udp_master_socket->Listen(_network_server_bind_ip, 0, false)) return; } DEBUG(net, 1, "[udp] removing advertise from master server"); /* Find somewhere to send */ out_addr.sin_family = AF_INET; out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT); out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST); /* Send the packet */ Packet p(PACKET_UDP_SERVER_UNREGISTER); /* Packet is: Version, server_port */ p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION); p.Send_uint16(_settings_client.network.server_port); _udp_master_socket->SendPacket(&p, &out_addr); } /* Register us to the master server This function checks if it needs to send an advertise */ void NetworkUDPAdvertise() { struct sockaddr_in out_addr; /* Check if we should send an advertise */ if (!_networking || !_network_server || !_network_udp_server || !_network_advertise) return; /* check for socket */ if (!_udp_master_socket->IsConnected()) { if (!_udp_master_socket->Listen(_network_server_bind_ip, 0, false)) return; } if (_network_need_advertise) { _network_need_advertise = false; _network_advertise_retries = ADVERTISE_RETRY_TIMES; } else { /* Only send once every ADVERTISE_NORMAL_INTERVAL ticks */ if (_network_advertise_retries == 0) { if ((_network_last_advertise_frame + ADVERTISE_NORMAL_INTERVAL) > _frame_counter) return; _network_advertise_retries = ADVERTISE_RETRY_TIMES; } if ((_network_last_advertise_frame + ADVERTISE_RETRY_INTERVAL) > _frame_counter) return; } _network_advertise_retries--; _network_last_advertise_frame = _frame_counter; /* Find somewhere to send */ out_addr.sin_family = AF_INET; out_addr.sin_port = htons(NETWORK_MASTER_SERVER_PORT); out_addr.sin_addr.s_addr = NetworkResolveHost(NETWORK_MASTER_SERVER_HOST); DEBUG(net, 1, "[udp] advertising to master server"); /* Send the packet */ Packet p(PACKET_UDP_SERVER_REGISTER); /* Packet is: WELCOME_MESSAGE, Version, server_port */ p.Send_string(NETWORK_MASTER_SERVER_WELCOME_MESSAGE); p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION); p.Send_uint16(_settings_client.network.server_port); _udp_master_socket->SendPacket(&p, &out_addr); } void NetworkUDPInitialize() { _udp_client_socket = new ClientNetworkUDPSocketHandler(); _udp_server_socket = new ServerNetworkUDPSocketHandler(); _udp_master_socket = new MasterNetworkUDPSocketHandler(); _network_udp_server = false; _network_udp_broadcast = 0; } void NetworkUDPShutdown() { NetworkUDPCloseAll(); delete _udp_client_socket; delete _udp_server_socket; delete _udp_master_socket; } #endif /* ENABLE_NETWORK */