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|
#include "stdafx.h"
#include "ttd.h"
#include "gui.h"
#include "command.h"
#include "player.h"
#include "console.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;
// usleep() implementation
#include <devices/timer.h>
#include <dos/dos.h>
struct Device *TimerBase = NULL;
struct MsgPort *TimerPort = NULL;
struct timerequest *TimerRequest = 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; // tcp socket
static SOCKET _udp_client_socket; // udp server socket
static SOCKET _udp_server_socket; // udp client socket
typedef struct UDPPacket {
byte command_code;
byte data_len;
byte command_check;
byte data[255];
} UDPPacket;
enum {
NET_UDPCMD_SERVERSEARCH = 1,
NET_UDPCMD_SERVERACTIVE,
NET_UDPCMD_GETSERVERINFO,
NET_UDPCMD_SERVERINFO,
};
void NetworkUDPSend(bool client, struct sockaddr_in recv,struct UDPPacket packet);
uint32 _network_ip_list[10]; // network ip list
// this is set to point to the savegame
static byte *_transmit_file;
static size_t _transmit_file_size;
static FILE *_recv_file;
typedef struct NetworkGameInfo {
char server_name[40]; // name of the game
char server_revision[8]; // server game version
byte server_lang; // langid
byte players_max; // max players allowed on server
byte players_on; // current count of players on server
uint16 game_date; // current date
char game_password[10]; // should fit ... 14 chars
char map_name[40]; // map which is played ["random" for a randomized map]
uint map_width; // map width / 8
uint map_height; // map height / 8
byte map_set; // graphical set
} NetworkGameInfo;
typedef struct NetworkGameList {
NetworkGameInfo item;
uint32 ip;
uint16 port;
char * _next;
} NetworkGameList;
static NetworkGameInfo _network_game;
static NetworkGameList * _network_game_list = NULL;
/* multi os compatible sleep function */
void CSleep(int milliseconds) {
#if defined(WIN32)
Sleep(milliseconds);
#endif
#if defined(UNIX)
#if !defined(__BEOS__) && !defined(__MORPHOS__) && !defined(__AMIGAOS__)
usleep(milliseconds*1000);
#endif
#ifdef __BEOS__
snooze(milliseconds*1000);
#endif
#if defined(__MORPHOS__) || defined(__AMIGAOS__)
{
ULONG signals;
ULONG TimerSigBit = 1 << TimerPort->mp_SigBit;
// send IORequest
TimerRequest->tr_node.io_Command = TR_ADDREQUEST;
TimerRequest->tr_time.tv_secs = (milliseconds * 1000) / 1000000;
TimerRequest->tr_time.tv_micro = (milliseconds * 1000) % 1000000;
SendIO((struct IORequest *)TimerRequest);
if ( !((signals = Wait(TimerSigBit|SIGBREAKF_CTRL_C)) & TimerSigBit) ) {
AbortIO((struct IORequest *)TimerRequest);
}
WaitIO((struct IORequest *)TimerRequest);
}
#endif // __MORPHOS__ || __AMIGAOS__
#endif
}
//////////////////////////////////////////////////////////////////////
// ****************************** //
// * TCP Packets and Handlers * //
// ****************************** //
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;
NetworkStartSync(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 = OWNER_SPECTATOR;
} else {
// take control over an existing company
if (DEREF_PLAYER(_network_playas-1)->is_active)
_local_player = _network_playas-1;
else
_local_player = OWNER_SPECTATOR;
}
} 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;
DEBUG(misc,1) ("[NET][TCP] closed client connection");
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;
if (_networking_server) _network_game.players_on--;
_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;
if (_networking_server) _network_game.players_on++;
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));
}
}
// ************************** //
// * TCP Networking * //
// ************************** //
unsigned long NetworkResolveHost(const char *hostname) {
struct hostent* remotehost;
if ((hostname[0]<0x30) || (hostname[0]>0x39)) {
// seems to be an hostname [first character is no number]
remotehost = gethostbyname(hostname);
if (remotehost == NULL) {
DEBUG(misc, 2) ("[NET][IP] cannot resolve %s", hostname);
return 0;
} else {
DEBUG(misc,2) ("[NET][IP] resolved %s to %s",hostname, inet_ntoa(*(struct in_addr *) remotehost->h_addr_list[0]));
return inet_addr(inet_ntoa(*(struct in_addr *) remotehost->h_addr_list[0]));
}
} else {
// seems to be an ip [first character is a number]
return inet_addr(hostname);
}
}
bool NetworkConnect(const char *hostname, int port)
{
SOCKET s;
struct sockaddr_in sin;
int b;
DEBUG(misc, 1) ("[NET][TCP] Connecting to %s %d", hostname, port);
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));
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) {
NetworkClose(true);
return false;
}
// 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;
return true;
}
void NetworkListen()
{
SOCKET ls;
struct sockaddr_in sin;
int port;
port = _network_server_port;
DEBUG(misc, 1) ("[NET][TCP] listening on port %d", port);
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 NetworkReceive()
{
ClientState *cs;
int n;
fd_set read_fd, write_fd;
struct timeval tv;
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 NetworkInitialize()
{
ClientState *cs;
_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;
}
void NetworkClose(bool client) {
ClientState *cs;
// invalidate all clients
for(cs=_clients; cs != &_clients[MAX_CLIENTS]; cs++) if (cs->socket != INVALID_SOCKET) {
CloseClient(cs);
}
if (!client) {
// if in servermode --> close listener
closesocket(_listensocket);
_listensocket= INVALID_SOCKET;
DEBUG(misc,1) ("[NET][TCP] closed listener on port %i", _network_server_port);
}
}
void NetworkShutdown()
{
}
// switch to synced mode.
void NetworkStartSync(bool fcreset)
{
DEBUG(misc,3) ("[NET][SYNC] switching to synced game mode");
_networking_sync = true;
_frame_counter = 0;
if (fcreset) {
_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));
}
// ********************************* //
// * Network Core Console Commands * //
// ********************************* //
static _iconsole_var * NetworkConsoleCmdConnect(byte argc, byte* argv[], byte argt[]) {
if (argc<2) return NULL;
if (argc==2) {
IConsolePrintF(_iconsole_color_default, "connecting to %s",argv[1]);
NetworkCoreConnectGame(argv[1],_network_server_port);
} else if (argc==3) {
IConsolePrintF(_iconsole_color_default, "connecting to %s on port %s",argv[1],argv[2]);
NetworkCoreConnectGame(argv[1],atoi(argv[2]));
}
return NULL;
}
// ************************** //
// * UDP Network Extensions * //
// ************************** //
void NetworkUDPListen(bool client)
{
SOCKET udp;
struct sockaddr_in sin;
int port;
if (client) { port = _network_client_port; } else { port = _network_server_port; };
DEBUG(misc,1) ("[NET][UDP] listening on port %i", port);
udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
// this disables network
_network_available = !(udp == INVALID_SOCKET);
// 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)
DEBUG(misc,1) ("[NET][UDP] error: bind failed on port %i", port);
// enable broadcasting
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val)); }
// allow reusing
{ unsigned long val=1; setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val)); }
if (client) { _udp_client_socket = udp; } else { _udp_server_socket = udp; } ;
}
void NetworkUDPClose(bool client) {
if (client) {
DEBUG(misc,1) ("[NET][UDP] closed listener on port %i", _network_client_port);
closesocket(_udp_client_socket);
_udp_client_socket = INVALID_SOCKET;
} else {
DEBUG(misc,1) ("[NET][UDP] closed listener on port %i", _network_server_port);
closesocket(_udp_server_socket);
_udp_server_socket = INVALID_SOCKET;
};
}
void NetworkUDPReceive(bool client) {
struct sockaddr_in client_addr;
int client_len;
int nbytes;
struct UDPPacket packet;
int packet_len;
SOCKET udp;
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
packet_len = sizeof(packet);
client_len = sizeof(client_addr);
nbytes = recvfrom(udp, (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 (!client) {
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
memcpy(&packet.data,&_network_game,sizeof(_network_game));
packet.data_len=sizeof(_network_game);
NetworkUDPSend(client,client_addr, packet);
}
break;
case NET_UDPCMD_GETSERVERINFO:
if (!client) {
packet.command_check=packet.command_code=NET_UDPCMD_SERVERINFO;
memcpy(&packet.data,&_network_game,sizeof(_network_game));
packet.data_len=sizeof(_network_game);
NetworkUDPSend(client,client_addr, packet);
}
break;
case NET_UDPCMD_SERVERINFO:
if (client) {
NetworkGameList * item;
item = (NetworkGameList *) NetworkGameListAdd();
item -> ip = inet_addr(inet_ntoa(client_addr.sin_addr));
item -> port = ntohs(client_addr.sin_port);
memcpy(item,&packet.data,packet.data_len);
}
break;
}
}
}
void NetworkUDPBroadCast(bool client, struct UDPPacket packet) {
int i=0, res;
struct sockaddr_in out_addr;
uint32 bcaddr;
byte * bcptr;
SOCKET udp;
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
while (_network_ip_list[i]!=0) {
bcaddr=_network_ip_list[i];
out_addr.sin_family = AF_INET;
if (client) { out_addr.sin_port = htons(_network_server_port); } else { out_addr.sin_port = htons(_network_client_port); };
bcptr = (byte *) &bcaddr;
bcptr[3]=255;
out_addr.sin_addr.s_addr = bcaddr;
res=sendto(udp,(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(bool client, struct sockaddr_in recv,struct UDPPacket packet) {
SOCKET udp;
if (client) udp=_udp_client_socket; else udp=_udp_server_socket;
sendto(udp,(char *) &packet,sizeof(packet),0,(struct sockaddr *) &recv,sizeof(recv));
}
bool NetworkUDPSearchGame(byte ** _network_detected_serverip, unsigned short * _network_detected_serverport) {
struct UDPPacket packet;
int timeout=3000;
NetworkGameListClear();
DEBUG(misc,0) ("[NET][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(true, packet);
while (timeout>=0) {
CSleep(100);
timeout-=100;
NetworkUDPReceive(true);
if (_network_game_count>0) {
NetworkGameList * item;
item = (NetworkGameList *) NetworkGameListItem(0);
*_network_detected_serverip=inet_ntoa(*(struct in_addr *) &item->ip);
*_network_detected_serverport=item->port;
timeout=-1;
DEBUG(misc,0) ("[NET][UDP] server found on %s", *_network_detected_serverip);
}
}
return (_network_detected_serverport>0);
}
// *************************** //
// * New Network Core System * //
// *************************** //
void NetworkIPListInit() {
struct hostent* he = NULL;
char hostname[250];
uint32 bcaddr;
int i=0;
gethostname(hostname,250);
DEBUG(misc,2) ("[NET][IP] init for host %s", hostname);
he=gethostbyname((char *) hostname);
if (he == NULL) {
he = gethostbyname("localhost");
}
if (he == NULL) {
bcaddr = inet_addr("127.0.0.1");
he = gethostbyaddr(inet_ntoa(*(struct in_addr *) &bcaddr), sizeof(bcaddr), AF_INET);
}
if (he == NULL) {
DEBUG(misc, 2) ("[NET][IP] cannot resolve %s", hostname);
} else {
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,2) ("[NET][IP] add %s",inet_ntoa(*(struct in_addr *) he->h_addr_list[i]));
i++;
}
}
_network_ip_list[i]=0;
}
/* *************************************************** */
void NetworkCoreInit() {
DEBUG(misc,3) ("[NET][Core] init()");
_network_available=true;
// [win32] winsock startup
#if defined(WIN32)
{
WSADATA wsa;
DEBUG(misc,3) ("[NET][Core] using windows socket library");
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
DEBUG(misc,3) ("[NET][Core] error: WSAStartup failed");
_network_available=false;
}
}
#else
// [morphos/amigaos] bsd-socket startup
#if defined(__MORPHOS__) || defined(__AMIGA__)
{
DEBUG(misc,3) ("[NET][Core] using bsd socket library");
if (!(SocketBase = OpenLibrary("bsdsocket.library", 4))) {
DEBUG(misc,3) ("[NET][Core] Couldn't open bsdsocket.library version 4.");
_network_available=false;
}
// for usleep() implementation
if ( (TimerPort = CreateMsgPort()) ) {
if ( (TimerRequest = (struct timerequest *) CreateIORequest(TimerPort, sizeof(struct timerequest))) ) {
if ( OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest *) TimerRequest, 0) == 0 ) {
if ( !(TimerBase = TimerRequest->tr_node.io_Device) ) {
// free ressources...
DEBUG(misc,3) ("[NET][Core] Couldn't initialize timer.");
_network_available=false;
}
}
}
}
}
#else
// [linux/macos] unix-socket startup
DEBUG(misc,3) ("[NET][Core] using unix socket library");
#endif
#endif
if (_network_available) {
DEBUG(misc,3) ("[NET][Core] OK: multiplayer available");
// initiate network ip list
NetworkIPListInit();
IConsoleCmdRegister("connect",NetworkConsoleCmdConnect);
} else {
DEBUG(misc,3) ("[NET][Core] FAILED: multiplayer not available");
}
}
/* *************************************************** */
void NetworkCoreShutdown() {
DEBUG(misc,3) ("[NET][Core] shutdown()");
#if defined(__MORPHOS__) || defined(__AMIGA__)
{
// free allocated ressources
if (TimerBase) { CloseDevice((struct IORequest *) TimerRequest); }
if (TimerRequest) { DeleteIORequest(TimerRequest); }
if (TimerPort) { DeleteMsgPort(TimerPort); }
if (SocketBase) {
CloseLibrary(SocketBase);
}
}
#endif
#if defined(WIN32)
{
WSACleanup();
}
#endif
}
/* *************************************************** */
bool NetworkCoreConnectGame(byte* b, unsigned short port)
{
if (!_network_available) return false;
if (strcmp((char *) b,"auto")==0) {
// do autodetect
NetworkUDPSearchGame(&b, &port);
}
if (port==0) {
// autodetection failed
if (_networking_override) NetworkLobbyShutdown();
ShowErrorMessage(-1, STR_NETWORK_ERR_NOSERVER, 0, 0);
return false;
}
NetworkInitialize();
_networking = NetworkConnect(b, port);
if (_networking) {
NetworkLobbyShutdown();
} else {
if (_networking_override) NetworkLobbyShutdown();
ShowErrorMessage(-1, STR_NETWORK_ERR_NOCONNECTION,0,0);
}
return _networking;
}
/* *************************************************** */
bool NetworkCoreStartGame()
{
if (!_network_available) return false;
NetworkLobbyShutdown();
NetworkInitialize();
NetworkListen();
NetworkUDPListen(false);
_networking_server = true;
_networking = true;
NetworkGameFillDefaults(); // clears the network game info
_network_game.players_on++; // the serverplayer is online
return true;
}
/* *************************************************** */
void NetworkCoreDisconnect()
{
/* terminate server */
if (_networking_server) {
NetworkUDPClose(false);
NetworkClose(false);
}
/* terminate client connection */
else if (_networking) {
NetworkClose(true);
}
_networking_server = false;
_networking = false;
NetworkShutdown();
}
/* *************************************************** */
void NetworkCoreLoop(bool incomming) {
if (incomming) {
// incomming
if ( _udp_client_socket != INVALID_SOCKET ) NetworkUDPReceive(true);
if ( _udp_server_socket != INVALID_SOCKET ) NetworkUDPReceive(false);
if (_networking) {
NetworkReceive();
NetworkProcessCommands(); // to check if we got any new commands belonging to the current frame before we increase it.
}
} else {
// outgoing
if (_networking) {
NetworkSend();
}
}
}
void NetworkLobbyInit() {
DEBUG(misc,3) ("[NET][Lobby] init()");
NetworkUDPListen(true);
}
void NetworkLobbyShutdown() {
DEBUG(misc,3) ("[NET][Lobby] shutdown()");
NetworkUDPClose(true);
}
// ******************************** //
// * Network Game List Extensions * //
// ******************************** //
void NetworkGameListClear() {
NetworkGameList * item;
NetworkGameList * next;
DEBUG(misc,4) ("[NET][G-List] cleared server list");
item = _network_game_list;
while (item != NULL) {
next = (NetworkGameList *) item -> _next;
free (item);
item = next;
}
_network_game_list=NULL;
_network_game_count=0;
}
char * NetworkGameListAdd() {
NetworkGameList * item;
NetworkGameList * before;
DEBUG(misc,4) ("[NET][G-List] added server to list");
item = _network_game_list;
before = item;
while (item != NULL) {
before = item;
item = (NetworkGameList *) item -> _next;
}
item = malloc(sizeof(NetworkGameList));
item -> _next = NULL;
if (before == NULL) {
_network_game_list = item;
} else {
before -> _next = (char *) item;
}
_network_game_count++;
return (char *) item;
}
void NetworkGameListFromLAN() {
struct UDPPacket packet;
DEBUG(misc,2) ("[NET][G-List] searching server over lan");
NetworkGameListClear();
packet.command_check=packet.command_code=NET_UDPCMD_SERVERSEARCH;
packet.data_len=0;
NetworkUDPBroadCast(true,packet);
}
void NetworkGameListFromInternet() {
DEBUG(misc,2) ("[NET][G-List] searching servers over internet");
NetworkGameListClear();
// **TODO** masterserver communication [internet protocol list]
}
char * NetworkGameListItem(uint16 index) {
NetworkGameList * item;
NetworkGameList * next;
uint16 cnt = 0;
item = _network_game_list;
while ((item != NULL) && (cnt != index)) {
next = (NetworkGameList *) item -> _next;
item = next;
cnt++;
}
return (char *) item;
}
// *************************** //
// * Network Game Extensions * //
// *************************** //
void NetworkGameFillDefaults() {
NetworkGameInfo * game = &_network_game;
#if defined(WITH_REV)
extern char _openttd_revision[];
#endif
DEBUG(misc,4) ("[NET][G-Info] setting defaults");
ttd_strlcpy(game->server_name,"OpenTTD Game",13);
game->game_password[0]='\0';
game->map_name[0]='\0';
#if defined(WITH_REV)
ttd_strlcpy(game->server_revision,_openttd_revision,strlen(_openttd_revision));
#else
ttd_strlcpy(game->server_revision,"norev000",strlen("norev000"));
#endif
game->game_date=0;
game->map_height=0;
game->map_width=0;
game->map_set=0;
game->players_max=8;
game->players_on=0;
game->server_lang=_dynlang.curr;
}
void NetworkGameChangeDate(uint16 newdate) {
if (_networking_server) {
_network_game.game_date = newdate;
}
}
#else // not ENABLE_NETWORK
// stubs
void NetworkInitialize() {}
void NetworkShutdown() {}
void NetworkListen() {}
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(bool fcreset) {}
void NetworkCoreInit() { _network_available=false; };
void NetworkCoreShutdown() {};
void NetworkCoreDisconnect() {};
void NetworkCoreLoop(bool incomming) {};
bool NetworkCoreConnectGame(byte* b, unsigned short port) {return false;};
bool NetworkCoreStartGame() {return false;};
void NetworkLobbyShutdown() {};
void NetworkLobbyInit() {};
void NetworkGameListClear() {};
char * NetworkGameListAdd() {return NULL;};
void NetworkGameListFromLAN() {};
void NetworkGameListFromInternet() {};
void NetworkGameFillDefaults() {};
char * NetworkGameListItem(uint16 index) {return NULL;};
void NetworkGameChangeDate(uint16 newdate) {};
#endif
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