1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
|
/* $Id$ */
#include "stdafx.h"
#include "network_data.h"
#if defined(WITH_REV)
extern const char _openttd_revision[];
#elif defined(WITH_REV_HACK)
#define WITH_REV
const char _openttd_revision[] = WITH_REV_HACK;
#else
const char _openttd_revision[] = NOREV_STRING;
#endif
#ifdef ENABLE_NETWORK
#include "openttd.h"
#include "debug.h"
#include "functions.h"
#include "string.h"
#include "strings.h"
#include "map.h"
#include "command.h"
#include "variables.h"
#include "date.h"
#include "table/strings.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "console.h" /* IConsoleCmdExec */
#include <stdarg.h> /* va_list */
#include "md5.h"
#ifdef __MORPHOS__
// the library base is required here
struct Library *SocketBase = NULL;
#endif
// The listen socket for the server
static SOCKET _listensocket;
// The amount of clients connected
static byte _network_clients_connected = 0;
// The index counter for new clients (is never decreased)
static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
/* Some externs / forwards */
extern void ShowJoinStatusWindow(void);
extern void StateGameLoop(void);
// Function that looks up the CI for a given client-index
NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
{
NetworkClientInfo *ci;
for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++) {
if (ci->client_index == client_index) return ci;
}
return NULL;
}
/** Return the CI for a given IP
* @param ip IP of the client we are looking for. This must be in string-format
* @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
{
NetworkClientInfo *ci;
uint32 ip_number = inet_addr(ip);
for (ci = _network_client_info; ci != &_network_client_info[MAX_CLIENT_INFO]; ci++) {
if (ci->client_ip == ip_number) return ci;
}
return NULL;
}
// Function that looks up the CS for a given client-index
NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
{
NetworkClientState *cs;
for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++) {
if (cs->index == client_index) return cs;
}
return NULL;
}
// NetworkGetClientName is a server-safe function to get the name of the client
// if the user did not send it yet, Client #<no> is used.
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
{
const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
if (ci->client_name[0] == '\0') {
snprintf(client_name, size, "Client #%4d", cs->index);
} else {
ttd_strlcpy(client_name, ci->client_name, size);
}
}
byte NetworkSpectatorCount(void)
{
const NetworkClientState *cs;
byte count = 0;
FOR_ALL_CLIENTS(cs) {
if (DEREF_CLIENT_INFO(cs)->client_playas == PLAYER_SPECTATOR) count++;
}
return count;
}
// This puts a text-message to the console, or in the future, the chat-box,
// (to keep it all a bit more general)
// If 'self_send' is true, this is the client who is sending the message
void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
{
char buf[1024];
va_list va;
const int duration = 10; // Game days the messages stay visible
char message[1024];
char temp[1024];
va_start(va, str);
vsnprintf(buf, lengthof(buf), str, va);
va_end(va);
switch (action) {
case NETWORK_ACTION_JOIN:
GetString(temp, STR_NETWORK_CLIENT_JOINED);
snprintf(message, sizeof(message), "*** %s %s", name, temp);
break;
case NETWORK_ACTION_LEAVE:
GetString(temp, STR_NETWORK_ERR_LEFT);
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);
snprintf(message, sizeof(message), "*** %s", temp);
} else {
SetDParam(0, atoi(buf));
GetString(temp, STR_NETWORK_GIVE_MONEY);
snprintf(message, sizeof(message), "*** %s %s", name, temp);
}
break;
case NETWORK_ACTION_CHAT_PLAYER:
if (self_send) {
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_TO_COMPANY);
snprintf(message, sizeof(message), "%s %s", temp, buf);
} else {
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_COMPANY);
snprintf(message, sizeof(message), "%s %s", temp, buf);
}
break;
case NETWORK_ACTION_CHAT_CLIENT:
if (self_send) {
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_TO_CLIENT);
snprintf(message, sizeof(message), "%s %s", temp, buf);
} else {
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_CLIENT);
snprintf(message, sizeof(message), "%s %s", temp, buf);
}
break;
case NETWORK_ACTION_NAME_CHANGE:
GetString(temp, STR_NETWORK_NAME_CHANGE);
snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
break;
default:
SetDParamStr(0, name);
GetString(temp, STR_NETWORK_CHAT_ALL);
snprintf(message, sizeof(message), "%s %s", temp, buf);
break;
}
IConsolePrintF(color, "%s", message);
AddTextMessage(color, duration, "%s", message);
}
// Calculate the frame-lag of a client
uint NetworkCalculateLag(const NetworkClientState *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
// This client has missed his ACK packet after 1 DAY_TICKS..
// so we increase his lag for every frame that passes!
// The packet can be out by a max of _net_frame_freq
if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
return lag;
}
// There was a non-recoverable error, drop back to the main menu with a nice
// error
static void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
_switch_mode_errorstr = error_string;
}
static void ClientStartError(const char *error)
{
DEBUG(net, 0)("[NET] Client could not start network: %s",error);
NetworkError(STR_NETWORK_ERR_CLIENT_START);
}
static void ServerStartError(const char *error)
{
DEBUG(net, 0)("[NET] Server could not start network: %s",error);
NetworkError(STR_NETWORK_ERR_SERVER_START);
}
static void NetworkClientError(byte res, NetworkClientState* cs)
{
// First, send a CLIENT_ERROR to the server, so he knows we are
// disconnection (and why!)
NetworkErrorCode errorno;
// We just want to close the connection..
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->quited = true;
NetworkCloseClient(cs);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
// This means we fucked up and the server closed the connection
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
// Dequeue all commands before closing the socket
NetworkSend_Packets(DEREF_CLIENT(0));
}
_switch_mode = SM_MENU;
NetworkCloseClient(cs);
_networking = false;
}
/** Retrieve a string representation of an internal error number
* @param buf buffer where the error message will be stored
* @param err NetworkErrorCode
* @return returns a pointer to the error message (buf) */
char *GetNetworkErrorMsg(char *buf, NetworkErrorCode err)
{
/* List of possible network errors, used by
* PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
static const StringID network_error_strings[] = {
STR_NETWORK_ERR_CLIENT_GENERAL,
STR_NETWORK_ERR_CLIENT_DESYNC,
STR_NETWORK_ERR_CLIENT_SAVEGAME,
STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
STR_NETWORK_ERR_CLIENT_PLAYER_MISMATCH,
STR_NETWORK_ERR_CLIENT_KICKED,
STR_NETWORK_ERR_CLIENT_CHEATER,
STR_NETWORK_ERR_CLIENT_SERVER_FULL
};
if (err >= lengthof(network_error_strings)) err = 0;
return GetString(buf, network_error_strings[err]);
}
/* Count the number of active clients connected */
static uint NetworkCountPlayers(void)
{
NetworkClientState *cs;
uint count = 0;
FOR_ALL_CLIENTS(cs) {
NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
if (IsValidPlayer(ci->client_playas)) count++;
}
return count;
}
static bool _min_players_paused = false;
/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */
void CheckMinPlayers(void)
{
if (!_network_dedicated) return;
if (NetworkCountPlayers() < _network_min_players) {
if (_min_players_paused) return;
_min_players_paused = true;
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
} else {
if (!_min_players_paused) return;
_min_players_paused = false;
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
}
}
// Find all IP-aliases for this host
static void NetworkFindIPs(void)
{
int i;
#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
int _netstat(int fd, char **output, int verbose);
int seek_past_header(char **pos, const char *header) {
char *new_pos = strstr(*pos, header);
if (new_pos == 0) {
return B_ERROR;
}
*pos += strlen(header) + new_pos - *pos + 1;
return B_OK;
}
int output_length;
char *output_pointer = NULL;
char **output;
int sock = socket(AF_INET, SOCK_DGRAM, 0);
i = 0;
// If something fails, make sure the list is empty
_broadcast_list[0] = 0;
if (sock < 0) {
DEBUG(net, 0)("Error creating socket!");
return;
}
output_length = _netstat(sock, &output_pointer, 1);
if (output_length < 0) {
DEBUG(net, 0)("Error running _netstat!");
return;
}
output = &output_pointer;
if (seek_past_header(output, "IP Interfaces:") == B_OK) {
for (;;) {
uint32 n, fields, read;
uint8 i1, i2, i3, i4, j1, j2, j3, j4;
struct in_addr inaddr;
uint32 ip;
uint32 netmask;
fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
read += 1;
if (fields != 9) {
break;
}
ip = (uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4;
netmask = (uint32)j1 << 24 | (uint32)j2 << 16 | (uint32)j3 << 8 | (uint32)j4;
if (ip != INADDR_LOOPBACK && ip != INADDR_ANY) {
inaddr.s_addr = htonl(ip | ~netmask);
_broadcast_list[i] = inaddr.s_addr;
i++;
}
if (read < 0) {
break;
}
*output += read;
}
/* XXX - Using either one of these crashes openttd heavily? - wber */
/*free(output_pointer);*/
/*free(output);*/
closesocket(sock);
}
#elif defined(HAVE_GETIFADDRS)
struct ifaddrs *ifap, *ifa;
// If something fails, make sure the list is empty
_broadcast_list[0] = 0;
if (getifaddrs(&ifap) != 0)
return;
i = 0;
for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
if (!(ifa->ifa_flags & IFF_BROADCAST)) continue;
if (ifa->ifa_broadaddr == NULL) continue;
if (ifa->ifa_broadaddr->sa_family != AF_INET) continue;
_broadcast_list[i] = ((struct sockaddr_in*)ifa->ifa_broadaddr)->sin_addr.s_addr;
i++;
}
freeifaddrs(ifap);
#else /* not HAVE_GETIFADDRS */
SOCKET sock;
#ifdef WIN32
DWORD len = 0;
INTERFACE_INFO ifo[MAX_INTERFACES];
uint j;
#else
char buf[4 * 1024]; // Arbitrary buffer size
struct ifconf ifconf;
const char* buf_end;
const char* p;
#endif
// If something fails, make sure the list is empty
_broadcast_list[0] = 0;
sock = socket(AF_INET, SOCK_DGRAM, 0);
if (sock == INVALID_SOCKET) return;
#ifdef WIN32
memset(&ifo[0], 0, sizeof(ifo));
if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
closesocket(sock);
return;
}
i = 0;
for (j = 0; j < len / sizeof(*ifo); j++) {
if (ifo[j].iiFlags & IFF_LOOPBACK) continue;
if (!(ifo[j].iiFlags & IFF_BROADCAST)) continue;
/* iiBroadcast is unusable, because it always seems to be set to
* 255.255.255.255.
*/
_broadcast_list[i++] =
ifo[j].iiAddress.AddressIn.sin_addr.s_addr |
~ifo[j].iiNetmask.AddressIn.sin_addr.s_addr;
}
#else
ifconf.ifc_len = sizeof(buf);
ifconf.ifc_buf = buf;
if (ioctl(sock, SIOCGIFCONF, &ifconf) == -1) {
closesocket(sock);
return;
}
i = 0;
buf_end = buf + ifconf.ifc_len;
for (p = buf; p < buf_end;) {
const struct ifreq* req = (const struct ifreq*)p;
if (req->ifr_addr.sa_family == AF_INET) {
struct ifreq r;
strncpy(r.ifr_name, req->ifr_name, lengthof(r.ifr_name));
if (ioctl(sock, SIOCGIFFLAGS, &r) != -1 &&
r.ifr_flags & IFF_BROADCAST &&
ioctl(sock, SIOCGIFBRDADDR, &r) != -1) {
_broadcast_list[i++] =
((struct sockaddr_in*)&r.ifr_broadaddr)->sin_addr.s_addr;
}
}
p += sizeof(struct ifreq);
#ifdef AF_LINK
p += req->ifr_addr.sa_len - sizeof(struct sockaddr);
#endif
}
#endif
closesocket(sock);
#endif /* not HAVE_GETIFADDRS */
_broadcast_list[i] = 0;
DEBUG(net, 3)("Detected broadcast addresses:");
// Now display to the debug all the detected ips
for (i = 0; _broadcast_list[i] != 0; i++) {
DEBUG(net, 3)(" %d) %s", i, inet_ntoa(*(struct in_addr *)&_broadcast_list[i]));//inet_ntoa(inaddr));
}
}
// Resolve a hostname to a inet_addr
unsigned long NetworkResolveHost(const char *hostname)
{
in_addr_t ip;
// First try: is it an ip address?
ip = inet_addr(hostname);
// If not try to resolve the name
if (ip == INADDR_NONE) {
struct hostent *he = gethostbyname(hostname);
if (he == NULL) {
DEBUG(net, 0) ("[NET] Cannot resolve %s", hostname);
} else {
struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
DEBUG(net, 1) ("[NET] Resolved %s to %s", hostname, inet_ntoa(addr));
ip = addr.s_addr;
}
}
return ip;
}
// Converts a string to ip/port/player
// Format: IP#player:port
//
// connection_string will be re-terminated to seperate out the hostname, and player and port will
// be set to the player and port strings given by the user, inside the memory area originally
// occupied by connection_string.
void ParseConnectionString(const char **player, const char **port, char *connection_string)
{
char *p;
for (p = connection_string; *p != '\0'; p++) {
if (*p == '#') {
*p = '\0';
*player = ++p;
while (IsValidAsciiChar(*p, CS_NUMERAL)) p++;
if (*p == '\0') break;
} else if (*p == ':') {
*port = p + 1;
*p = '\0';
}
}
}
// Creates a new client from a socket
// Used both by the server and the client
static NetworkClientState *NetworkAllocClient(SOCKET s)
{
NetworkClientState *cs;
NetworkClientInfo *ci;
byte client_no;
client_no = 0;
if (_network_server) {
// Can we handle a new client?
if (_network_clients_connected >= MAX_CLIENTS)
return NULL;
if (_network_game_info.clients_on >= _network_game_info.clients_max)
return NULL;
// Register the login
client_no = _network_clients_connected++;
}
cs = &_clients[client_no];
memset(cs, 0, sizeof(*cs));
cs->socket = s;
cs->last_frame = 0;
cs->quited = false;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
if (_network_server) {
ci = DEREF_CLIENT_INFO(cs);
memset(ci, 0, sizeof(*ci));
cs->index = _network_client_index++;
ci->client_index = cs->index;
ci->client_playas = PLAYER_INACTIVE_CLIENT;
ci->join_date = _date;
InvalidateWindow(WC_CLIENT_LIST, 0);
}
return cs;
}
// Close a connection
void NetworkCloseClient(NetworkClientState *cs)
{
NetworkClientInfo *ci;
// Socket is already dead
if (cs->socket == INVALID_SOCKET) {
cs->quited = true;
return;
}
DEBUG(net, 1) ("[NET] Closed client connection");
if (!cs->quited && _network_server && cs->status > STATUS_INACTIVE) {
// We did not receive a leave message from this client...
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientState *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
GetNetworkErrorMsg(str, errorno);
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
// Inform other clients of this... strange leaving ;)
FOR_ALL_CLIENTS(new_cs) {
if (new_cs->status > STATUS_AUTH && cs != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
}
}
}
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServer_HandleChat(NETWORK_ACTION_CHAT, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
}
closesocket(cs->socket);
cs->writable = false;
cs->quited = true;
// Free all pending and partially received packets
while (cs->packet_queue != NULL) {
Packet *p = cs->packet_queue->next;
free(cs->packet_queue);
cs->packet_queue = p;
}
free(cs->packet_recv);
cs->packet_recv = NULL;
while (cs->command_queue != NULL) {
CommandPacket *p = cs->command_queue->next;
free(cs->command_queue);
cs->command_queue = p;
}
// Close the gap in the client-list
ci = DEREF_CLIENT_INFO(cs);
if (_network_server) {
// We just lost one client :(
if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
_network_clients_connected--;
while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
*cs = *(cs + 1);
*ci = *(ci + 1);
cs++;
ci++;
}
InvalidateWindow(WC_CLIENT_LIST, 0);
}
// Reset the status of the last socket
cs->socket = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->index = NETWORK_EMPTY_INDEX;
ci->client_index = NETWORK_EMPTY_INDEX;
CheckMinPlayers();
}
// A client wants to connect to a server
static bool NetworkConnect(const char *hostname, int port)
{
SOCKET s;
struct sockaddr_in sin;
DEBUG(net, 1) ("[NET] 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)("[NET] 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;
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) {
// We failed to connect for which reason what so ever
return false;
}
if (!SetNonBlocking(s))
DEBUG(net, 0)("[NET] Setting non-blocking 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);
ShowJoinStatusWindow();
return true;
}
// For the server, to accept new clients
static void NetworkAcceptClients(void)
{
struct sockaddr_in sin;
SOCKET s;
NetworkClientState *cs;
uint i;
bool banned;
// Should never ever happen.. is it possible??
assert(_listensocket != INVALID_SOCKET);
for (;;) {
socklen_t sin_len;
sin_len = sizeof(sin);
s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
if (s == INVALID_SOCKET) return;
SetNonBlocking(s); // XXX error handling?
DEBUG(net, 1) ("[NET] Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
SetNoDelay(s); // XXX error handling?
/* Check if the client is banned */
banned = false;
for (i = 0; i < lengthof(_network_ban_list); i++) {
if (_network_ban_list[i] == NULL)
continue;
if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
DEBUG(net, 1)("[NET] Banned ip tried to join (%s), refused", _network_ban_list[i]);
p->buffer[0] = p->size & 0xFF;
p->buffer[1] = p->size >> 8;
send(s, p->buffer, p->size, 0);
closesocket(s);
free(p);
banned = true;
break;
}
}
/* If this client is banned, continue with next client */
if (banned)
continue;
cs = NetworkAllocClient(s);
if (cs == NULL) {
// no more clients allowed?
// Send to the client that we are full!
Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
p->buffer[0] = p->size & 0xFF;
p->buffer[1] = p->size >> 8;
send(s, p->buffer, p->size, 0);
closesocket(s);
free(p);
continue;
}
// a new client has connected. We set him at inactive for now
// maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
// the client stays inactive
cs->status = STATUS_INACTIVE;
{
// Save the IP of the client
NetworkClientInfo *ci;
ci = DEREF_CLIENT_INFO(cs);
ci->client_ip = sin.sin_addr.s_addr;
}
}
}
// Set up the listen socket for the server
static bool NetworkListen(void)
{
SOCKET ls;
struct sockaddr_in sin;
int port;
port = _network_server_port;
DEBUG(net, 1) ("[NET] Listening on %s:%d", _network_server_bind_ip_host, 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)("[NET] Setting non-blocking 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(port);
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
ServerStartError("bind() failed");
return false;
}
if (listen(ls, 1) != 0) {
ServerStartError("listen() failed");
return false;
}
_listensocket = ls;
return true;
}
// Close all current connections
static void NetworkClose(void)
{
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
NetworkSend_Packets(cs);
}
NetworkCloseClient(cs);
}
if (_network_server) {
// We are a server, also close the listensocket
closesocket(_listensocket);
_listensocket = INVALID_SOCKET;
DEBUG(net, 1) ("[NET] Closed listener");
NetworkUDPClose();
}
}
// Inits the network (cleans sockets and stuff)
static void NetworkInitialize(void)
{
NetworkClientState *cs;
_local_command_queue = NULL;
// Clean all client-sockets
memset(_clients, 0, sizeof(_clients));
for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
cs->socket = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->command_queue = NULL;
}
// Clean the client_info memory
memset(&_network_client_info, 0, sizeof(_network_client_info));
memset(&_network_player_info, 0, sizeof(_network_player_info));
_sync_frame = 0;
_network_first_time = true;
_network_reconnect = 0;
NetworkUDPInitialize();
}
// Query a server to fetch his game-info
// If game_info is true, only the gameinfo is fetched,
// else only the client_info is fetched
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
{
if (!_network_available) return NULL;
NetworkDisconnect();
if (game_info) {
return NetworkUDPQueryServer(host, port);
}
NetworkInitialize();
_network_server = false;
// Try to connect
_networking = NetworkConnect(host, port);
// ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
// _network_last_port = port;
// We are connected
if (_networking) {
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
return NULL;
}
// No networking, close everything down again
NetworkDisconnect();
return NULL;
}
/* Validates an address entered as a string and adds the server to
* the list. If you use this function, the games will be marked
* as manually added. */
void NetworkAddServer(const char *b)
{
if (*b != '\0') {
NetworkGameList *item;
const char *port = NULL;
const char *player = NULL;
char host[NETWORK_HOSTNAME_LENGTH];
uint16 rport;
ttd_strlcpy(host, b, lengthof(host));
ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&player, &port, host);
if (port != NULL) rport = atoi(port);
item = NetworkQueryServer(host, rport, true);
item->manually = true;
}
}
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
void NetworkRebuildHostList(void)
{
uint i = 0;
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, unsigned short port)
{
if (!_network_available) return false;
if (port == 0) return false;
ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
_network_last_port = port;
NetworkDisconnect();
NetworkUDPClose();
NetworkInitialize();
// Try to connect
_networking = NetworkConnect(host, port);
// We are connected
if (_networking) {
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
} else {
// Connecting failed
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
}
return _networking;
}
static void NetworkInitGameInfo(void)
{
NetworkClientInfo *ci;
ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
if (_network_game_info.server_name[0] == '\0')
snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
// The server is a client too ;)
if (_network_dedicated) {
_network_game_info.clients_on = 0;
_network_game_info.companies_on = 0;
_network_game_info.dedicated = true;
} else {
_network_game_info.clients_on = 1;
_network_game_info.companies_on = 1;
_network_game_info.dedicated = false;
}
_network_game_info.spectators_on = 0;
_network_game_info.game_date = _date;
_network_game_info.start_date = ConvertYMDToDate(_patches.starting_year, 0, 1);
_network_game_info.map_width = MapSizeX();
_network_game_info.map_height = MapSizeY();
_network_game_info.map_set = _opt.landscape;
_network_game_info.use_password = (_network_server_password[0] != '\0');
// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
// The index is NETWORK_SERVER_INDEX ( = 1)
ci = &_network_client_info[MAX_CLIENT_INFO - 1];
memset(ci, 0, sizeof(*ci));
ci->client_index = NETWORK_SERVER_INDEX;
ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player;
ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
}
bool NetworkServerStart(void)
{
if (!_network_available) return false;
/* Call the pre-scripts */
IConsoleCmdExec("exec scripts/pre_server.scr 0");
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
NetworkInitialize();
if (!NetworkListen())
return false;
// Try to start UDP-server
_network_udp_server = true;
_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
_network_server = true;
_networking = true;
_frame_counter = 0;
_frame_counter_server = 0;
_frame_counter_max = 0;
_last_sync_frame = 0;
_network_own_client_index = NETWORK_SERVER_INDEX;
/* Non-dedicated server will always be player #1 */
if (!_network_dedicated) _network_playas = 0;
_network_clients_connected = 0;
NetworkInitGameInfo();
// execute server initialization script
IConsoleCmdExec("exec scripts/on_server.scr 0");
// if the server is dedicated ... add some other script
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
_min_players_paused = false;
CheckMinPlayers();
/* Try to register us to the master server */
_network_last_advertise_frame = 0;
_network_need_advertise = true;
NetworkUDPAdvertise();
return true;
}
// The server is rebooting...
// The only difference with NetworkDisconnect, is the packets that is sent
void NetworkReboot(void)
{
if (_network_server) {
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
NetworkSend_Packets(cs);
}
}
NetworkClose();
// Free all queued commands
while (_local_command_queue != NULL) {
CommandPacket *p = _local_command_queue;
_local_command_queue = _local_command_queue->next;
free(p);
}
_networking = false;
_network_server = false;
}
// We want to disconnect from the host/clients
void NetworkDisconnect(void)
{
if (_network_server) {
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
NetworkSend_Packets(cs);
}
}
if (_network_advertise)
NetworkUDPRemoveAdvertise();
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
NetworkClose();
// Free all queued commands
while (_local_command_queue != NULL) {
CommandPacket *p = _local_command_queue;
_local_command_queue = _local_command_queue->next;
free(p);
}
_networking = false;
_network_server = false;
}
// Receives something from the network
static bool NetworkReceive(void)
{
NetworkClientState *cs;
int n;
fd_set read_fd, write_fd;
struct timeval tv;
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
FOR_ALL_CLIENTS(cs) {
FD_SET(cs->socket, &read_fd);
FD_SET(cs->socket, &write_fd);
}
// take care of listener port
if (_network_server) {
FD_SET(_listensocket, &read_fd);
}
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
#else
n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
#endif
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
// accept clients..
if (_network_server && FD_ISSET(_listensocket, &read_fd)) {
NetworkAcceptClients();
}
// read stuff from clients
FOR_ALL_CLIENTS(cs) {
cs->writable = !!FD_ISSET(cs->socket, &write_fd);
if (FD_ISSET(cs->socket, &read_fd)) {
if (_network_server) {
NetworkServer_ReadPackets(cs);
} else {
byte res;
// The client already was quiting!
if (cs->quited) return false;
res = NetworkClient_ReadPackets(cs);
if (res != NETWORK_RECV_STATUS_OKAY) {
// The client made an error of which we can not recover
// close the client and drop back to main menu
NetworkClientError(res, cs);
return false;
}
}
}
}
return true;
}
// This sends all buffered commands (if possible)
static void NetworkSend(void)
{
NetworkClientState *cs;
FOR_ALL_CLIENTS(cs) {
if (cs->writable) {
NetworkSend_Packets(cs);
if (cs->status == STATUS_MAP) {
// This client is in the middle of a map-send, call the function for that
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
}
}
}
}
// Handle the local-command-queue
static void NetworkHandleLocalQueue(void)
{
CommandPacket *cp, **cp_prev;
cp_prev = &_local_command_queue;
while ( (cp = *cp_prev) != NULL) {
// The queue is always in order, which means
// that the first element will be executed first.
if (_frame_counter < cp->frame)
break;
if (_frame_counter > cp->frame) {
// If we reach here, it means for whatever reason, we've already executed
// past the command we need to execute.
DEBUG(net, 0)("[NET] Trying to execute a packet in the past!");
assert(0);
}
// We can execute this command
NetworkExecuteCommand(cp);
*cp_prev = cp->next;
free(cp);
}
// Just a safety check, to be removed in the future.
// Make sure that no older command appears towards the end of the queue
// In that case we missed executing it. This will never happen.
for (cp = _local_command_queue; cp; cp = cp->next) {
assert(_frame_counter < cp->frame);
}
}
static bool NetworkDoClientLoop(void)
{
_frame_counter++;
NetworkHandleLocalQueue();
StateGameLoop();
// Check if we are in sync!
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
#else
if (_sync_seed_1 != _random_seeds[0][0]) {
#endif
NetworkError(STR_NETWORK_ERR_DESYNC);
DEBUG(net, 0)("[NET] Sync error detected!");
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
return false;
}
// If this is the first time we have a sync-frame, we
// need to let the server know that we are ready and at the same
// frame as he is.. so we can start playing!
if (_network_first_time) {
_network_first_time = false;
SEND_COMMAND(PACKET_CLIENT_ACK)();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1)("[NET] Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
// We have to do some UDP checking
void NetworkUDPGameLoop(void)
{
if (_network_udp_server) {
NetworkUDPReceive(_udp_server_socket);
if (_udp_master_socket != INVALID_SOCKET) {
NetworkUDPReceive(_udp_master_socket);
}
} else if (_udp_client_socket != INVALID_SOCKET) {
NetworkUDPReceive(_udp_client_socket);
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
}
}
// The main loop called from ttd.c
// Here we also have to do StateGameLoop if needed!
void NetworkGameLoop(void)
{
if (!_networking) return;
if (!NetworkReceive()) return;
if (_network_server) {
bool send_frame = false;
// We first increase the _frame_counter
_frame_counter++;
// Update max-frame-counter
if (_frame_counter > _frame_counter_max) {
_frame_counter_max = _frame_counter + _network_frame_freq;
send_frame = true;
}
NetworkHandleLocalQueue();
// Then we make the frame
StateGameLoop();
_sync_seed_1 = _random_seeds[0][0];
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = _random_seeds[0][1];
#endif
NetworkServer_Tick(send_frame);
} else {
// Client
// Make sure we are at the frame were the server is (quick-frames)
if (_frame_counter_server > _frame_counter) {
while (_frame_counter_server > _frame_counter) {
if (!NetworkDoClientLoop()) break;
}
} else {
// Else, keep on going till _frame_counter_max
if (_frame_counter_max > _frame_counter) {
NetworkDoClientLoop();
}
}
}
NetworkSend();
}
static void NetworkGenerateUniqueId(void)
{
md5_state_t state;
md5_byte_t digest[16];
char hex_output[16*2 + 1];
char coding_string[NETWORK_NAME_LENGTH];
int di;
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
/* Generate the MD5 hash */
md5_init(&state);
md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
md5_finish(&state, digest);
for (di = 0; di < 16; ++di)
sprintf(hex_output + di * 2, "%02x", digest[di]);
/* _network_unique_id is our id */
snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
}
// This tries to launch the network for a given OS
void NetworkStartUp(void)
{
DEBUG(net, 3) ("[NET][Core] Starting network...");
#if defined(__MORPHOS__) || defined(__AMIGA__)
/*
* IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
* network related function, else: crash.
*/
DEBUG(misc,3) ("[NET][Core] Loading bsd socket library");
SocketBase = OpenLibrary("bsdsocket.library", 4);
if (SocketBase == NULL) {
DEBUG(net, 0) ("[NET][Core] Error: couldn't open bsdsocket.library version 4. Network not available.");
_network_available = false;
return;
}
#if defined(__AMIGA__)
// for usleep() implementation (only required for legacy AmigaOS builds)
TimerPort = CreateMsgPort();
if (TimerPort != NULL) {
TimerRequest = (struct timerequest*)CreateIORequest(TimerPort, sizeof(struct timerequest);
if (TimerRequest != NULL) {
if (OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest*)TimerRequest, 0) == 0) {
TimerBase = TimerRequest->tr_node.io_Device;
if (TimerBase == NULL) {
// free ressources...
DEBUG(net, 0) ("[NET][Core] Error: couldn't initialize timer. Network not available.");
_network_available = false;
return;
}
}
}
}
#endif // __AMIGA__
#endif // __MORPHOS__ / __AMIGA__
// Network is available
_network_available = true;
_network_dedicated = false;
_network_last_advertise_frame = 0;
_network_need_advertise = true;
_network_advertise_retries = 0;
/* Load the ip from the openttd.cfg */
_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
/* And put the data back in it in case it was an invalid ip */
snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
/* Generate an unique id when there is none yet */
if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();
{
byte cl_max = _network_game_info.clients_max;
byte cp_max = _network_game_info.companies_max;
byte sp_max = _network_game_info.spectators_max;
memset(&_network_game_info, 0, sizeof(_network_game_info));
_network_game_info.clients_max = cl_max;
_network_game_info.companies_max = cp_max;
_network_game_info.spectators_max = sp_max;
}
// Let's load the network in windows
#if defined(WIN32)
{
WSADATA wsa;
DEBUG(net, 3) ("[NET][Core] Loading windows socket library");
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
DEBUG(net, 0) ("[NET][Core] Error: WSAStartup failed. Network not available.");
_network_available = false;
return;
}
}
#endif // WIN32
NetworkInitialize();
DEBUG(net, 3) ("[NET][Core] Network online. Multiplayer available.");
NetworkFindIPs();
}
// This shuts the network down
void NetworkShutDown(void)
{
NetworkDisconnect();
NetworkUDPClose();
DEBUG(net, 3) ("[NET][Core] Shutting down the network.");
_network_available = false;
#if defined(__MORPHOS__) || defined(__AMIGA__)
// free allocated ressources
#if defined(__AMIGA__)
if (TimerBase != NULL) CloseDevice((struct IORequest*)TimerRequest); // XXX This smells wrong
if (TimerRequest != NULL) DeleteIORequest(TimerRequest);
if (TimerPort != NULL) DeleteMsgPort(TimerPort);
#endif
if (SocketBase != NULL) CloseLibrary(SocketBase);
#endif
#if defined(WIN32)
WSACleanup();
#endif
}
#endif /* ENABLE_NETWORK */
|