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|
/* $Id$ */
/** @file network.cpp Base functions for networking support. */
#include "../stdafx.h"
#include "../company_type.h"
#ifdef ENABLE_NETWORK
#include "../openttd.h"
#include "../debug.h"
#include "../strings_func.h"
#include "../map_func.h"
#include "../command_func.h"
#include "../variables.h"
#include "../date_func.h"
#include "../newgrf_config.h"
#include "network_internal.h"
#include "network_client.h"
#include "network_server.h"
#include "network_udp.h"
#include "network_gamelist.h"
#include "core/udp.h"
#include "core/tcp.h"
#include "core/core.h"
#include "core/host.h"
#include "network_gui.h"
#include "../console_func.h"
#include <stdarg.h> /* va_list */
#include "../md5.h"
#include "../texteff.hpp"
#include "../core/random_func.hpp"
#include "../window_func.h"
#include "../string_func.h"
#include "../company_func.h"
#include "../settings_type.h"
#include "../landscape_type.h"
#include "../rev.h"
#include "../core/alloc_func.hpp"
#ifdef DEBUG_DUMP_COMMANDS
#include "../fileio_func.h"
#endif /* DEBUG_DUMP_COMMANDS */
#include "table/strings.h"
#include "../company_base.h"
DECLARE_POSTFIX_INCREMENT(ClientID);
bool _network_server; ///< network-server is active
bool _network_available; ///< is network mode available?
bool _network_dedicated; ///< are we a dedicated server?
bool _is_network_server; ///< Does this client wants to be a network-server?
NetworkServerGameInfo _network_game_info;
NetworkClientInfo _network_client_info[MAX_CLIENT_SLOTS];
NetworkCompanyState *_network_company_states = NULL;
ClientID _network_own_client_id;
ClientID _redirect_console_to_client;
bool _network_need_advertise;
uint32 _network_last_advertise_frame;
uint8 _network_reconnect;
char *_network_host_list[10];
char *_network_ban_list[25];
uint32 _frame_counter_server; // The frame_counter of the server, if in network-mode
uint32 _frame_counter_max; // To where we may go with our clients
uint32 _last_sync_frame; // Used in the server to store the last time a sync packet was sent to clients.
uint32 _broadcast_list[MAX_INTERFACES + 1];
uint32 _network_server_bind_ip;
uint32 _sync_seed_1, _sync_seed_2;
uint32 _sync_frame;
bool _network_first_time;
uint32 _network_last_host_ip;
bool _network_udp_server;
uint16 _network_udp_broadcast;
uint8 _network_advertise_retries;
/* Check whether NETWORK_NUM_LANDSCAPES is still in sync with NUM_LANDSCAPE */
assert_compile((int)NETWORK_NUM_LANDSCAPES == (int)NUM_LANDSCAPE);
assert_compile((int)NETWORK_COMPANY_NAME_LENGTH == MAX_LENGTH_COMPANY_NAME_BYTES);
// global variables (declared in network_data.h)
CommandPacket *_local_command_queue;
extern NetworkUDPSocketHandler *_udp_client_socket; ///< udp client socket
extern NetworkUDPSocketHandler *_udp_server_socket; ///< udp server socket
extern NetworkUDPSocketHandler *_udp_master_socket; ///< udp master socket
// Here we keep track of the clients
// (and the client uses [0] for his own communication)
NetworkClientSocket _clients[MAX_CLIENTS];
// The listen socket for the server
static SOCKET _listensocket;
// The amount of clients connected
static byte _network_clients_connected = 0;
// The identifier counter for new clients (is never decreased)
static ClientID _network_client_id = CLIENT_ID_FIRST;
/* Some externs / forwards */
extern void StateGameLoop();
/**
* Return the CI given it's raw index
* @param index the index to search for
* @return return a pointer to the corresponding NetworkClientInfo struct
*/
NetworkClientInfo *NetworkFindClientInfoFromIndex(ClientIndex index)
{
return IsValidNetworkClientInfoIndex(index) ? GetNetworkClientInfo(index) : NULL;
}
/**
* Return the CI given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
*/
NetworkClientInfo *NetworkFindClientInfoFromClientID(ClientID client_id)
{
NetworkClientInfo *ci;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_id == client_id) return ci;
}
return NULL;
}
/**
* Return the CI for a given IP
* @param ip IP of the client we are looking for. This must be in string-format
* @return return a pointer to the corresponding NetworkClientInfo struct or NULL when not found
*/
NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
{
NetworkClientInfo *ci;
uint32 ip_number = inet_addr(ip);
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_ip == ip_number) return ci;
}
return NULL;
}
/**
* Return the client state given it's client-identifier
* @param client_id the ClientID to search for
* @return return a pointer to the corresponding NetworkClientSocket struct or NULL when not found
*/
NetworkClientSocket *NetworkFindClientStateFromClientID(ClientID client_id)
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->client_id == client_id) return cs;
}
return NULL;
}
// NetworkGetClientName is a server-safe function to get the name of the client
// if the user did not send it yet, Client #<no> is used.
void NetworkGetClientName(char *client_name, size_t size, const NetworkClientSocket *cs)
{
const NetworkClientInfo *ci = cs->GetInfo();
if (StrEmpty(ci->client_name)) {
snprintf(client_name, size, "Client #%4d", cs->client_id);
} else {
ttd_strlcpy(client_name, ci->client_name, size);
}
}
byte NetworkSpectatorCount()
{
const NetworkClientInfo *ci;
byte count = 0;
FOR_ALL_CLIENT_INFOS(ci) {
if (ci->client_playas == COMPANY_SPECTATOR) count++;
}
return count;
}
// This puts a text-message to the console, or in the future, the chat-box,
// (to keep it all a bit more general)
// If 'self_send' is true, this is the client who is sending the message
void CDECL NetworkTextMessage(NetworkAction action, ConsoleColour color, bool self_send, const char *name, const char *str, ...)
{
char buf[1024];
va_list va;
const int duration = 10; // Game days the messages stay visible
char message[1024];
char temp[1024];
va_start(va, str);
vsnprintf(buf, lengthof(buf), str, va);
va_end(va);
switch (action) {
case NETWORK_ACTION_SERVER_MESSAGE:
color = CC_DEFAULT;
snprintf(message, sizeof(message), "*** %s", buf);
break;
case NETWORK_ACTION_JOIN:
color = CC_DEFAULT;
GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
snprintf(message, sizeof(message), "*** %s %s", name, temp);
break;
case NETWORK_ACTION_LEAVE:
color = CC_DEFAULT;
GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
break;
case NETWORK_ACTION_GIVE_MONEY:
if (self_send) {
SetDParamStr(0, name);
SetDParam(1, atoi(buf));
GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY, lastof(temp));
snprintf(message, sizeof(message), "*** %s", temp);
} else {
SetDParam(0, atoi(buf));
GetString(temp, STR_NETWORK_GIVE_MONEY, lastof(temp));
snprintf(message, sizeof(message), "*** %s %s", name, temp);
}
break;
case NETWORK_ACTION_NAME_CHANGE:
GetString(temp, STR_NETWORK_NAME_CHANGE, lastof(temp));
snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
break;
case NETWORK_ACTION_CHAT_COMPANY:
SetDParamStr(0, name);
SetDParamStr(1, buf);
GetString(temp, self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY, lastof(temp));
strecpy(message, temp, lastof(message));
break;
case NETWORK_ACTION_CHAT_CLIENT:
SetDParamStr(0, name);
SetDParamStr(1, buf);
GetString(temp, self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT, lastof(temp));
strecpy(message, temp, lastof(message));
break;
default:
SetDParamStr(0, name);
SetDParamStr(1, buf);
GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp));
strecpy(message, temp, lastof(message));
break;
}
DebugDumpCommands("ddc:cmsg:%d;%d;%s\n", _date, _date_fract, message);
IConsolePrintF(color, "%s", message);
NetworkAddChatMessage(color, duration, "%s", message);
}
// Calculate the frame-lag of a client
uint NetworkCalculateLag(const NetworkClientSocket *cs)
{
int lag = cs->last_frame_server - cs->last_frame;
// This client has missed his ACK packet after 1 DAY_TICKS..
// so we increase his lag for every frame that passes!
// The packet can be out by a max of _net_frame_freq
if (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq < _frame_counter)
lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _settings_client.network.frame_freq);
return lag;
}
// There was a non-recoverable error, drop back to the main menu with a nice
// error
static void NetworkError(StringID error_string)
{
_switch_mode = SM_MENU;
extern StringID _switch_mode_errorstr;
_switch_mode_errorstr = error_string;
}
static void ClientStartError(const char *error)
{
DEBUG(net, 0, "[client] could not start network: %s",error);
NetworkError(STR_NETWORK_ERR_CLIENT_START);
}
static void ServerStartError(const char *error)
{
DEBUG(net, 0, "[server] could not start network: %s",error);
NetworkError(STR_NETWORK_ERR_SERVER_START);
}
static void NetworkClientError(NetworkRecvStatus res, NetworkClientSocket* cs)
{
// First, send a CLIENT_ERROR to the server, so he knows we are
// disconnection (and why!)
NetworkErrorCode errorno;
// We just want to close the connection..
if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
cs->has_quit = true;
NetworkCloseClient(cs);
_networking = false;
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
return;
}
switch (res) {
case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
case NETWORK_RECV_STATUS_NEWGRF_MISMATCH: errorno = NETWORK_ERROR_NEWGRF_MISMATCH; break;
default: errorno = NETWORK_ERROR_GENERAL; break;
}
// This means we fucked up and the server closed the connection
if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
res != NETWORK_RECV_STATUS_SERVER_BANNED) {
SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
// Dequeue all commands before closing the socket
GetNetworkClientSocket(0)->Send_Packets();
}
_switch_mode = SM_MENU;
NetworkCloseClient(cs);
_networking = false;
}
/** Retrieve a string representation of an internal error number
* @param buf buffer where the error message will be stored
* @param err NetworkErrorCode
* @return returns a pointer to the error message (buf) */
char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
{
/* List of possible network errors, used by
* PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
static const StringID network_error_strings[] = {
STR_NETWORK_ERR_CLIENT_GENERAL,
STR_NETWORK_ERR_CLIENT_DESYNC,
STR_NETWORK_ERR_CLIENT_SAVEGAME,
STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
STR_NETWORK_ERR_CLIENT_NEWGRF_MISMATCH,
STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
STR_NETWORK_ERR_CLIENT_COMPANY_MISMATCH,
STR_NETWORK_ERR_CLIENT_KICKED,
STR_NETWORK_ERR_CLIENT_CHEATER,
STR_NETWORK_ERR_CLIENT_SERVER_FULL
};
if (err >= (ptrdiff_t)lengthof(network_error_strings)) err = NETWORK_ERROR_GENERAL;
return GetString(buf, network_error_strings[err], last);
}
/* Count the number of active clients connected */
static uint NetworkCountActiveClients()
{
const NetworkClientInfo *ci;
uint count = 0;
FOR_ALL_CLIENT_INFOS(ci) {
if (IsValidCompanyID(ci->client_playas)) count++;
}
return count;
}
static bool _min_active_clients_paused = false;
/* Check if the minimum number of active clients has been reached and pause or unpause the game as appropriate */
void CheckMinActiveClients()
{
if (!_network_dedicated) return;
if (NetworkCountActiveClients() < _settings_client.network.min_active_clients) {
if (_min_active_clients_paused) return;
_min_active_clients_paused = true;
DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", CLIENT_ID_SERVER);
} else {
if (!_min_active_clients_paused) return;
_min_active_clients_paused = false;
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", CLIENT_ID_SERVER);
}
}
/** Converts a string to ip/port/company
* Format: IP#company:port
*
* connection_string will be re-terminated to seperate out the hostname, and company and port will
* be set to the company and port strings given by the user, inside the memory area originally
* occupied by connection_string. */
void ParseConnectionString(const char **company, const char **port, char *connection_string)
{
char *p;
for (p = connection_string; *p != '\0'; p++) {
switch (*p) {
case '#':
*company = p + 1;
*p = '\0';
break;
case ':':
*port = p + 1;
*p = '\0';
break;
}
}
}
// Creates a new client from a socket
// Used both by the server and the client
static NetworkClientSocket *NetworkAllocClient(SOCKET s)
{
NetworkClientSocket *cs;
byte client_no = 0;
if (_network_server) {
// Can we handle a new client?
if (_network_clients_connected >= MAX_CLIENTS) return NULL;
if (_network_game_info.clients_on >= _settings_client.network.max_clients) return NULL;
// Register the login
client_no = _network_clients_connected++;
}
cs = GetNetworkClientSocket(client_no);
cs->Initialize();
cs->sock = s;
cs->last_frame = _frame_counter;
cs->last_frame_server = _frame_counter;
if (_network_server) {
NetworkClientInfo *ci = cs->GetInfo();
memset(ci, 0, sizeof(*ci));
cs->client_id = _network_client_id++;
ci->client_id = cs->client_id;
ci->client_playas = COMPANY_INACTIVE_CLIENT;
ci->join_date = _date;
InvalidateWindow(WC_CLIENT_LIST, 0);
}
return cs;
}
// Close a connection
void NetworkCloseClient(NetworkClientSocket *cs)
{
NetworkClientInfo *ci;
// Socket is already dead
if (cs->sock == INVALID_SOCKET) {
cs->has_quit = true;
return;
}
DEBUG(net, 1, "Closed client connection %d", cs->client_id);
if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
// We did not receive a leave message from this client...
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
char str[100];
char client_name[NETWORK_CLIENT_NAME_LENGTH];
NetworkClientSocket *new_cs;
NetworkGetClientName(client_name, sizeof(client_name), cs);
GetNetworkErrorMsg(str, errorno, lastof(str));
NetworkTextMessage(NETWORK_ACTION_LEAVE, CC_DEFAULT, false, client_name, "%s", str);
// Inform other clients of this... strange leaving ;)
FOR_ALL_CLIENT_SOCKETS(new_cs) {
if (new_cs->status > STATUS_AUTH && cs != new_cs) {
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->client_id, errorno);
}
}
}
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
if (cs->status == STATUS_PRE_ACTIVE && _settings_client.network.pause_on_join) {
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
NetworkServerSendChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", CLIENT_ID_SERVER);
}
cs->Destroy();
// Close the gap in the client-list
ci = cs->GetInfo();
if (_network_server) {
// We just lost one client :(
if (cs->status >= STATUS_AUTH) _network_game_info.clients_on--;
_network_clients_connected--;
while ((cs + 1) != GetNetworkClientSocket(MAX_CLIENTS) && (cs + 1)->sock != INVALID_SOCKET) {
*cs = *(cs + 1);
*ci = *(ci + 1);
cs++;
ci++;
}
InvalidateWindow(WC_CLIENT_LIST, 0);
}
// Reset the status of the last socket
cs->sock = INVALID_SOCKET;
cs->status = STATUS_INACTIVE;
cs->client_id = INVALID_CLIENT_ID;
ci->client_id = INVALID_CLIENT_ID;
CheckMinActiveClients();
}
// A client wants to connect to a server
static bool NetworkConnect(const char *hostname, int port)
{
SOCKET s;
struct sockaddr_in sin;
DEBUG(net, 1, "Connecting to %s %d", hostname, port);
s = socket(AF_INET, SOCK_STREAM, 0);
if (s == INVALID_SOCKET) {
ClientStartError("socket() failed");
return false;
}
if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
sin.sin_port = htons(port);
_network_last_host_ip = sin.sin_addr.s_addr;
/* We failed to connect for which reason what so ever */
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;
if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
// in client mode, only the first client field is used. it's pointing to the server.
NetworkAllocClient(s);
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
ShowJoinStatusWindow();
return true;
}
// For the server, to accept new clients
static void NetworkAcceptClients()
{
struct sockaddr_in sin;
NetworkClientSocket *cs;
uint i;
bool banned;
// Should never ever happen.. is it possible??
assert(_listensocket != INVALID_SOCKET);
for (;;) {
socklen_t sin_len = sizeof(sin);
SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
if (s == INVALID_SOCKET) return;
SetNonBlocking(s); // XXX error handling?
DEBUG(net, 1, "Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
SetNoDelay(s); // XXX error handling?
/* Check if the client is banned */
banned = false;
for (i = 0; i < lengthof(_network_ban_list); i++) {
if (_network_ban_list[i] == NULL) continue;
if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
Packet p(PACKET_SERVER_BANNED);
p.PrepareToSend();
DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]);
send(s, (const char*)p.buffer, p.size, 0);
closesocket(s);
banned = true;
break;
}
}
/* If this client is banned, continue with next client */
if (banned) continue;
cs = NetworkAllocClient(s);
if (cs == NULL) {
// no more clients allowed?
// Send to the client that we are full!
Packet p(PACKET_SERVER_FULL);
p.PrepareToSend();
send(s, (const char*)p.buffer, p.size, 0);
closesocket(s);
continue;
}
// a new client has connected. We set him at inactive for now
// maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
// the client stays inactive
cs->status = STATUS_INACTIVE;
cs->GetInfo()->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
}
}
// Set up the listen socket for the server
static bool NetworkListen()
{
SOCKET ls;
struct sockaddr_in sin;
DEBUG(net, 1, "Listening on %s:%d", _settings_client.network.server_bind_ip, _settings_client.network.server_port);
ls = socket(AF_INET, SOCK_STREAM, 0);
if (ls == INVALID_SOCKET) {
ServerStartError("socket() on listen socket failed");
return false;
}
{ // reuse the socket
int reuse = 1;
// The (const char*) cast is needed for windows!!
if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
ServerStartError("setsockopt() on listen socket failed");
return false;
}
}
if (!SetNonBlocking(ls)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = _network_server_bind_ip;
sin.sin_port = htons(_settings_client.network.server_port);
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
ServerStartError("bind() failed");
return false;
}
if (listen(ls, 1) != 0) {
ServerStartError("listen() failed");
return false;
}
_listensocket = ls;
return true;
}
// Close all current connections
static void NetworkClose()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (!_network_server) {
SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
cs->Send_Packets();
}
NetworkCloseClient(cs);
}
if (_network_server) {
/* We are a server, also close the listensocket */
closesocket(_listensocket);
_listensocket = INVALID_SOCKET;
DEBUG(net, 1, "Closed listener");
}
NetworkUDPCloseAll();
/* Free all queued commands */
while (_local_command_queue != NULL) {
CommandPacket *p = _local_command_queue;
_local_command_queue = _local_command_queue->next;
free(p);
}
_networking = false;
_network_server = false;
free(_network_company_states);
_network_company_states = NULL;
}
// Inits the network (cleans sockets and stuff)
static void NetworkInitialize()
{
NetworkClientSocket *cs;
_local_command_queue = NULL;
// Clean all client-sockets
for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
cs->Initialize();
}
// Clean the client_info memory
memset(&_network_client_info, 0, sizeof(_network_client_info));
_sync_frame = 0;
_network_first_time = true;
_network_reconnect = 0;
NetworkUDPInitialize();
}
// Query a server to fetch his game-info
// If game_info is true, only the gameinfo is fetched,
// else only the client_info is fetched
void NetworkTCPQueryServer(const char* host, unsigned short port)
{
if (!_network_available) return;
NetworkDisconnect();
NetworkInitialize();
// Try to connect
_networking = NetworkConnect(host, port);
// We are connected
if (_networking) {
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
} else { // No networking, close everything down again
NetworkDisconnect();
}
}
/* Validates an address entered as a string and adds the server to
* the list. If you use this function, the games will be marked
* as manually added. */
void NetworkAddServer(const char *b)
{
if (*b != '\0') {
const char *port = NULL;
const char *company = NULL;
char host[NETWORK_HOSTNAME_LENGTH];
uint16 rport;
strecpy(host, b, lastof(host));
strecpy(_settings_client.network.connect_to_ip, b, lastof(_settings_client.network.connect_to_ip));
rport = NETWORK_DEFAULT_PORT;
ParseConnectionString(&company, &port, host);
if (port != NULL) rport = atoi(port);
NetworkUDPQueryServer(host, rport, true);
}
}
/* Generates the list of manually added hosts from NetworkGameList and
* dumps them into the array _network_host_list. This array is needed
* by the function that generates the config file. */
void NetworkRebuildHostList()
{
uint i = 0;
const NetworkGameList *item = _network_game_list;
while (item != NULL && i != lengthof(_network_host_list)) {
if (item->manually) {
free(_network_host_list[i]);
_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
}
item = item->next;
}
for (; i < lengthof(_network_host_list); i++) {
free(_network_host_list[i]);
_network_host_list[i] = NULL;
}
}
// Used by clients, to connect to a server
bool NetworkClientConnectGame(const char *host, uint16 port)
{
if (!_network_available) return false;
if (port == 0) return false;
strecpy(_settings_client.network.last_host, host, lastof(_settings_client.network.last_host));
_settings_client.network.last_port = port;
NetworkDisconnect();
NetworkInitialize();
// Try to connect
_networking = NetworkConnect(host, port);
// We are connected
if (_networking) {
IConsoleCmdExec("exec scripts/on_client.scr 0");
NetworkClient_Connected();
} else {
// Connecting failed
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
}
return _networking;
}
static void NetworkInitGameInfo()
{
NetworkClientInfo *ci;
if (StrEmpty(_settings_client.network.server_name)) {
snprintf(_settings_client.network.server_name, sizeof(_settings_client.network.server_name), "Unnamed Server");
}
/* The server is a client too */
_network_game_info.clients_on = _network_dedicated ? 0 : 1;
_network_game_info.start_date = ConvertYMDToDate(_settings_game.game_creation.starting_year, 0, 1);
// We use _network_client_info[MAX_CLIENT_SLOTS - 1] to store the server-data in it
// The client identifier is CLIENT_ID_SERVER ( = 1)
ci = &_network_client_info[MAX_CLIENT_SLOTS - 1];
memset(ci, 0, sizeof(*ci));
ci->client_id = CLIENT_ID_SERVER;
ci->client_playas = _network_dedicated ? COMPANY_SPECTATOR : _local_company;
strecpy(ci->client_name, _settings_client.network.client_name, lastof(ci->client_name));
strecpy(ci->unique_id, _settings_client.network.network_id, lastof(ci->unique_id));
}
bool NetworkServerStart()
{
if (!_network_available) return false;
/* Call the pre-scripts */
IConsoleCmdExec("exec scripts/pre_server.scr 0");
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
NetworkInitialize();
if (!NetworkListen()) return false;
// Try to start UDP-server
_network_udp_server = true;
_network_udp_server = _udp_server_socket->Listen(_network_server_bind_ip, _settings_client.network.server_port, false);
_network_company_states = CallocT<NetworkCompanyState>(MAX_COMPANIES);
_network_server = true;
_networking = true;
_frame_counter = 0;
_frame_counter_server = 0;
_frame_counter_max = 0;
_last_sync_frame = 0;
_network_own_client_id = CLIENT_ID_SERVER;
/* Non-dedicated server will always be company #1 */
if (!_network_dedicated) _network_playas = COMPANY_FIRST;
_network_clients_connected = 0;
NetworkInitGameInfo();
// execute server initialization script
IConsoleCmdExec("exec scripts/on_server.scr 0");
// if the server is dedicated ... add some other script
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
_min_active_clients_paused = false;
CheckMinActiveClients();
/* Try to register us to the master server */
_network_last_advertise_frame = 0;
_network_need_advertise = true;
NetworkUDPAdvertise();
return true;
}
// The server is rebooting...
// The only difference with NetworkDisconnect, is the packets that is sent
void NetworkReboot()
{
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
cs->Send_Packets();
}
}
NetworkClose();
}
// We want to disconnect from the host/clients
void NetworkDisconnect()
{
if (_network_server) {
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
cs->Send_Packets();
}
}
if (_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise();
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
NetworkClose();
}
// Receives something from the network
static bool NetworkReceive()
{
NetworkClientSocket *cs;
int n;
fd_set read_fd, write_fd;
struct timeval tv;
FD_ZERO(&read_fd);
FD_ZERO(&write_fd);
FOR_ALL_CLIENT_SOCKETS(cs) {
FD_SET(cs->sock, &read_fd);
FD_SET(cs->sock, &write_fd);
}
// take care of listener port
if (_network_server) FD_SET(_listensocket, &read_fd);
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
#else
n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
#endif
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
// accept clients..
if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
// read stuff from clients
FOR_ALL_CLIENT_SOCKETS(cs) {
cs->writable = !!FD_ISSET(cs->sock, &write_fd);
if (FD_ISSET(cs->sock, &read_fd)) {
if (_network_server) {
NetworkServer_ReadPackets(cs);
} else {
NetworkRecvStatus res;
// The client already was quiting!
if (cs->has_quit) return false;
res = NetworkClient_ReadPackets(cs);
if (res != NETWORK_RECV_STATUS_OKAY) {
// The client made an error of which we can not recover
// close the client and drop back to main menu
NetworkClientError(res, cs);
return false;
}
}
}
}
return true;
}
// This sends all buffered commands (if possible)
static void NetworkSend()
{
NetworkClientSocket *cs;
FOR_ALL_CLIENT_SOCKETS(cs) {
if (cs->writable) {
cs->Send_Packets();
if (cs->status == STATUS_MAP) {
// This client is in the middle of a map-send, call the function for that
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
}
}
}
}
// Handle the local-command-queue
static void NetworkHandleLocalQueue()
{
CommandPacket *cp, **cp_prev;
cp_prev = &_local_command_queue;
while ( (cp = *cp_prev) != NULL) {
// The queue is always in order, which means
// that the first element will be executed first.
if (_frame_counter < cp->frame) break;
if (_frame_counter > cp->frame) {
// If we reach here, it means for whatever reason, we've already executed
// past the command we need to execute.
error("[net] Trying to execute a packet in the past!");
}
// We can execute this command
NetworkExecuteCommand(cp);
*cp_prev = cp->next;
free(cp);
}
// Just a safety check, to be removed in the future.
// Make sure that no older command appears towards the end of the queue
// In that case we missed executing it. This will never happen.
for (cp = _local_command_queue; cp; cp = cp->next) {
assert(_frame_counter < cp->frame);
}
}
static bool NetworkDoClientLoop()
{
_frame_counter++;
NetworkHandleLocalQueue();
StateGameLoop();
// Check if we are in sync!
if (_sync_frame != 0) {
if (_sync_frame == _frame_counter) {
#ifdef NETWORK_SEND_DOUBLE_SEED
if (_sync_seed_1 != _random.state[0] || _sync_seed_2 != _random.state[1]) {
#else
if (_sync_seed_1 != _random.state[0]) {
#endif
NetworkError(STR_NETWORK_ERR_DESYNC);
DebugDumpCommands("ddc:serr:%d;%d\n", _date, _date_fract);
DEBUG(net, 0, "Sync error detected!");
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, GetNetworkClientSocket(0));
return false;
}
// If this is the first time we have a sync-frame, we
// need to let the server know that we are ready and at the same
// frame as he is.. so we can start playing!
if (_network_first_time) {
_network_first_time = false;
SEND_COMMAND(PACKET_CLIENT_ACK)();
}
_sync_frame = 0;
} else if (_sync_frame < _frame_counter) {
DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
_sync_frame = 0;
}
}
return true;
}
// We have to do some UDP checking
void NetworkUDPGameLoop()
{
if (_network_udp_server) {
_udp_server_socket->ReceivePackets();
_udp_master_socket->ReceivePackets();
} else {
_udp_client_socket->ReceivePackets();
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
NetworkGameListRequery();
}
}
// The main loop called from ttd.c
// Here we also have to do StateGameLoop if needed!
void NetworkGameLoop()
{
if (!_networking) return;
if (!NetworkReceive()) return;
if (_network_server) {
#ifdef DEBUG_DUMP_COMMANDS
static FILE *f = FioFOpenFile("commands.log", "rb", SAVE_DIR);
static Date next_date = 0;
static uint32 next_date_fract;
static CommandPacket *cp = NULL;
if (f == NULL && next_date == 0) {
printf("Cannot open commands.log\n");
next_date = 1;
}
while (f != NULL && !feof(f)) {
if (cp != NULL && _date == next_date && _date_fract == next_date_fract) {
_current_company = cp->company;
_cmd_text = cp->text;
DoCommandP(cp->tile, cp->p1, cp->p2, NULL, cp->cmd);
free(cp);
cp = NULL;
}
if (cp != NULL) break;
char buff[4096];
if (fgets(buff, lengthof(buff), f) == NULL) break;
if (strncmp(buff, "ddc:cmd:", 8) != 0) continue;
cp = MallocT<CommandPacket>(1);
int company;
sscanf(&buff[8], "%d;%d;%d;%d;%d;%d;%d;%s", &next_date, &next_date_fract, &company, &cp->tile, &cp->p1, &cp->p2, &cp->cmd, cp->text);
cp->company = (CompanyID)company;
}
#endif /* DEBUG_DUMP_COMMANDS */
bool send_frame = false;
// We first increase the _frame_counter
_frame_counter++;
// Update max-frame-counter
if (_frame_counter > _frame_counter_max) {
_frame_counter_max = _frame_counter + _settings_client.network.frame_freq;
send_frame = true;
}
NetworkHandleLocalQueue();
// Then we make the frame
StateGameLoop();
_sync_seed_1 = _random.state[0];
#ifdef NETWORK_SEND_DOUBLE_SEED
_sync_seed_2 = _random.state[1];
#endif
NetworkServer_Tick(send_frame);
} else {
// Client
// Make sure we are at the frame were the server is (quick-frames)
if (_frame_counter_server > _frame_counter) {
while (_frame_counter_server > _frame_counter) {
if (!NetworkDoClientLoop()) break;
}
} else {
// Else, keep on going till _frame_counter_max
if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
}
}
NetworkSend();
}
static void NetworkGenerateUniqueId()
{
Md5 checksum;
uint8 digest[16];
char hex_output[16*2 + 1];
char coding_string[NETWORK_NAME_LENGTH];
int di;
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
/* Generate the MD5 hash */
checksum.Append((const uint8*)coding_string, strlen(coding_string));
checksum.Finish(digest);
for (di = 0; di < 16; ++di)
sprintf(hex_output + di * 2, "%02x", digest[di]);
/* _network_unique_id is our id */
snprintf(_settings_client.network.network_id, sizeof(_settings_client.network.network_id), "%s", hex_output);
}
void NetworkStartDebugLog(const char *hostname, uint16 port)
{
extern SOCKET _debug_socket; // Comes from debug.c
SOCKET s;
struct sockaddr_in sin;
DEBUG(net, 0, "Redirecting DEBUG() to %s:%d", hostname, port);
s = socket(AF_INET, SOCK_STREAM, 0);
if (s == INVALID_SOCKET) {
DEBUG(net, 0, "Failed to open socket for redirection DEBUG()");
return;
}
if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
sin.sin_family = AF_INET;
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
sin.sin_port = htons(port);
if (connect(s, (struct sockaddr *)&sin, sizeof(sin)) != 0) {
DEBUG(net, 0, "Failed to redirection DEBUG() to %s:%d", hostname, port);
return;
}
if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed");
_debug_socket = s;
DEBUG(net, 0, "DEBUG() is now redirected");
}
/** This tries to launch the network for a given OS */
void NetworkStartUp()
{
DEBUG(net, 3, "[core] starting network...");
/* Network is available */
_network_available = NetworkCoreInitialize();;
_network_dedicated = false;
_network_last_advertise_frame = 0;
_network_need_advertise = true;
_network_advertise_retries = 0;
/* Load the ip from the openttd.cfg */
_network_server_bind_ip = inet_addr(_settings_client.network.server_bind_ip);
/* And put the data back in it in case it was an invalid ip */
snprintf(_settings_client.network.server_bind_ip, sizeof(_settings_client.network.server_bind_ip), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
/* Generate an unique id when there is none yet */
if (StrEmpty(_settings_client.network.network_id)) NetworkGenerateUniqueId();
memset(&_network_game_info, 0, sizeof(_network_game_info));
NetworkInitialize();
DEBUG(net, 3, "[core] network online, multiplayer available");
NetworkFindBroadcastIPs(_broadcast_list, MAX_INTERFACES);
}
/** This shuts the network down */
void NetworkShutDown()
{
NetworkDisconnect();
NetworkUDPShutdown();
DEBUG(net, 3, "[core] shutting down network");
_network_available = false;
NetworkCoreShutdown();
}
/**
* Checks whether the given version string is compatible with our version.
* @param other the version string to compare to
*/
bool IsNetworkCompatibleVersion(const char *other)
{
return strncmp(_openttd_revision, other, NETWORK_REVISION_LENGTH - 1) == 0;
}
#endif /* ENABLE_NETWORK */
/* NOTE: this variable needs to be always available */
CompanyID _network_playas;
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