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/* $Id$ */
/**
* @file network_udp.cpp This file handles the UDP related communication.
*
* This is the GameServer <-> MasterServer and GameServer <-> GameClient
* communication before the game is being joined.
*/
#ifdef ENABLE_NETWORK
#include "../stdafx.h"
#include "../date_func.h"
#include "../map_func.h"
#include "network_gamelist.h"
#include "network_internal.h"
#include "network_udp.h"
#include "core/host.h"
#include "../core/endian_func.hpp"
#include "../core/alloc_func.hpp"
#include "../string_func.h"
#include "../company_base.h"
#include "../settings_type.h"
#include "../thread.h"
#include "../rev.h"
#include "core/udp.h"
ThreadMutex *_network_udp_mutex = ThreadMutex::New();
/** Session key to register ourselves to the master server */
static uint64 _session_key = 0;
enum {
ADVERTISE_NORMAL_INTERVAL = 30000, // interval between advertising in ticks (15 minutes)
ADVERTISE_RETRY_INTERVAL = 300, // readvertise when no response after this many ticks (9 seconds)
ADVERTISE_RETRY_TIMES = 3 // give up readvertising after this much failed retries
};
NetworkUDPSocketHandler *_udp_client_socket = NULL; ///< udp client socket
NetworkUDPSocketHandler *_udp_server_socket = NULL; ///< udp server socket
NetworkUDPSocketHandler *_udp_master_socket = NULL; ///< udp master socket
///*** Communication with the masterserver ***/
class MasterNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_ACK_REGISTER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_SESSION_KEY);
public:
MasterNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
virtual ~MasterNetworkUDPSocketHandler() {}
};
DEF_UDP_RECEIVE_COMMAND(Master, PACKET_UDP_MASTER_ACK_REGISTER)
{
_network_advertise_retries = 0;
DEBUG(net, 2, "[udp] advertising on master server successful");
/* We are advertised, but we don't want to! */
if (!_settings_client.network.server_advertise) NetworkUDPRemoveAdvertise();
}
DEF_UDP_RECEIVE_COMMAND(Master, PACKET_UDP_MASTER_SESSION_KEY)
{
_session_key = p->Recv_uint64();
DEBUG(net, 2, "[udp] received new session key from master server");
}
///*** Communication with clients (we are server) ***/
class ServerNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_FIND_SERVER);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_DETAIL_INFO);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_CLIENT_GET_NEWGRFS);
public:
ServerNetworkUDPSocketHandler(NetworkAddressList *addresses) : NetworkUDPSocketHandler(addresses) {}
virtual ~ServerNetworkUDPSocketHandler() {}
};
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_FIND_SERVER)
{
/* Just a fail-safe.. should never happen */
if (!_network_udp_server) {
return;
}
NetworkGameInfo ngi;
/* Update some game_info */
ngi.clients_on = _network_game_info.clients_on;
ngi.start_date = _network_game_info.start_date;
ngi.server_lang = _settings_client.network.server_lang;
ngi.use_password = !StrEmpty(_settings_client.network.server_password);
ngi.clients_max = _settings_client.network.max_clients;
ngi.companies_on = ActiveCompanyCount();
ngi.companies_max = _settings_client.network.max_companies;
ngi.spectators_on = NetworkSpectatorCount();
ngi.spectators_max = _settings_client.network.max_spectators;
ngi.game_date = _date;
ngi.map_width = MapSizeX();
ngi.map_height = MapSizeY();
ngi.map_set = _settings_game.game_creation.landscape;
ngi.dedicated = _network_dedicated;
ngi.grfconfig = _grfconfig;
strecpy(ngi.map_name, _network_game_info.map_name, lastof(ngi.map_name));
strecpy(ngi.server_name, _settings_client.network.server_name, lastof(ngi.server_name));
strecpy(ngi.server_revision, _openttd_revision, lastof(ngi.server_revision));
Packet packet(PACKET_UDP_SERVER_RESPONSE);
this->Send_NetworkGameInfo(&packet, &ngi);
/* Let the client know that we are here */
this->SendPacket(&packet, client_addr);
DEBUG(net, 2, "[udp] queried from '%s'", client_addr->GetHostname());
}
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_DETAIL_INFO)
{
/* Just a fail-safe.. should never happen */
if (!_network_udp_server) return;
Packet packet(PACKET_UDP_SERVER_DETAIL_INFO);
/* Send the amount of active companies */
packet.Send_uint8 (NETWORK_COMPANY_INFO_VERSION);
packet.Send_uint8 (ActiveCompanyCount());
/* Fetch the latest version of the stats */
NetworkCompanyStats company_stats[MAX_COMPANIES];
NetworkPopulateCompanyStats(company_stats);
Company *company;
/* Go through all the companies */
FOR_ALL_COMPANIES(company) {
/* Send the information */
this->Send_CompanyInformation(&packet, company, &company_stats[company->index]);
}
this->SendPacket(&packet, client_addr);
}
/**
* A client has requested the names of some NewGRFs.
*
* Replying this can be tricky as we have a limit of SEND_MTU bytes
* in the reply packet and we can send up to 100 bytes per NewGRF
* (GRF ID, MD5sum and NETWORK_GRF_NAME_LENGTH bytes for the name).
* As SEND_MTU is _much_ less than 100 * NETWORK_MAX_GRF_COUNT, it
* could be that a packet overflows. To stop this we only reply
* with the first N NewGRFs so that if the first N + 1 NewGRFs
* would be sent, the packet overflows.
* in_reply and in_reply_count are used to keep a list of GRFs to
* send in the reply.
*/
DEF_UDP_RECEIVE_COMMAND(Server, PACKET_UDP_CLIENT_GET_NEWGRFS)
{
uint8 num_grfs;
uint i;
const GRFConfig *in_reply[NETWORK_MAX_GRF_COUNT];
uint8 in_reply_count = 0;
size_t packet_len = 0;
DEBUG(net, 6, "[udp] newgrf data request from %s", client_addr->GetAddressAsString());
num_grfs = p->Recv_uint8 ();
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
GRFConfig c;
const GRFConfig *f;
this->Recv_GRFIdentifier(p, &c);
/* Find the matching GRF file */
f = FindGRFConfig(c.grfid, c.md5sum);
if (f == NULL) continue; // The GRF is unknown to this server
/* If the reply might exceed the size of the packet, only reply
* the current list and do not send the other data.
* The name could be an empty string, if so take the filename. */
packet_len += sizeof(c.grfid) + sizeof(c.md5sum) +
min(strlen((f->name != NULL && !StrEmpty(f->name)) ? f->name : f->filename) + 1, (size_t)NETWORK_GRF_NAME_LENGTH);
if (packet_len > SEND_MTU - 4) { // 4 is 3 byte header + grf count in reply
break;
}
in_reply[in_reply_count] = f;
in_reply_count++;
}
if (in_reply_count == 0) return;
Packet packet(PACKET_UDP_SERVER_NEWGRFS);
packet.Send_uint8(in_reply_count);
for (i = 0; i < in_reply_count; i++) {
char name[NETWORK_GRF_NAME_LENGTH];
/* The name could be an empty string, if so take the filename */
strecpy(name, (in_reply[i]->name != NULL && !StrEmpty(in_reply[i]->name)) ?
in_reply[i]->name : in_reply[i]->filename, lastof(name));
this->Send_GRFIdentifier(&packet, in_reply[i]);
packet.Send_string(name);
}
this->SendPacket(&packet, client_addr);
}
///*** Communication with servers (we are client) ***/
class ClientNetworkUDPSocketHandler : public NetworkUDPSocketHandler {
protected:
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_MASTER_RESPONSE_LIST);
DECLARE_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_NEWGRFS);
virtual void HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config);
public:
virtual ~ClientNetworkUDPSocketHandler() {}
};
DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_RESPONSE)
{
NetworkGameList *item;
/* Just a fail-safe.. should never happen */
if (_network_udp_server) return;
DEBUG(net, 4, "[udp] server response from %s", client_addr->GetAddressAsString());
/* Find next item */
item = NetworkGameListAddItem(*client_addr);
this->Recv_NetworkGameInfo(p, &item->info);
item->info.compatible = true;
{
/* Checks whether there needs to be a request for names of GRFs and makes
* the request if necessary. GRFs that need to be requested are the GRFs
* that do not exist on the clients system and we do not have the name
* resolved of, i.e. the name is still UNKNOWN_GRF_NAME_PLACEHOLDER.
* The in_request array and in_request_count are used so there is no need
* to do a second loop over the GRF list, which can be relatively expensive
* due to the string comparisons. */
const GRFConfig *in_request[NETWORK_MAX_GRF_COUNT];
const GRFConfig *c;
uint in_request_count = 0;
for (c = item->info.grfconfig; c != NULL; c = c->next) {
if (c->status == GCS_NOT_FOUND) item->info.compatible = false;
if (c->status != GCS_NOT_FOUND || strcmp(c->name, UNKNOWN_GRF_NAME_PLACEHOLDER) != 0) continue;
in_request[in_request_count] = c;
in_request_count++;
}
if (in_request_count > 0) {
/* There are 'unknown' GRFs, now send a request for them */
uint i;
Packet packet(PACKET_UDP_CLIENT_GET_NEWGRFS);
packet.Send_uint8(in_request_count);
for (i = 0; i < in_request_count; i++) {
this->Send_GRFIdentifier(&packet, in_request[i]);
}
this->SendPacket(&packet, &item->address);
}
}
if (item->info.hostname[0] == '\0')
snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", client_addr->GetHostname());
/* Check if we are allowed on this server based on the revision-match */
item->info.version_compatible = IsNetworkCompatibleVersion(item->info.server_revision);
item->info.compatible &= item->info.version_compatible; // Already contains match for GRFs
item->online = true;
UpdateNetworkGameWindow(false);
}
DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_MASTER_RESPONSE_LIST)
{
/* packet begins with the protocol version (uint8)
* then an uint16 which indicates how many
* ip:port pairs are in this packet, after that
* an uint32 (ip) and an uint16 (port) for each pair.
*/
ServerListType type = (ServerListType)(p->Recv_uint8() - 1);
if (type < SLT_END) {
for (int i = p->Recv_uint16(); i != 0 ; i--) {
uint32 ip = TO_LE32(p->Recv_uint32());
uint16 port = p->Recv_uint16();
/* Somehow we reached the end of the packet */
if (this->HasClientQuit()) return;
NetworkUDPQueryServer(NetworkAddress(ip, port));
}
}
}
/** The return of the client's request of the names of some NewGRFs */
DEF_UDP_RECEIVE_COMMAND(Client, PACKET_UDP_SERVER_NEWGRFS)
{
uint8 num_grfs;
uint i;
DEBUG(net, 6, "[udp] newgrf data reply from %s", client_addr->GetAddressAsString());
num_grfs = p->Recv_uint8 ();
if (num_grfs > NETWORK_MAX_GRF_COUNT) return;
for (i = 0; i < num_grfs; i++) {
char *unknown_name;
char name[NETWORK_GRF_NAME_LENGTH];
GRFConfig c;
this->Recv_GRFIdentifier(p, &c);
p->Recv_string(name, sizeof(name));
/* An empty name is not possible under normal circumstances
* and causes problems when showing the NewGRF list. */
if (StrEmpty(name)) continue;
/* Finds the fake GRFConfig for the just read GRF ID and MD5sum tuple.
* If it exists and not resolved yet, then name of the fake GRF is
* overwritten with the name from the reply. */
unknown_name = FindUnknownGRFName(c.grfid, c.md5sum, false);
if (unknown_name != NULL && strcmp(unknown_name, UNKNOWN_GRF_NAME_PLACEHOLDER) == 0) {
ttd_strlcpy(unknown_name, name, NETWORK_GRF_NAME_LENGTH);
}
}
}
void ClientNetworkUDPSocketHandler::HandleIncomingNetworkGameInfoGRFConfig(GRFConfig *config)
{
/* Find the matching GRF file */
const GRFConfig *f = FindGRFConfig(config->grfid, config->md5sum);
if (f == NULL) {
/* Don't know the GRF, so mark game incompatible and the (possibly)
* already resolved name for this GRF (another server has sent the
* name of the GRF already */
config->name = FindUnknownGRFName(config->grfid, config->md5sum, true);
config->status = GCS_NOT_FOUND;
} else {
config->filename = f->filename;
config->name = f->name;
config->info = f->info;
}
SetBit(config->flags, GCF_COPY);
}
/* Broadcast to all ips */
static void NetworkUDPBroadCast(NetworkUDPSocketHandler *socket)
{
for (NetworkAddress *addr = _broadcast_list.Begin(); addr != _broadcast_list.End(); addr++) {
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
DEBUG(net, 4, "[udp] broadcasting to %s", addr->GetHostname());
socket->SendPacket(&p, addr, true, true);
}
}
/* Request the the server-list from the master server */
void NetworkUDPQueryMasterServer()
{
Packet p(PACKET_UDP_CLIENT_GET_LIST);
NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
/* packet only contains protocol version */
p.Send_uint8(NETWORK_MASTER_SERVER_VERSION);
p.Send_uint8(SLT_AUTODETECT);
_udp_client_socket->SendPacket(&p, &out_addr, true);
DEBUG(net, 2, "[udp] master server queried at %s", out_addr.GetAddressAsString());
}
/* Find all servers */
void NetworkUDPSearchGame()
{
/* We are still searching.. */
if (_network_udp_broadcast > 0) return;
DEBUG(net, 0, "[udp] searching server");
NetworkUDPBroadCast(_udp_client_socket);
_network_udp_broadcast = 300; // Stay searching for 300 ticks
}
/** Simpler wrapper struct for NetworkUDPQueryServerThread */
struct NetworkUDPQueryServerInfo : NetworkAddress {
bool manually; ///< Did we connect manually or not?
NetworkUDPQueryServerInfo(const NetworkAddress &address, bool manually) :
NetworkAddress(address),
manually(manually)
{
}
};
/**
* Threaded part for resolving the IP of a server and querying it.
* @param pntr the NetworkUDPQueryServerInfo.
*/
void NetworkUDPQueryServerThread(void *pntr)
{
NetworkUDPQueryServerInfo *info = (NetworkUDPQueryServerInfo*)pntr;
/* Clear item in gamelist */
NetworkGameList *item = CallocT<NetworkGameList>(1);
item->address = *info;
strecpy(item->info.server_name, info->GetAddressAsString(), lastof(item->info.server_name));
strecpy(item->info.hostname, info->GetHostname(), lastof(item->info.hostname));
item->manually = info->manually;
NetworkGameListAddItemDelayed(item);
_network_udp_mutex->BeginCritical();
/* Init the packet */
Packet p(PACKET_UDP_CLIENT_FIND_SERVER);
if (_udp_client_socket != NULL) _udp_client_socket->SendPacket(&p, info);
_network_udp_mutex->EndCritical();
delete info;
}
void NetworkUDPQueryServer(NetworkAddress address, bool manually)
{
NetworkUDPQueryServerInfo *info = new NetworkUDPQueryServerInfo(address, manually);
if (address.IsResolved() || !ThreadObject::New(NetworkUDPQueryServerThread, info)) {
NetworkUDPQueryServerThread(info);
}
}
void NetworkUDPRemoveAdvertiseThread(void *pntr)
{
DEBUG(net, 1, "[udp] removing advertise from master server");
/* Find somewhere to send */
NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
/* Send the packet */
Packet p(PACKET_UDP_SERVER_UNREGISTER);
/* Packet is: Version, server_port */
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
p.Send_uint16(_settings_client.network.server_port);
_network_udp_mutex->BeginCritical();
if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr, true);
_network_udp_mutex->EndCritical();
}
/* Remove our advertise from the master-server */
void NetworkUDPRemoveAdvertise()
{
/* Check if we are advertising */
if (!_networking || !_network_server || !_network_udp_server) return;
if (!ThreadObject::New(NetworkUDPRemoveAdvertiseThread, NULL)) {
NetworkUDPRemoveAdvertiseThread(NULL);
}
}
void NetworkUDPAdvertiseThread(void *pntr)
{
/* Find somewhere to send */
NetworkAddress out_addr(NETWORK_MASTER_SERVER_HOST, NETWORK_MASTER_SERVER_PORT);
DEBUG(net, 1, "[udp] advertising to master server");
/* Send the packet */
Packet p(PACKET_UDP_SERVER_REGISTER);
/* Packet is: WELCOME_MESSAGE, Version, server_port */
p.Send_string(NETWORK_MASTER_SERVER_WELCOME_MESSAGE);
p.Send_uint8 (NETWORK_MASTER_SERVER_VERSION);
p.Send_uint16(_settings_client.network.server_port);
p.Send_uint64(_session_key);
_network_udp_mutex->BeginCritical();
if (_udp_master_socket != NULL) _udp_master_socket->SendPacket(&p, &out_addr, true);
_network_udp_mutex->EndCritical();
}
/* Register us to the master server
This function checks if it needs to send an advertise */
void NetworkUDPAdvertise()
{
/* Check if we should send an advertise */
if (!_networking || !_network_server || !_network_udp_server || !_settings_client.network.server_advertise)
return;
if (_network_need_advertise) {
_network_need_advertise = false;
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
} else {
/* Only send once every ADVERTISE_NORMAL_INTERVAL ticks */
if (_network_advertise_retries == 0) {
if ((_network_last_advertise_frame + ADVERTISE_NORMAL_INTERVAL) > _frame_counter)
return;
_network_advertise_retries = ADVERTISE_RETRY_TIMES;
}
if ((_network_last_advertise_frame + ADVERTISE_RETRY_INTERVAL) > _frame_counter)
return;
}
_network_advertise_retries--;
_network_last_advertise_frame = _frame_counter;
if (!ThreadObject::New(NetworkUDPAdvertiseThread, NULL)) {
NetworkUDPAdvertiseThread(NULL);
}
}
void NetworkUDPInitialize()
{
/* If not closed, then do it. */
if (_udp_server_socket != NULL) NetworkUDPClose();
DEBUG(net, 1, "[udp] initializing listeners");
assert(_udp_client_socket == NULL && _udp_server_socket == NULL && _udp_master_socket == NULL);
_network_udp_mutex->BeginCritical();
NetworkAddressList server;
*server.Append() = NetworkAddress(_settings_client.network.server_bind_ip, _settings_client.network.server_port);
_udp_client_socket = new ClientNetworkUDPSocketHandler();
_udp_server_socket = new ServerNetworkUDPSocketHandler(&server);
for (NetworkAddress *iter = server.Begin(); iter != server.End(); iter++) {
iter->SetPort(0);
}
_udp_master_socket = new MasterNetworkUDPSocketHandler(&server);
_network_udp_server = false;
_network_udp_broadcast = 0;
_network_udp_mutex->EndCritical();
}
void NetworkUDPClose()
{
_network_udp_mutex->BeginCritical();
_udp_server_socket->Close();
_udp_master_socket->Close();
_udp_client_socket->Close();
delete _udp_client_socket;
delete _udp_server_socket;
delete _udp_master_socket;
_udp_client_socket = NULL;
_udp_server_socket = NULL;
_udp_master_socket = NULL;
_network_udp_mutex->EndCritical();
_network_udp_server = false;
_network_udp_broadcast = 0;
DEBUG(net, 1, "[udp] closed listeners");
}
#endif /* ENABLE_NETWORK */
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