warzone2100/lib/netplay/netplay.c

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/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2009 Warzone Resurrection Project
Warzone 2100 is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
Warzone 2100 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
/**
* @file netplay.c
*
* Basic netcode.
*/
#include "lib/framework/frame.h"
#include "lib/framework/string_ext.h"
#include "lib/gamelib/gtime.h"
#include "src/component.h" // FIXME: we need to handle this better
#include "src/modding.h" // FIXME: we need to handle this better
#include <time.h> // for stats
#include <SDL_timer.h>
#include <SDL_thread.h>
#include <physfs.h>
#include <string.h>
#include "netplay.h"
#include "netlog.h"
#include "miniupnpc/miniwget.h"
#include "miniupnpc/miniupnpc.h"
#include "miniupnpc/upnpcommands.h"
#include "lib/exceptionhandler/dumpinfo.h"
#include "src/multistat.h"
#include "src/multijoin.h"
#include "src/multiint.h"
#if defined(WZ_OS_UNIX)
# include <arpa/inet.h>
# include <errno.h>
# include <fcntl.h>
# include <netdb.h>
# include <netinet/in.h>
# include <sys/ioctl.h>
# include <sys/socket.h>
# include <sys/types.h>
# include <sys/select.h>
# include <unistd.h>
typedef int SOCKET;
static const SOCKET INVALID_SOCKET = -1;
static const int SOCKET_ERROR = -1;
#elif defined(WZ_OS_WIN)
# include <winsock2.h>
# include <ws2tcpip.h>
# undef EAGAIN
# undef EBADF
# undef ECONNRESET
# undef EINPROGRESS
# undef EINTR
# undef EISCONN
# undef ETIMEDOUT
# undef EWOULDBLOCK
# define EAGAIN WSAEWOULDBLOCK
# define EBADF WSAEBADF
# define ECONNRESET WSAECONNRESET
# define EINPROGRESS WSAEINPROGRESS
# define EINTR WSAEINTR
# define EISCONN WSAEISCONN
# define ETIMEDOUT WSAETIMEDOUT
# define EWOULDBLOCK WSAEWOULDBLOCK
typedef SSIZE_T ssize_t;
# ifndef AI_V4MAPPED
# define AI_V4MAPPED 0x0008 /* IPv4 mapped addresses are acceptable. */
# endif
# ifndef AI_ADDRCONFIG
# define AI_ADDRCONFIG 0x0020 /* Use configuration of this host to choose returned address type.. */
# endif
#endif
// Fallback for systems that don't #define this flag
#ifndef MSG_NOSIGNAL
# define MSG_NOSIGNAL 0
#endif
static int getSockErr(void)
{
#if defined(WZ_OS_UNIX)
return errno;
#elif defined(WZ_OS_WIN)
return WSAGetLastError();
#endif
}
static void setSockErr(int error)
{
#if defined(WZ_OS_UNIX)
errno = error;
#elif defined(WZ_OS_WIN)
WSASetLastError(error);
#endif
}
// WARNING !!! This is initialised via configuration.c !!!
char masterserver_name[255] = {'\0'};
static unsigned int masterserver_port = 0, gameserver_port = 0;
#define MAX_CONNECTED_PLAYERS 8
#define MAX_TMP_SOCKETS 16
#define NET_TIMEOUT_DELAY 2500 // we wait this amount of time for socket activity
#define NET_READ_TIMEOUT 0
/*
* === Using new socket code, this might not hold true any longer ===
* NOTE /rant: If the buffer size isn't big enough, it will invalidate the socket.
* Which means that we need to allocate a buffer big enough to handle worst case
* situations.
* reference: MaxMsgSize in netplay.h (currently set to 16K)
*
*/
#define NET_BUFFER_SIZE (MaxMsgSize) // Would be 16K
// ////////////////////////////////////////////////////////////////////////
// Function prototypes
static void NETplayerLeaving(UDWORD player); // Cleanup sockets on player leaving (nicely)
static void NETplayerDropped(UDWORD player); // Broadcast NET_PLAYER_DROPPED & cleanup
static void NETregisterServer(int state);
static void NETallowJoining(void);
static void NET_InitPlayer(int i, bool initPosition);
/*
* Network globals, these are part of the new network API
*/
NETMSG NetMsg;
SYNC_COUNTER sync_counter; // keeps track on how well we are in sync
// ////////////////////////////////////////////////////////////////////////
// Types
typedef struct // data regarding the last one second or so.
{
UDWORD bytesRecvd;
UDWORD bytesSent; // number of bytes sent in about 1 sec.
UDWORD packetsSent;
UDWORD packetsRecvd;
} NETSTATS;
typedef struct
{
uint16_t size;
void* data;
size_t buffer_size;
} NET_PLAYER_DATA;
enum
{
SOCK_CONNECTION,
SOCK_IPV4_LISTEN = SOCK_CONNECTION,
SOCK_IPV6_LISTEN,
SOCK_COUNT,
};
typedef struct
{
/* Multiple socket handles only for listening sockets. This allows us
* to listen on multiple protocols and address families (e.g. IPv4 and
* IPv6).
*
* All non-listening sockets will only use the first socket handle.
*/
SOCKET fd[SOCK_COUNT];
bool ready;
} Socket;
typedef struct
{
Socket* socket;
char* buffer;
unsigned int buffer_start;
unsigned int bytes;
} NETBUFSOCKET;
typedef struct
{
size_t len;
Socket** fds;
} SocketSet;
// ////////////////////////////////////////////////////////////////////////
// Variables
NETPLAY NetPlay;
static BOOL allow_joining = false;
static bool server_not_there = false;
static GAMESTRUCT gamestruct;
// update flags
bool netPlayersUpdated;
int mapDownloadProgress;
/**
* Socket used for these purposes:
* * Host a game, be a server.
* * Connect to the lobby server.
* * Join a server for a game.
*/
static Socket* tcp_socket = NULL; //socket used to talk to lobbyserver/ host machine
static NETBUFSOCKET* bsocket = NULL; //buffered socket (holds tcp_socket) (clients only?)
static NETBUFSOCKET* connected_bsocket[MAX_CONNECTED_PLAYERS] = { NULL };
static SocketSet* socket_set = NULL;
// UPnP
static int upnp = false;
static bool upnp_done = false;
SDL_Thread *upnpdiscover;
static struct UPNPUrls urls;
static struct IGDdatas data;
// local ip address
static char lanaddr[16];
/**
* Used for connections with clients.
*/
static Socket* tmp_socket[MAX_TMP_SOCKETS] = { NULL };
static SocketSet* tmp_socket_set = NULL;
static char* hostname;
static NETSTATS nStats = { 0, 0, 0, 0 };
static int32_t NetGameFlags[4] = { 0, 0, 0, 0 };
char iptoconnect[PATH_MAX] = "\0"; // holds IP/hostname from command line
extern int NET_PlayerConnectionStatus; // from src/display3d.c
extern LOBBY_ERROR_TYPES LobbyError; // from src/multiint.c
// ////////////////////////////////////////////////////////////////////////////
#define VersionStringSize 80
/************************************************************************************
** NOTE (!) Change the VersionString when net code changes!!
** ie ("trunk", "2.1.3", ...)
************************************************************************************
**/
char VersionString[VersionStringSize] = "trunk, netcode 3.32";
static int NETCODE_VERSION_MAJOR = 2;
static int NETCODE_VERSION_MINOR = 35;
static int NETCODE_HASH = 0; // unused for now
static int checkSockets(const SocketSet* set, unsigned int timeout);
#if defined(WZ_OS_WIN)
static HMODULE winsock2_dll = NULL;
static unsigned int major_windows_version = 0;
static int (WINAPI * getaddrinfo_dll_func)(const char *node, const char *service,
const struct addrinfo *hints,
struct addrinfo **res) = NULL;
static int (WINAPI * freeaddrinfo_dll_func)(struct addrinfo *res) = NULL;
# define getaddrinfo getaddrinfo_dll_dispatcher
# define freeaddrinfo freeaddrinfo_dll_dispatcher
static int getaddrinfo(const char *node, const char *service,
const struct addrinfo *hints,
struct addrinfo **res)
{
struct addrinfo hint;
if (hints)
{
memcpy(&hint, hints, sizeof(hint));
}
switch (major_windows_version)
{
case 0:
case 1:
case 2:
case 3:
// Windows 95, 98 and ME
case 4:
debug(LOG_ERROR, "Name resolution isn't supported on this version (%u) of Windows", major_windows_version);
return EAI_FAIL;
// Windows 2000, XP and Server 2003
case 5:
if (hints)
{
// These flags are only supported from version 6 and onward
hint.ai_flags &= ~(AI_V4MAPPED | AI_ADDRCONFIG);
}
// Windows Vista and Server 2008
case 6:
// Onward (aka: in the future)
default:
if (!winsock2_dll)
{
debug(LOG_ERROR, "Failed to load winsock2 DLL. Required for name resolution.");
return EAI_FAIL;
}
if (!getaddrinfo_dll_func)
{
debug(LOG_ERROR, "Failed to retrieve \"getaddrinfo\" function from winsock2 DLL. Required for name resolution.");
return EAI_FAIL;
}
return getaddrinfo_dll_func(node, service, hints ? &hint: NULL, res);
}
}
static void freeaddrinfo(struct addrinfo *res)
{
switch (major_windows_version)
{
case 0:
case 1:
case 2:
case 3:
// Windows 95, 98 and ME
case 4:
debug(LOG_ERROR, "Name resolution isn't supported on this version (%u) of Windows", major_windows_version);
return;
// Windows 2000, XP and Server 2003
case 5:
// Windows Vista and Server 2008
case 6:
// Onward (aka: in the future)
default:
if (!winsock2_dll)
{
debug(LOG_ERROR, "Failed to load winsock2 DLL. Required for name resolution.");
return;
}
if (!freeaddrinfo_dll_func)
{
debug(LOG_ERROR, "Failed to retrieve \"freeaddrinfo\" function from winsock2 DLL. Required for name resolution.");
return;
}
freeaddrinfo_dll_func(res);
}
}
#endif
static int addressToText(const struct sockaddr* addr, char* buf, size_t size)
{
switch (addr->sa_family)
{
case AF_INET:
{
unsigned char* address = (unsigned char*)&((const struct sockaddr_in*)addr)->sin_addr.s_addr;
return snprintf(buf, size,
"%hhu.%hhu.%hhu.%hhu",
address[0],
address[1],
address[2],
address[3]);
}
case AF_INET6:
{
uint16_t* address = (uint16_t*)&((const struct sockaddr_in6*)addr)->sin6_addr.s6_addr;
return snprintf(buf, size,
"%hx:%hx:%hx:%hx:%hx:%hx:%hx:%hx",
ntohs(address[0]),
ntohs(address[1]),
ntohs(address[2]),
ntohs(address[3]),
ntohs(address[4]),
ntohs(address[5]),
ntohs(address[6]),
ntohs(address[7]));
}
default:
ASSERT(!"Unknown address family", "Got non IPv4 or IPv6 address!");
return -1;
}
}
static const char* strSockError(int error)
{
#if defined(WZ_OS_WIN)
switch (error)
{
case 0: return "No error";
case WSAEINTR: return "Interrupted system call";
case WSAEBADF: return "Bad file number";
case WSAEACCES: return "Permission denied";
case WSAEFAULT: return "Bad address";
case WSAEINVAL: return "Invalid argument";
case WSAEMFILE: return "Too many open sockets";
case WSAEWOULDBLOCK: return "Operation would block";
case WSAEINPROGRESS: return "Operation now in progress";
case WSAEALREADY: return "Operation already in progress";
case WSAENOTSOCK: return "Socket operation on non-socket";
case WSAEDESTADDRREQ: return "Destination address required";
case WSAEMSGSIZE: return "Message too long";
case WSAEPROTOTYPE: return "Protocol wrong type for socket";
case WSAENOPROTOOPT: return "Bad protocol option";
case WSAEPROTONOSUPPORT: return "Protocol not supported";
case WSAESOCKTNOSUPPORT: return "Socket type not supported";
case WSAEOPNOTSUPP: return "Operation not supported on socket";
case WSAEPFNOSUPPORT: return "Protocol family not supported";
case WSAEAFNOSUPPORT: return "Address family not supported";
case WSAEADDRINUSE: return "Address already in use";
case WSAEADDRNOTAVAIL: return "Can't assign requested address";
case WSAENETDOWN: return "Network is down";
case WSAENETUNREACH: return "Network is unreachable";
case WSAENETRESET: return "Net connection reset";
case WSAECONNABORTED: return "Software caused connection abort";
case WSAECONNRESET: return "Connection reset by peer";
case WSAENOBUFS: return "No buffer space available";
case WSAEISCONN: return "Socket is already connected";
case WSAENOTCONN: return "Socket is not connected";
case WSAESHUTDOWN: return "Can't send after socket shutdown";
case WSAETOOMANYREFS: return "Too many references, can't splice";
case WSAETIMEDOUT: return "Connection timed out";
case WSAECONNREFUSED: return "Connection refused";
case WSAELOOP: return "Too many levels of symbolic links";
case WSAENAMETOOLONG: return "File name too long";
case WSAEHOSTDOWN: return "Host is down";
case WSAEHOSTUNREACH: return "No route to host";
case WSAENOTEMPTY: return "Directory not empty";
case WSAEPROCLIM: return "Too many processes";
case WSAEUSERS: return "Too many users";
case WSAEDQUOT: return "Disc quota exceeded";
case WSAESTALE: return "Stale NFS file handle";
case WSAEREMOTE: return "Too many levels of remote in path";
case WSASYSNOTREADY: return "Network system is unavailable";
case WSAVERNOTSUPPORTED: return "Winsock version out of range";
case WSANOTINITIALISED: return "WSAStartup not yet called";
case WSAEDISCON: return "Graceful shutdown in progress";
case WSAHOST_NOT_FOUND: return "Host not found";
case WSANO_DATA: return "No host data of that type was found";
default: return "Unknown error";
}
#elif defined(WZ_OS_UNIX)
return strerror(error);
#endif
}
/**
* Test whether the given socket still has an open connection.
*
* @return true when the connection is open, false when it's closed or in an
* error state, check getSockErr() to find out which.
*/
static bool connectionIsOpen(Socket* sock)
{
Socket* sockAr[] = { sock };
const SocketSet set = { ARRAY_SIZE(sockAr), sockAr };
int ret;
ASSERT_OR_RETURN((setSockErr(EBADF), false),
sock && sock->fd[SOCK_CONNECTION] != INVALID_SOCKET, "Invalid socket");
// Check whether the socket is still connected
ret = checkSockets(&set, 0);
if (ret == SOCKET_ERROR)
{
return false;
}
else if (ret == set.len
&& sock->ready)
{
/* The next recv(2) call won't block, but we're writing. So
* check the read queue to see if the connection is closed.
* If there's no data in the queue that means the connection
* is closed.
*/
#if defined(WZ_OS_WIN)
unsigned long readQueue;
ret = ioctlsocket(sock->fd[SOCK_CONNECTION], FIONREAD, &readQueue);
#else
int readQueue;
ret = ioctl(sock->fd[SOCK_CONNECTION], FIONREAD, &readQueue);
#endif
if (ret == SOCKET_ERROR)
{
debug(LOG_NET, "socket error");
return false;
}
else if (readQueue == 0)
{
// Disconnected
setSockErr(ECONNRESET);
debug(LOG_NET, "Read queue empty - failing (ECONNRESET)");
return false;
}
}
return true;
}
/**
* Similar to read(2) with the exception that this function won't be
* interrupted by signals (EINTR).
*/
static ssize_t readNoInt(Socket* sock, void* buf, size_t max_size)
{
ssize_t received;
if (sock->fd[SOCK_CONNECTION] == INVALID_SOCKET)
{
debug(LOG_ERROR, "Invalid socket");
setSockErr(EBADF);
return SOCKET_ERROR;
}
do
{
received = recv(sock->fd[SOCK_CONNECTION], buf, max_size, 0);
} while (received == SOCKET_ERROR && getSockErr() == EINTR);
sock->ready = false;
return received;
}
/**
* Similar to write(2) with the exception that this function will block until
* <em>all</em> data has been written or an error occurs.
*
* @return @c size when succesful or @c SOCKET_ERROR if an error occurred.
*/
static ssize_t writeAll(Socket* sock, const void* buf, size_t size)
{
size_t written = 0;
if (!sock
|| sock->fd[SOCK_CONNECTION] == INVALID_SOCKET)
{
debug(LOG_ERROR, "Invalid socket (EBADF)");
setSockErr(EBADF);
return SOCKET_ERROR;
}
while (written < size)
{
ssize_t ret;
ret = send(sock->fd[SOCK_CONNECTION], &((char*)buf)[written], size - written, MSG_NOSIGNAL);
if (ret == SOCKET_ERROR)
{
switch (getSockErr())
{
case EAGAIN:
#if defined(EWOULDBLOCK) && EAGAIN != EWOULDBLOCK
case EWOULDBLOCK:
#endif
if (!connectionIsOpen(sock))
{
debug(LOG_NET, "Socket error");
return SOCKET_ERROR;
}
case EINTR:
continue;
#if defined(EPIPE)
case EPIPE:
debug(LOG_NET, "EPIPE generated");
// fall through
#endif
default:
return SOCKET_ERROR;
}
}
written += ret;
}
return written;
}
static SocketSet* allocSocketSet(size_t count)
{
SocketSet* const set = malloc(sizeof(*set) + sizeof(set->fds[0]) * count);
if (set == NULL)
{
debug(LOG_ERROR, "Out of memory!");
abort();
return NULL;
}
set->len = count;
set->fds = (Socket**)(set + 1);
memset(set->fds, 0, sizeof(set->fds[0]) * count);
return set;
}
/**
* Add the given socket to the given socket set.
*
* @return true if @c socket is succesfully added to @set.
*/
static bool SocketSet_AddSocket(SocketSet* set, Socket* socket)
{
size_t i;
ASSERT_OR_RETURN(false, set != NULL, "NULL SocketSet provided");
ASSERT_OR_RETURN(false, socket != NULL, "NULL Socket provided");
/* Check whether this socket is already present in this set (i.e. it
* shouldn't be added again).
*/
for (i = 0; i < set->len; ++i)
{
if (set->fds[i] == socket)
{
debug(LOG_NET, "Already found, socket: (set->fds[%lu]) %p", (unsigned long) i, socket);
return true;
}
}
for (i = 0; i < set->len; ++i)
{
if (set->fds[i] == NULL)
{
set->fds[i] = socket;
debug(LOG_NET, "Socket added: set->fds[%lu] = %p", (unsigned long) i, socket);
return true;
}
}
debug(LOG_ERROR, "Socket set full, no room left (max %zu)", set->len);
return false;
}
/**
* Remove the given socket from the given socket set.
*/
static void SocketSet_DelSocket(SocketSet* set, Socket* socket)
{
size_t i;
ASSERT_OR_RETURN(, set != NULL, "NULL SocketSet provided");
ASSERT_OR_RETURN(, socket != NULL, "NULL Socket provided");
for (i = 0; i < set->len; ++i)
{
if (set->fds[i] == socket)
{
debug(LOG_NET, "Socket %p nullified (set->fds[%lu])", socket, (unsigned long) i);
set->fds[i] = NULL;
break;
}
}
}
static bool setSocketBlocking(const SOCKET fd, bool blocking)
{
#if defined(WZ_OS_UNIX)
int sockopts = fcntl(fd, F_GETFL);
if (sockopts == SOCKET_ERROR)
{
debug(LOG_NET, "Failed to retrieve current socket options: %s", strSockError(getSockErr()));
return false;
}
// Set or clear O_NONBLOCK flag
if (blocking)
sockopts &= ~O_NONBLOCK;
else
sockopts |= O_NONBLOCK;
if (fcntl(fd, F_SETFL, sockopts) == SOCKET_ERROR)
#elif defined(WZ_OS_WIN)
unsigned long nonblocking = !blocking;
if (ioctlsocket(fd, FIONBIO, &nonblocking) == SOCKET_ERROR)
#endif
{
debug(LOG_NET, "Failed to set socket %sblocking: %s", (blocking ? "" : "non-"), strSockError(getSockErr()));
return false;
}
debug(LOG_NET, "Socket is set to %sblocking.", (blocking ? "" : "non-"));
return true;
}
static void socketBlockSIGPIPE(const SOCKET fd, bool block_sigpipe)
{
#if defined(SO_NOSIGPIPE)
const int no_sigpipe = block_sigpipe ? 1 : 0;
if (setsockopt(fd, SOL_SOCKET, SO_NOSIGPIPE, &no_sigpipe, sizeof(no_sigpipe)) == SOCKET_ERROR)
{
debug(LOG_INFO, "Failed to set SO_NOSIGPIPE on socket, SIGPIPE might be raised when connections gets broken. Error: %s", strSockError(getSockErr()));
}
// this is only for unix, windows don't have SIGPIPE
debug(LOG_NET, "Socket fd %x sets SIGPIPE to %sblocked.", fd, (block_sigpipe ? "" : "non-"));
#else
// Prevent warnings
(void)fd;
(void)block_sigpipe;
#endif
}
static int checkSockets(const SocketSet* set, unsigned int timeout)
{
int ret;
fd_set fds;
size_t count = 0, i;
#if defined(WZ_OS_UNIX)
SOCKET maxfd = INT_MIN;
#elif defined(WZ_OS_WIN)
SOCKET maxfd = 0;
#endif
for (i = 0; i < set->len; ++i)
{
if (set->fds[i])
{
ASSERT(set->fds[i]->fd[SOCK_CONNECTION] != INVALID_SOCKET, "Invalid file descriptor!");
++count;
maxfd = MAX(maxfd, set->fds[i]->fd[SOCK_CONNECTION]);
}
}
if (!count)
return 0;
do
{
struct timeval tv = { timeout / 1000, (timeout % 1000) * 1000 };
FD_ZERO(&fds);
for (i = 0; i < set->len; ++i)
{
if (set->fds[i])
{
const SOCKET fd = set->fds[i]->fd[SOCK_CONNECTION];
FD_SET(fd, &fds);
}
}
ret = select(maxfd + 1, &fds, NULL, NULL, &tv);
} while (ret == SOCKET_ERROR && getSockErr() == EINTR);
if (ret == SOCKET_ERROR)
{
debug(LOG_ERROR, "select failed: %s", strSockError(getSockErr()));
return SOCKET_ERROR;
}
for (i = 0; i < set->len; ++i)
{
if (set->fds[i])
{
set->fds[i]->ready = FD_ISSET(set->fds[i]->fd[SOCK_CONNECTION], &fds);
}
}
return ret;
}
/**
* Similar to read(2) with the exception that this function won't be
* interrupted by signals (EINTR) and will only return when <em>exactly</em>
* @c size bytes have been received. I.e. this function blocks until all data
* has been received or a timeout occurred.
*
* @param timeout When non-zero this function times out after @c timeout
* milliseconds. When zero this function blocks until success or
* an error occurs.
*
* @c return @c size when succesful, less than @c size but at least zero (0)
* when the other end disconnected or a timeout occurred. Or @c SOCKET_ERROR if
* an error occurred.
*/
static ssize_t readAll(Socket* sock, void* buf, size_t size, unsigned int timeout)
{
Socket* sockAr[] = { sock };
const SocketSet set = { ARRAY_SIZE(sockAr), sockAr };
size_t received = 0;
if (!sock
|| sock->fd[SOCK_CONNECTION] == INVALID_SOCKET)
{
debug(LOG_ERROR, "Invalid socket (%p), sock->fd[SOCK_CONNECTION]=%x (error: EBADF)", sock, sock->fd[SOCK_CONNECTION]);
setSockErr(EBADF);
return SOCKET_ERROR;
}
while (received < size)
{
ssize_t ret;
// If a timeout is set, wait for that amount of time for data to arrive (or abort)
if (timeout)
{
ret = checkSockets(&set, timeout);
if (ret < set.len
|| !sock->ready)
{
if (ret == 0)
{
debug(LOG_NET, "socket (%p) has timed out.", socket);
setSockErr(ETIMEDOUT);
}
debug(LOG_NET, "socket (%p) error.", socket);
return SOCKET_ERROR;
}
}
ret = recv(sock->fd[SOCK_CONNECTION], &((char*)buf)[received], size - received, 0);
sock->ready = false;
if (ret == 0)
{
debug(LOG_NET, "Socket %x disconnected.", sock->fd[SOCK_CONNECTION]);
setSockErr(ECONNRESET);
return received;
}
if (ret == SOCKET_ERROR)
{
switch (getSockErr())
{
case EAGAIN:
#if defined(EWOULDBLOCK) && EAGAIN != EWOULDBLOCK
case EWOULDBLOCK:
#endif
case EINTR:
continue;
default:
return SOCKET_ERROR;
}
}
received += ret;
}
return received;
}
static void socketClose(Socket* sock)
{
unsigned int i;
int err = 0;
if (sock)
{
for (i = 0; i < ARRAY_SIZE(sock->fd); ++i)
{
if (sock->fd[i] != INVALID_SOCKET)
{
#if defined(WZ_OS_WIN)
err = closesocket(sock->fd[i]);
#else
err = close(sock->fd[i]);
#endif
if (err)
{
debug(LOG_ERROR, "Failed to close socket %p: %s", sock, strSockError(getSockErr()));
}
/* Make sure that dangling pointers to this
* structure don't think they've got their
* hands on a valid socket.
*/
sock->fd[i] = INVALID_SOCKET;
}
}
free(sock);
sock = NULL;
}
}
static Socket* socketAccept(Socket* sock)
{
unsigned int i;
ASSERT(sock != NULL, "NULL Socket provided");
/* Search for a socket that has a pending connection on it and accept
* the first one.
*/
for (i = 0; i < ARRAY_SIZE(sock->fd); ++i)
{
if (sock->fd[i] != INVALID_SOCKET)
{
char textAddress[40];
struct sockaddr_storage addr;
socklen_t addr_len = sizeof(addr);
Socket* conn;
unsigned int j;
const SOCKET newConn = accept(sock->fd[i], (struct sockaddr*)&addr, &addr_len);
if (newConn == INVALID_SOCKET)
{
// Ignore the case where no connection is pending
if (getSockErr() != EAGAIN
&& getSockErr() != EWOULDBLOCK)
{
debug(LOG_ERROR, "accept failed for socket %p: %s", sock, strSockError(getSockErr()));
}
continue;
}
socketBlockSIGPIPE(newConn, true);
conn = malloc(sizeof(*conn) + addr_len);
if (conn == NULL)
{
debug(LOG_ERROR, "Out of memory!");
abort();
return NULL;
}
// Mark all unused socket handles as invalid
for (j = 0; j < ARRAY_SIZE(conn->fd); ++j)
{
conn->fd[j] = INVALID_SOCKET;
}
conn->ready = false;
conn->fd[SOCK_CONNECTION] = newConn;
sock->ready = false;
addressToText((const struct sockaddr*)&addr, textAddress, sizeof(textAddress));
debug(LOG_NET, "Incoming connection from [%s]:%d", textAddress, (unsigned int)ntohs(((const struct sockaddr_in*)&addr)->sin_port));
debug(LOG_NET, "Using socket %p", conn);
return conn;
}
}
return NULL;
}
static Socket* SocketOpen(const struct addrinfo* addr, unsigned int timeout)
{
char textAddress[40];
unsigned int i;
int ret;
Socket* const conn = malloc(sizeof(*conn));
if (conn == NULL)
{
debug(LOG_ERROR, "Out of memory!");
abort();
return NULL;
}
ASSERT(addr != NULL, "NULL Socket provided");
addressToText(addr->ai_addr, textAddress, sizeof(textAddress));
debug(LOG_NET, "Connecting to [%s]:%d", textAddress, (int)ntohs(((const struct sockaddr_in*)addr->ai_addr)->sin_port));
// Mark all unused socket handles as invalid
for (i = 0; i < ARRAY_SIZE(conn->fd); ++i)
{
conn->fd[i] = INVALID_SOCKET;
}
conn->ready = false;
conn->fd[SOCK_CONNECTION] = socket(addr->ai_family, addr->ai_socktype, addr->ai_protocol);
if (conn->fd[SOCK_CONNECTION] == INVALID_SOCKET)
{
debug(LOG_ERROR, "Failed to create a socket (%p): %s", conn, strSockError(getSockErr()));
socketClose(conn);
return NULL;
}
debug(LOG_NET, "setting socket (%p) blocking status (false).", conn);
if (!setSocketBlocking(conn->fd[SOCK_CONNECTION], false))
{
debug(LOG_NET, "Couldn't set socket (%p) blocking status (false). Closing.", conn);
socketClose(conn);
return NULL;
}
socketBlockSIGPIPE(conn->fd[SOCK_CONNECTION], true);
ret = connect(conn->fd[SOCK_CONNECTION], addr->ai_addr, addr->ai_addrlen);
if (ret == SOCKET_ERROR)
{
fd_set conReady;
#if defined(WZ_OS_WIN)
fd_set conFailed;
#endif
if ((getSockErr() != EINPROGRESS
&& getSockErr() != EAGAIN
&& getSockErr() != EWOULDBLOCK)
#if defined(WZ_OS_UNIX)
|| conn->fd[SOCK_CONNECTION] >= FD_SETSIZE
#endif
|| timeout == 0)
{
debug(LOG_NET, "Failed to start connecting: %s, using socket %p", strSockError(getSockErr()), conn);
socketClose(conn);
return NULL;
}
do
{
struct timeval tv = { timeout / 1000, (timeout % 1000) * 1000 };
FD_ZERO(&conReady);
FD_SET(conn->fd[SOCK_CONNECTION], &conReady);
#if defined(WZ_OS_WIN)
FD_ZERO(&conFailed);
FD_SET(conn->fd[SOCK_CONNECTION], &conFailed);
#endif
#if defined(WZ_OS_WIN)
ret = select(conn->fd[SOCK_CONNECTION] + 1, NULL, &conReady, &conFailed, &tv);
#else
ret = select(conn->fd[SOCK_CONNECTION] + 1, NULL, &conReady, NULL, &tv);
#endif
} while (ret == SOCKET_ERROR && getSockErr() == EINTR);
if (ret == SOCKET_ERROR)
{
debug(LOG_NET, "Failed to wait for connection: %s, socket %p. Closing.", strSockError(getSockErr()), conn);
socketClose(conn);
return NULL;
}
if (ret == 0)
{
setSockErr(ETIMEDOUT);
debug(LOG_NET, "Timed out while waiting for connection to be established: %s, using socket %p. Closing.", strSockError(getSockErr()), conn);
socketClose(conn);
return NULL;
}
#if defined(WZ_OS_WIN)
ASSERT(FD_ISSET(conn->fd[SOCK_CONNECTION], &conReady) || FD_ISSET(conn->fd[SOCK_CONNECTION], &conFailed), "\"sock\" is the only file descriptor in set, it should be the one that is set.");
#else
ASSERT(FD_ISSET(conn->fd[SOCK_CONNECTION], &conReady), "\"sock\" is the only file descriptor in set, it should be the one that is set.");
#endif
#if defined(WZ_OS_WIN)
if (FD_ISSET(conn->fd[SOCK_CONNECTION], &conFailed))
#elif defined(WZ_OS_UNIX)
if (connect(conn->fd[SOCK_CONNECTION], addr->ai_addr, addr->ai_addrlen) == SOCKET_ERROR
&& getSockErr() != EISCONN)
#endif
{
debug(LOG_NET, "Failed to connect: %s, with socket %p. Closing.", strSockError(getSockErr()), conn);
socketClose(conn);
return NULL;
}
}
debug(LOG_NET, "setting socket (%p) blocking status (true).", conn);
if (!setSocketBlocking(conn->fd[SOCK_CONNECTION], true))
{
debug(LOG_NET, "Failed to set socket %p blocking status (true). Closing.", conn);
socketClose(conn);
return NULL;
}
return conn;
}
static Socket* socketListen(unsigned int port)
{
/* Enable the V4 to V6 mapping, but only when available, because it
* isn't available on all platforms.
*/
#if defined(IPV6_V6ONLY)
static const int ipv6_v6only = 0;
#endif
static const int so_reuseaddr = 1;
struct sockaddr_in addr4;
struct sockaddr_in6 addr6;
unsigned int i;
Socket* const conn = malloc(sizeof(*conn));
if (conn == NULL)
{
debug(LOG_ERROR, "Out of memory!");
abort();
return NULL;
}
// Mark all unused socket handles as invalid
for (i = 0; i < ARRAY_SIZE(conn->fd); ++i)
{
conn->fd[i] = INVALID_SOCKET;
}
// Listen on all local IPv4 and IPv6 addresses for the given port
addr4.sin_family = AF_INET;
addr4.sin_port = htons(port);
addr4.sin_addr.s_addr = INADDR_ANY;
addr6.sin6_family = AF_INET6;
addr6.sin6_port = htons(port);
addr6.sin6_addr = in6addr_any;
addr6.sin6_flowinfo = 0;
addr6.sin6_scope_id = 0;
conn->ready = false;
conn->fd[SOCK_IPV4_LISTEN] = socket(addr4.sin_family, SOCK_STREAM, 0);
conn->fd[SOCK_IPV6_LISTEN] = socket(addr6.sin6_family, SOCK_STREAM, 0);
if (conn->fd[SOCK_IPV4_LISTEN] == INVALID_SOCKET
&& conn->fd[SOCK_IPV6_LISTEN] == INVALID_SOCKET)
{
debug(LOG_ERROR, "Failed to create an IPv4 and IPv6 (only supported address families) socket (%p): %s. Closing.", conn, strSockError(getSockErr()));
socketClose(conn);
return NULL;
}
if (conn->fd[SOCK_IPV4_LISTEN] != INVALID_SOCKET)
{
debug(LOG_NET, "Successfully created an IPv4 socket (%p)", conn);
}
if (conn->fd[SOCK_IPV6_LISTEN] != INVALID_SOCKET)
{
debug(LOG_NET, "Successfully created an IPv6 socket (%p)", conn);
}
#if defined(IPV6_V6ONLY)
if (conn->fd[SOCK_IPV6_LISTEN] != INVALID_SOCKET)
{
if (setsockopt(conn->fd[SOCK_IPV6_LISTEN], IPPROTO_IPV6, IPV6_V6ONLY, &ipv6_v6only, sizeof(ipv6_v6only)) == SOCKET_ERROR)
{
debug(LOG_INFO, "Failed to set IPv6 socket to perform IPv4 to IPv6 mapping. Falling back to using two sockets. Error: %s", strSockError(getSockErr()));
}
else
{
debug(LOG_NET, "Successfully enabled IPv4 to IPv6 mapping. Cleaning up IPv4 socket.");
#if defined(WZ_OS_WIN)
closesocket(conn->fd[SOCK_IPV4_LISTEN]);
#else
close(conn->fd[SOCK_IPV4_LISTEN]);
#endif
conn->fd[SOCK_IPV4_LISTEN] = INVALID_SOCKET;
}
}
#endif
if (conn->fd[SOCK_IPV4_LISTEN] != INVALID_SOCKET)
{
if (setsockopt(conn->fd[SOCK_IPV4_LISTEN], SOL_SOCKET, SO_REUSEADDR, &so_reuseaddr, sizeof(so_reuseaddr)) == SOCKET_ERROR)
{
debug(LOG_WARNING, "Failed to set SO_REUSEADDR on IPv4 socket. Error: %s", strSockError(getSockErr()));
}
debug(LOG_NET, "setting socket (%p) blocking status (false, IPv4).", conn);
if (bind(conn->fd[SOCK_IPV4_LISTEN], (const struct sockaddr*)&addr4, sizeof(addr4)) == SOCKET_ERROR
|| listen(conn->fd[SOCK_IPV4_LISTEN], 5) == SOCKET_ERROR
|| !setSocketBlocking(conn->fd[SOCK_IPV4_LISTEN], false))
{
debug(LOG_ERROR, "Failed to set up IPv4 socket for listening on port %u: %s", port, strSockError(getSockErr()));
#if defined(WZ_OS_WIN)
closesocket(conn->fd[SOCK_IPV4_LISTEN]);
#else
close(conn->fd[SOCK_IPV4_LISTEN]);
#endif
conn->fd[SOCK_IPV4_LISTEN] = INVALID_SOCKET;
}
}
if (conn->fd[SOCK_IPV6_LISTEN] != INVALID_SOCKET)
{
if (setsockopt(conn->fd[SOCK_IPV6_LISTEN], SOL_SOCKET, SO_REUSEADDR, &so_reuseaddr, sizeof(so_reuseaddr)) == SOCKET_ERROR)
{
debug(LOG_INFO, "Failed to set SO_REUSEADDR on IPv6 socket. Error: %s", strSockError(getSockErr()));
}
debug(LOG_NET, "setting socket (%p) blocking status (false, IPv6).", conn);
if (bind(conn->fd[SOCK_IPV6_LISTEN], (const struct sockaddr*)&addr6, sizeof(addr6)) == SOCKET_ERROR
|| listen(conn->fd[SOCK_IPV6_LISTEN], 5) == SOCKET_ERROR
|| !setSocketBlocking(conn->fd[SOCK_IPV6_LISTEN], false))
{
debug(LOG_ERROR, "Failed to set up IPv6 socket for listening on port %u: %s", port, strSockError(getSockErr()));
#if defined(WZ_OS_WIN)
closesocket(conn->fd[SOCK_IPV6_LISTEN]);
#else
close(conn->fd[SOCK_IPV6_LISTEN]);
#endif
conn->fd[SOCK_IPV6_LISTEN] = INVALID_SOCKET;
}
}
// Check whether we still have at least a single (operating) socket.
if (conn->fd[SOCK_IPV4_LISTEN] == INVALID_SOCKET
&& conn->fd[SOCK_IPV6_LISTEN] == INVALID_SOCKET)
{
debug(LOG_NET, "No IPv4 or IPv6 sockets created.");
socketClose(conn);
return NULL;
}
return conn;
}
static struct addrinfo* resolveHost(const char* host, unsigned int port)
{
struct addrinfo* results;
char* service;
struct addrinfo hint;
int error, flags = 0;
hint.ai_family = AF_UNSPEC;
hint.ai_socktype = SOCK_STREAM;
hint.ai_protocol = 0;
#ifdef AI_V4MAPPED
flags |= AI_V4MAPPED;
#endif
#ifdef AI_ADDRCONFIG
flags |= AI_ADDRCONFIG;
#endif
hint.ai_flags = flags;
hint.ai_addrlen = 0;
hint.ai_addr = NULL;
hint.ai_canonname = NULL;
hint.ai_next = NULL;
sasprintf(&service, "%u", port);
error = getaddrinfo(host, service, &hint, &results);
if (error != 0)
{
debug(LOG_NET, "getaddrinfo failed for %s:%s: %s", host, service, gai_strerror(error));
return NULL;
}
return results;
}
bool NETisCorrectVersion(uint32_t game_version_major, uint32_t game_version_minor)
{
return (NETCODE_VERSION_MAJOR == game_version_major && NETCODE_VERSION_MINOR == game_version_minor);
}
bool NETgameIsCorrectVersion(GAMESTRUCT* check_game)
{
return (NETCODE_VERSION_MAJOR == check_game->game_version_major && NETCODE_VERSION_MINOR == check_game->game_version_minor);
}
// Sets if the game is password protected or not
void NETGameLocked( bool flag)
{
NetPlay.GamePassworded = flag;
gamestruct.privateGame = flag;
debug(LOG_NET, "Passworded game is %s", NetPlay.GamePassworded ? "TRUE" : "FALSE" );
}
// Sets the game password
void NETsetGamePassword(const char *password)
{
sstrcpy(NetPlay.gamePassword, password);
debug(LOG_NET, "Password entered is: [%s]", NetPlay.gamePassword);
}
// Resets the game password
void NETresetGamePassword(void)
{
sstrcpy(NetPlay.gamePassword, _("Enter password here"));
debug(LOG_NET, "password reset to 'Enter password here'");
NETGameLocked(false);
}
// *********** Socket with buffer that read NETMSGs ******************
static NETBUFSOCKET* NET_createBufferedSocket(void)
{
NETBUFSOCKET* bs = (NETBUFSOCKET*)malloc(sizeof(*bs));
bs->socket = NULL;
bs->buffer = NULL;
bs->buffer_start = 0;
bs->bytes = 0;
return bs;
}
static void NET_destroyBufferedSocket(NETBUFSOCKET* bs)
{
free(bs->buffer);
free(bs);
}
static void NET_initBufferedSocket(NETBUFSOCKET* bs, Socket* s)
{
bs->socket = s;
if (bs->buffer == NULL) {
bs->buffer = (char*)malloc(NET_BUFFER_SIZE);
}
bs->buffer_start = 0;
bs->bytes = 0;
}
static BOOL NET_fillBuffer(NETBUFSOCKET* bs, SocketSet* socket_set)
{
ssize_t size;
char* bufstart = bs->buffer + bs->buffer_start + bs->bytes;
const int bufsize = NET_BUFFER_SIZE - bs->buffer_start - bs->bytes;
if (bs->buffer_start != 0
|| !bs->socket->ready)
{
return false;
}
size = readNoInt(bs->socket, bufstart, bufsize);
if (size != 0 && size != SOCKET_ERROR)
{
bs->bytes += size;
return true;
}
else
{
if (size == 0)
{
debug(LOG_NET, "Connection closed from the other side");
}
else
{
debug(LOG_NET, "%s tcp_socket %p is now invalid", strSockError(getSockErr()), bs->socket);
}
// an error occured, or the remote host has closed the connection.
if (socket_set != NULL)
{
SocketSet_DelSocket(socket_set, bs->socket);
}
ASSERT(bs->bytes < NET_BUFFER_SIZE, "Socket buffer is too small!");
if (bs->bytes > NET_BUFFER_SIZE)
{
debug(LOG_ERROR, "Fatal connection error: buffer size of (%d) was too small, current byte count was %d", NET_BUFFER_SIZE, bs->bytes);
}
if (tcp_socket == bs->socket)
{
debug(LOG_NET, "Host connection was lost!");
tcp_socket = NULL;
//Game is pretty much over --should just end everything when HOST dies.
NetPlay.isHostAlive = false;
setLobbyError(ERROR_HOSTDROPPED);
NETclose();
return false;
}
socketClose(bs->socket);
bs->socket = NULL;
}
return false;
}
// Check if we have a full message waiting for us. If not, return false and wait for more data.
// If there is a data remnant somewhere in the buffer except at its beginning, move it to the
// beginning.
static BOOL NET_recvMessage(NETBUFSOCKET* bs)
{
NETMSG *pMsg = &NetMsg;
unsigned int size;
const NETMSG* message = (NETMSG*)(bs->buffer + bs->buffer_start);
const unsigned int headersize = sizeof(message->size)
+ sizeof(message->type)
+ sizeof(message->destination)
+ sizeof(message->source);
if (headersize > bs->bytes)
{
goto error;
}
size = ntohs(message->size) + headersize;
if (size > bs->bytes)
{
goto error;
}
memcpy(pMsg, message, size);
pMsg->size = ntohs(message->size);
bs->buffer_start += size;
bs->bytes -= size;
return true;
error:
if (bs->buffer_start != 0)
{
static char* tmp_buffer = NULL;
char* buffer_start = bs->buffer + bs->buffer_start;
char* tmp;
// Create tmp buffer if necessary
if (tmp_buffer == NULL)
{
tmp_buffer = (char*)malloc(NET_BUFFER_SIZE);
}
// Move remaining contents into tmp buffer
memcpy(tmp_buffer, buffer_start, bs->bytes);
// swap tmp buffer with buffer
tmp = bs->buffer;
bs->buffer = tmp_buffer;
tmp_buffer = tmp;
if (tmp_buffer)
{
free(tmp_buffer);
tmp_buffer = NULL;
}
// Now data is in the beginning of the buffer
bs->buffer_start = 0;
}
return false;
}
static void NET_InitPlayer(int i, bool initPosition)
{
NetPlay.players[i].allocated = false;
NetPlay.players[i].heartattacktime = 0;
NetPlay.players[i].heartbeat = true; // we always start with a hearbeat
NetPlay.players[i].kick = false;
NetPlay.players[i].name[0] = '\0';
if (initPosition)
{
NetPlay.players[i].colour = i;
NetPlay.players[i].position = i;
NetPlay.players[i].team = i;
}
NetPlay.players[i].ready = false;
NetPlay.players[i].needFile = false;
NetPlay.players[i].wzFile.isCancelled = false;
NetPlay.players[i].wzFile.isSending = false;
}
void NET_InitPlayers()
{
unsigned int i;
for (i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
NET_InitPlayer(i, true);
}
NetPlay.hostPlayer = NET_HOST_ONLY; // right now, host starts always at index zero
NetPlay.playercount = 0;
NetPlay.pMapFileHandle = NULL;
debug(LOG_NET, "Players initialized");
}
static void NETSendPlayerInfoTo(uint32_t index, unsigned to)
{
debug(LOG_NET, "sending player's (%u) info to all players", index);
NETbeginEncode(NET_PLAYER_INFO, to);
NETuint32_t(&index);
NETbool(&NetPlay.players[index].allocated);
NETbool(&NetPlay.players[index].heartbeat);
NETbool(&NetPlay.players[index].kick);
NETstring(NetPlay.players[index].name, sizeof(NetPlay.players[index].name));
NETuint32_t(&NetPlay.players[index].heartattacktime);
NETint32_t(&NetPlay.players[index].colour);
NETint32_t(&NetPlay.players[index].position);
NETint32_t(&NetPlay.players[index].team);
NETbool(&NetPlay.players[index].ready);
NETuint32_t(&NetPlay.hostPlayer);
NETend();
}
void NETBroadcastPlayerInfo(uint32_t index)
{
NETSendPlayerInfoTo(index, NET_ALL_PLAYERS);
}
static signed int NET_CreatePlayer(const char* name)
{
signed int index;
for (index = 0; index < MAX_CONNECTED_PLAYERS; index++)
{
if (NetPlay.players[index].allocated == false)
{
debug(LOG_NET, "A new player has been created. Player, %s, is set to slot %u", name, index);
NetPlay.players[index].allocated = true;
sstrcpy(NetPlay.players[index].name, name);
NETBroadcastPlayerInfo(index);
NetPlay.playercount++;
return index;
}
}
debug(LOG_ERROR, "Could not find place for player %s", name);
return -1;
}
static void NET_DestroyPlayer(unsigned int index)
{
debug(LOG_NET, "Freeing slot %u for a new player", index);
if (NetPlay.players[index].allocated)
{
NetPlay.players[index].allocated = false;
NetPlay.playercount--;
gamestruct.desc.dwCurrentPlayers = NetPlay.playercount;
if (allow_joining && NetPlay.isHost)
{
// Update player count in the lobby by disconnecting
// and reconnecting
NETregisterServer(0);
NETregisterServer(1);
}
}
NET_InitPlayer(index, false); // reinitialize
}
/**
* @note Connection dropped. Handle it gracefully.
* \param index
*/
static void NETplayerClientDisconnect(uint32_t index)
{
if(connected_bsocket[index])
{
debug(LOG_NET, "Player (%u) has left unexpectedly, closing socket %p",
index, connected_bsocket[index]->socket);
NETplayerLeaving(index);
// Announce to the world. This is really icky, because we may be calling the send
// function recursively. We really ought to have a send queue...
NETbeginEncode(NET_PLAYER_DROPPED, NET_ALL_PLAYERS);
NETuint32_t(&index);
NETend();
}
else
{
debug(LOG_ERROR, "Player (%u) has left unexpectedly - but socket already closed?", index);
}
}
/**
* @note When a player leaves nicely (ie, we got a NET_PLAYER_LEAVING
* message), we clean up the socket that we used.
* \param index
*/
static void NETplayerLeaving(UDWORD index)
{
if(connected_bsocket[index])
{
debug(LOG_NET, "Player (%u) has left, closing socket %p", index, connected_bsocket[index]->socket);
// Although we can get a error result from DelSocket, it don't really matter here.
SocketSet_DelSocket(socket_set, connected_bsocket[index]->socket);
socketClose(connected_bsocket[index]->socket);
connected_bsocket[index]->socket = NULL;
}
else
{
debug(LOG_NET, "Player (%u) has left nicely, socket already closed?", index);
}
MultiPlayerLeave(index); // more cleanup
NET_DestroyPlayer(index); // sets index player's array to false
}
/**
* @note When a player's connection is broken we broadcast the NET_PLAYER_DROPPED
* message.
* \param index
*/
static void NETplayerDropped(UDWORD index)
{
uint32_t id = index;
// Send message type speciffically for dropped / disconnects
NETbeginEncode(NET_PLAYER_DROPPED, NET_ALL_PLAYERS);
NETuint32_t(&id);
NETend();
debug(LOG_INFO, "sending NET_PLAYER_DROPPED for player %d", id);
NET_DestroyPlayer(id); // just clears array
MultiPlayerLeave(id); // more cleanup
NET_PlayerConnectionStatus = 2; //DROPPED_CONNECTION
}
/**
* @note Cleanup for when a player is kicked.
* \param index
*/
void NETplayerKicked(UDWORD index)
{
// kicking a player counts as "leaving nicely", since "nicely" in this case
// simply means "there wasn't a connection error."
debug(LOG_INFO, "Player %u was kicked.", index);
NETplayerLeaving(index); // need to close socket for the player that left.
NET_PlayerConnectionStatus = 1; // LEAVING_NICELY
}
// ////////////////////////////////////////////////////////////////////////
// rename the local player
BOOL NETchangePlayerName(UDWORD index, char *newName)
{
if(!NetPlay.bComms)
{
sstrcpy(NetPlay.players[0].name, newName);
return true;
}
debug(LOG_NET, "Requesting a change of player name for pid=%u to %s", index, newName);
sstrcpy(NetPlay.players[index].name, newName);
NETBroadcastPlayerInfo(index);
return true;
}
// ////////////////////////////////////////////////////////////////////////
// return one of the four user flags in the current sessiondescription.
SDWORD NETgetGameFlags(UDWORD flag)
{
if (flag < 1 || flag > 4)
{
return 0;
}
else
{
return NetGameFlags[flag-1];
}
}
static void NETsendGameFlags(void)
{
debug(LOG_NET, "sending game flags");
NETbeginEncode(NET_GAME_FLAGS, NET_ALL_PLAYERS);
{
// Send the amount of game flags we're about to send
uint8_t i, count = ARRAY_SIZE(NetGameFlags);
NETuint8_t(&count);
// Send over all game flags
for (i = 0; i < count; ++i)
{
NETint32_t(&NetGameFlags[i]);
}
}
NETend();
}
// ////////////////////////////////////////////////////////////////////////
// Set a game flag
BOOL NETsetGameFlags(UDWORD flag, SDWORD value)
{
if(!NetPlay.bComms)
{
return true;
}
if (flag > 0 && flag < 5)
{
return (NetGameFlags[flag-1] = value);
}
NETsendGameFlags();
return true;
}
/**
* @note \c game is being sent to the master server (if hosting)
* The implementation of NETsendGAMESTRUCT <em>must</em> guarantee to
* pack it in network byte order (big-endian).
*
* @return true on success, false when a socket error has occurred
*
* @see GAMESTRUCT,NETrecvGAMESTRUCT
*/
static bool NETsendGAMESTRUCT(Socket* sock, const GAMESTRUCT* ourgamestruct)
{
// A buffer that's guaranteed to have the correct size (i.e. it
// circumvents struct padding, which could pose a problem). Initialise
// to zero so that we can be sure we're not sending any (undefined)
// memory content across the network.
char buf[sizeof(ourgamestruct->GAMESTRUCT_VERSION) + sizeof(ourgamestruct->name) + sizeof(ourgamestruct->desc.host) + (sizeof(int32_t) * 8) +
sizeof(ourgamestruct->secondaryHosts) + sizeof(ourgamestruct->extra) + sizeof(ourgamestruct->versionstring) +
sizeof(ourgamestruct->modlist) + (sizeof(uint32_t) * 9) ] = { 0 };
char *buffer = buf;
unsigned int i;
ssize_t result;
// Now dump the data into the buffer
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->GAMESTRUCT_VERSION);
buffer += sizeof(uint32_t);
// Copy a string
strlcpy(buffer, ourgamestruct->name, sizeof(ourgamestruct->name));
buffer += sizeof(ourgamestruct->name);
// Copy 32bit large big endian numbers
*(int32_t*)buffer = htonl(ourgamestruct->desc.dwSize);
buffer += sizeof(int32_t);
*(int32_t*)buffer = htonl(ourgamestruct->desc.dwFlags);
buffer += sizeof(int32_t);
// Copy yet another string
strlcpy(buffer, ourgamestruct->desc.host, sizeof(ourgamestruct->desc.host));
buffer += sizeof(ourgamestruct->desc.host);
// Copy 32bit large big endian numbers
*(int32_t*)buffer = htonl(ourgamestruct->desc.dwMaxPlayers);
buffer += sizeof(int32_t);
*(int32_t*)buffer = htonl(ourgamestruct->desc.dwCurrentPlayers);
buffer += sizeof(int32_t);
for (i = 0; i < ARRAY_SIZE(ourgamestruct->desc.dwUserFlags); ++i)
{
*(int32_t*)buffer = htonl(ourgamestruct->desc.dwUserFlags[i]);
buffer += sizeof(int32_t);
}
// Copy a string
for (i = 0; i <ARRAY_SIZE(ourgamestruct->secondaryHosts); ++i)
{
strlcpy(buffer, ourgamestruct->secondaryHosts[i], sizeof(ourgamestruct->secondaryHosts[i]));
buffer += sizeof(ourgamestruct->secondaryHosts[i]);
}
// Copy a string
strlcpy(buffer, ourgamestruct->extra, sizeof(ourgamestruct->extra));
buffer += sizeof(ourgamestruct->extra);
// Copy a string
strlcpy(buffer, ourgamestruct->versionstring, sizeof(ourgamestruct->versionstring));
buffer += sizeof(ourgamestruct->versionstring);
// Copy a string
strlcpy(buffer, ourgamestruct->modlist, sizeof(ourgamestruct->modlist));
buffer += sizeof(ourgamestruct->modlist);
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->game_version_major);
buffer += sizeof(uint32_t);
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->game_version_minor);
buffer += sizeof(uint32_t);
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->privateGame);
buffer += sizeof(uint32_t);
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->pureGame);
buffer += sizeof(uint32_t);
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->Mods);
buffer += sizeof(uint32_t);
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->gameId);
buffer += sizeof(uint32_t);
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->future2);
buffer += sizeof(uint32_t);
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->future3);
buffer += sizeof(uint32_t);
// Copy 32bit large big endian numbers
*(uint32_t*)buffer = htonl(ourgamestruct->future4);
buffer += sizeof(uint32_t);
// Send over the GAMESTRUCT
result = writeAll(sock, buf, sizeof(buf));
if (result == SOCKET_ERROR)
{
const int err = getSockErr();
// If packet could not be sent, we should inform user of the error.
debug(LOG_ERROR, "Failed to send GAMESTRUCT. Reason: %s", strSockError(getSockErr()));
debug(LOG_ERROR, "Please make sure TCP ports %u & %u are open!", masterserver_port, gameserver_port);
setSockErr(err);
return false;
}
debug(LOG_NET, "sending GAMESTRUCT");
return true;
}
/**
* @note \c game is being retrieved from the master server (if browsing the
* lobby). The implementation of NETrecvGAMESTRUCT should assume the data
* to be packed in network byte order (big-endian).
*
* @see GAMESTRUCT,NETsendGAMESTRUCT
*/
static bool NETrecvGAMESTRUCT(GAMESTRUCT* ourgamestruct)
{
// A buffer that's guaranteed to have the correct size (i.e. it
// circumvents struct padding, which could pose a problem).
char buf[sizeof(ourgamestruct->GAMESTRUCT_VERSION) + sizeof(ourgamestruct->name) + sizeof(ourgamestruct->desc.host) + (sizeof(int32_t) * 8) +
sizeof(ourgamestruct->secondaryHosts) + sizeof(ourgamestruct->extra) + sizeof(ourgamestruct->versionstring) +
sizeof(ourgamestruct->modlist) + (sizeof(uint32_t) * 9) ] = { 0 };
char* buffer = buf;
unsigned int i;
ssize_t result = 0;
// Read a GAMESTRUCT from the connection
if (tcp_socket == NULL
|| socket_set == NULL
|| checkSockets(socket_set, NET_TIMEOUT_DELAY) <= 0
|| !tcp_socket->ready
|| (result = readNoInt(tcp_socket, buf, sizeof(buf))) != sizeof(buf))
{
unsigned int time = SDL_GetTicks();
if (result == SOCKET_ERROR)
{
debug(LOG_ERROR, "Server socket (%p) ecountered error: %s", tcp_socket, strSockError(getSockErr()));
SocketSet_DelSocket(socket_set, tcp_socket); // mark it invalid
socketClose(tcp_socket);
tcp_socket = NULL;
return false;
}
i = result;
while (i < sizeof(buf) && SDL_GetTicks() < time + 2500)
{
result = readNoInt(tcp_socket, buf+i, sizeof(buf)-i);
if (result == SOCKET_ERROR
|| result == 0)
{
debug(LOG_ERROR, "Server socket (%p) ecountered error: %s", tcp_socket, strSockError(getSockErr()));
debug(LOG_ERROR, "GAMESTRUCT recv failed; received %u bytes out of %d", i, (int)sizeof(buf));
SocketSet_DelSocket(socket_set, tcp_socket); // mark it invalid
socketClose(tcp_socket);
tcp_socket = NULL;
return false;
}
i += result;
}
if (i != sizeof(buf))
{
debug(LOG_ERROR, "GAMESTRUCT recv size mismatch; received %u bytes; expecting %d", i, (int)sizeof(buf));
return false;
}
}
// Now dump the data into the game struct
// Copy 32bit large big endian numbers
ourgamestruct->GAMESTRUCT_VERSION = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
// Copy a string
sstrcpy(ourgamestruct->name, buffer);
buffer += sizeof(ourgamestruct->name);
// Copy 32bit large big endian numbers
ourgamestruct->desc.dwSize = ntohl(*(int32_t*)buffer);
buffer += sizeof(int32_t);
ourgamestruct->desc.dwFlags = ntohl(*(int32_t*)buffer);
buffer += sizeof(int32_t);
// Copy yet another string
sstrcpy(ourgamestruct->desc.host, buffer);
buffer += sizeof(ourgamestruct->desc.host);
// Copy 32bit large big endian numbers
ourgamestruct->desc.dwMaxPlayers = ntohl(*(int32_t*)buffer);
buffer += sizeof(int32_t);
ourgamestruct->desc.dwCurrentPlayers = ntohl(*(int32_t*)buffer);
buffer += sizeof(int32_t);
for (i = 0; i < ARRAY_SIZE(ourgamestruct->desc.dwUserFlags); ++i)
{
ourgamestruct->desc.dwUserFlags[i] = ntohl(*(int32_t*)buffer);
buffer += sizeof(int32_t);
}
// Copy a string
for (i = 0; i < ARRAY_SIZE(ourgamestruct->secondaryHosts); ++i)
{
sstrcpy(ourgamestruct->secondaryHosts[i], buffer);
buffer += sizeof(ourgamestruct->secondaryHosts[i]);
}
// Copy a string
sstrcpy(ourgamestruct->extra, buffer);
buffer += sizeof(ourgamestruct->extra);
// Copy a string
sstrcpy(ourgamestruct->versionstring, buffer);
buffer += sizeof(ourgamestruct->versionstring);
// Copy a string
sstrcpy(ourgamestruct->modlist, buffer);
buffer += sizeof(ourgamestruct->modlist);
// Copy 32bit large big endian numbers
ourgamestruct->game_version_major = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
ourgamestruct->game_version_minor = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
ourgamestruct->privateGame = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
ourgamestruct->pureGame = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
ourgamestruct->Mods = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
ourgamestruct->gameId = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
ourgamestruct->future2 = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
ourgamestruct->future3 = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
ourgamestruct->future4 = ntohl(*(uint32_t*)buffer);
buffer += sizeof(uint32_t);
debug(LOG_NET, "received GAMESTRUCT");
return true;
}
static int upnp_init(void *asdf)
{
struct UPNPDev *devlist;
struct UPNPDev *dev;
char *descXML;
int descXMLsize = 0;
char buf[255];
memset(&urls, 0, sizeof(struct UPNPUrls));
memset(&data, 0, sizeof(struct IGDdatas));
if (NetPlay.isUPNP)
{
debug(LOG_NET, "Searching for UPnP devices for automatic port forwarding...");
devlist = upnpDiscover(2000, NULL, NULL, 0);
debug(LOG_NET, "UPnP device search finished.");
if (devlist)
{
dev = devlist;
while (dev)
{
if (strstr(dev->st, "InternetGatewayDevice"))
break;
dev = dev->pNext;
}
if (!dev)
{
dev = devlist; /* defaulting to first device */
}
debug(LOG_NET, "UPnP device found: %s %s\n", dev->descURL, dev->st);
descXML = miniwget_getaddr(dev->descURL, &descXMLsize, lanaddr, sizeof(lanaddr));
debug(LOG_NET, "LAN address: %s", lanaddr);
if (descXML)
{
parserootdesc (descXML, descXMLsize, &data);
free (descXML); descXML = 0;
GetUPNPUrls (&urls, &data, dev->descURL);
}
ssprintf(buf, "UPnP device found: %s %s LAN address %s", dev->descURL, dev->st, lanaddr);
addDumpInfo(buf);
freeUPNPDevlist(devlist);
if (!urls.controlURL || urls.controlURL[0] == '\0')
{
ssprintf(buf, "controlURL not available, UPnP disabled");
addDumpInfo(buf);
return false;
}
return true;
}
ssprintf(buf, "UPnP device not found.");
addDumpInfo(buf);
debug(LOG_NET, "No UPnP devices found.");
return false;
}
else
{
ssprintf(buf, "UPnP detection routine disabled by user.");
addDumpInfo(buf);
debug(LOG_NET, "UPnP detection routine disabled by user.");
return false;
}
}
static bool upnp_add_redirect(int port)
{
char externalIP[16];
char port_str[16];
int r;
debug(LOG_NET, "upnp_add_redir(%d)\n", port);
UPNP_GetExternalIPAddress(urls.controlURL, data.servicetype, externalIP);
sprintf(port_str, "%d", port);
r = UPNP_AddPortMapping(urls.controlURL, data.servicetype,
port_str, port_str, lanaddr, "Warzone 2100", "TCP", 0);
if (r != UPNPCOMMAND_SUCCESS)
{
debug(LOG_NET, "AddPortMapping(%s, %s, %s) failed\n", port_str, port_str, lanaddr);
return false;
}
return true;
}
static void upnp_rem_redirect(int port)
{
char port_str[16];
debug(LOG_NET, "upnp_rem_redir(%d)", port);
sprintf(port_str, "%d", port);
UPNP_DeletePortMapping(urls.controlURL, data.servicetype, port_str, "TCP", 0);
}
void NETaddRedirects(void)
{
debug(LOG_NET, "%s\n", __FUNCTION__);
if (!upnp_done)
{
SDL_WaitThread(upnpdiscover, &upnp);
upnp_done = true;
}
if (upnp) {
upnp_add_redirect(gameserver_port);
}
}
void NETremRedirects(void)
{
debug(LOG_NET, "%s\n", __FUNCTION__);
if (upnp)
{
upnp_rem_redirect(gameserver_port);
}
}
void NETdiscoverUPnPDevices(void)
{
upnpdiscover = SDL_CreateThread(&upnp_init, NULL);
}
// ////////////////////////////////////////////////////////////////////////
// setup stuff
int NETinit(BOOL bFirstCall)
{
UDWORD i;
debug(LOG_NET, "NETinit");
NET_InitPlayers();
if(bFirstCall)
{
debug(LOG_NET, "NETPLAY: Init called, MORNIN'");
#if defined(WZ_OS_WIN)
{
static WSADATA stuff;
WORD ver_required = (2 << 8) + 2;
if (WSAStartup(ver_required, &stuff) != 0)
{
debug(LOG_ERROR, "Failed to initialize Winsock: %s", strSockError(getSockErr()));
return -1;
}
}
winsock2_dll = LoadLibraryA("ws2_32.dll");
if (winsock2_dll)
{
getaddrinfo_dll_func = GetProcAddress(winsock2_dll, "getaddrinfo");
freeaddrinfo_dll_func = GetProcAddress(winsock2_dll, "freeaddrinfo");
}
// Determine major Windows version
major_windows_version = LOBYTE(LOWORD(GetVersion()));
#endif
for(i = 0; i < MAX_PLAYERS; i++)
{
memset(&NetPlay.games[i], 0, sizeof(NetPlay.games[i]));
}
// NOTE NetPlay.isUPNP is already set in configuration.c!
NetPlay.bComms = true;
NetPlay.GamePassworded = false;
NetPlay.ShowedMOTD = false;
NetPlay.isHostAlive = false;
NetPlay.gamePassword[0] = '\0';
NetPlay.MOTD = strdup("");
sstrcpy(NetPlay.gamePassword,_("Enter password here"));
NETstartLogging();
}
NetPlay.ShowedMOTD = false;
NetPlay.GamePassworded = false;
memset(&sync_counter, 0x0, sizeof(sync_counter)); //clear counters
return 0;
}
// ////////////////////////////////////////////////////////////////////////
// SHUTDOWN THE CONNECTION.
int NETshutdown(void)
{
debug( LOG_NET, "NETshutdown" );
NETstopLogging();
#if defined(WZ_OS_WIN)
WSACleanup();
if (winsock2_dll)
{
FreeLibrary(winsock2_dll);
winsock2_dll = NULL;
getaddrinfo_dll_func = NULL;
freeaddrinfo_dll_func = NULL;
}
#endif
if (NetPlay.bComms && NetPlay.isUPNP)
{
NETremRedirects();
}
return 0;
}
// ////////////////////////////////////////////////////////////////////////
//close the open game..
int NETclose(void)
{
unsigned int i;
// reset flag
NetPlay.ShowedMOTD = false;
NEThaltJoining();
debug(LOG_NET, "Terminating sockets.");
NetPlay.isHost = false;
server_not_there = false;
allow_joining = false;
if(bsocket)
{ // need SocketSet_DelSocket() as well, socket_set or tmp_socket_set?
debug(LOG_NET, "Closing bsocket %p socket %p (tcp_socket=%p)", bsocket, bsocket->socket, tcp_socket);
//socketClose(bsocket->socket);
NET_destroyBufferedSocket(bsocket);
bsocket=NULL;
}
for(i = 0; i < MAX_CONNECTED_PLAYERS; i++)
{
if (connected_bsocket[i])
{
if(connected_bsocket[i]->socket)
{
debug(LOG_NET, "Closing connected_bsocket[%u], %p", i, connected_bsocket[i]->socket);
socketClose(connected_bsocket[i]->socket);
}
NET_destroyBufferedSocket(connected_bsocket[i]);
connected_bsocket[i]=NULL;
}
NET_DestroyPlayer(i);
}
if (tmp_socket_set)
{
debug(LOG_NET, "Freeing tmp_socket_set %p", tmp_socket_set);
free(tmp_socket_set);
tmp_socket_set=NULL;
}
for (i = 0; i < MAX_TMP_SOCKETS; i++)
{
if (tmp_socket[i])
{
// FIXME: need SocketSet_DelSocket() as well, socket_set or tmp_socket_set?
debug(LOG_NET, "Closing tmp_socket[%d] %p", i, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i]=NULL;
}
}
if (socket_set)
{
// checking to make sure tcp_socket is still valid
if (tcp_socket)
{
SocketSet_DelSocket(socket_set, tcp_socket);
}
debug(LOG_NET, "Freeing socket_set %p", socket_set);
free(socket_set);
socket_set=NULL;
}
if (tcp_socket)
{
debug(LOG_NET, "Closing tcp_socket %p", tcp_socket);
socketClose(tcp_socket);
tcp_socket=NULL;
}
return 0;
}
// ////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////
// Send and Recv functions
// ////////////////////////////////////////////////////////////////////////
// return bytes of data sent recently.
UDWORD NETgetBytesSent(void)
{
static UDWORD lastsec=0;
static UDWORD timy=0;
if( (UDWORD)clock() > (timy+CLOCKS_PER_SEC) )
{
timy = clock();
lastsec = nStats.bytesSent;
nStats.bytesSent = 0;
}
return lastsec;
}
UDWORD NETgetRecentBytesSent(void)
{
return nStats.bytesSent;
}
UDWORD NETgetBytesRecvd(void)
{
static UDWORD lastsec=0;
static UDWORD timy=0;
if( (UDWORD)clock() > (timy+CLOCKS_PER_SEC) )
{
timy = clock();
lastsec = nStats.bytesRecvd;
nStats.bytesRecvd = 0;
}
return lastsec;
}
UDWORD NETgetRecentBytesRecvd(void)
{
return nStats.bytesRecvd;
}
//return number of packets sent last sec.
UDWORD NETgetPacketsSent(void)
{
static UDWORD lastsec=0;
static UDWORD timy=0;
if( (UDWORD)clock() > (timy+CLOCKS_PER_SEC) )
{
timy = clock();
lastsec = nStats.packetsSent;
nStats.packetsSent = 0;
}
return lastsec;
}
UDWORD NETgetRecentPacketsSent(void)
{
return nStats.packetsSent;
}
UDWORD NETgetPacketsRecvd(void)
{
static UDWORD lastsec=0;
static UDWORD timy=0;
if( (UDWORD)clock() > (timy+CLOCKS_PER_SEC) )
{
timy = clock();
lastsec = nStats.packetsRecvd;
nStats.packetsRecvd = 0;
}
return lastsec;
}
// ////////////////////////////////////////////////////////////////////////
// Send a message to a player, option to guarantee message
BOOL NETsend(NETMSG *msg, UDWORD player)
{
int size;
ssize_t result = 0;
if(!NetPlay.bComms)
{
return true;
}
if (player >= MAX_CONNECTED_PLAYERS) return false;
msg->destination = player;
msg->source = selectedPlayer;
size = msg->size + sizeof(msg->size) + sizeof(msg->type) + sizeof(msg->destination) + sizeof(msg->source);
NETlogPacket(msg, false);
msg->size = htons(msg->size);
if (NetPlay.isHost)
{
if ( player < MAX_CONNECTED_PLAYERS
&& connected_bsocket[player] != NULL
&& connected_bsocket[player]->socket != NULL
&& (result = writeAll(connected_bsocket[player]->socket,
msg, size) == size))
{
nStats.bytesSent += size;
nStats.packetsSent += 1;
return true;
}
else if (result == SOCKET_ERROR)
{
// Write error, most likely client disconnect.
debug(LOG_ERROR, "Failed to send message: %s", strSockError(getSockErr()));
NETplayerClientDisconnect(player);
}
}
else
{
if (tcp_socket && (result = writeAll(tcp_socket, msg, size) == size))
{
return true;
}
else if (result == SOCKET_ERROR)
{
// Write error, most likely client disconnect.
debug(LOG_ERROR, "Failed to send message: %s", strSockError(getSockErr()));
SocketSet_DelSocket(socket_set, tcp_socket); // mark it invalid
socketClose(tcp_socket);
tcp_socket = NULL;
}
}
return false;
}
// ////////////////////////////////////////////////////////////////////////
// broadcast a message to all players.
BOOL NETbcast(NETMSG *msg)
{
int size;
if(!NetPlay.bComms)
{
return true;
}
msg->destination = NET_ALL_PLAYERS;
msg->source = selectedPlayer;
size = msg->size + sizeof(msg->size) + sizeof(msg->type) + sizeof(msg->destination) + sizeof(msg->source);
NETlogPacket(msg, false);
msg->size = htons(msg->size);
if (NetPlay.isHost)
{
unsigned int i;
for (i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
if ( connected_bsocket[i] == NULL
|| connected_bsocket[i]->socket == NULL)
{
continue;
}
else
{
if (writeAll(connected_bsocket[i]->socket, msg, size) == SOCKET_ERROR)
{
// Write error, most likely client disconnect.
debug(LOG_ERROR, "Failed to send message: %s", strSockError(getSockErr()));
NETplayerClientDisconnect(i);
}
}
}
}
else
{
if (!tcp_socket)
{
return false;
}
if (writeAll(tcp_socket, msg, size) == SOCKET_ERROR)
{
// Write error, most likely host disconnect.
debug(LOG_ERROR, "Failed to send message: %s", strSockError(getSockErr()));
debug(LOG_ERROR, "Host connection was broken, socket %p.", tcp_socket);
SocketSet_DelSocket(socket_set, tcp_socket); // mark it invalid
socketClose(tcp_socket);
tcp_socket = NULL;
NetPlay.players[NetPlay.hostPlayer].heartbeat = false; // mark host as dead
//Game is pretty much over --should just end everything when HOST dies.
NetPlay.isHostAlive = false;
return false;
}
}
nStats.bytesSent += size;
nStats.packetsSent += 1;
return true;
}
///////////////////////////////////////////////////////////////////////////
// Check if a message is a system message
static BOOL NETprocessSystemMessage(void)
{
NETMSG *pMsg = &NetMsg;
switch (pMsg->type)
{
case NET_PLAYER_STATS:
{
recvMultiStats();
netPlayersUpdated = true;
break;
}
case NET_PLAYER_INFO:
{
uint32_t index;
NETbeginDecode(NET_PLAYER_INFO);
// Retrieve the player's ID
NETuint32_t(&index);
// Bail out if the given ID number is out of range
if (index >= MAX_CONNECTED_PLAYERS)
{
debug(LOG_ERROR, "MSG_PLAYER_INFO: Player ID (%u) out of range (max %u)", index, (unsigned int)MAX_CONNECTED_PLAYERS);
NETend();
break;
}
// Retrieve the rest of the data
NETbool(&NetPlay.players[index].allocated);
NETbool(&NetPlay.players[index].heartbeat);
NETbool(&NetPlay.players[index].kick);
NETstring(NetPlay.players[index].name, sizeof(NetPlay.players[index].name));
NETuint32_t(&NetPlay.players[index].heartattacktime);
NETint32_t(&NetPlay.players[index].colour);
NETint32_t(&NetPlay.players[index].position);
NETint32_t(&NetPlay.players[index].team);
NETbool(&NetPlay.players[index].ready);
NETuint32_t(&NetPlay.hostPlayer);
NETend();
debug(LOG_NET, "Receiving MSG_PLAYER_INFO for player %u (%s)", (unsigned int)index, NetPlay.players[index].allocated ? "human" : "AI");
// update the color to the local array
setPlayerColour(index, NetPlay.players[index].colour);
// If we're the game host make sure to send the updated
// data to all other clients as well.
if (NetPlay.isHost)
{
NETBroadcastPlayerInfo(index);
}
netPlayersUpdated = true;
break;
}
case NET_PLAYER_JOINED:
{
uint8_t index;
NETbeginDecode(NET_PLAYER_JOINED);
NETuint8_t(&index);
NETend();
debug(LOG_NET, "Receiving NET_PLAYER_JOINED for player %u using socket %p",
(unsigned int)index, tcp_socket);
MultiPlayerJoin(index);
netPlayersUpdated = true;
break;
}
// This message type is when player is leaving 'nicely', and socket is still valid.
case NET_PLAYER_LEAVING:
{
uint32_t index;
NETbeginDecode(NET_PLAYER_LEAVING);
NETuint32_t(&index);
NETend();
if(connected_bsocket[index])
{
debug(LOG_NET, "Receiving NET_PLAYER_LEAVING for player %u on socket %p",
(unsigned int)index, connected_bsocket[index]->socket);
}
else
{ // dropped from join screen most likely
debug(LOG_NET, "Receiving NET_PLAYER_LEAVING for player %u (no socket?)", (unsigned int)index);
}
if (NetPlay.isHost)
{
debug(LOG_NET, "Broadcast leaving message to everyone else");
NETbeginEncode(NET_PLAYER_LEAVING, NET_ALL_PLAYERS);
{
BOOL host = NetPlay.isHost;
uint32_t id = index;
NETuint32_t(&id);
NETbool(&host);
}
NETend();
}
debug(LOG_INFO, "Player %u has left the game.", index);
NETplayerLeaving(index); // need to close socket for the player that left.
NET_PlayerConnectionStatus = 1; // LEAVING_NICELY
break;
}
case NET_GAME_FLAGS:
{
debug(LOG_NET, "Receiving game flags");
NETbeginDecode(NET_GAME_FLAGS);
{
static unsigned int max_flags = ARRAY_SIZE(NetGameFlags);
// Retrieve the amount of game flags that we should receive
uint8_t i, count;
NETuint8_t(&count);
// Make sure that we won't get buffer overflows by checking that we
// have enough space to store the given amount of game flags.
if (count > max_flags)
{
debug(LOG_NET, "NET_GAME_FLAGS: More game flags sent (%u) than our buffer can hold (%u)", (unsigned int)count, max_flags);
count = max_flags;
}
// Retrieve all game flags
for (i = 0; i < count; ++i)
{
NETint32_t(&NetGameFlags[i]);
}
}
NETend();
if (NetPlay.isHost)
{
NETsendGameFlags();
}
break;
}
default:
return false;
}
return true;
}
/*
* Checks to see if a human player is still with us.
* @note: resuscitation isn't possible with current code, so once we lose
* the socket, then we have no way to connect with them again. Future
* item to enhance.
*/
static void NETcheckPlayers(void)
{
int i;
for (i = 0; i< MAX_PLAYERS ; i++)
{
if (NetPlay.players[i].allocated == 0) continue; // not allocated means that it most like it is a AI player
if (NetPlay.players[i].heartbeat == 0 && NetPlay.players[i].heartattacktime == 0) // looks like they are dead
{
NetPlay.players[i].heartattacktime = gameTime2; // mark when this occured
}
else
{
if (NetPlay.players[i].heartattacktime)
{
if (NetPlay.players[i].heartattacktime + (15 * GAME_TICKS_PER_SEC) < gameTime2) // wait 15 secs
{
debug(LOG_NET, "Kicking due to client heart attack");
NetPlay.players[i].kick = true; // if still dead, then kick em.
}
}
}
if (NetPlay.players[i].kick)
{
debug(LOG_NET, "Kicking player %d", i);
NETplayerDropped(i);
}
}
}
// ////////////////////////////////////////////////////////////////////////
// Receive a message over the current connection. We return true if there
// is a message for the higher level code to process, and false otherwise.
// We should not block here.
BOOL NETrecv(uint8_t *type)
{
NETMSG *pMsg = &NetMsg;
static unsigned int current = 0;
BOOL received;
int size;
if (!NetPlay.bComms)
{
return false;
}
if (NetPlay.isHost)
{
NETallowJoining();
}
NETcheckPlayers(); // make sure players are still alive & well
do {
receive_message:
received = false;
if (NetPlay.isHost)
{
if (connected_bsocket[current] == NULL)
{
return false;
}
received = NET_recvMessage(connected_bsocket[current]);
if (received == false)
{
uint32_t i = (current + 1) % 8;
if (socket_set == NULL
|| checkSockets(socket_set, NET_READ_TIMEOUT) <= 0)
{
return false;
}
for (;;)
{
ASSERT(i < MAX_CONNECTED_PLAYERS, "Bad player number %u (current was %u)", i, current);
if (connected_bsocket[i] == NULL || connected_bsocket[i]->socket == NULL)
{
// do nothing
}
else if (NET_fillBuffer(connected_bsocket[i], socket_set))
{
// we received some data, add to buffer
received = NET_recvMessage(connected_bsocket[i]);
if (i == pMsg->source) // prevent spoofing
{
current = i;
break;
}
}
else if (connected_bsocket[i]->socket == NULL)
{
// If there is a error in NET_fillBuffer() then socket is already invalid.
// This means that the player dropped / disconnected for whatever reason.
debug(LOG_INFO, "Player, (player %u) seems to have dropped/disconnected.", i);
// Send message type speciffically for dropped / disconnects
NETbeginEncode(NET_PLAYER_DROPPED, NET_ALL_PLAYERS);
NETuint32_t(&i);
NETend();
debug(LOG_INFO, "sending NET_PLAYER_DROPPED for player %d (invalid socket)", i);
NET_DestroyPlayer(i); // just clears array
MultiPlayerLeave(i); // more cleanup
NET_PlayerConnectionStatus = 2; //DROPPED_CONNECTION
NetPlay.players[i].kick = true; //they are going to get kicked.
}
if (++i == MAX_CONNECTED_PLAYERS)
{
i = 0;
}
if (i == current+1)
{
return false;
}
}
}
}
else
{
// we are a client
if (bsocket == NULL)
{
return false;
}
else
{
received = NET_recvMessage(bsocket);
if (received == false)
{
if ( socket_set != NULL
&& checkSockets(socket_set, NET_READ_TIMEOUT) > 0
&& NET_fillBuffer(bsocket, socket_set))
{
received = NET_recvMessage(bsocket);
}
}
}
}
if (received == false)
{
return false;
}
else
{
size = pMsg->size + sizeof(pMsg->size) + sizeof(pMsg->type)
+ sizeof(pMsg->destination) + sizeof(pMsg->source);
if (!NetPlay.isHost)
{
// do nothing
}
else if (pMsg->destination == NET_ALL_PLAYERS)
{
unsigned int j;
pMsg->size = ntohs(pMsg->size);
// we are the host, and have received a broadcast packet; distribute it
for (j = 0; j < MAX_CONNECTED_PLAYERS; ++j)
{
if ( j != current
&& connected_bsocket[j] != NULL
&& connected_bsocket[j]->socket != NULL)
{
if (writeAll(connected_bsocket[j]->socket, pMsg, size) == SOCKET_ERROR)
{
// Write error, most likely client disconnect.
debug(LOG_ERROR, "Failed to send message (host broadcast): %s", strSockError(getSockErr()));
NETplayerClientDisconnect(j);
}
}
}
}
else if (pMsg->destination != selectedPlayer && pMsg->destination < MAX_CONNECTED_PLAYERS)
{
// message was not meant for us; send it further
if ( pMsg->destination < MAX_CONNECTED_PLAYERS
&& connected_bsocket[pMsg->destination] != NULL
&& connected_bsocket[pMsg->destination]->socket != NULL)
{
debug(LOG_NET, "Reflecting message type %hhu to %hhu", pMsg->type, pMsg->destination);
pMsg->size = ntohs(pMsg->size);
if (writeAll(connected_bsocket[pMsg->destination]->socket, pMsg, size) == SOCKET_ERROR)
{
// Write error, most likely client disconnect.
debug(LOG_ERROR, "Failed to send message (host specific): %s", strSockError(getSockErr()));
NETplayerClientDisconnect(pMsg->destination);
}
}
else
{
debug(LOG_NET, "Cannot reflect message type %hhu to %hhu", pMsg->type, pMsg->destination);
}
goto receive_message;
}
nStats.bytesRecvd += size;
nStats.packetsRecvd += 1;
}
} while (NETprocessSystemMessage() == true);
NETlogPacket(pMsg, true);
*type = pMsg->type;
return true;
}
// ////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////
// Protocol functions
BOOL NETsetupTCPIP(const char *machine)
{
debug(LOG_NET, "NETsetupTCPIP(%s)", machine ? machine : "NULL");
if ( hostname != NULL
&& hostname != masterserver_name)
{
free(hostname);
}
if ( machine != NULL
&& machine[0] != '\0')
{
hostname = strdup(machine);
} else {
hostname = masterserver_name;
}
return true;
}
// ////////////////////////////////////////////////////////////////////////
// File Transfer programs.
/** Send file. It returns % of file sent when 100 it's complete. Call until it returns 100.
* @TODO: more error checking (?) different file types (?)
* Maybe should close file handle, and seek each time?
*
* @NOTE: MAX_FILE_TRANSFER_PACKET is set to 2k per packet since 7*2 = 14K which is pretty
* much our limit. Don't screw with that without having a bigger buffer!
* NET_BUFFER_SIZE is at 16k. (also remember text chat, plus all the other cruff)
*/
#define MAX_FILE_TRANSFER_PACKET 2048
UBYTE NETsendFile(char *fileName, UDWORD player)
{
int32_t bytesRead = 0;
uint8_t sendto = 0;
char inBuff[MAX_FILE_TRANSFER_PACKET];
// We are not the host, so we don't care. (in fact, this would be a error)
if (!NetPlay.isHost)
{
debug(LOG_ERROR, "trying to send a file and we are not the host!");
return true;
}
memset(inBuff, 0x0, sizeof(inBuff));
// read some bytes.
bytesRead = PHYSFS_read(NetPlay.players[player].wzFile.pFileHandle, inBuff,1, MAX_FILE_TRANSFER_PACKET);
sendto = (uint8_t) player;
NETbeginEncode(NET_FILE_PAYLOAD, sendto);
NETint32_t(&NetPlay.players[player].wzFile.fileSize_32); // total bytes in this file. (we don't support 64bit yet)
NETint32_t(&bytesRead); // bytes in this packet
NETint32_t(&NetPlay.players[player].wzFile.currPos); // start byte
NETstring(fileName, 256); //256 = max filename size
NETbin(inBuff, bytesRead);
NETend();
NetPlay.players[player].wzFile.currPos += bytesRead; // update position!
if(NetPlay.players[player].wzFile.currPos == NetPlay.players[player].wzFile.fileSize_32)
{
PHYSFS_close(NetPlay.players[player].wzFile.pFileHandle);
NetPlay.players[player].wzFile.isSending = false; // we are done sending to this client.
NetPlay.players[player].needFile = false;
}
return (NetPlay.players[player].wzFile.currPos * 100) / NetPlay.players[player].wzFile.fileSize_32;
}
/* @TODO more error checking (?) different file types (?) */
// recv file. it returns % of the file so far recvd.
UBYTE NETrecvFile(void)
{
int32_t fileSize = 0, currPos = 0, bytesRead = 0;
char fileName[256];
char outBuff[MAX_FILE_TRANSFER_PACKET];
static bool isLoop = false;
memset(fileName, 0x0, sizeof(fileName));
memset(outBuff, 0x0, sizeof(outBuff));
//read incoming bytes.
NETbeginDecode(NET_FILE_PAYLOAD);
NETint32_t(&fileSize); // total bytes in this file.
NETint32_t(&bytesRead); // bytes in this packet
NETint32_t(&currPos); // start byte
NETstring(fileName, 256); // read filename (only valid on 1st packet)
debug(LOG_NET, "Creating new file %s, position is %d", fileName, currPos);
if (currPos == 0) // first packet!
{
if (PHYSFS_exists(fileName))
{
PHYSFS_file *fin;
PHYSFS_sint64 fsize;
fin = PHYSFS_openRead(fileName);
if (!fin)
{
// the file exists, but we can't open it, and I have no clue how to fix this...
debug(LOG_FATAL, "PHYSFS_openRead(\"%s\") failed with error: %s\n", fileName, PHYSFS_getLastError());
debug(LOG_NET, "We are leaving 'nicely' after a fatal error");
NETbeginEncode(NET_PLAYER_LEAVING, NET_HOST_ONLY);
{
BOOL host = NetPlay.isHost;
uint32_t id = selectedPlayer;
NETuint32_t(&id);
NETbool(&host);
}
NETend();
abort();
}
else
{
fsize = PHYSFS_fileLength(fin);
}
if ((int32_t) fsize == fileSize)
{
uint32_t reason = ALREADY_HAVE_FILE;
debug(LOG_NET, "We already have the file %s! ", fileName);
PHYSFS_close(fin);
NETend();
NETbeginEncode(NET_FILE_CANCELLED, NET_HOST_ONLY);
NETuint32_t(&selectedPlayer);
NETuint32_t(&reason);
NETend();
if (!isLoop)
{
isLoop = true;
}
else
{
uint32_t reason = STUCK_IN_FILE_LOOP;
NETend();
// we should never get here, it means, that the game can't detect the level, but we have the file.
// so we kick this player out.
NETbeginEncode(NET_FILE_CANCELLED, NET_HOST_ONLY);
NETuint32_t(&selectedPlayer);
NETuint32_t(&reason);
NETend();
PHYSFS_close(NetPlay.pMapFileHandle);
NetPlay.pMapFileHandle = NULL;
debug(LOG_FATAL, "Something is really wrong with the file's (%s) data, game can't detect it?", fileName);
return 100;
}
}
PHYSFS_close(fin);
debug(LOG_NET, "We already have the file %s, but different size %d vs %d. Redownloading", fileName, (int32_t) fsize, fileSize);
}
NetPlay.pMapFileHandle = PHYSFS_openWrite(fileName); // create a new file.
}
if (!NetPlay.pMapFileHandle) // file can't be opened
{
debug(LOG_FATAL, "Fatal error while creating file: %s", PHYSFS_getLastError());
debug(LOG_FATAL, "Either we do not have write permission, or the Host sent us a invalid file (%s)!", fileName);
abort();
}
NETbin(outBuff, bytesRead);
NETend();
//write packet to the file.
PHYSFS_write(NetPlay.pMapFileHandle, outBuff, bytesRead, 1);
if (currPos+bytesRead == fileSize) // last packet
{
PHYSFS_close(NetPlay.pMapFileHandle);
}
//return the percentage count
return ((currPos + bytesRead) * 100) / fileSize;
}
static ssize_t readLobbyResponse(Socket* sock, unsigned int timeout)
{
uint32_t lobbyStatusCode;
uint32_t MOTDLength;
uint32_t buffer[2];
ssize_t result, received = 0;
// Get status and message length
result = readAll(sock, &buffer, sizeof(buffer), timeout);
if (result != sizeof(buffer))
goto error;
received += result;
lobbyStatusCode = ntohl(buffer[0]);
MOTDLength = ntohl(buffer[1]);
// Get status message
free(NetPlay.MOTD);
NetPlay.MOTD = malloc(MOTDLength + 1);
result = readAll(sock, NetPlay.MOTD, MOTDLength, timeout);
if (result != MOTDLength)
goto error;
received += result;
// NUL terminate string
NetPlay.MOTD[MOTDLength] = '\0';
if (lobbyStatusCode / 100 != 2) // Check whether status code is 2xx (success)
{
debug(LOG_ERROR, "Lobby error (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD);
return SOCKET_ERROR;
}
debug(LOG_NET, "Lobby success (%u): %s", (unsigned int)lobbyStatusCode, NetPlay.MOTD);
return received;
error:
if (result == SOCKET_ERROR)
{
free(NetPlay.MOTD);
asprintf(&NetPlay.MOTD, "Error while communicating with the lobby server: %s", strSockError(getSockErr()));
debug(LOG_ERROR, "%s", NetPlay.MOTD);
}
else
{
free(NetPlay.MOTD);
asprintf(&NetPlay.MOTD, "Disconnected from lobby server. Failed to register game.");
debug(LOG_ERROR, "%s", NetPlay.MOTD);
}
return SOCKET_ERROR;
}
static void NETregisterServer(int state)
{
static Socket* rs_socket[2] = { NULL };
static int registered = 0;
unsigned int i;
if (server_not_there)
{
return;
}
if (state != registered)
{
switch(state)
{
case 1:
{
bool succesful = false;
uint32_t gameId = 0;
struct addrinfo* cur;
struct addrinfo* const hosts = resolveHost(masterserver_name, masterserver_port);
if (hosts == NULL)
{
debug(LOG_ERROR, "Cannot resolve masterserver \"%s\": %s", masterserver_name, strSockError(getSockErr()));
free(NetPlay.MOTD);
asprintf(&NetPlay.MOTD, _("Could not resolve masterserver name (%s)!"), masterserver_name);
server_not_there = true;
return;
}
for (cur = hosts; cur; cur = cur->ai_next)
{
for (i = 0; i < ARRAY_SIZE(rs_socket); ++i)
{
if (rs_socket[i] == NULL)
break;
}
if (i >= ARRAY_SIZE(rs_socket))
break;
if (cur->ai_family == AF_INET
|| cur->ai_family == AF_INET6)
rs_socket[i] = SocketOpen(cur, 15000);
}
freeaddrinfo(hosts);
if (rs_socket[0] == NULL)
{
debug(LOG_ERROR, "Cannot connect to masterserver \"%s:%d\": %s", masterserver_name, masterserver_port, strSockError(getSockErr()));
free(NetPlay.MOTD);
asprintf(&NetPlay.MOTD, _("Could not communicate with lobby server! Is TCP port %u open for outgoing traffic?"), masterserver_port);
server_not_there = true;
return;
}
// Get a game ID
if (writeAll(rs_socket[0], "gaId", sizeof("gaId")) == SOCKET_ERROR
|| readAll(rs_socket[0], &gameId, sizeof(gameId), 10000) != sizeof(gameId))
{
free(NetPlay.MOTD);
asprintf(&NetPlay.MOTD, "Failed to retrieve a game ID: %s", strSockError(getSockErr()));
debug(LOG_ERROR, "%s", NetPlay.MOTD);
// The sockets have been invalidated, so get rid of it. (using them now may cause SIGPIPE).
for (i = 0; i < ARRAY_SIZE(rs_socket); ++i)
{
if (rs_socket[i] == NULL)
continue;
socketClose(rs_socket[i]);
rs_socket[i] = NULL;
}
server_not_there = true;
return;
}
gamestruct.gameId = ntohl(gameId);
debug(LOG_NET, "Using game ID: %u", (unsigned int)gamestruct.gameId);
// Register our game with the server for all available address families
for (i = 0; i < ARRAY_SIZE(rs_socket); ++i)
{
if (rs_socket[i] == NULL)
continue;
if (writeAll(rs_socket[i], "addg", sizeof("addg")) == SOCKET_ERROR
// and now send what the server wants
|| !NETsendGAMESTRUCT(rs_socket[i], &gamestruct))
{
debug(LOG_ERROR, "Failed to register game with server: %s", strSockError(getSockErr()));
socketClose(rs_socket[i]);
rs_socket[i] = NULL;
}
}
// Get the return codes
for (i = 0; i < ARRAY_SIZE(rs_socket); ++i)
{
if (rs_socket[i] == NULL)
continue;
if (readLobbyResponse(rs_socket[i], NET_TIMEOUT_DELAY) == SOCKET_ERROR)
{
socketClose(rs_socket[i]);
rs_socket[i] = NULL;
continue;
}
succesful = true;
}
if (!succesful)
{
server_not_there = true;
return;
}
}
break;
case 0:
// we don't need this anymore, so clean up
for (i = 0; i < ARRAY_SIZE(rs_socket); ++i)
{
if (rs_socket[i] == NULL)
continue;
socketClose(rs_socket[i]);
rs_socket[i] = NULL;
}
break;
}
registered=state;
}
}
// ////////////////////////////////////////////////////////////////////////
// Host a game with a given name and player name. & 4 user game flags
static void NETallowJoining(void)
{
unsigned int i;
UDWORD numgames = htonl(1); // always 1 on normal server
char buffer[5];
ssize_t recv_result = 0;
if (allow_joining == false) return;
ASSERT(NetPlay.isHost, "Cannot receive joins if not host!");
NETregisterServer(1);
// This is here since we need to get the status, before we can show the info.
// FIXME: find better location to stick this?
if (!NetPlay.ShowedMOTD)
{
ShowMOTD();
NetPlay.ShowedMOTD = true;
}
if (tmp_socket_set == NULL)
{
// initialize server socket set
// FIXME: why is this not done in NETinit()?? - Per
tmp_socket_set = allocSocketSet(MAX_TMP_SOCKETS+1);
if (tmp_socket_set == NULL)
{
debug(LOG_ERROR, "Cannot create socket set: %s", strSockError(getSockErr()));
return;
}
}
// Find the first empty socket slot
for (i = 0; i < MAX_TMP_SOCKETS; ++i)
{
if (tmp_socket[i] == NULL)
{
break;
}
}
if (i == MAX_TMP_SOCKETS)
{
// this should *never* happen, it would mean we are going to reuse a socket already in use.
debug(LOG_ERROR, "all temp sockets are used up!");
return;
}
// See if there's an incoming connection
if (tmp_socket[i] == NULL // Make sure that we're not out of sockets
&& (tmp_socket[i] = socketAccept(tcp_socket)) != NULL)
{
SocketSet_AddSocket(tmp_socket_set, tmp_socket[i]);
if (checkSockets(tmp_socket_set, NET_TIMEOUT_DELAY) > 0
&& tmp_socket[i]->ready
&& (recv_result = readNoInt(tmp_socket[i], buffer, 5))
&& recv_result != SOCKET_ERROR)
{
if(strcmp(buffer, "list")==0)
{
debug(LOG_NET, "cmd: list. Sending game list");
if (writeAll(tmp_socket[i], &numgames, sizeof(numgames)) == SOCKET_ERROR)
{
// Write error, most likely client disconnect.
debug(LOG_ERROR, "Failed to send message: %s", strSockError(getSockErr()));
debug(LOG_ERROR, "Couldn't get list from server. Make sure required ports are open. (TCP 9998-9999)");
}
else
{
// get the correct player count after kicks / leaves
gamestruct.desc.dwCurrentPlayers = NetPlay.playercount;
debug(LOG_NET, "Sending update to server to reflect new player count %d", NetPlay.playercount);
NETsendGAMESTRUCT(tmp_socket[i], &gamestruct);
}
debug(LOG_NET, "freeing temp socket %p (%d)", tmp_socket[i], __LINE__);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
else if (strcmp(buffer, "join") == 0)
{
debug(LOG_NET, "cmd: join. Sending GAMESTRUCT");
if (!NETsendGAMESTRUCT(tmp_socket[i], &gamestruct))
{
debug(LOG_ERROR, "Failed to respond (with GAMESTRUCT) to 'join' command, socket (%p) error: %s", tmp_socket[i], strSockError(getSockErr()));
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
}
else
{
debug(LOG_NET, "freeing temp socket %p (%d)", tmp_socket[i], __LINE__);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
}
else
{
debug(LOG_NET, "freeing temp socket %p (%d)", tmp_socket[i], __LINE__);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
}
if (checkSockets(tmp_socket_set, NET_READ_TIMEOUT) > 0)
{
for(i = 0; i < MAX_TMP_SOCKETS; ++i)
{
if ( tmp_socket[i] != NULL
&& tmp_socket[i]->ready)
{
ssize_t size = readNoInt(tmp_socket[i], &NetMsg, sizeof(NetMsg));
if (size == 0 || size == SOCKET_ERROR)
{
// disconnect or programmer error
if (size == 0)
{
debug(LOG_NET, "Client socket disconnected.");
}
else
{
debug(LOG_NET, "Client socket ecountered error: %s", strSockError(getSockErr()));
}
debug(LOG_NET, "freeing temp socket %p (%d)", tmp_socket[i], __LINE__);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
}
else if (NetMsg.type == NET_JOIN)
{
uint8_t j;
uint8_t index;
uint8_t rejected = 0;
int tmp;
char name[64];
int32_t MajorVersion = 0;
int32_t MinorVersion = 0;
char ModList[modlist_string_size] = { '\0' };
char GamePassword[password_string_size] = { '\0' };
int32_t Hash_Data = 0; // Not currently used
NETbeginDecode(NET_JOIN);
NETstring(name, sizeof(name));
NETint32_t(&MajorVersion); // NETCODE_VERSION_MAJOR
NETint32_t(&MinorVersion); // NETCODE_VERSION_MINOR
NETstring(ModList, sizeof(ModList));
NETstring(GamePassword, sizeof(GamePassword));
NETint32_t(&Hash_Data); // NETCODE_HASH, not currently used
NETend();
tmp = NET_CreatePlayer(name);
if (tmp == -1)
{
// FIXME: No room. Dropping the player without warning since protocol doesn't seem to support rejection at this point
debug(LOG_ERROR, "freeing temp socket %p, couldn't create player!", tmp_socket[i]);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
socketClose(tmp_socket[i]);
tmp_socket[i] = NULL;
return;
}
index = tmp;
debug(LOG_NET, "freeing temp socket %p (%d)", tmp_socket[i], __LINE__);
SocketSet_DelSocket(tmp_socket_set, tmp_socket[i]);
NET_initBufferedSocket(connected_bsocket[index], tmp_socket[i]);
SocketSet_AddSocket(socket_set, connected_bsocket[index]->socket);
tmp_socket[i] = NULL;
if (!NETisCorrectVersion(MajorVersion, MinorVersion))
{
// Wrong version. Reject.
rejected = (uint8_t)ERROR_WRONGVERSION;
}
else if (NetPlay.GamePassworded && strcmp(NetPlay.gamePassword, GamePassword) != 0)
{
// Wrong password. Reject.
rejected = (uint8_t)ERROR_WRONGPASSWORD;
}
else if (NetPlay.playercount > gamestruct.desc.dwMaxPlayers)
{
// Game full. Reject.
rejected = (uint8_t)ERROR_FULL;
}
else if (strcmp(getModList(), ModList) != 0)
{
// Incompatible mods. Reject.
rejected = (uint8_t)ERROR_WRONGDATA;
}
if (rejected)
{
debug(LOG_INFO, "We were rejected, reason (%u)", (unsigned int) rejected);
NETbeginEncode(NET_REJECTED, index);
NETuint8_t(&rejected);
NETend();
allow_joining = false; // no need to inform master server
NET_DestroyPlayer(index);
allow_joining = true;
SocketSet_DelSocket(socket_set, connected_bsocket[index]->socket);
socketClose(connected_bsocket[index]->socket);
connected_bsocket[index]->socket = NULL;
return;
}
NETbeginEncode(NET_ACCEPTED, index);
NETuint8_t(&index);
NETend();
debug(LOG_NET, "Player, %s, with index of %u has joined using socket %p", name,
(unsigned int)index, connected_bsocket[index]->socket);
// Increment player count
gamestruct.desc.dwCurrentPlayers++;
MultiPlayerJoin(index);
// Send info about players to newcomer.
for (j = 0; j < MAX_CONNECTED_PLAYERS; ++j)
{
if (NetPlay.players[j].allocated && index != j)
{
NETbeginEncode(NET_PLAYER_JOINED, index);
NETuint8_t(&j);
NETend();
NETSendPlayerInfoTo(j, index);
}
}
// Send info about newcomer to all players.
NETbeginEncode(NET_PLAYER_JOINED, NET_ALL_PLAYERS);
NETuint8_t(&index);
NETend();
NETBroadcastPlayerInfo(index);
// Make sure the master server gets updated by disconnecting from it
// NETallowJoining will reconnect
NETregisterServer(0);
// reset flags for new players
NetPlay.players[index].wzFile.isCancelled = false;
NetPlay.players[index].wzFile.isSending = false;
NetPlay.players[index].needFile = false;
}
}
}
}
}
BOOL NEThostGame(const char* SessionName, const char* PlayerName,
SDWORD one, SDWORD two, SDWORD three, SDWORD four,
UDWORD plyrs) // # of players.
{
unsigned int i;
debug(LOG_NET, "NEThostGame(%s, %s, %d, %d, %d, %d, %u)", SessionName, PlayerName,
one, two, three, four, plyrs);
mapDownloadProgress = 100;
netPlayersUpdated = true;
if (NetPlay.bComms && NetPlay.isUPNP)
{
NETaddRedirects();
}
NET_InitPlayers();
NetPlay.maxPlayers = MAX_PLAYERS;
if(!NetPlay.bComms)
{
selectedPlayer = 0;
NetPlay.isHost = true;
NetPlay.players[0].allocated = true;
NetPlay.players[0].connection = -1;
NetPlay.playercount = 1;
debug(LOG_NET, "Hosting but no comms");
return true;
}
// tcp_socket is the connection to the lobby server (or machine)
if (!tcp_socket)
tcp_socket = socketListen(gameserver_port);
if(tcp_socket == NULL)
{
debug(LOG_ERROR, "Cannot connect to master self: %s", strSockError(getSockErr()));
return false;
}
debug(LOG_NET, "New tcp_socket = %p", tcp_socket);
// Host needs to create a socket set for MAX_PLAYERS
if(!socket_set) socket_set = allocSocketSet(MAX_CONNECTED_PLAYERS);
if (socket_set == NULL)
{
debug(LOG_ERROR, "Cannot create socket set: %s", strSockError(getSockErr()));
return false;
}
// allocate socket storage for all possible players
for (i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
connected_bsocket[i] = NET_createBufferedSocket();
}
NetPlay.isHost = true;
sstrcpy(gamestruct.name, SessionName);
memset(&gamestruct.desc, 0, sizeof(gamestruct.desc));
gamestruct.desc.dwSize = sizeof(gamestruct.desc);
//gamestruct.desc.guidApplication = GAME_GUID;
memset(gamestruct.desc.host, 0, sizeof(gamestruct.desc.host));
gamestruct.desc.dwCurrentPlayers = 1;
gamestruct.desc.dwMaxPlayers = plyrs;
gamestruct.desc.dwFlags = 0;
gamestruct.desc.dwUserFlags[0] = one;
gamestruct.desc.dwUserFlags[1] = two;
gamestruct.desc.dwUserFlags[2] = three;
gamestruct.desc.dwUserFlags[3] = four;
memset(gamestruct.secondaryHosts, 0, sizeof(gamestruct.secondaryHosts));
sstrcpy(gamestruct.extra, "Extra"); // extra string (future use)
sstrcpy(gamestruct.versionstring, VersionString); // version (string)
if (*getModList())
{
sstrcat(gamestruct.versionstring, _(", mods: ")); // version (string)
sstrcat(gamestruct.versionstring, getModList()); // version (string)
}
sstrcpy(gamestruct.modlist, getModList()); // List of mods
gamestruct.GAMESTRUCT_VERSION = 3; // version of this structure
gamestruct.game_version_major = NETCODE_VERSION_MAJOR; // Netcode Major version
gamestruct.game_version_minor = NETCODE_VERSION_MINOR; // NetCode Minor version
// gamestruct.privateGame = 0; // if true, it is a private game
gamestruct.pureGame = 0; // NO mods allowed if true
gamestruct.Mods = 0; // number of concatenated mods?
gamestruct.gameId = 0;
gamestruct.future2 = 0xBAD02; // for future use
gamestruct.future3 = 0xBAD03; // for future use
gamestruct.future4 = 0xBAD04; // for future use
selectedPlayer= NET_CreatePlayer(PlayerName);
NetPlay.isHost = true;
NetPlay.isHostAlive = true;
NetPlay.hostPlayer = NET_HOST_ONLY;
ASSERT(selectedPlayer == NET_HOST_ONLY, "For now, host must start at player index zero, was %d", (int)selectedPlayer);
MultiPlayerJoin(selectedPlayer);
allow_joining = true;
NETregisterServer(0);
debug(LOG_NET, "Hosting a server. We are player %d.", selectedPlayer);
return true;
}
// ////////////////////////////////////////////////////////////////////////
// Stop the dplay interface from accepting more players.
BOOL NEThaltJoining(void)
{
debug(LOG_NET, "temporarily locking game to prevent more players");
allow_joining = false;
// disconnect from the master server
NETregisterServer(0);
return true;
}
// ////////////////////////////////////////////////////////////////////////
// find games on open connection
BOOL NETfindGame(void)
{
struct addrinfo* cur;
struct addrinfo* hosts;
unsigned int gamecount = 0;
uint32_t gamesavailable;
unsigned int port = (hostname == masterserver_name) ? masterserver_port : gameserver_port;
int result = 0;
debug(LOG_NET, "Looking for games...");
if (getLobbyError() == ERROR_CHEAT || getLobbyError() == ERROR_KICKED)
{
return false;
}
setLobbyError(ERROR_NOERROR);
NetPlay.games[0].desc.dwSize = 0;
NetPlay.games[0].desc.dwCurrentPlayers = 0;
NetPlay.games[0].desc.dwMaxPlayers = 0;
if(!NetPlay.bComms)
{
selectedPlayer = NET_HOST_ONLY; // Host is always 0
NetPlay.isHost = true;
NetPlay.hostPlayer = NET_HOST_ONLY;
return true;
}
// We first check to see if we were given a IP/hostname from the command line
if (strlen(iptoconnect) )
{
hosts = resolveHost(iptoconnect, port);
if (hosts == NULL)
{
debug(LOG_ERROR, "Error connecting to client via hostname provided (%s)",iptoconnect);
debug(LOG_ERROR, "Cannot resolve hostname :%s",strSockError(getSockErr()));
setLobbyError(ERROR_CONNECTION);
return false;
}
else
{
// We got a valid ip now
hostname = strdup(iptoconnect); //copy it
memset(iptoconnect,0x0,sizeof(iptoconnect)); //reset it (so we don't loop back to this routine)
}
}
else if ((hosts = resolveHost(hostname, port)) == NULL)
{
debug(LOG_ERROR, "Cannot resolve hostname \"%s\": %s", hostname, strSockError(getSockErr()));
setLobbyError(ERROR_CONNECTION);
return false;
}
if (tcp_socket != NULL)
{
debug(LOG_NET, "Deleting tcp_socket %p", tcp_socket);
if (socket_set)
{
SocketSet_DelSocket(socket_set, tcp_socket);
}
socketClose(tcp_socket);
tcp_socket = NULL;
}
for (cur = hosts; cur; cur = cur->ai_next)
{
tcp_socket = SocketOpen(cur, 15000);
if (tcp_socket)
break;
}
if (tcp_socket == NULL)
{
debug(LOG_ERROR, "Cannot connect to \"%s:%d\": %s", hostname, port, strSockError(getSockErr()));
setLobbyError(ERROR_CONNECTION);
freeaddrinfo(hosts);
return false;
}
debug(LOG_NET, "New tcp_socket = %p", tcp_socket);
// client machines only need 1 socket set
socket_set = allocSocketSet(1);
if (socket_set == NULL)
{
debug(LOG_ERROR, "Cannot create socket set: %s", strSockError(getSockErr()));
setLobbyError(ERROR_CONNECTION);
freeaddrinfo(hosts);
return false;
}
debug(LOG_NET, "Created socket_set %p", socket_set);
SocketSet_AddSocket(socket_set, tcp_socket);
debug(LOG_NET, "Sending list cmd");
if (writeAll(tcp_socket, "list", sizeof("list")) != SOCKET_ERROR
&& checkSockets(socket_set, NET_TIMEOUT_DELAY) > 0
&& tcp_socket->ready
&& (result = readNoInt(tcp_socket, &gamesavailable, sizeof(gamesavailable))))
{
gamesavailable = ntohl(gamesavailable);
}
else
{
if (result == SOCKET_ERROR)
{
debug(LOG_NET, "Server socket ecountered error: %s", strSockError(getSockErr()));
}
else
{
debug(LOG_NET, "Server didn't respond (timeout)");
}
SocketSet_DelSocket(socket_set, tcp_socket); // mark it invalid
socketClose(tcp_socket);
tcp_socket = NULL;
// when we fail to receive a game count, bail out
setLobbyError(ERROR_CONNECTION);
freeaddrinfo(hosts);
return false;
}
debug(LOG_NET, "receiving info on %u game(s)", (unsigned int)gamesavailable);
do
{
// Attempt to receive a game description structure
if (!NETrecvGAMESTRUCT(&NetPlay.games[gamecount]))
{
debug(LOG_NET, "only %u game(s) received", (unsigned int)gamecount);
// If we fail, success depends on the amount of games that we've read already
freeaddrinfo(hosts);
return gamecount;
}
if (NetPlay.games[gamecount].desc.host[0] == '\0')
{
addressToText(cur->ai_addr, NetPlay.games[gamecount].desc.host, sizeof(NetPlay.games[gamecount].desc.host));
}
++gamecount;
} while (gamecount < gamesavailable);
freeaddrinfo(hosts);
return true;
}
// ////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////
// Functions used to setup and join games.
BOOL NETjoinGame(UDWORD gameNumber, const char* playername)
{
struct addrinfo *cur = NULL;
struct addrinfo *hosts = NULL;
unsigned int i;
debug(LOG_NET, "resetting sockets.");
NETclose(); // just to be sure :)
debug(LOG_NET, "Trying to join gameNumber (%u)...", gameNumber);
mapDownloadProgress = 100;
netPlayersUpdated = true;
if (hostname == masterserver_name)
{
hostname = NULL;
}
// Loop through all of the hosts, using the first one we can connect to.
for (i = 0; i < ARRAY_SIZE(NetPlay.games[gameNumber].secondaryHosts) + 1; ++i)
{
free(hostname);
if (i > 0)
{
hostname = strdup(NetPlay.games[gameNumber].secondaryHosts[i - 1]);
}
else
{
hostname = strdup(NetPlay.games[gameNumber].desc.host);
}
hosts = resolveHost(hostname, gameserver_port);
if (hosts == NULL)
{
debug(LOG_ERROR, "Cannot resolve hostname \"%s\": %s", hostname, strSockError(getSockErr()));
continue;
}
if (tcp_socket != NULL)
{
socketClose(tcp_socket);
}
for (cur = hosts; cur; cur = cur->ai_next)
{
tcp_socket = SocketOpen(cur, 15000);
if (tcp_socket)
{
goto connect_succesfull;
}
}
freeaddrinfo(hosts);
}
if (tcp_socket == NULL)
{
return false;
}
connect_succesfull:
// client machines only need 1 socket set
socket_set = allocSocketSet(1);
if (socket_set == NULL)
{
debug(LOG_ERROR, "Cannot create socket set: %s", strSockError(getSockErr()));
freeaddrinfo(hosts);
return false;
}
debug(LOG_NET, "Created socket_set %p", socket_set);
// tcp_socket is used to talk to host machine
SocketSet_AddSocket(socket_set, tcp_socket);
if (writeAll(tcp_socket, "join", sizeof("join")) == SOCKET_ERROR)
{
debug(LOG_ERROR, "Failed to send 'join' command: %s", strSockError(getSockErr()));
freeaddrinfo(hosts);
SocketSet_DelSocket(socket_set, tcp_socket);
socketClose(tcp_socket);
free(socket_set);
socket_set = NULL;
return false;
}
if (NETrecvGAMESTRUCT(&NetPlay.games[gameNumber])
&& NetPlay.games[gameNumber].desc.host[0] == '\0')
{
addressToText(cur->ai_addr, NetPlay.games[gameNumber].desc.host, sizeof(NetPlay.games[gameNumber].desc.host));
}
freeaddrinfo(hosts);
if (NetPlay.games[gameNumber].desc.dwCurrentPlayers >= NetPlay.games[gameNumber].desc.dwMaxPlayers)
{
// Shouldn't join; game is full
SocketSet_DelSocket(socket_set, tcp_socket);
socketClose(tcp_socket);
free(socket_set);
socket_set = NULL;
setLobbyError(ERROR_FULL);
return false;
}
// Allocate memory for a new socket
bsocket = NET_createBufferedSocket();
// NOTE: tcp_socket = bsocket->socket now!
NET_initBufferedSocket(bsocket, tcp_socket);
// Send a join message to the host
NETbeginEncode(NET_JOIN, NET_HOST_ONLY);
// Casting constness away, because NETstring is const-incorrect
// when sending/encoding a packet.
NETstring((char*)playername, 64);
NETint32_t(&NETCODE_VERSION_MAJOR);
NETint32_t(&NETCODE_VERSION_MINOR);
NETstring(getModList(), modlist_string_size);
NETstring(NetPlay.gamePassword, sizeof(NetPlay.gamePassword));
NETint32_t(&NETCODE_HASH); //unused
NETend();
i = SDL_GetTicks();
// Loop until we've been accepted into the game
for (;;)
{
uint8_t type = NUM_GAME_PACKETS;
NETrecv(&type);
// FIXME: shouldn't there be some sort of rejection message?
if (SDL_GetTicks() > i + 5000)
{
// timeout
return false;
}
if (type == NET_ACCEPTED)
{
// :)
uint8_t index;
NETbeginDecode(NET_ACCEPTED);
// Retrieve the player ID the game host arranged for us
NETuint8_t(&index);
NETend();
selectedPlayer = index;
debug(LOG_NET, "NET_ACCEPTED received. Accepted into the game - I'm player %u using bsocket %p, tcp_socket=%p",
(unsigned int)index, bsocket->socket, tcp_socket);
NetPlay.isHost = false;
NetPlay.isHostAlive = true;
if (index >= MAX_CONNECTED_PLAYERS)
{
debug(LOG_ERROR, "Bad player number (%u) received from host!", index);
return false;
}
NetPlay.players[index].allocated = true;
sstrcpy(NetPlay.players[index].name, playername);
NetPlay.players[index].heartbeat = true;
return true;
}
else if (type == NET_REJECTED)
{
// :(
uint8_t rejection = 0;
NETbeginDecode(NET_REJECTED);
// WRY???
NETuint8_t(&rejection);
NETend();
debug(LOG_NET, "NET_REJECTED received. Better luck next time?");
setLobbyError((LOBBY_ERROR_TYPES)rejection);
}
}
}
/*!
* Set the masterserver name
* \param hostname The hostname of the masterserver to connect to
*/
void NETsetMasterserverName(const char* hostname)
{
sstrcpy(masterserver_name, hostname);
}
/**
* @return The hostname of the masterserver we will connect to.
*/
const char* NETgetMasterserverName()
{
return masterserver_name;
}
/*!
* Set the masterserver port
* \param port The port of the masterserver to connect to
*/
void NETsetMasterserverPort(unsigned int port)
{
masterserver_port = port;
}
/**
* @return The port of the masterserver we will connect to.
*/
unsigned int NETgetMasterserverPort()
{
return masterserver_port;
}
/*!
* Set the port we shall host games on
* \param port The port to listen to
*/
void NETsetGameserverPort(unsigned int port)
{
gameserver_port = port;
}
/**
* @return The port we will host games on.
*/
unsigned int NETgetGameserverPort()
{
return gameserver_port;
}