warzone2100/lib/netplay/netplay.c

1749 lines
40 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 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 <time.h> // for stats
#include <SDL_thread.h>
#ifdef WZ_OS_MAC
#include <SDL_net/SDL_net.h>
#else
#include <SDL_net.h>
#endif
#include <physfs.h>
#include <string.h>
#include "netplay.h"
#include "netlog.h"
// WARNING !!! This is initialised via configuration.c !!!
char masterserver_name[255] = {'\0'};
unsigned int masterserver_port = 0, gameserver_port = 0;
#define MAX_CONNECTED_PLAYERS 8
#define MAX_TMP_SOCKETS 16
#define NET_READ_TIMEOUT 0
#define NET_BUFFER_SIZE 1024
// HACK to allow us to call a src/multistat.c function upon receiving a NET_PLAYER_STATS msg
extern void recvMultiStats(void);
// ////////////////////////////////////////////////////////////////////////
// Function prototypes
static void NETallowJoining(void);
extern BOOL MultiPlayerJoin(UDWORD dpid); /* from src/multijoin.c ! */
extern BOOL MultiPlayerLeave(UDWORD dpid); /* from src/multijoin.c ! */
/*
* Network globals, these are part of the new network API
*/
NETMSG NetMsg;
// ////////////////////////////////////////////////////////////////////////
// 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;
typedef struct
{
uint32_t id;
BOOL allocated;
char name[StringSize];
uint32_t flags;
} NET_PLAYER;
typedef struct
{
TCPsocket socket;
char* buffer;
unsigned int buffer_start;
unsigned int bytes;
} NETBUFSOCKET;
#define PLAYER_HOST 1
// ////////////////////////////////////////////////////////////////////////
// Variables
NETPLAY NetPlay;
static BOOL allow_joining = false;
static GAMESTRUCT game;
static TCPsocket tcp_socket = NULL;
static NETBUFSOCKET* bsocket = NULL;
static NETBUFSOCKET* connected_bsocket[MAX_CONNECTED_PLAYERS] = { NULL };
static SDLNet_SocketSet socket_set = NULL;
static BOOL is_server = false;
static TCPsocket tmp_socket[MAX_TMP_SOCKETS] = { NULL };
static SDLNet_SocketSet tmp_socket_set = NULL;
static char* hostname;
static NETSTATS nStats = { 0, 0, 0, 0 };
static NET_PLAYER players[MAX_CONNECTED_PLAYERS];
static int32_t NetGameFlags[4] = { 0, 0, 0, 0 };
char iptoconnect[PATH_MAX] = "\0"; // holds IP/hostname from command line
// *********** 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, TCPsocket 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, SDLNet_SocketSet socket_set)
{
int 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)
{
return false;
}
if (SDLNet_SocketReady(bs->socket) <= 0)
{
return false;
}
size = SDLNet_TCP_Recv(bs->socket, bufstart, bufsize);
if (size > 0)
{
bs->bytes += size;
return true;
} else {
if (socket_set != NULL)
{
SDLNet_TCP_DelSocket(socket_set, bs->socket);
}
SDLNet_TCP_Close(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 = SDL_SwapBE16(message->size) + headersize;
if (size > bs->bytes)
{
goto error;
}
memcpy(pMsg, message, size);
pMsg->size = SDL_SwapBE16(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;
// Now data is in the beginning of the buffer
bs->buffer_start = 0;
}
return false;
}
static void NET_InitPlayers(void)
{
unsigned int i;
for (i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
players[i].allocated = false;
players[i].id = i;
}
}
static void NETBroadcastPlayerInfo(uint32_t dpid)
{
NETbeginEncode(NET_PLAYER_INFO, NET_ALL_PLAYERS);
NETuint32_t(&players[dpid].id);
NETbool(&players[dpid].allocated);
NETstring(players[dpid].name, sizeof(players[dpid].name));
NETuint32_t(&players[dpid].flags);
NETend();
}
static unsigned int NET_CreatePlayer(const char* name, unsigned int flags)
{
unsigned int i;
for (i = 1; i < MAX_CONNECTED_PLAYERS; ++i)
{
if (players[i].allocated == false)
{
players[i].allocated = true;
sstrcpy(players[i].name, name);
players[i].flags = flags;
NETBroadcastPlayerInfo(i);
return i;
}
}
return 0;
}
static void NET_DestroyPlayer(unsigned int id)
{
players[id].allocated = false;
}
// ////////////////////////////////////////////////////////////////////////
// count players.
UDWORD NETplayerInfo(void)
{
unsigned int i;
NetPlay.playercount = 0; // reset player counter
if(!NetPlay.bComms)
{
NetPlay.playercount = 1;
NetPlay.players[0].bHost = true;
NetPlay.players[0].dpid = HOST_DPID;
return 1;
}
memset(NetPlay.players, 0, sizeof(NetPlay.players)); // reset player info
for (i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
if (players[i].allocated == true)
{
NetPlay.players[NetPlay.playercount].dpid = i;
sstrcpy(NetPlay.players[NetPlay.playercount].name, players[i].name);
if (players[i].flags & PLAYER_HOST)
{
NetPlay.players[NetPlay.playercount].bHost = true;
}
else
{
NetPlay.players[NetPlay.playercount].bHost = false;
}
NetPlay.playercount++;
}
}
return NetPlay.playercount;
}
// ////////////////////////////////////////////////////////////////////////
// rename the local player
BOOL NETchangePlayerName(UDWORD dpid, char *newName)
{
if(!NetPlay.bComms)
{
sstrcpy(NetPlay.players[0].name, newName);
return true;
}
debug(LOG_NET, "Requesting a change of player name for pid=%d to %s", dpid, newName);
sstrcpy(players[dpid].name, newName);
NETBroadcastPlayerInfo(dpid);
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)
{
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).
*
* @see GAMESTRUCT,NETrecvGAMESTRUCT
*/
static void NETsendGAMESTRUCT(TCPsocket socket, const GAMESTRUCT* game)
{
// 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(game->name) + sizeof(game->desc.host) + sizeof(int32_t) * 8] = { 0 };
char *buffer = buf;
unsigned int i;
int result;
// Now dump the data into the buffer
// Copy a string
strlcpy(buffer, game->name, sizeof(game->name));
buffer += sizeof(game->name);
// Copy 32bit large big endian numbers
*(int32_t*)buffer = SDL_SwapBE32(game->desc.dwSize);
buffer += sizeof(int32_t);
*(int32_t*)buffer = SDL_SwapBE32(game->desc.dwFlags);
buffer += sizeof(int32_t);
// Copy yet another string
strlcpy(buffer, game->desc.host, sizeof(game->desc.host));
buffer += sizeof(game->desc.host);
// Copy 32bit large big endian numbers
*(int32_t*)buffer = SDL_SwapBE32(game->desc.dwMaxPlayers);
buffer += sizeof(int32_t);
*(int32_t*)buffer = SDL_SwapBE32(game->desc.dwCurrentPlayers);
buffer += sizeof(int32_t);
for (i = 0; i < ARRAY_SIZE(game->desc.dwUserFlags); ++i)
{
*(int32_t*)buffer = SDL_SwapBE32(game->desc.dwUserFlags[i]);
buffer += sizeof(int32_t);
}
// Send over the GAMESTRUCT
result = SDLNet_TCP_Send(socket, buf, sizeof(buf));
if (result != sizeof(buf))
{
debug(LOG_NET, "Failed to send: %s", SDLNet_GetError());
}
}
/**
* @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* game)
{
// A buffer that's guaranteed to have the correct size (i.e. it
// circumvents struct padding, which could pose a problem).
char buf[sizeof(game->name) + sizeof(game->desc.host) + sizeof(int32_t) * 8];
char* buffer = buf;
unsigned int i;
int result = 0;
// Read a GAMESTRUCT from the connection
if (tcp_socket == NULL
|| socket_set == NULL
|| SDLNet_CheckSockets(socket_set, 1000) <= 0
|| !SDLNet_SocketReady(tcp_socket)
|| (result = SDLNet_TCP_Recv(tcp_socket, buf, sizeof(buf))) != sizeof(buf))
{
if (result < 0)
{
debug(LOG_WARNING, "SDLNet_TCP_Recv error: %s tcp_socket %p is now invalid", SDLNet_GetError(), tcp_socket);
tcp_socket = NULL; //SDLnet docs say to 'disconnect' here. Dunno how. :S
}
return false;
}
// Now dump the data into the game struct
// Copy a string
sstrcpy(game->name, buffer);
buffer += sizeof(game->name);
// Copy 32bit large big endian numbers
game->desc.dwSize = SDL_SwapBE32(*(int32_t*)buffer);
buffer += sizeof(int32_t);
game->desc.dwFlags = SDL_SwapBE32(*(int32_t*)buffer);
buffer += sizeof(int32_t);
// Copy yet another string
sstrcpy(game->desc.host, buffer);
buffer += sizeof(game->desc.host);
// Copy 32bit large big endian numbers
game->desc.dwMaxPlayers = SDL_SwapBE32(*(int32_t*)buffer);
buffer += sizeof(int32_t);
game->desc.dwCurrentPlayers = SDL_SwapBE32(*(int32_t*)buffer);
buffer += sizeof(int32_t);
for (i = 0; i < ARRAY_SIZE(game->desc.dwUserFlags); ++i)
{
game->desc.dwUserFlags[i] = SDL_SwapBE32(*(int32_t*)buffer);
buffer += sizeof(int32_t);
}
return true;
}
// ////////////////////////////////////////////////////////////////////////
// setup stuff
int NETinit(BOOL bFirstCall)
{
UDWORD i;
debug(LOG_NET, "NETinit");
if(bFirstCall)
{
debug(LOG_NET, "NETPLAY: Init called, MORNIN'");
NetPlay.dpidPlayer = 0;
NetPlay.bHost = 0;
for(i = 0; i < MAX_PLAYERS; i++)
{
memset(&NetPlay.players[i], 0, sizeof(NetPlay.players[i]));
memset(&NetPlay.games[i], 0, sizeof(NetPlay.games[i]));
}
NetPlay.bComms = true;
NETstartLogging();
}
if (SDLNet_Init() == -1)
{
debug(LOG_ERROR, "SDLNet_Init reported: %s", SDLNet_GetError());
return -1;
}
return 0;
}
// ////////////////////////////////////////////////////////////////////////
// SHUTDOWN THE CONNECTION.
int NETshutdown(void)
{
debug( LOG_NET, "NETshutdown" );
NETstopLogging();
SDLNet_Quit();
return 0;
}
// ////////////////////////////////////////////////////////////////////////
//close the open game..
int NETclose(void)
{
unsigned int i;
int result;
debug(LOG_NET, "NETclose");
NEThaltJoining();
is_server=false;
if(bsocket)
{
NET_destroyBufferedSocket(bsocket);
bsocket=NULL;
}
for(i = 0; i < MAX_CONNECTED_PLAYERS; i++)
{
if (connected_bsocket[i])
{
NET_destroyBufferedSocket(connected_bsocket[i]);
connected_bsocket[i]=NULL;
}
NET_DestroyPlayer(i);
}
if (tmp_socket_set)
{
SDLNet_FreeSocketSet(tmp_socket_set);
tmp_socket_set=NULL;
}
for (i = 0; i < MAX_TMP_SOCKETS; i++)
{
if (tmp_socket[i])
{
SDLNet_TCP_Close(tmp_socket[i]);
tmp_socket[i]=NULL;
}
}
if (socket_set)
{
// checking to make sure tcp_socket is still valid
result = SDLNet_TCP_DelSocket(socket_set, tcp_socket);
if (result == -1)
{
debug(LOG_NET,"SDLNet_DelSocket error: %s", SDLNet_GetError());
tcp_socket = NULL;
}
SDLNet_FreeSocketSet(socket_set);
socket_set=NULL;
}
if (tcp_socket)
{
SDLNet_TCP_Close(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;
int 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 = SDL_SwapBE16(msg->size);
if (is_server)
{
if ( player < MAX_CONNECTED_PLAYERS
&& connected_bsocket[player] != NULL
&& connected_bsocket[player]->socket != NULL
&& (result = SDLNet_TCP_Send(connected_bsocket[player]->socket,
msg, size) == size))
{
nStats.bytesSent += size;
nStats.packetsSent += 1;
return true;
}
else
{
if (result < size)
{
debug(LOG_NET, "SDLNet_TCP_Send returned: %d error: %s line %d", result, SDLNet_GetError(),__LINE__);
connected_bsocket[player]->socket = NULL ; // It is invalid, Unknown how to handle.
}
}
}
else
{
if (tcp_socket && (result = SDLNet_TCP_Send(tcp_socket, msg, size) == size))
{
return true;
}
else
{
if (result < size)
{
debug(LOG_NET, "SDLNet_TCP_Send returned: %d error: %s line %d", result, SDLNet_GetError(),__LINE__);
tcp_socket = NULL; // unknow how to handle when invalid.
}
}
}
return false;
}
// ////////////////////////////////////////////////////////////////////////
// broadcast a message to all players.
BOOL NETbcast(NETMSG *msg)
{
int size;
int result = 0;
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 = SDL_SwapBE16(msg->size);
if (is_server)
{
unsigned int i;
for (i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
if ( connected_bsocket[i] != NULL
&& connected_bsocket[i]->socket != NULL)
{
result = SDLNet_TCP_Send(connected_bsocket[i]->socket, msg, size);
if (result < size)
{
debug(LOG_NET, "(server) SDLNet_TCP_Send returned %d < %d, socket %p invalid: %s",
result, size, connected_bsocket[i]->socket, SDLNet_GetError());
connected_bsocket[i]->socket = NULL; // Unsure how to handle invalid sockets.
}
}
}
}
else
{
if (tcp_socket == NULL)
{
return false;
}
result = SDLNet_TCP_Send(tcp_socket, msg, size);
if (result < size)
{
debug(LOG_WARNING, "(client) SDLNet_TCP_Send returned %d < %d, tcp_socket %p is now invalid: %s",
result, size, tcp_socket, SDLNet_GetError());
tcp_socket = NULL; // unsure how to handle invalid sockets.
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();
break;
}
case NET_PLAYER_INFO:
{
uint32_t dpid;
NETbeginDecode(NET_PLAYER_INFO);
// Retrieve the player's ID
NETuint32_t(&dpid);
debug(LOG_NET, "Receiving MSG_PLAYER_INFO for player %u", (unsigned int)dpid);
// Bail out if the given ID number is out of range
if (dpid >= MAX_CONNECTED_PLAYERS)
{
debug(LOG_WARNING, "MSG_PLAYER_INFO: Player ID (%u) out of range (max %u)", dpid, (unsigned int)MAX_CONNECTED_PLAYERS);
NETend();
break;
}
// Copy the ID into the correct player's slot
players[dpid].id = dpid;
// Retrieve the rest of the data
NETbool(&players[dpid].allocated);
NETstring(players[dpid].name, sizeof(players[dpid].name));
NETuint32_t(&players[dpid].flags);
NETend();
NETplayerInfo();
// If we're the game host make sure to send the updated
// data to all other clients as well.
if (is_server)
{
NETBroadcastPlayerInfo(dpid);
}
break;
}
case NET_PLAYER_JOINED:
{
uint8_t dpid;
NETbeginDecode(NET_PLAYER_JOINED);
NETuint8_t(&dpid);
NETend();
debug(LOG_NET, "Receiving NET_PLAYER_JOINED for player %u", (unsigned int)dpid);
MultiPlayerJoin(dpid);
break;
}
case NET_PLAYER_LEFT:
{
uint32_t dpid;
NETbeginDecode(NET_PLAYER_LEFT);
NETuint32_t(&dpid);
NETend();
debug(LOG_NET, "Receiving NET_PLAYER_LEFT for player %u", (unsigned int)dpid);
NET_DestroyPlayer(dpid);
MultiPlayerLeave(dpid);
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 (is_server)
{
NETsendGameFlags();
}
break;
}
default:
return false;
}
return true;
}
// ////////////////////////////////////////////////////////////////////////
// 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 (is_server)
{
NETallowJoining();
}
do {
receive_message:
received = false;
if (is_server)
{
if (connected_bsocket[current] == NULL)
{
return false;
}
received = NET_recvMessage(connected_bsocket[current]);
if (received == false)
{
uint32_t i = current + 1;
if (socket_set == NULL
|| SDLNet_CheckSockets(socket_set, NET_READ_TIMEOUT) <= 0)
{
return false;
}
for (;;)
{
if (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]);
current = i;
break;
}
else if (connected_bsocket[i]->socket == NULL)
{
// check if we dropped any players in the check above
// Decrement player count
--game.desc.dwCurrentPlayers;
debug(LOG_NET, "dpid to send set to %u", i);
NETbeginEncode(NET_PLAYER_LEFT, NET_ALL_PLAYERS);
NETuint32_t(&i);
NETend();
MultiPlayerLeave(i);
NET_DestroyPlayer(i);
}
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
&& SDLNet_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 (is_server == false)
{
// do nothing
}
else if (pMsg->destination == NET_ALL_PLAYERS)
{
unsigned int j;
pMsg->size = SDL_SwapBE16(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)
{
SDLNet_TCP_Send(connected_bsocket[j]->socket, pMsg, size);
}
}
}
else if (pMsg->destination != NetPlay.dpidPlayer)
{
// 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 = SDL_SwapBE16(pMsg->size);
SDLNet_TCP_Send(connected_bsocket[pMsg->destination]->socket,
pMsg, size);
} 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.
#define MAX_FILE_TRANSFER_PACKET 256
UBYTE NETsendFile(BOOL newFile, char *fileName, UDWORD player)
{
static int32_t fileSize,currPos;
static PHYSFS_file *pFileHandle;
int32_t bytesRead;
char inBuff[MAX_FILE_TRANSFER_PACKET];
uint8_t sendto = 0;
memset(inBuff, 0x0, sizeof(inBuff));
if (newFile)
{
// open the file.
pFileHandle = PHYSFS_openRead(fileName); // check file exists
debug(LOG_WZ, "Reading...[directory: %s] %s", PHYSFS_getRealDir(fileName), fileName);
if (pFileHandle == NULL)
{
debug(LOG_ERROR, "Failed");
return 0; // failed
}
// get the file's size.
fileSize = 0;
currPos = 0;
do
{
bytesRead = PHYSFS_read(pFileHandle, inBuff, 1, MAX_FILE_TRANSFER_PACKET);
fileSize += bytesRead;
} while(bytesRead != 0);
PHYSFS_seek(pFileHandle, 0);
}
// read some bytes.
bytesRead = PHYSFS_read(pFileHandle, inBuff,1, MAX_FILE_TRANSFER_PACKET);
if (player == 0)
{ // FIXME: why would you send (map) file to everyone ??
// even if they already have it? multiplay.c 1529 & 1550 are both
// NETsendFile(true,mapStr,0); & NETsendFile(false,game.map,0);
// so we ALWAYS send it, it seems?
NETbeginEncode(FILEMSG, NET_ALL_PLAYERS); // send it.
}
else
{
sendto = (uint8_t) player;
NETbeginEncode(FILEMSG,sendto);
}
// form a message
NETint32_t(&fileSize); // total bytes in this file.
NETint32_t(&bytesRead); // bytes in this packet
NETint32_t(&currPos); // start byte
NETstring(fileName, 256); //256 = max filename size
NETbin(inBuff, bytesRead);
NETend();
currPos += bytesRead; // update position!
if(currPos == fileSize)
{
PHYSFS_close(pFileHandle);
}
return (currPos * 100) / fileSize;
}
// recv file. it returns % of the file so far recvd.
UBYTE NETrecvFile(void)
{
int32_t fileSize, currPos, bytesRead;
char fileName[256];
char outBuff[MAX_FILE_TRANSFER_PACKET];
static PHYSFS_file *pFileHandle;
memset(fileName, 0x0, sizeof(fileName));
memset(outBuff, 0x0, sizeof(outBuff));
//read incoming bytes.
NETbeginDecode(FILEMSG);
NETint32_t(&fileSize); // total bytes in this file.
NETint32_t(&bytesRead); // bytes in this packet
NETint32_t(&currPos); // start byte
// read filename
NETstring(fileName, 256); // Ugh. 256 = max array size
debug(LOG_NET, "Creating new file %s", fileName);
if (currPos == 0) // first packet!
{
pFileHandle = PHYSFS_openWrite(fileName); // create a new file.
}
NETbin(outBuff, bytesRead);
NETend();
//write packet to the file.
PHYSFS_write(pFileHandle, outBuff, bytesRead, 1);
if (currPos+bytesRead == fileSize) // last packet
{
PHYSFS_close(pFileHandle);
}
//return the percentage count
return ((currPos + bytesRead) * 100) / fileSize;
}
static void NETregisterServer(int state)
{
static TCPsocket rs_socket = NULL;
static int registered = 0;
static int server_not_there = 0;
IPaddress ip;
if (server_not_there)
{
return;
}
if (state != registered)
{
switch(state)
{
case 1: {
if(SDLNet_ResolveHost(&ip, masterserver_name, masterserver_port) == -1)
{
debug(LOG_ERROR, "Cannot resolve masterserver \"%s\": %s", masterserver_name, SDLNet_GetError());
server_not_there = 1;
return;
}
if(!rs_socket) rs_socket = SDLNet_TCP_Open(&ip);
if(rs_socket == NULL)
{
debug(LOG_ERROR, "Cannot connect to masterserver \"%s:%d\": %s", masterserver_name, masterserver_port, SDLNet_GetError());
server_not_there = 1;
return;
}
SDLNet_TCP_Send(rs_socket, (void*)"addg", sizeof("addg"));
NETsendGAMESTRUCT(rs_socket, &game);
}
break;
case 0:
SDLNet_TCP_Close(rs_socket);
rs_socket=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 = SDL_SwapBE32(1); // always 1 on normal server
char buffer[5];
if (allow_joining == false) return;
NETregisterServer(1);
if (tmp_socket_set == NULL)
{
// initialize server socket set
// FIXME: why is this not done in NETinit()?? - Per
tmp_socket_set = SDLNet_AllocSocketSet(MAX_TMP_SOCKETS+1);
if (tmp_socket_set == NULL)
{
debug(LOG_ERROR, "Cannot create socket set: %s", SDLNet_GetError());
return;
}
SDLNet_TCP_AddSocket(tmp_socket_set, tcp_socket);
debug(LOG_NET,"TCP_AddSocket using %p set, socket %p", tmp_socket_set, tcp_socket);
}
if (SDLNet_CheckSockets(tmp_socket_set, NET_READ_TIMEOUT) > 0)
{
if (SDLNet_SocketReady(tcp_socket))
{
for (i = 0; i < MAX_TMP_SOCKETS; ++i)
{
if (tmp_socket[i] == NULL)
{
break;
}
}
tmp_socket[i] = SDLNet_TCP_Accept(tcp_socket);
SDLNet_TCP_AddSocket(tmp_socket_set, tmp_socket[i]);
if (SDLNet_CheckSockets(tmp_socket_set, 1000) > 0
&& SDLNet_SocketReady(tmp_socket[0])
&& SDLNet_TCP_Recv(tmp_socket[i], buffer, 5))
{
if(strcmp(buffer, "list")==0)
{
SDLNet_TCP_Send(tmp_socket[i], &numgames, sizeof(numgames));
NETsendGAMESTRUCT(tmp_socket[i], &game);
}
else if (strcmp(buffer, "join") == 0)
{
NETsendGAMESTRUCT(tmp_socket[i], &game);
}
} else {
return;
}
}
for(i = 0; i < MAX_TMP_SOCKETS; ++i)
{
if ( tmp_socket[i] != NULL
&& SDLNet_SocketReady(tmp_socket[i]) > 0)
{
int size = SDLNet_TCP_Recv(tmp_socket[i], &NetMsg, sizeof(NetMsg));
if (size <= 0)
{
// socket probably disconnected.
SDLNet_TCP_DelSocket(tmp_socket_set, tmp_socket[i]);
SDLNet_TCP_Close(tmp_socket[i]);
tmp_socket[i] = NULL;
}
else if (NetMsg.type == NET_JOIN)
{
char name[64];
uint32_t j;
uint8_t dpid;
NETbeginDecode(NET_JOIN);
NETstring(name, sizeof(name));
NETend();
dpid = NET_CreatePlayer(name, 0);
debug(LOG_NET, "NET_JOIN: dpid set to %u", (unsigned int)dpid);
SDLNet_TCP_DelSocket(tmp_socket_set, tmp_socket[i]);
NET_initBufferedSocket(connected_bsocket[dpid], tmp_socket[i]);
SDLNet_TCP_AddSocket(socket_set, connected_bsocket[dpid]->socket);
tmp_socket[i] = NULL;
// Increment player count
game.desc.dwCurrentPlayers++;
NETbeginEncode(NET_ACCEPTED, dpid);
NETuint8_t(&dpid);
NETend();
MultiPlayerJoin(dpid);
// Send info about players to newcomer.
for (j = 0; j < MAX_CONNECTED_PLAYERS; ++j)
{
if (players[j].allocated
&& dpid != players[j].id)
{
uint8_t id = players[j].id;
NETbeginEncode(NET_PLAYER_JOINED, dpid);
NETuint8_t(&id);
NETend();
}
}
// Send info about newcomer to all players.
NETbeginEncode(NET_PLAYER_JOINED, NET_ALL_PLAYERS);
NETuint8_t(&dpid);
NETend();
for (j = 0; j < MAX_CONNECTED_PLAYERS; ++j)
{
NETBroadcastPlayerInfo(j);
}
// Make sure the master server gets updated by disconnecting from it
// NETallowJoining will reconnect
NETregisterServer(0);
}
}
}
}
}
BOOL NEThostGame(const char* SessionName, const char* PlayerName,
SDWORD one, SDWORD two, SDWORD three, SDWORD four,
UDWORD plyrs) // # of players.
{
IPaddress ip;
unsigned int i;
debug(LOG_NET, "NEThostGame(%s, %s, %d, %d, %d, %d, %u)", SessionName, PlayerName,
one, two, three, four, plyrs);
if(!NetPlay.bComms)
{
NetPlay.dpidPlayer = HOST_DPID;
NetPlay.bHost = true;
return true;
}
if(SDLNet_ResolveHost(&ip, NULL, gameserver_port) == -1)
{
debug(LOG_ERROR, "Cannot resolve master self: %s", SDLNet_GetError());
return false;
}
if(!tcp_socket) tcp_socket = SDLNet_TCP_Open(&ip);
if(tcp_socket == NULL)
{
debug(LOG_ERROR, "Cannot connect to master self: %s", SDLNet_GetError());
return false;
}
debug(LOG_NET, "New tcp_socket = %p", tcp_socket);
if(!socket_set) socket_set = SDLNet_AllocSocketSet(MAX_CONNECTED_PLAYERS);
if (socket_set == NULL)
{
debug(LOG_ERROR, "Cannot create socket set: %s", SDLNet_GetError());
return false;
}
SDLNet_TCP_AddSocket(socket_set, tcp_socket);
for (i = 0; i < MAX_CONNECTED_PLAYERS; ++i)
{
connected_bsocket[i] = NET_createBufferedSocket();
}
is_server = true;
sstrcpy(game.name, SessionName);
memset(&game.desc, 0, sizeof(game.desc));
game.desc.dwSize = sizeof(game.desc);
//game.desc.guidApplication = GAME_GUID;
game.desc.host[0] = '\0';
game.desc.dwCurrentPlayers = 1;
game.desc.dwMaxPlayers = plyrs;
game.desc.dwFlags = 0;
game.desc.dwUserFlags[0] = one;
game.desc.dwUserFlags[1] = two;
game.desc.dwUserFlags[2] = three;
game.desc.dwUserFlags[3] = four;
NET_InitPlayers();
NetPlay.dpidPlayer = NET_CreatePlayer(PlayerName, PLAYER_HOST);
NetPlay.bHost = true;
MultiPlayerJoin(NetPlay.dpidPlayer);
allow_joining = true;
NETregisterServer(0);
debug(LOG_NET, "Hosting a server. We are player %d.", NetPlay.dpidPlayer);
return true;
}
// ////////////////////////////////////////////////////////////////////////
// Stop the dplay interface from accepting more players.
BOOL NEThaltJoining(void)
{
debug(LOG_NET, "NEThaltJoining");
allow_joining = false;
// disconnect from the master server
NETregisterServer(0);
return true;
}
// ////////////////////////////////////////////////////////////////////////
// find games on open connection
BOOL NETfindGame(void)
{
unsigned int gamecount = 0;
uint32_t gamesavailable;
IPaddress ip;
unsigned int port = (hostname == masterserver_name) ? masterserver_port : gameserver_port;
int result = 0;
debug(LOG_NET, "NETfindGame");
NetPlay.games[0].desc.dwSize = 0;
NetPlay.games[0].desc.dwCurrentPlayers = 0;
NetPlay.games[0].desc.dwMaxPlayers = 0;
if(!NetPlay.bComms)
{
NetPlay.dpidPlayer = HOST_DPID;
NetPlay.bHost = true;
return true;
}
// We first check to see if we were given a IP/hostname from the command line
if (strlen(iptoconnect) )
{
if (SDLNet_ResolveHost(&ip, iptoconnect, port) == -1)
{
debug(LOG_ERROR, "Error connecting to client via hostname provided (%s)",iptoconnect);
debug(LOG_ERROR, "Cannot resolve hostname :%s",SDLNet_GetError());
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 (SDLNet_ResolveHost(&ip, hostname, port) == -1)
{
debug(LOG_ERROR, "Cannot resolve hostname \"%s\": %s", hostname, SDLNet_GetError());
return false;
}
if (tcp_socket != NULL)
{
SDLNet_TCP_Close(tcp_socket);
tcp_socket = NULL;
}
tcp_socket = SDLNet_TCP_Open(&ip);
if (tcp_socket == NULL)
{
debug(LOG_ERROR, "Cannot connect to \"%s:%d\": %s", hostname, port, SDLNet_GetError());
return false;
}
debug(LOG_NET, "New tcp_socket = %p", tcp_socket);
socket_set = SDLNet_AllocSocketSet(1);
if (socket_set == NULL)
{
debug(LOG_ERROR, "Cannot create socket set: %s", SDLNet_GetError());
return false;
}
SDLNet_TCP_AddSocket(socket_set, tcp_socket);
SDLNet_TCP_Send(tcp_socket, (void*)"list", sizeof("list"));
if (SDLNet_CheckSockets(socket_set, 1000) > 0
&& SDLNet_SocketReady(tcp_socket)
&& (result = SDLNet_TCP_Recv(tcp_socket, &gamesavailable, sizeof(gamesavailable))))
{
gamesavailable = SDL_SwapBE32(gamesavailable);
}
else
{
if (result < 0)
{
debug(LOG_NET, "SDLNet_TCP_Recv returned %d, error: %s - tcp_socket %p is now invalid.",
result, SDLNet_GetError(), tcp_socket);
tcp_socket = NULL; // unsure how to handle invalid sockets?
}
// when we fail to receive a game count, bail out
return false;
}
debug(LOG_NET, "receiving info of %u game(s)", (unsigned int)gamesavailable);
do
{
// Attempt to receive a game description structure
if (!NETrecvGAMESTRUCT(&NetPlay.games[gamecount]))
// If we fail, success depends on the amount of games that we've read already
return gamecount;
if (NetPlay.games[gamecount].desc.host[0] == '\0')
{
unsigned char* address = (unsigned char*)(&(ip.host));
snprintf(NetPlay.games[gamecount].desc.host, sizeof(NetPlay.games[gamecount].desc.host),
"%i.%i.%i.%i",
(int)(address[0]),
(int)(address[1]),
(int)(address[2]),
(int)(address[3]));
}
++gamecount;
} while (gamecount < gamesavailable);
return true;
}
// ////////////////////////////////////////////////////////////////////////
// ////////////////////////////////////////////////////////////////////////
// Functions used to setup and join games.
BOOL NETjoinGame(UDWORD gameNumber, const char* playername)
{
IPaddress ip;
debug(LOG_NET, "NETjoinGame gameNumber=%d", gameNumber);
NETclose(); // just to be sure :)
if (hostname != masterserver_name)
{
free(hostname);
}
hostname = strdup(NetPlay.games[gameNumber].desc.host);
if(SDLNet_ResolveHost(&ip, hostname, gameserver_port) == -1)
{
debug(LOG_ERROR, "Cannot resolve hostname \"%s\": %s", hostname, SDLNet_GetError());
return false;
}
if (tcp_socket != NULL)
{
SDLNet_TCP_Close(tcp_socket);
}
tcp_socket = SDLNet_TCP_Open(&ip);
if (tcp_socket == NULL)
{
debug(LOG_ERROR, "Cannot connect to \"%s:%d\": %s", hostname, gameserver_port, SDLNet_GetError());
return false;
}
socket_set = SDLNet_AllocSocketSet(1);
if (socket_set == NULL)
{
debug(LOG_ERROR, "Cannot create socket set: %s", SDLNet_GetError());
return false;
}
SDLNet_TCP_AddSocket(socket_set, tcp_socket);
SDLNet_TCP_Send(tcp_socket, (void*)"join", sizeof("join"));
if (NETrecvGAMESTRUCT(&NetPlay.games[gameNumber])
&& NetPlay.games[gameNumber].desc.host[0] == '\0')
{
unsigned char* address = (unsigned char*)(&(ip.host));
snprintf(NetPlay.games[gameNumber].desc.host, sizeof(NetPlay.games[gameNumber].desc.host),
"%i.%i.%i.%i",
(int)(address[0]),
(int)(address[1]),
(int)(address[2]),
(int)(address[3]));
}
bsocket = NET_createBufferedSocket();
NET_initBufferedSocket(bsocket, tcp_socket);
// Send a join message
NETbeginEncode(NET_JOIN, HOST_DPID);
// Casting constness away, because NETstring is const-incorrect
// when sending/encoding a packet.
NETstring((char*)playername, 64);
NETend();
// Loop until we've been accepted into the game
for (;;)
{
uint8_t type = NUM_GAME_PACKETS;
NETrecv(&type);
if (type == NET_ACCEPTED)
{
uint8_t dpid;
NETbeginDecode(NET_ACCEPTED);
// Retrieve the player ID the game host arranged for us
NETuint8_t(&dpid);
NETend();
NetPlay.dpidPlayer = dpid;
debug(LOG_NET, "NET_ACCEPTED received. Accepted into the game - I'm player %u",
(unsigned int)NetPlay.dpidPlayer);
NetPlay.bHost = false;
if (NetPlay.dpidPlayer >= MAX_CONNECTED_PLAYERS)
{
debug(LOG_ERROR, "Bad player number (%u) received from host!", NetPlay.dpidPlayer);
return false;
}
players[NetPlay.dpidPlayer].allocated = true;
players[NetPlay.dpidPlayer].id = NetPlay.dpidPlayer;
sstrcpy(players[NetPlay.dpidPlayer].name, playername);
players[NetPlay.dpidPlayer].flags = 0;
return true;
}
}
return false;
}
/*!
* Set the masterserver name
* \param hostname The hostname of the masterserver to connect to
*/
void NETsetMasterserverName(const char* hostname)
{
sstrcpy(masterserver_name, hostname);
}
/*!
* Set the masterserver port
* \param port The port of the masterserver to connect to
*/
void NETsetMasterserverPort(unsigned int port)
{
masterserver_port = port;
}
/*!
* Set the port we shall host games on
* \param port The port to listen to
*/
void NETsetGameserverPort(unsigned int port)
{
gameserver_port = port;
}