5642
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/* $Id$ */
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#include "../stdafx.h"
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#include "network_data.h"
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#if defined(WITH_REV)
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extern const char _openttd_revision[];
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#elif defined(WITH_REV_HACK)
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#define WITH_REV
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const char _openttd_revision[] = WITH_REV_HACK;
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#else
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const char _openttd_revision[] = NOREV_STRING;
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#endif
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#ifdef ENABLE_NETWORK
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#include "../openttd.h"
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#include "../debug.h"
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#include "../functions.h"
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#include "../string.h"
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#include "../strings.h"
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#include "../map.h"
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#include "../command.h"
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#include "../variables.h"
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#include "../date.h"
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#include "../newgrf_config.h"
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#include "../table/strings.h"
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#include "network_client.h"
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#include "network_server.h"
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#include "network_udp.h"
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#include "network_gamelist.h"
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#include "core/udp.h"
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#include "core/tcp.h"
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#include "network_gui.h"
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#include "../console.h" /* IConsoleCmdExec */
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#include <stdarg.h> /* va_list */
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#include "../md5.h"
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#ifdef __MORPHOS__
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// the library base is required here
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struct Library *SocketBase = NULL;
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#endif
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// The listen socket for the server
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static SOCKET _listensocket;
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// The amount of clients connected
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static byte _network_clients_connected = 0;
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// The index counter for new clients (is never decreased)
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static uint16 _network_client_index = NETWORK_SERVER_INDEX + 1;
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/* Some externs / forwards */
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extern void StateGameLoop(void);
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// Function that looks up the CI for a given client-index
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NetworkClientInfo *NetworkFindClientInfoFromIndex(uint16 client_index)
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{
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NetworkClientInfo *ci;
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for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
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if (ci->client_index == client_index) return ci;
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}
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return NULL;
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}
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/** Return the CI for a given IP
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* @param ip IP of the client we are looking for. This must be in string-format
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* @return return a pointer to the corresponding NetworkClientInfo struct or NULL on failure */
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NetworkClientInfo *NetworkFindClientInfoFromIP(const char *ip)
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{
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NetworkClientInfo *ci;
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uint32 ip_number = inet_addr(ip);
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for (ci = _network_client_info; ci != endof(_network_client_info); ci++) {
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if (ci->client_ip == ip_number) return ci;
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}
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return NULL;
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}
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// Function that looks up the CS for a given client-index
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NetworkClientState *NetworkFindClientStateFromIndex(uint16 client_index)
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{
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NetworkClientState *cs;
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for (cs = _clients; cs != &_clients[MAX_CLIENT_INFO]; cs++) {
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if (cs->index == client_index) return cs;
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}
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return NULL;
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}
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// NetworkGetClientName is a server-safe function to get the name of the client
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// if the user did not send it yet, Client #<no> is used.
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void NetworkGetClientName(char *client_name, size_t size, const NetworkClientState *cs)
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{
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const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
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if (ci->client_name[0] == '\0') {
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snprintf(client_name, size, "Client #%4d", cs->index);
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} else {
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ttd_strlcpy(client_name, ci->client_name, size);
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}
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}
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byte NetworkSpectatorCount(void)
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{
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const NetworkClientState *cs;
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byte count = 0;
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FOR_ALL_CLIENTS(cs) {
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if (DEREF_CLIENT_INFO(cs)->client_playas == PLAYER_SPECTATOR) count++;
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}
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return count;
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}
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// This puts a text-message to the console, or in the future, the chat-box,
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// (to keep it all a bit more general)
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// If 'self_send' is true, this is the client who is sending the message
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void CDECL NetworkTextMessage(NetworkAction action, uint16 color, bool self_send, const char *name, const char *str, ...)
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{
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char buf[1024];
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va_list va;
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const int duration = 10; // Game days the messages stay visible
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char message[1024];
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char temp[1024];
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va_start(va, str);
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vsnprintf(buf, lengthof(buf), str, va);
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va_end(va);
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switch (action) {
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case NETWORK_ACTION_SERVER_MESSAGE:
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color = 1;
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snprintf(message, sizeof(message), "*** %s", buf);
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break;
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case NETWORK_ACTION_JOIN:
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color = 1;
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GetString(temp, STR_NETWORK_CLIENT_JOINED, lastof(temp));
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snprintf(message, sizeof(message), "*** %s %s", name, temp);
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break;
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case NETWORK_ACTION_LEAVE:
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color = 1;
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GetString(temp, STR_NETWORK_ERR_LEFT, lastof(temp));
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snprintf(message, sizeof(message), "*** %s %s (%s)", name, temp, buf);
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break;
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case NETWORK_ACTION_GIVE_MONEY:
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if (self_send) {
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SetDParamStr(0, name);
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SetDParam(1, atoi(buf));
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GetString(temp, STR_NETWORK_GAVE_MONEY_AWAY, lastof(temp));
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snprintf(message, sizeof(message), "*** %s", temp);
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} else {
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SetDParam(0, atoi(buf));
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GetString(temp, STR_NETWORK_GIVE_MONEY, lastof(temp));
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snprintf(message, sizeof(message), "*** %s %s", name, temp);
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}
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break;
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case NETWORK_ACTION_NAME_CHANGE:
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GetString(temp, STR_NETWORK_NAME_CHANGE, lastof(temp));
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snprintf(message, sizeof(message), "*** %s %s %s", name, temp, buf);
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break;
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case NETWORK_ACTION_CHAT_COMPANY:
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SetDParamStr(0, name);
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SetDParamStr(1, buf);
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GetString(temp, self_send ? STR_NETWORK_CHAT_TO_COMPANY : STR_NETWORK_CHAT_COMPANY, lastof(temp));
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ttd_strlcpy(message, temp, sizeof(message));
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break;
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case NETWORK_ACTION_CHAT_CLIENT:
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SetDParamStr(0, name);
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SetDParamStr(1, buf);
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GetString(temp, self_send ? STR_NETWORK_CHAT_TO_CLIENT : STR_NETWORK_CHAT_CLIENT, lastof(temp));
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ttd_strlcpy(message, temp, sizeof(message));
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break;
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default:
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SetDParamStr(0, name);
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SetDParamStr(1, buf);
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GetString(temp, STR_NETWORK_CHAT_ALL, lastof(temp));
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ttd_strlcpy(message, temp, sizeof(message));
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break;
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}
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IConsolePrintF(color, "%s", message);
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AddTextMessage(color, duration, "%s", message);
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}
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// Calculate the frame-lag of a client
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uint NetworkCalculateLag(const NetworkClientState *cs)
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{
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int lag = cs->last_frame_server - cs->last_frame;
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// This client has missed his ACK packet after 1 DAY_TICKS..
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// so we increase his lag for every frame that passes!
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// The packet can be out by a max of _net_frame_freq
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if (cs->last_frame_server + DAY_TICKS + _network_frame_freq < _frame_counter)
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lag += _frame_counter - (cs->last_frame_server + DAY_TICKS + _network_frame_freq);
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return lag;
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}
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// There was a non-recoverable error, drop back to the main menu with a nice
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// error
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static void NetworkError(StringID error_string)
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{
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_switch_mode = SM_MENU;
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_switch_mode_errorstr = error_string;
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}
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static void ClientStartError(const char *error)
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{
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DEBUG(net, 0, "[client] could not start network: %s",error);
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NetworkError(STR_NETWORK_ERR_CLIENT_START);
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}
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static void ServerStartError(const char *error)
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{
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DEBUG(net, 0, "[server] could not start network: %s",error);
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NetworkError(STR_NETWORK_ERR_SERVER_START);
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}
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static void NetworkClientError(NetworkRecvStatus res, NetworkClientState* cs)
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{
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// First, send a CLIENT_ERROR to the server, so he knows we are
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// disconnection (and why!)
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NetworkErrorCode errorno;
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// We just want to close the connection..
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if (res == NETWORK_RECV_STATUS_CLOSE_QUERY) {
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cs->has_quit = true;
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NetworkCloseClient(cs);
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_networking = false;
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DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
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return;
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}
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switch (res) {
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case NETWORK_RECV_STATUS_DESYNC: errorno = NETWORK_ERROR_DESYNC; break;
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case NETWORK_RECV_STATUS_SAVEGAME: errorno = NETWORK_ERROR_SAVEGAME_FAILED; break;
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default: errorno = NETWORK_ERROR_GENERAL; break;
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}
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// This means we fucked up and the server closed the connection
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if (res != NETWORK_RECV_STATUS_SERVER_ERROR && res != NETWORK_RECV_STATUS_SERVER_FULL &&
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res != NETWORK_RECV_STATUS_SERVER_BANNED) {
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SEND_COMMAND(PACKET_CLIENT_ERROR)(errorno);
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// Dequeue all commands before closing the socket
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NetworkSend_Packets(DEREF_CLIENT(0));
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}
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_switch_mode = SM_MENU;
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NetworkCloseClient(cs);
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_networking = false;
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}
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/** Retrieve a string representation of an internal error number
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* @param buf buffer where the error message will be stored
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* @param err NetworkErrorCode
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* @return returns a pointer to the error message (buf) */
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char* GetNetworkErrorMsg(char* buf, NetworkErrorCode err, const char* last)
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{
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/* List of possible network errors, used by
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* PACKET_SERVER_ERROR and PACKET_CLIENT_ERROR */
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static const StringID network_error_strings[] = {
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STR_NETWORK_ERR_CLIENT_GENERAL,
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STR_NETWORK_ERR_CLIENT_DESYNC,
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STR_NETWORK_ERR_CLIENT_SAVEGAME,
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STR_NETWORK_ERR_CLIENT_CONNECTION_LOST,
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STR_NETWORK_ERR_CLIENT_PROTOCOL_ERROR,
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STR_NETWORK_ERR_CLIENT_NOT_AUTHORIZED,
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STR_NETWORK_ERR_CLIENT_NOT_EXPECTED,
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STR_NETWORK_ERR_CLIENT_WRONG_REVISION,
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STR_NETWORK_ERR_CLIENT_NAME_IN_USE,
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STR_NETWORK_ERR_CLIENT_WRONG_PASSWORD,
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STR_NETWORK_ERR_CLIENT_PLAYER_MISMATCH,
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STR_NETWORK_ERR_CLIENT_KICKED,
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STR_NETWORK_ERR_CLIENT_CHEATER,
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STR_NETWORK_ERR_CLIENT_SERVER_FULL
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};
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if (err >= lengthof(network_error_strings)) err = 0;
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return GetString(buf, network_error_strings[err], last);
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}
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/* Count the number of active clients connected */
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static uint NetworkCountPlayers(void)
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{
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const NetworkClientState *cs;
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uint count = 0;
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FOR_ALL_CLIENTS(cs) {
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const NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
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if (IsValidPlayer(ci->client_playas)) count++;
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}
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return count;
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}
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static bool _min_players_paused = false;
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/* Check if the minimum number of players has been reached and pause or unpause the game as appropriate */
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void CheckMinPlayers(void)
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{
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if (!_network_dedicated) return;
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if (NetworkCountPlayers() < _network_min_players) {
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if (_min_players_paused) return;
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_min_players_paused = true;
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DoCommandP(0, 1, 0, NULL, CMD_PAUSE);
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NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game paused (not enough players)", NETWORK_SERVER_INDEX);
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} else {
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if (!_min_players_paused) return;
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_min_players_paused = false;
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DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
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NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused (enough players)", NETWORK_SERVER_INDEX);
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}
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}
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// Find all IP-aliases for this host
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static void NetworkFindIPs(void)
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{
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int i;
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#if defined(BEOS_NET_SERVER) /* doesn't have neither getifaddrs or net/if.h */
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/* Based on Andrew Bachmann's netstat+.c. Big thanks to him! */
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int _netstat(int fd, char **output, int verbose);
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int seek_past_header(char **pos, const char *header) {
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char *new_pos = strstr(*pos, header);
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336 |
if (new_pos == 0) {
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return B_ERROR;
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}
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*pos += strlen(header) + new_pos - *pos + 1;
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return B_OK;
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}
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342 |
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int output_length;
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344 |
char *output_pointer = NULL;
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char **output;
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int sock = socket(AF_INET, SOCK_DGRAM, 0);
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i = 0;
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// If something fails, make sure the list is empty
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_broadcast_list[0] = 0;
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351 |
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if (sock < 0) {
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DEBUG(net, 0, "[core] error creating socket");
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return;
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}
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357 |
output_length = _netstat(sock, &output_pointer, 1);
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358 |
if (output_length < 0) {
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359 |
DEBUG(net, 0, "[core] error running _netstat");
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360 |
return;
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361 |
}
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362 |
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output = &output_pointer;
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364 |
if (seek_past_header(output, "IP Interfaces:") == B_OK) {
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for (;;) {
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uint32 n, fields, read;
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uint8 i1, i2, i3, i4, j1, j2, j3, j4;
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struct in_addr inaddr;
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uint32 ip;
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uint32 netmask;
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fields = sscanf(*output, "%u: %hhu.%hhu.%hhu.%hhu, netmask %hhu.%hhu.%hhu.%hhu%n",
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&n, &i1,&i2,&i3,&i4, &j1,&j2,&j3,&j4, &read);
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read += 1;
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375 |
if (fields != 9) {
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break;
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}
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ip = (uint32)i1 << 24 | (uint32)i2 << 16 | (uint32)i3 << 8 | (uint32)i4;
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netmask = (uint32)j1 << 24 | (uint32)j2 << 16 | (uint32)j3 << 8 | (uint32)j4;
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381 |
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382 |
if (ip != INADDR_LOOPBACK && ip != INADDR_ANY) {
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383 |
inaddr.s_addr = htonl(ip | ~netmask);
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384 |
_broadcast_list[i] = inaddr.s_addr;
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385 |
i++;
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}
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387 |
if (read < 0) {
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388 |
break;
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389 |
}
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390 |
*output += read;
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391 |
}
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392 |
/* XXX - Using either one of these crashes openttd heavily? - wber */
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393 |
/*free(output_pointer);*/
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394 |
/*free(output);*/
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|
395 |
closesocket(sock);
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|
396 |
}
|
|
397 |
#elif defined(HAVE_GETIFADDRS)
|
|
398 |
struct ifaddrs *ifap, *ifa;
|
|
399 |
|
|
400 |
// If something fails, make sure the list is empty
|
|
401 |
_broadcast_list[0] = 0;
|
|
402 |
|
|
403 |
if (getifaddrs(&ifap) != 0)
|
|
404 |
return;
|
|
405 |
|
|
406 |
i = 0;
|
|
407 |
for (ifa = ifap; ifa != NULL; ifa = ifa->ifa_next) {
|
|
408 |
if (!(ifa->ifa_flags & IFF_BROADCAST)) continue;
|
|
409 |
if (ifa->ifa_broadaddr == NULL) continue;
|
|
410 |
if (ifa->ifa_broadaddr->sa_family != AF_INET) continue;
|
|
411 |
_broadcast_list[i] = ((struct sockaddr_in*)ifa->ifa_broadaddr)->sin_addr.s_addr;
|
|
412 |
i++;
|
|
413 |
}
|
|
414 |
freeifaddrs(ifap);
|
|
415 |
|
|
416 |
#else /* not HAVE_GETIFADDRS */
|
|
417 |
SOCKET sock;
|
|
418 |
#ifdef WIN32
|
|
419 |
DWORD len = 0;
|
|
420 |
INTERFACE_INFO ifo[MAX_INTERFACES];
|
|
421 |
uint j;
|
|
422 |
#else
|
|
423 |
char buf[4 * 1024]; // Arbitrary buffer size
|
|
424 |
struct ifconf ifconf;
|
|
425 |
const char* buf_end;
|
|
426 |
const char* p;
|
|
427 |
#endif
|
|
428 |
|
|
429 |
// If something fails, make sure the list is empty
|
|
430 |
_broadcast_list[0] = 0;
|
|
431 |
|
|
432 |
sock = socket(AF_INET, SOCK_DGRAM, 0);
|
|
433 |
if (sock == INVALID_SOCKET) return;
|
|
434 |
|
|
435 |
#ifdef WIN32
|
|
436 |
memset(&ifo[0], 0, sizeof(ifo));
|
|
437 |
if ((WSAIoctl(sock, SIO_GET_INTERFACE_LIST, NULL, 0, &ifo[0], sizeof(ifo), &len, NULL, NULL)) != 0) {
|
|
438 |
closesocket(sock);
|
|
439 |
return;
|
|
440 |
}
|
|
441 |
|
|
442 |
i = 0;
|
|
443 |
for (j = 0; j < len / sizeof(*ifo); j++) {
|
|
444 |
if (ifo[j].iiFlags & IFF_LOOPBACK) continue;
|
|
445 |
if (!(ifo[j].iiFlags & IFF_BROADCAST)) continue;
|
|
446 |
/* iiBroadcast is unusable, because it always seems to be set to
|
|
447 |
* 255.255.255.255.
|
|
448 |
*/
|
|
449 |
_broadcast_list[i++] =
|
|
450 |
ifo[j].iiAddress.AddressIn.sin_addr.s_addr |
|
|
451 |
~ifo[j].iiNetmask.AddressIn.sin_addr.s_addr;
|
|
452 |
}
|
|
453 |
#else
|
|
454 |
ifconf.ifc_len = sizeof(buf);
|
|
455 |
ifconf.ifc_buf = buf;
|
|
456 |
if (ioctl(sock, SIOCGIFCONF, &ifconf) == -1) {
|
|
457 |
closesocket(sock);
|
|
458 |
return;
|
|
459 |
}
|
|
460 |
|
|
461 |
i = 0;
|
|
462 |
buf_end = buf + ifconf.ifc_len;
|
|
463 |
for (p = buf; p < buf_end;) {
|
|
464 |
const struct ifreq* req = (const struct ifreq*)p;
|
|
465 |
|
|
466 |
if (req->ifr_addr.sa_family == AF_INET) {
|
|
467 |
struct ifreq r;
|
|
468 |
|
|
469 |
strncpy(r.ifr_name, req->ifr_name, lengthof(r.ifr_name));
|
|
470 |
if (ioctl(sock, SIOCGIFFLAGS, &r) != -1 &&
|
|
471 |
r.ifr_flags & IFF_BROADCAST &&
|
|
472 |
ioctl(sock, SIOCGIFBRDADDR, &r) != -1) {
|
|
473 |
_broadcast_list[i++] =
|
|
474 |
((struct sockaddr_in*)&r.ifr_broadaddr)->sin_addr.s_addr;
|
|
475 |
}
|
|
476 |
}
|
|
477 |
|
|
478 |
p += sizeof(struct ifreq);
|
|
479 |
#ifdef AF_LINK
|
|
480 |
p += req->ifr_addr.sa_len - sizeof(struct sockaddr);
|
|
481 |
#endif
|
|
482 |
}
|
|
483 |
#endif
|
|
484 |
|
|
485 |
closesocket(sock);
|
|
486 |
#endif /* not HAVE_GETIFADDRS */
|
|
487 |
|
|
488 |
_broadcast_list[i] = 0;
|
|
489 |
|
|
490 |
DEBUG(net, 3, "Detected broadcast addresses:");
|
|
491 |
// Now display to the debug all the detected ips
|
|
492 |
for (i = 0; _broadcast_list[i] != 0; i++) {
|
|
493 |
DEBUG(net, 3, "%d) %s", i, inet_ntoa(*(struct in_addr *)&_broadcast_list[i]));//inet_ntoa(inaddr));
|
|
494 |
}
|
|
495 |
}
|
|
496 |
|
|
497 |
// Resolve a hostname to a inet_addr
|
|
498 |
unsigned long NetworkResolveHost(const char *hostname)
|
|
499 |
{
|
|
500 |
in_addr_t ip;
|
|
501 |
|
|
502 |
// First try: is it an ip address?
|
|
503 |
ip = inet_addr(hostname);
|
|
504 |
|
|
505 |
// If not try to resolve the name
|
|
506 |
if (ip == INADDR_NONE) {
|
|
507 |
struct hostent *he = gethostbyname(hostname);
|
|
508 |
if (he == NULL) {
|
|
509 |
DEBUG(net, 0, "Cannot resolve '%s'", hostname);
|
|
510 |
} else {
|
|
511 |
struct in_addr addr = *(struct in_addr *)he->h_addr_list[0];
|
|
512 |
DEBUG(net, 1, "Resolved '%s' to %s", hostname, inet_ntoa(addr));
|
|
513 |
ip = addr.s_addr;
|
|
514 |
}
|
|
515 |
}
|
|
516 |
return ip;
|
|
517 |
}
|
|
518 |
|
|
519 |
// Converts a string to ip/port/player
|
|
520 |
// Format: IP#player:port
|
|
521 |
//
|
|
522 |
// connection_string will be re-terminated to seperate out the hostname, and player and port will
|
|
523 |
// be set to the player and port strings given by the user, inside the memory area originally
|
|
524 |
// occupied by connection_string.
|
|
525 |
void ParseConnectionString(const char **player, const char **port, char *connection_string)
|
|
526 |
{
|
|
527 |
char *p;
|
|
528 |
for (p = connection_string; *p != '\0'; p++) {
|
|
529 |
if (*p == '#') {
|
|
530 |
*p = '\0';
|
|
531 |
*player = ++p;
|
|
532 |
while (IsValidChar(*p, CS_NUMERAL)) p++;
|
|
533 |
if (*p == '\0') break;
|
|
534 |
} else if (*p == ':') {
|
|
535 |
*port = p + 1;
|
|
536 |
*p = '\0';
|
|
537 |
}
|
|
538 |
}
|
|
539 |
}
|
|
540 |
|
|
541 |
// Creates a new client from a socket
|
|
542 |
// Used both by the server and the client
|
|
543 |
static NetworkClientState *NetworkAllocClient(SOCKET s)
|
|
544 |
{
|
|
545 |
NetworkClientState *cs;
|
|
546 |
byte client_no = 0;
|
|
547 |
|
|
548 |
if (_network_server) {
|
|
549 |
// Can we handle a new client?
|
|
550 |
if (_network_clients_connected >= MAX_CLIENTS) return NULL;
|
|
551 |
if (_network_game_info.clients_on >= _network_game_info.clients_max) return NULL;
|
|
552 |
|
|
553 |
// Register the login
|
|
554 |
client_no = _network_clients_connected++;
|
|
555 |
}
|
|
556 |
|
|
557 |
cs = DEREF_CLIENT(client_no);
|
|
558 |
memset(cs, 0, sizeof(*cs));
|
|
559 |
cs->socket = s;
|
|
560 |
cs->last_frame = 0;
|
|
561 |
cs->has_quit = false;
|
|
562 |
|
|
563 |
cs->last_frame = _frame_counter;
|
|
564 |
cs->last_frame_server = _frame_counter;
|
|
565 |
|
|
566 |
if (_network_server) {
|
|
567 |
NetworkClientInfo *ci = DEREF_CLIENT_INFO(cs);
|
|
568 |
memset(ci, 0, sizeof(*ci));
|
|
569 |
|
|
570 |
cs->index = _network_client_index++;
|
|
571 |
ci->client_index = cs->index;
|
|
572 |
ci->client_playas = PLAYER_INACTIVE_CLIENT;
|
|
573 |
ci->join_date = _date;
|
|
574 |
|
|
575 |
InvalidateWindow(WC_CLIENT_LIST, 0);
|
|
576 |
}
|
|
577 |
|
|
578 |
return cs;
|
|
579 |
}
|
|
580 |
|
|
581 |
// Close a connection
|
|
582 |
void NetworkCloseClient(NetworkClientState *cs)
|
|
583 |
{
|
|
584 |
NetworkClientInfo *ci;
|
|
585 |
// Socket is already dead
|
|
586 |
if (cs->socket == INVALID_SOCKET) {
|
|
587 |
cs->has_quit = true;
|
|
588 |
return;
|
|
589 |
}
|
|
590 |
|
|
591 |
DEBUG(net, 1, "Closed client connection %d", cs->index);
|
|
592 |
|
|
593 |
if (!cs->has_quit && _network_server && cs->status > STATUS_INACTIVE) {
|
|
594 |
// We did not receive a leave message from this client...
|
|
595 |
NetworkErrorCode errorno = NETWORK_ERROR_CONNECTION_LOST;
|
|
596 |
char str[100];
|
|
597 |
char client_name[NETWORK_CLIENT_NAME_LENGTH];
|
|
598 |
NetworkClientState *new_cs;
|
|
599 |
|
|
600 |
NetworkGetClientName(client_name, sizeof(client_name), cs);
|
|
601 |
|
|
602 |
GetNetworkErrorMsg(str, errorno, lastof(str));
|
|
603 |
|
|
604 |
NetworkTextMessage(NETWORK_ACTION_LEAVE, 1, false, client_name, "%s", str);
|
|
605 |
|
|
606 |
// Inform other clients of this... strange leaving ;)
|
|
607 |
FOR_ALL_CLIENTS(new_cs) {
|
|
608 |
if (new_cs->status > STATUS_AUTH && cs != new_cs) {
|
|
609 |
SEND_COMMAND(PACKET_SERVER_ERROR_QUIT)(new_cs, cs->index, errorno);
|
|
610 |
}
|
|
611 |
}
|
|
612 |
}
|
|
613 |
|
|
614 |
/* When the client was PRE_ACTIVE, the server was in pause mode, so unpause */
|
|
615 |
if (cs->status == STATUS_PRE_ACTIVE && _network_pause_on_join) {
|
|
616 |
DoCommandP(0, 0, 0, NULL, CMD_PAUSE);
|
|
617 |
NetworkServer_HandleChat(NETWORK_ACTION_SERVER_MESSAGE, DESTTYPE_BROADCAST, 0, "Game unpaused", NETWORK_SERVER_INDEX);
|
|
618 |
}
|
|
619 |
|
|
620 |
closesocket(cs->socket);
|
|
621 |
cs->writable = false;
|
|
622 |
cs->has_quit = true;
|
|
623 |
|
|
624 |
// Free all pending and partially received packets
|
|
625 |
while (cs->packet_queue != NULL) {
|
|
626 |
Packet *p = cs->packet_queue->next;
|
|
627 |
free(cs->packet_queue);
|
|
628 |
cs->packet_queue = p;
|
|
629 |
}
|
|
630 |
free(cs->packet_recv);
|
|
631 |
cs->packet_recv = NULL;
|
|
632 |
|
|
633 |
while (cs->command_queue != NULL) {
|
|
634 |
CommandPacket *p = cs->command_queue->next;
|
|
635 |
free(cs->command_queue);
|
|
636 |
cs->command_queue = p;
|
|
637 |
}
|
|
638 |
|
|
639 |
// Close the gap in the client-list
|
|
640 |
ci = DEREF_CLIENT_INFO(cs);
|
|
641 |
|
|
642 |
if (_network_server) {
|
|
643 |
// We just lost one client :(
|
|
644 |
if (cs->status > STATUS_INACTIVE) _network_game_info.clients_on--;
|
|
645 |
_network_clients_connected--;
|
|
646 |
|
|
647 |
while ((cs + 1) != DEREF_CLIENT(MAX_CLIENTS) && (cs + 1)->socket != INVALID_SOCKET) {
|
|
648 |
*cs = *(cs + 1);
|
|
649 |
*ci = *(ci + 1);
|
|
650 |
cs++;
|
|
651 |
ci++;
|
|
652 |
}
|
|
653 |
|
|
654 |
InvalidateWindow(WC_CLIENT_LIST, 0);
|
|
655 |
}
|
|
656 |
|
|
657 |
// Reset the status of the last socket
|
|
658 |
cs->socket = INVALID_SOCKET;
|
|
659 |
cs->status = STATUS_INACTIVE;
|
|
660 |
cs->index = NETWORK_EMPTY_INDEX;
|
|
661 |
ci->client_index = NETWORK_EMPTY_INDEX;
|
|
662 |
|
|
663 |
CheckMinPlayers();
|
|
664 |
}
|
|
665 |
|
|
666 |
// A client wants to connect to a server
|
|
667 |
static bool NetworkConnect(const char *hostname, int port)
|
|
668 |
{
|
|
669 |
SOCKET s;
|
|
670 |
struct sockaddr_in sin;
|
|
671 |
|
|
672 |
DEBUG(net, 1, "Connecting to %s %d", hostname, port);
|
|
673 |
|
|
674 |
s = socket(AF_INET, SOCK_STREAM, 0);
|
|
675 |
if (s == INVALID_SOCKET) {
|
|
676 |
ClientStartError("socket() failed");
|
|
677 |
return false;
|
|
678 |
}
|
|
679 |
|
|
680 |
if (!SetNoDelay(s)) DEBUG(net, 1, "Setting TCP_NODELAY failed");
|
|
681 |
|
|
682 |
sin.sin_family = AF_INET;
|
|
683 |
sin.sin_addr.s_addr = NetworkResolveHost(hostname);
|
|
684 |
sin.sin_port = htons(port);
|
|
685 |
_network_last_host_ip = sin.sin_addr.s_addr;
|
|
686 |
|
|
687 |
/* We failed to connect for which reason what so ever */
|
|
688 |
if (connect(s, (struct sockaddr*) &sin, sizeof(sin)) != 0) return false;
|
|
689 |
|
|
690 |
if (!SetNonBlocking(s)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
|
|
691 |
|
|
692 |
// in client mode, only the first client field is used. it's pointing to the server.
|
|
693 |
NetworkAllocClient(s);
|
|
694 |
|
|
695 |
_network_join_status = NETWORK_JOIN_STATUS_CONNECTING;
|
|
696 |
ShowJoinStatusWindow();
|
|
697 |
|
|
698 |
return true;
|
|
699 |
}
|
|
700 |
|
|
701 |
// For the server, to accept new clients
|
|
702 |
static void NetworkAcceptClients(void)
|
|
703 |
{
|
|
704 |
struct sockaddr_in sin;
|
|
705 |
NetworkClientState *cs;
|
|
706 |
uint i;
|
|
707 |
bool banned;
|
|
708 |
|
|
709 |
// Should never ever happen.. is it possible??
|
|
710 |
assert(_listensocket != INVALID_SOCKET);
|
|
711 |
|
|
712 |
for (;;) {
|
|
713 |
socklen_t sin_len = sizeof(sin);
|
|
714 |
SOCKET s = accept(_listensocket, (struct sockaddr*)&sin, &sin_len);
|
|
715 |
if (s == INVALID_SOCKET) return;
|
|
716 |
|
|
717 |
SetNonBlocking(s); // XXX error handling?
|
|
718 |
|
|
719 |
DEBUG(net, 1, "Client connected from %s on frame %d", inet_ntoa(sin.sin_addr), _frame_counter);
|
|
720 |
|
|
721 |
SetNoDelay(s); // XXX error handling?
|
|
722 |
|
|
723 |
/* Check if the client is banned */
|
|
724 |
banned = false;
|
|
725 |
for (i = 0; i < lengthof(_network_ban_list); i++) {
|
|
726 |
if (_network_ban_list[i] == NULL) continue;
|
|
727 |
|
|
728 |
if (sin.sin_addr.s_addr == inet_addr(_network_ban_list[i])) {
|
|
729 |
Packet *p = NetworkSend_Init(PACKET_SERVER_BANNED);
|
|
730 |
|
|
731 |
DEBUG(net, 1, "Banned ip tried to join (%s), refused", _network_ban_list[i]);
|
|
732 |
|
|
733 |
p->buffer[0] = p->size & 0xFF;
|
|
734 |
p->buffer[1] = p->size >> 8;
|
|
735 |
|
|
736 |
send(s, p->buffer, p->size, 0);
|
|
737 |
closesocket(s);
|
|
738 |
|
|
739 |
free(p);
|
|
740 |
|
|
741 |
banned = true;
|
|
742 |
break;
|
|
743 |
}
|
|
744 |
}
|
|
745 |
/* If this client is banned, continue with next client */
|
|
746 |
if (banned) continue;
|
|
747 |
|
|
748 |
cs = NetworkAllocClient(s);
|
|
749 |
if (cs == NULL) {
|
|
750 |
// no more clients allowed?
|
|
751 |
// Send to the client that we are full!
|
|
752 |
Packet *p = NetworkSend_Init(PACKET_SERVER_FULL);
|
|
753 |
|
|
754 |
p->buffer[0] = p->size & 0xFF;
|
|
755 |
p->buffer[1] = p->size >> 8;
|
|
756 |
|
|
757 |
send(s, p->buffer, p->size, 0);
|
|
758 |
closesocket(s);
|
|
759 |
|
|
760 |
free(p);
|
|
761 |
|
|
762 |
continue;
|
|
763 |
}
|
|
764 |
|
|
765 |
// a new client has connected. We set him at inactive for now
|
|
766 |
// maybe he is only requesting server-info. Till he has sent a PACKET_CLIENT_MAP_OK
|
|
767 |
// the client stays inactive
|
|
768 |
cs->status = STATUS_INACTIVE;
|
|
769 |
|
|
770 |
DEREF_CLIENT_INFO(cs)->client_ip = sin.sin_addr.s_addr; // Save the IP of the client
|
|
771 |
}
|
|
772 |
}
|
|
773 |
|
|
774 |
// Set up the listen socket for the server
|
|
775 |
static bool NetworkListen(void)
|
|
776 |
{
|
|
777 |
SOCKET ls;
|
|
778 |
struct sockaddr_in sin;
|
|
779 |
|
|
780 |
DEBUG(net, 1, "Listening on %s:%d", _network_server_bind_ip_host, _network_server_port);
|
|
781 |
|
|
782 |
ls = socket(AF_INET, SOCK_STREAM, 0);
|
|
783 |
if (ls == INVALID_SOCKET) {
|
|
784 |
ServerStartError("socket() on listen socket failed");
|
|
785 |
return false;
|
|
786 |
}
|
|
787 |
|
|
788 |
{ // reuse the socket
|
|
789 |
int reuse = 1;
|
|
790 |
// The (const char*) cast is needed for windows!!
|
|
791 |
if (setsockopt(ls, SOL_SOCKET, SO_REUSEADDR, (const char*)&reuse, sizeof(reuse)) == -1) {
|
|
792 |
ServerStartError("setsockopt() on listen socket failed");
|
|
793 |
return false;
|
|
794 |
}
|
|
795 |
}
|
|
796 |
|
|
797 |
if (!SetNonBlocking(ls)) DEBUG(net, 0, "Setting non-blocking mode failed"); // XXX should this be an error?
|
|
798 |
|
|
799 |
sin.sin_family = AF_INET;
|
|
800 |
sin.sin_addr.s_addr = _network_server_bind_ip;
|
|
801 |
sin.sin_port = htons(_network_server_port);
|
|
802 |
|
|
803 |
if (bind(ls, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
|
|
804 |
ServerStartError("bind() failed");
|
|
805 |
return false;
|
|
806 |
}
|
|
807 |
|
|
808 |
if (listen(ls, 1) != 0) {
|
|
809 |
ServerStartError("listen() failed");
|
|
810 |
return false;
|
|
811 |
}
|
|
812 |
|
|
813 |
_listensocket = ls;
|
|
814 |
|
|
815 |
return true;
|
|
816 |
}
|
|
817 |
|
|
818 |
// Close all current connections
|
|
819 |
static void NetworkClose(void)
|
|
820 |
{
|
|
821 |
NetworkClientState *cs;
|
|
822 |
|
|
823 |
FOR_ALL_CLIENTS(cs) {
|
|
824 |
if (!_network_server) {
|
|
825 |
SEND_COMMAND(PACKET_CLIENT_QUIT)("leaving");
|
|
826 |
NetworkSend_Packets(cs);
|
|
827 |
}
|
|
828 |
NetworkCloseClient(cs);
|
|
829 |
}
|
|
830 |
|
|
831 |
if (_network_server) {
|
|
832 |
// We are a server, also close the listensocket
|
|
833 |
closesocket(_listensocket);
|
|
834 |
_listensocket = INVALID_SOCKET;
|
|
835 |
DEBUG(net, 1, "Closed listener");
|
|
836 |
NetworkUDPClose();
|
|
837 |
}
|
|
838 |
}
|
|
839 |
|
|
840 |
// Inits the network (cleans sockets and stuff)
|
|
841 |
static void NetworkInitialize(void)
|
|
842 |
{
|
|
843 |
NetworkClientState *cs;
|
|
844 |
|
|
845 |
_local_command_queue = NULL;
|
|
846 |
|
|
847 |
// Clean all client-sockets
|
|
848 |
memset(_clients, 0, sizeof(_clients));
|
|
849 |
for (cs = _clients; cs != &_clients[MAX_CLIENTS]; cs++) {
|
|
850 |
cs->socket = INVALID_SOCKET;
|
|
851 |
cs->status = STATUS_INACTIVE;
|
|
852 |
cs->command_queue = NULL;
|
|
853 |
}
|
|
854 |
|
|
855 |
// Clean the client_info memory
|
|
856 |
memset(&_network_client_info, 0, sizeof(_network_client_info));
|
|
857 |
memset(&_network_player_info, 0, sizeof(_network_player_info));
|
|
858 |
|
|
859 |
_sync_frame = 0;
|
|
860 |
_network_first_time = true;
|
|
861 |
|
|
862 |
_network_reconnect = 0;
|
|
863 |
|
|
864 |
NetworkUDPInitialize();
|
|
865 |
}
|
|
866 |
|
|
867 |
// Query a server to fetch his game-info
|
|
868 |
// If game_info is true, only the gameinfo is fetched,
|
|
869 |
// else only the client_info is fetched
|
|
870 |
NetworkGameList *NetworkQueryServer(const char* host, unsigned short port, bool game_info)
|
|
871 |
{
|
|
872 |
if (!_network_available) return NULL;
|
|
873 |
|
|
874 |
NetworkDisconnect();
|
|
875 |
|
|
876 |
if (game_info) return NetworkUDPQueryServer(host, port);
|
|
877 |
|
|
878 |
NetworkInitialize();
|
|
879 |
|
|
880 |
_network_server = false;
|
|
881 |
|
|
882 |
// Try to connect
|
|
883 |
_networking = NetworkConnect(host, port);
|
|
884 |
|
|
885 |
// We are connected
|
|
886 |
if (_networking) {
|
|
887 |
SEND_COMMAND(PACKET_CLIENT_COMPANY_INFO)();
|
|
888 |
} else { // No networking, close everything down again
|
|
889 |
NetworkDisconnect();
|
|
890 |
}
|
|
891 |
|
|
892 |
return NULL;
|
|
893 |
}
|
|
894 |
|
|
895 |
/* Validates an address entered as a string and adds the server to
|
|
896 |
* the list. If you use this function, the games will be marked
|
|
897 |
* as manually added. */
|
|
898 |
void NetworkAddServer(const char *b)
|
|
899 |
{
|
|
900 |
if (*b != '\0') {
|
|
901 |
NetworkGameList *item;
|
|
902 |
const char *port = NULL;
|
|
903 |
const char *player = NULL;
|
|
904 |
char host[NETWORK_HOSTNAME_LENGTH];
|
|
905 |
uint16 rport;
|
|
906 |
|
|
907 |
ttd_strlcpy(host, b, lengthof(host));
|
|
908 |
|
|
909 |
ttd_strlcpy(_network_default_ip, b, lengthof(_network_default_ip));
|
|
910 |
rport = NETWORK_DEFAULT_PORT;
|
|
911 |
|
|
912 |
ParseConnectionString(&player, &port, host);
|
|
913 |
if (port != NULL) rport = atoi(port);
|
|
914 |
|
|
915 |
item = NetworkQueryServer(host, rport, true);
|
|
916 |
item->manually = true;
|
|
917 |
}
|
|
918 |
}
|
|
919 |
|
|
920 |
/* Generates the list of manually added hosts from NetworkGameList and
|
|
921 |
* dumps them into the array _network_host_list. This array is needed
|
|
922 |
* by the function that generates the config file. */
|
|
923 |
void NetworkRebuildHostList(void)
|
|
924 |
{
|
|
925 |
uint i = 0;
|
|
926 |
const NetworkGameList *item = _network_game_list;
|
|
927 |
while (item != NULL && i != lengthof(_network_host_list)) {
|
|
928 |
if (item->manually) {
|
|
929 |
free(_network_host_list[i]);
|
|
930 |
_network_host_list[i++] = str_fmt("%s:%i", item->info.hostname, item->port);
|
|
931 |
}
|
|
932 |
item = item->next;
|
|
933 |
}
|
|
934 |
|
|
935 |
for (; i < lengthof(_network_host_list); i++) {
|
|
936 |
free(_network_host_list[i]);
|
|
937 |
_network_host_list[i] = NULL;
|
|
938 |
}
|
|
939 |
}
|
|
940 |
|
|
941 |
// Used by clients, to connect to a server
|
|
942 |
bool NetworkClientConnectGame(const char *host, uint16 port)
|
|
943 |
{
|
|
944 |
if (!_network_available) return false;
|
|
945 |
|
|
946 |
if (port == 0) return false;
|
|
947 |
|
|
948 |
ttd_strlcpy(_network_last_host, host, sizeof(_network_last_host));
|
|
949 |
_network_last_port = port;
|
|
950 |
|
|
951 |
NetworkDisconnect();
|
|
952 |
NetworkUDPClose();
|
|
953 |
NetworkInitialize();
|
|
954 |
|
|
955 |
// Try to connect
|
|
956 |
_networking = NetworkConnect(host, port);
|
|
957 |
|
|
958 |
// We are connected
|
|
959 |
if (_networking) {
|
|
960 |
IConsoleCmdExec("exec scripts/on_client.scr 0");
|
|
961 |
NetworkClient_Connected();
|
|
962 |
} else {
|
|
963 |
// Connecting failed
|
|
964 |
NetworkError(STR_NETWORK_ERR_NOCONNECTION);
|
|
965 |
}
|
|
966 |
|
|
967 |
return _networking;
|
|
968 |
}
|
|
969 |
|
|
970 |
static void NetworkInitGameInfo(void)
|
|
971 |
{
|
|
972 |
NetworkClientInfo *ci;
|
|
973 |
|
|
974 |
ttd_strlcpy(_network_game_info.server_name, _network_server_name, sizeof(_network_game_info.server_name));
|
|
975 |
ttd_strlcpy(_network_game_info.server_password, _network_server_password, sizeof(_network_server_password));
|
|
976 |
ttd_strlcpy(_network_game_info.rcon_password, _network_rcon_password, sizeof(_network_rcon_password));
|
|
977 |
if (_network_game_info.server_name[0] == '\0')
|
|
978 |
snprintf(_network_game_info.server_name, sizeof(_network_game_info.server_name), "Unnamed Server");
|
|
979 |
|
|
980 |
ttd_strlcpy(_network_game_info.server_revision, _openttd_revision, sizeof(_network_game_info.server_revision));
|
|
981 |
|
|
982 |
// The server is a client too ;)
|
|
983 |
if (_network_dedicated) {
|
|
984 |
_network_game_info.clients_on = 0;
|
|
985 |
_network_game_info.companies_on = 0;
|
|
986 |
_network_game_info.dedicated = true;
|
|
987 |
} else {
|
|
988 |
_network_game_info.clients_on = 1;
|
|
989 |
_network_game_info.companies_on = 1;
|
|
990 |
_network_game_info.dedicated = false;
|
|
991 |
}
|
|
992 |
|
|
993 |
_network_game_info.spectators_on = 0;
|
|
994 |
|
|
995 |
_network_game_info.game_date = _date;
|
|
996 |
_network_game_info.start_date = ConvertYMDToDate(_patches.starting_year, 0, 1);
|
|
997 |
_network_game_info.map_width = MapSizeX();
|
|
998 |
_network_game_info.map_height = MapSizeY();
|
|
999 |
_network_game_info.map_set = _opt.landscape;
|
|
1000 |
|
|
1001 |
_network_game_info.use_password = (_network_server_password[0] != '\0');
|
|
1002 |
|
|
1003 |
// We use _network_client_info[MAX_CLIENT_INFO - 1] to store the server-data in it
|
|
1004 |
// The index is NETWORK_SERVER_INDEX ( = 1)
|
|
1005 |
ci = &_network_client_info[MAX_CLIENT_INFO - 1];
|
|
1006 |
memset(ci, 0, sizeof(*ci));
|
|
1007 |
|
|
1008 |
ci->client_index = NETWORK_SERVER_INDEX;
|
|
1009 |
ci->client_playas = _network_dedicated ? PLAYER_SPECTATOR : _local_player;
|
|
1010 |
|
|
1011 |
ttd_strlcpy(ci->client_name, _network_player_name, sizeof(ci->client_name));
|
|
1012 |
ttd_strlcpy(ci->unique_id, _network_unique_id, sizeof(ci->unique_id));
|
|
1013 |
}
|
|
1014 |
|
|
1015 |
bool NetworkServerStart(void)
|
|
1016 |
{
|
|
1017 |
if (!_network_available) return false;
|
|
1018 |
|
|
1019 |
/* Call the pre-scripts */
|
|
1020 |
IConsoleCmdExec("exec scripts/pre_server.scr 0");
|
|
1021 |
if (_network_dedicated) IConsoleCmdExec("exec scripts/pre_dedicated.scr 0");
|
|
1022 |
|
|
1023 |
NetworkInitialize();
|
|
1024 |
if (!NetworkListen()) return false;
|
|
1025 |
|
|
1026 |
// Try to start UDP-server
|
|
1027 |
_network_udp_server = true;
|
|
1028 |
_network_udp_server = NetworkUDPListen(&_udp_server_socket, _network_server_bind_ip, _network_server_port, false);
|
|
1029 |
|
|
1030 |
_network_server = true;
|
|
1031 |
_networking = true;
|
|
1032 |
_frame_counter = 0;
|
|
1033 |
_frame_counter_server = 0;
|
|
1034 |
_frame_counter_max = 0;
|
|
1035 |
_last_sync_frame = 0;
|
|
1036 |
_network_own_client_index = NETWORK_SERVER_INDEX;
|
|
1037 |
|
|
1038 |
/* Non-dedicated server will always be player #1 */
|
|
1039 |
if (!_network_dedicated) _network_playas = 0;
|
|
1040 |
|
|
1041 |
_network_clients_connected = 0;
|
|
1042 |
|
|
1043 |
NetworkInitGameInfo();
|
|
1044 |
|
|
1045 |
// execute server initialization script
|
|
1046 |
IConsoleCmdExec("exec scripts/on_server.scr 0");
|
|
1047 |
// if the server is dedicated ... add some other script
|
|
1048 |
if (_network_dedicated) IConsoleCmdExec("exec scripts/on_dedicated.scr 0");
|
|
1049 |
|
|
1050 |
_min_players_paused = false;
|
|
1051 |
CheckMinPlayers();
|
|
1052 |
|
|
1053 |
/* Try to register us to the master server */
|
|
1054 |
_network_last_advertise_frame = 0;
|
|
1055 |
_network_need_advertise = true;
|
|
1056 |
NetworkUDPAdvertise();
|
|
1057 |
return true;
|
|
1058 |
}
|
|
1059 |
|
|
1060 |
// The server is rebooting...
|
|
1061 |
// The only difference with NetworkDisconnect, is the packets that is sent
|
|
1062 |
void NetworkReboot(void)
|
|
1063 |
{
|
|
1064 |
if (_network_server) {
|
|
1065 |
NetworkClientState *cs;
|
|
1066 |
FOR_ALL_CLIENTS(cs) {
|
|
1067 |
SEND_COMMAND(PACKET_SERVER_NEWGAME)(cs);
|
|
1068 |
NetworkSend_Packets(cs);
|
|
1069 |
}
|
|
1070 |
}
|
|
1071 |
|
|
1072 |
NetworkClose();
|
|
1073 |
|
|
1074 |
// Free all queued commands
|
|
1075 |
while (_local_command_queue != NULL) {
|
|
1076 |
CommandPacket *p = _local_command_queue;
|
|
1077 |
_local_command_queue = _local_command_queue->next;
|
|
1078 |
free(p);
|
|
1079 |
}
|
|
1080 |
|
|
1081 |
_networking = false;
|
|
1082 |
_network_server = false;
|
|
1083 |
}
|
|
1084 |
|
|
1085 |
// We want to disconnect from the host/clients
|
|
1086 |
void NetworkDisconnect(void)
|
|
1087 |
{
|
|
1088 |
if (_network_server) {
|
|
1089 |
NetworkClientState *cs;
|
|
1090 |
FOR_ALL_CLIENTS(cs) {
|
|
1091 |
SEND_COMMAND(PACKET_SERVER_SHUTDOWN)(cs);
|
|
1092 |
NetworkSend_Packets(cs);
|
|
1093 |
}
|
|
1094 |
}
|
|
1095 |
|
|
1096 |
if (_network_advertise) NetworkUDPRemoveAdvertise();
|
|
1097 |
|
|
1098 |
DeleteWindowById(WC_NETWORK_STATUS_WINDOW, 0);
|
|
1099 |
|
|
1100 |
NetworkClose();
|
|
1101 |
|
|
1102 |
// Free all queued commands
|
|
1103 |
while (_local_command_queue != NULL) {
|
|
1104 |
CommandPacket *p = _local_command_queue;
|
|
1105 |
_local_command_queue = _local_command_queue->next;
|
|
1106 |
free(p);
|
|
1107 |
}
|
|
1108 |
|
|
1109 |
_networking = false;
|
|
1110 |
_network_server = false;
|
|
1111 |
}
|
|
1112 |
|
|
1113 |
// Receives something from the network
|
|
1114 |
static bool NetworkReceive(void)
|
|
1115 |
{
|
|
1116 |
NetworkClientState *cs;
|
|
1117 |
int n;
|
|
1118 |
fd_set read_fd, write_fd;
|
|
1119 |
struct timeval tv;
|
|
1120 |
|
|
1121 |
FD_ZERO(&read_fd);
|
|
1122 |
FD_ZERO(&write_fd);
|
|
1123 |
|
|
1124 |
FOR_ALL_CLIENTS(cs) {
|
|
1125 |
FD_SET(cs->socket, &read_fd);
|
|
1126 |
FD_SET(cs->socket, &write_fd);
|
|
1127 |
}
|
|
1128 |
|
|
1129 |
// take care of listener port
|
|
1130 |
if (_network_server) FD_SET(_listensocket, &read_fd);
|
|
1131 |
|
|
1132 |
tv.tv_sec = tv.tv_usec = 0; // don't block at all.
|
|
1133 |
#if !defined(__MORPHOS__) && !defined(__AMIGA__)
|
|
1134 |
n = select(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv);
|
|
1135 |
#else
|
|
1136 |
n = WaitSelect(FD_SETSIZE, &read_fd, &write_fd, NULL, &tv, NULL);
|
|
1137 |
#endif
|
|
1138 |
if (n == -1 && !_network_server) NetworkError(STR_NETWORK_ERR_LOSTCONNECTION);
|
|
1139 |
|
|
1140 |
// accept clients..
|
|
1141 |
if (_network_server && FD_ISSET(_listensocket, &read_fd)) NetworkAcceptClients();
|
|
1142 |
|
|
1143 |
// read stuff from clients
|
|
1144 |
FOR_ALL_CLIENTS(cs) {
|
|
1145 |
cs->writable = !!FD_ISSET(cs->socket, &write_fd);
|
|
1146 |
if (FD_ISSET(cs->socket, &read_fd)) {
|
|
1147 |
if (_network_server) {
|
|
1148 |
NetworkServer_ReadPackets(cs);
|
|
1149 |
} else {
|
|
1150 |
NetworkRecvStatus res;
|
|
1151 |
|
|
1152 |
// The client already was quiting!
|
|
1153 |
if (cs->has_quit) return false;
|
|
1154 |
|
|
1155 |
res = NetworkClient_ReadPackets(cs);
|
|
1156 |
if (res != NETWORK_RECV_STATUS_OKAY) {
|
|
1157 |
// The client made an error of which we can not recover
|
|
1158 |
// close the client and drop back to main menu
|
|
1159 |
NetworkClientError(res, cs);
|
|
1160 |
return false;
|
|
1161 |
}
|
|
1162 |
}
|
|
1163 |
}
|
|
1164 |
}
|
|
1165 |
return true;
|
|
1166 |
}
|
|
1167 |
|
|
1168 |
// This sends all buffered commands (if possible)
|
|
1169 |
static void NetworkSend(void)
|
|
1170 |
{
|
|
1171 |
NetworkClientState *cs;
|
|
1172 |
FOR_ALL_CLIENTS(cs) {
|
|
1173 |
if (cs->writable) {
|
|
1174 |
NetworkSend_Packets(cs);
|
|
1175 |
|
|
1176 |
if (cs->status == STATUS_MAP) {
|
|
1177 |
// This client is in the middle of a map-send, call the function for that
|
|
1178 |
SEND_COMMAND(PACKET_SERVER_MAP)(cs);
|
|
1179 |
}
|
|
1180 |
}
|
|
1181 |
}
|
|
1182 |
}
|
|
1183 |
|
|
1184 |
// Handle the local-command-queue
|
|
1185 |
static void NetworkHandleLocalQueue(void)
|
|
1186 |
{
|
|
1187 |
CommandPacket *cp, **cp_prev;
|
|
1188 |
|
|
1189 |
cp_prev = &_local_command_queue;
|
|
1190 |
|
|
1191 |
while ( (cp = *cp_prev) != NULL) {
|
|
1192 |
|
|
1193 |
// The queue is always in order, which means
|
|
1194 |
// that the first element will be executed first.
|
|
1195 |
if (_frame_counter < cp->frame) break;
|
|
1196 |
|
|
1197 |
if (_frame_counter > cp->frame) {
|
|
1198 |
// If we reach here, it means for whatever reason, we've already executed
|
|
1199 |
// past the command we need to execute.
|
|
1200 |
DEBUG(net, 0, "Trying to execute a packet in the past!");
|
|
1201 |
assert(0);
|
|
1202 |
}
|
|
1203 |
|
|
1204 |
// We can execute this command
|
|
1205 |
NetworkExecuteCommand(cp);
|
|
1206 |
|
|
1207 |
*cp_prev = cp->next;
|
|
1208 |
free(cp);
|
|
1209 |
}
|
|
1210 |
|
|
1211 |
// Just a safety check, to be removed in the future.
|
|
1212 |
// Make sure that no older command appears towards the end of the queue
|
|
1213 |
// In that case we missed executing it. This will never happen.
|
|
1214 |
for (cp = _local_command_queue; cp; cp = cp->next) {
|
|
1215 |
assert(_frame_counter < cp->frame);
|
|
1216 |
}
|
|
1217 |
|
|
1218 |
}
|
|
1219 |
|
|
1220 |
static bool NetworkDoClientLoop(void)
|
|
1221 |
{
|
|
1222 |
_frame_counter++;
|
|
1223 |
|
|
1224 |
NetworkHandleLocalQueue();
|
|
1225 |
|
|
1226 |
StateGameLoop();
|
|
1227 |
|
|
1228 |
// Check if we are in sync!
|
|
1229 |
if (_sync_frame != 0) {
|
|
1230 |
if (_sync_frame == _frame_counter) {
|
|
1231 |
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
1232 |
if (_sync_seed_1 != _random_seeds[0][0] || _sync_seed_2 != _random_seeds[0][1]) {
|
|
1233 |
#else
|
|
1234 |
if (_sync_seed_1 != _random_seeds[0][0]) {
|
|
1235 |
#endif
|
|
1236 |
NetworkError(STR_NETWORK_ERR_DESYNC);
|
|
1237 |
DEBUG(net, 0, "Sync error detected!");
|
|
1238 |
NetworkClientError(NETWORK_RECV_STATUS_DESYNC, DEREF_CLIENT(0));
|
|
1239 |
return false;
|
|
1240 |
}
|
|
1241 |
|
|
1242 |
// If this is the first time we have a sync-frame, we
|
|
1243 |
// need to let the server know that we are ready and at the same
|
|
1244 |
// frame as he is.. so we can start playing!
|
|
1245 |
if (_network_first_time) {
|
|
1246 |
_network_first_time = false;
|
|
1247 |
SEND_COMMAND(PACKET_CLIENT_ACK)();
|
|
1248 |
}
|
|
1249 |
|
|
1250 |
_sync_frame = 0;
|
|
1251 |
} else if (_sync_frame < _frame_counter) {
|
|
1252 |
DEBUG(net, 1, "Missed frame for sync-test (%d / %d)", _sync_frame, _frame_counter);
|
|
1253 |
_sync_frame = 0;
|
|
1254 |
}
|
|
1255 |
}
|
|
1256 |
|
|
1257 |
return true;
|
|
1258 |
}
|
|
1259 |
|
|
1260 |
// We have to do some UDP checking
|
|
1261 |
void NetworkUDPGameLoop(void)
|
|
1262 |
{
|
|
1263 |
if (_network_udp_server) {
|
|
1264 |
NetworkUDPReceive(_udp_server_socket);
|
|
1265 |
if (_udp_master_socket != INVALID_SOCKET) {
|
|
1266 |
NetworkUDPReceive(_udp_master_socket);
|
|
1267 |
}
|
|
1268 |
} else if (_udp_client_socket != INVALID_SOCKET) {
|
|
1269 |
NetworkUDPReceive(_udp_client_socket);
|
|
1270 |
if (_network_udp_broadcast > 0) _network_udp_broadcast--;
|
|
1271 |
}
|
|
1272 |
}
|
|
1273 |
|
|
1274 |
// The main loop called from ttd.c
|
|
1275 |
// Here we also have to do StateGameLoop if needed!
|
|
1276 |
void NetworkGameLoop(void)
|
|
1277 |
{
|
|
1278 |
if (!_networking) return;
|
|
1279 |
|
|
1280 |
if (!NetworkReceive()) return;
|
|
1281 |
|
|
1282 |
if (_network_server) {
|
|
1283 |
bool send_frame = false;
|
|
1284 |
|
|
1285 |
// We first increase the _frame_counter
|
|
1286 |
_frame_counter++;
|
|
1287 |
// Update max-frame-counter
|
|
1288 |
if (_frame_counter > _frame_counter_max) {
|
|
1289 |
_frame_counter_max = _frame_counter + _network_frame_freq;
|
|
1290 |
send_frame = true;
|
|
1291 |
}
|
|
1292 |
|
|
1293 |
NetworkHandleLocalQueue();
|
|
1294 |
|
|
1295 |
// Then we make the frame
|
|
1296 |
StateGameLoop();
|
|
1297 |
|
|
1298 |
_sync_seed_1 = _random_seeds[0][0];
|
|
1299 |
#ifdef NETWORK_SEND_DOUBLE_SEED
|
|
1300 |
_sync_seed_2 = _random_seeds[0][1];
|
|
1301 |
#endif
|
|
1302 |
|
|
1303 |
NetworkServer_Tick(send_frame);
|
|
1304 |
} else {
|
|
1305 |
// Client
|
|
1306 |
|
|
1307 |
// Make sure we are at the frame were the server is (quick-frames)
|
|
1308 |
if (_frame_counter_server > _frame_counter) {
|
|
1309 |
while (_frame_counter_server > _frame_counter) {
|
|
1310 |
if (!NetworkDoClientLoop()) break;
|
|
1311 |
}
|
|
1312 |
} else {
|
|
1313 |
// Else, keep on going till _frame_counter_max
|
|
1314 |
if (_frame_counter_max > _frame_counter) NetworkDoClientLoop();
|
|
1315 |
}
|
|
1316 |
}
|
|
1317 |
|
|
1318 |
NetworkSend();
|
|
1319 |
}
|
|
1320 |
|
|
1321 |
static void NetworkGenerateUniqueId(void)
|
|
1322 |
{
|
|
1323 |
md5_state_t state;
|
|
1324 |
md5_byte_t digest[16];
|
|
1325 |
char hex_output[16*2 + 1];
|
|
1326 |
char coding_string[NETWORK_NAME_LENGTH];
|
|
1327 |
int di;
|
|
1328 |
|
|
1329 |
snprintf(coding_string, sizeof(coding_string), "%d%s", (uint)Random(), "OpenTTD Unique ID");
|
|
1330 |
|
|
1331 |
/* Generate the MD5 hash */
|
|
1332 |
md5_init(&state);
|
|
1333 |
md5_append(&state, (const md5_byte_t*)coding_string, strlen(coding_string));
|
|
1334 |
md5_finish(&state, digest);
|
|
1335 |
|
|
1336 |
for (di = 0; di < 16; ++di)
|
|
1337 |
sprintf(hex_output + di * 2, "%02x", digest[di]);
|
|
1338 |
|
|
1339 |
/* _network_unique_id is our id */
|
|
1340 |
snprintf(_network_unique_id, sizeof(_network_unique_id), "%s", hex_output);
|
|
1341 |
}
|
|
1342 |
|
|
1343 |
// This tries to launch the network for a given OS
|
|
1344 |
void NetworkStartUp(void)
|
|
1345 |
{
|
|
1346 |
DEBUG(net, 3, "[core] starting network...");
|
|
1347 |
|
|
1348 |
#if defined(__MORPHOS__) || defined(__AMIGA__)
|
|
1349 |
/*
|
|
1350 |
* IMPORTANT NOTE: SocketBase needs to be initialized before we use _any_
|
|
1351 |
* network related function, else: crash.
|
|
1352 |
*/
|
|
1353 |
DEBUG(net, 3, "[core] loading bsd socket library");
|
|
1354 |
SocketBase = OpenLibrary("bsdsocket.library", 4);
|
|
1355 |
if (SocketBase == NULL) {
|
|
1356 |
DEBUG(net, 0, "[core] can't open bsdsocket.library version 4, network unavailable");
|
|
1357 |
_network_available = false;
|
|
1358 |
return;
|
|
1359 |
}
|
|
1360 |
|
|
1361 |
#if defined(__AMIGA__)
|
|
1362 |
// for usleep() implementation (only required for legacy AmigaOS builds)
|
|
1363 |
TimerPort = CreateMsgPort();
|
|
1364 |
if (TimerPort != NULL) {
|
|
1365 |
TimerRequest = (struct timerequest*)CreateIORequest(TimerPort, sizeof(struct timerequest);
|
|
1366 |
if (TimerRequest != NULL) {
|
|
1367 |
if (OpenDevice("timer.device", UNIT_MICROHZ, (struct IORequest*)TimerRequest, 0) == 0) {
|
|
1368 |
TimerBase = TimerRequest->tr_node.io_Device;
|
|
1369 |
if (TimerBase == NULL) {
|
|
1370 |
// free ressources...
|
|
1371 |
DEBUG(net, 0, "[core] can't initialize timer, network unavailable");
|
|
1372 |
_network_available = false;
|
|
1373 |
return;
|
|
1374 |
}
|
|
1375 |
}
|
|
1376 |
}
|
|
1377 |
}
|
|
1378 |
#endif // __AMIGA__
|
|
1379 |
#endif // __MORPHOS__ / __AMIGA__
|
|
1380 |
|
|
1381 |
// Network is available
|
|
1382 |
_network_available = true;
|
|
1383 |
_network_dedicated = false;
|
|
1384 |
_network_last_advertise_frame = 0;
|
|
1385 |
_network_need_advertise = true;
|
|
1386 |
_network_advertise_retries = 0;
|
|
1387 |
|
|
1388 |
/* Load the ip from the openttd.cfg */
|
|
1389 |
_network_server_bind_ip = inet_addr(_network_server_bind_ip_host);
|
|
1390 |
/* And put the data back in it in case it was an invalid ip */
|
|
1391 |
snprintf(_network_server_bind_ip_host, sizeof(_network_server_bind_ip_host), "%s", inet_ntoa(*(struct in_addr *)&_network_server_bind_ip));
|
|
1392 |
|
|
1393 |
/* Generate an unique id when there is none yet */
|
|
1394 |
if (_network_unique_id[0] == '\0') NetworkGenerateUniqueId();
|
|
1395 |
|
|
1396 |
{
|
|
1397 |
byte cl_max = _network_game_info.clients_max;
|
|
1398 |
byte cp_max = _network_game_info.companies_max;
|
|
1399 |
byte sp_max = _network_game_info.spectators_max;
|
|
1400 |
|
|
1401 |
memset(&_network_game_info, 0, sizeof(_network_game_info));
|
|
1402 |
_network_game_info.clients_max = cl_max;
|
|
1403 |
_network_game_info.companies_max = cp_max;
|
|
1404 |
_network_game_info.spectators_max = sp_max;
|
|
1405 |
}
|
|
1406 |
|
|
1407 |
// Let's load the network in windows
|
|
1408 |
#if defined(WIN32)
|
|
1409 |
{
|
|
1410 |
WSADATA wsa;
|
|
1411 |
DEBUG(net, 3, "[core] loading windows socket library");
|
|
1412 |
if (WSAStartup(MAKEWORD(2,0), &wsa) != 0) {
|
|
1413 |
DEBUG(net, 0, "[core] WSAStartup failed, network unavailable");
|
|
1414 |
_network_available = false;
|
|
1415 |
return;
|
|
1416 |
}
|
|
1417 |
}
|
|
1418 |
#endif // WIN32
|
|
1419 |
|
|
1420 |
NetworkInitialize();
|
|
1421 |
DEBUG(net, 3, "[core] network online, multiplayer available");
|
|
1422 |
NetworkFindIPs();
|
|
1423 |
}
|
|
1424 |
|
|
1425 |
// This shuts the network down
|
|
1426 |
void NetworkShutDown(void)
|
|
1427 |
{
|
|
1428 |
NetworkDisconnect();
|
|
1429 |
NetworkUDPClose();
|
|
1430 |
|
|
1431 |
DEBUG(net, 3, "[core] shutting down network");
|
|
1432 |
|
|
1433 |
_network_available = false;
|
|
1434 |
|
|
1435 |
#if defined(__MORPHOS__) || defined(__AMIGA__)
|
|
1436 |
// free allocated ressources
|
|
1437 |
#if defined(__AMIGA__)
|
|
1438 |
if (TimerBase != NULL) CloseDevice((struct IORequest*)TimerRequest); // XXX This smells wrong
|
|
1439 |
if (TimerRequest != NULL) DeleteIORequest(TimerRequest);
|
|
1440 |
if (TimerPort != NULL) DeleteMsgPort(TimerPort);
|
|
1441 |
#endif
|
|
1442 |
|
|
1443 |
if (SocketBase != NULL) CloseLibrary(SocketBase);
|
|
1444 |
#endif
|
|
1445 |
|
|
1446 |
#if defined(WIN32)
|
|
1447 |
WSACleanup();
|
|
1448 |
#endif
|
|
1449 |
}
|
|
1450 |
|
|
1451 |
#endif /* ENABLE_NETWORK */
|