network_data.c
changeset 543 e3b43338096b
child 716 40a349345f82
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network_data.c	Sat Dec 04 17:54:56 2004 +0000
@@ -0,0 +1,434 @@
+#include "stdafx.h"
+#include "network_data.h"
+
+// Is the network enabled?
+#ifdef ENABLE_NETWORK
+
+#include "table/strings.h"
+#include "network_client.h"
+#include "command.h"
+#include "callback_table.h"
+
+// This files handles the send/receive of all packets
+
+// Create a packet for sending
+Packet *NetworkSend_Init(PacketType type)
+{
+	Packet *packet = malloc(sizeof(Packet));
+	// An error is inplace here, because it simply means we ran out of memory.
+	if (packet == NULL) error("Failed to allocate Packet");
+
+	// Skip the size so we can write that in before sending the packet
+	packet->size = sizeof(packet->size);
+	packet->buffer[packet->size++] = type;
+	packet->pos = 0;
+
+	return packet;
+}
+
+// The next couple of functions make sure we can send
+//  uint8, uint16, uint32 and uint64 endian-safe
+//  over the network. The order it uses is:
+//
+//  1 2 3 4
+//
+
+void NetworkSend_uint8(Packet *packet, uint8 data)
+{
+	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+	packet->buffer[packet->size++] = data & 0xFF;
+}
+
+void NetworkSend_uint16(Packet *packet, uint16 data)
+{
+	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+	packet->buffer[packet->size++] = data & 0xFF;
+	packet->buffer[packet->size++] = (data >> 8) & 0xFF;
+}
+
+void NetworkSend_uint32(Packet *packet, uint32 data)
+{
+	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+	packet->buffer[packet->size++] = data & 0xFF;
+	packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
+	packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
+	packet->buffer[packet->size++] = (data >> 8) & 0xFF;
+}
+
+void NetworkSend_uint64(Packet *packet, uint64 data)
+{
+	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
+	packet->buffer[packet->size++] = data & 0xFF;
+	packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
+	packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
+	packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
+	packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
+	packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
+	packet->buffer[packet->size++] = (data >>= 8) & 0xFF;
+	packet->buffer[packet->size++] = (data >> 8) & 0xFF;
+}
+
+// Sends a string over the network. It sends out
+//  the string + '\0'. No size-byte or something.
+void NetworkSend_string(Packet *packet, const char* data)
+{
+	assert(data != NULL);
+	assert(packet->size < sizeof(packet->buffer) - strlen(data) - 1);
+	while ((packet->buffer[packet->size++] = *data++) != '\0') {}
+}
+
+// If PacketSize changes of size, you have to change the 2 packet->size
+//   lines below matching the size of packet->size/PacketSize!
+// (line 'packet->buffer[0] = packet->size & 0xFF;'  and below)
+assert_compile(sizeof(PacketSize) == 2);
+
+// This function puts the packet in the send-queue and it is send
+//  as soon as possible
+// (that is: the next tick, or maybe one tick later if the
+//   OS-network-buffer is full)
+void NetworkSend_Packet(Packet *packet, ClientState *cs)
+{
+	Packet *p;
+	assert(packet != NULL);
+
+	packet->pos = 0;
+	packet->next = NULL;
+
+	packet->buffer[0] = packet->size & 0xFF;
+	packet->buffer[1] = packet->size >> 8;
+
+	// Locate last packet buffered for the client
+	p = cs->packet_queue;
+	if (p == NULL) {
+		// No packets yet
+		cs->packet_queue = packet;
+	} else {
+		// Skip to the last packet
+		while (p->next != NULL) p = p->next;
+		p->next = packet;
+	}
+}
+
+// Functions to help NetworkRecv_Packet/NetworkSend_Packet a bit
+//  A socket can make errors. When that happens
+//  this handles what to do.
+// For clients: close connection and drop back to main-menu
+// For servers: close connection and that is it
+NetworkRecvStatus CloseConnection(ClientState *cs)
+{
+	CloseClient(cs);
+
+	// Clients drop back to the main menu
+	if (!_network_server) {
+		_switch_mode = SM_MENU;
+		_networking = false;
+		_switch_mode_errorstr = STR_NETWORK_ERR_LOSTCONNECTION;
+
+		return NETWORK_RECV_STATUS_CONN_LOST;
+	}
+
+	return NETWORK_RECV_STATUS_OKAY;
+}
+
+// Sends all the buffered packets out for this client
+//  it stops when:
+//   1) all packets are send (queue is empty)
+//   2) the OS reports back that it can not send any more
+//        data right now (full network-buffer, it happens ;))
+//   3) sending took too long
+bool NetworkSend_Packets(ClientState *cs)
+{
+	ssize_t res;
+	Packet *p;
+
+	// We can not write to this socket!!
+	if (!cs->writable) return false;
+	if (cs->socket == INVALID_SOCKET) return false;
+
+	p = cs->packet_queue;
+	while (p != NULL) {
+		res = send(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
+		if (res == -1) {
+			int err = GET_LAST_ERROR();
+			if (err != EWOULDBLOCK) {
+				// Something went wrong.. close client!
+				DEBUG(net, 0) ("[NET] send() failed with error %d", err);
+				CloseConnection(cs);
+				return false;
+			}
+			return true;
+		}
+		if (res == 0) {
+			// Client/server has left us :(
+			CloseConnection(cs);
+			return false;
+		}
+
+		p->pos += res;
+
+		// Is this packet sent?
+		if (p->pos == p->size) {
+			// Go to the next packet
+			cs->packet_queue = p->next;
+			free(p);
+			p = cs->packet_queue;
+		} else
+			return true;
+	}
+
+	return true;
+}
+
+
+// Receiving commands
+// Again, the next couple of functions are endian-safe
+//  see the comment around NetworkSend_uint8 for more info.
+uint8 NetworkRecv_uint8(Packet *packet)
+{
+	return packet->buffer[packet->pos++];
+}
+
+uint16 NetworkRecv_uint16(Packet *packet)
+{
+	uint16 n;
+	n  = (uint16)packet->buffer[packet->pos++];
+	n += (uint16)packet->buffer[packet->pos++] << 8;
+	return n;
+}
+
+uint32 NetworkRecv_uint32(Packet *packet)
+{
+	uint32 n;
+	n  = (uint32)packet->buffer[packet->pos++];
+	n += (uint32)packet->buffer[packet->pos++] << 8;
+	n += (uint32)packet->buffer[packet->pos++] << 16;
+	n += (uint32)packet->buffer[packet->pos++] << 24;
+	return n;
+}
+
+uint64 NetworkRecv_uint64(Packet *packet)
+{
+	uint64 n;
+	n  = (uint64)packet->buffer[packet->pos++];
+	n += (uint64)packet->buffer[packet->pos++] << 8;
+	n += (uint64)packet->buffer[packet->pos++] << 16;
+	n += (uint64)packet->buffer[packet->pos++] << 24;
+	n += (uint64)packet->buffer[packet->pos++] << 32;
+	n += (uint64)packet->buffer[packet->pos++] << 40;
+	n += (uint64)packet->buffer[packet->pos++] << 48;
+	n += (uint64)packet->buffer[packet->pos++] << 56;
+	return n;
+}
+
+// Reads a string till it finds a '\0' in the stream
+void NetworkRecv_string(Packet *p, char* buffer, size_t size)
+{
+	int pos;
+	pos = p->pos;
+	while (--size > 0 && pos < p->size && (*buffer++ = p->buffer[pos++]) != '\0') {}
+	if (size == 0 || pos == p->size)
+	{
+		*buffer = '\0';
+		// If size was sooner to zero then the string in the stream
+		//  skip till the \0, so the packet can be read out correctly for the rest
+		while (pos < p->size && p->buffer[pos] != '\0') ++pos;
+		++pos;
+	}
+	p->pos = pos;
+}
+
+// If PacketSize changes of size, you have to change the 2 packet->size
+//   lines below matching the size of packet->size/PacketSize!
+// (the line: 'p->size = (uint16)p->buffer[0];' and below)
+assert_compile(sizeof(PacketSize) == 2);
+
+Packet *NetworkRecv_Packet(ClientState *cs, NetworkRecvStatus *status)
+{
+	ssize_t res;
+	Packet *p;
+
+	*status = NETWORK_RECV_STATUS_OKAY;
+
+	if (cs->socket == INVALID_SOCKET) return NULL;
+
+	if (cs->packet_recv == NULL) {
+		cs->packet_recv = malloc(sizeof(Packet));
+		if (cs->packet_recv == NULL) error("Failed to allocate packet");
+		// Set pos to zero!
+		cs->packet_recv->pos = 0;
+		cs->packet_recv->size = 0; // Can be ommited, just for safety reasons
+	}
+
+	p = cs->packet_recv;
+
+	// Read packet size
+	if (p->pos < sizeof(PacketSize)) {
+		while (p->pos < sizeof(PacketSize)) {
+			// Read the size of the packet
+			res = recv(cs->socket, p->buffer + p->pos, sizeof(PacketSize) - p->pos, 0);
+			if (res == -1) {
+				int err = GET_LAST_ERROR();
+				if (err != EWOULDBLOCK) {
+					// Something went wrong..
+					if (err != 104) // 104 is Connection Reset by Peer
+						DEBUG(net, 0) ("[NET] recv() failed with error %d", err);
+					*status = CloseConnection(cs);
+					return NULL;
+				}
+				// Connection would block, so stop for now
+				return NULL;
+			}
+			if (res == 0) {
+				// Client/server has left us :(
+				*status = CloseConnection(cs);
+				return NULL;
+			}
+			p->pos += res;
+		}
+
+		p->size = (uint16)p->buffer[0];
+		p->size += (uint16)p->buffer[1] << 8;
+
+		if (p->size > SEND_MTU) {
+			*status = CloseConnection(cs);
+			return NULL;
+		}
+	}
+
+	// Read rest of packet
+	while (p->pos < p->size) {
+		res = recv(cs->socket, p->buffer + p->pos, p->size - p->pos, 0);
+		if (res == -1) {
+			int err = GET_LAST_ERROR();
+			if (err != EWOULDBLOCK) {
+				// Something went wrong..
+				if (err != 104) // 104 is Connection Reset by Peer
+					DEBUG(net, 0) ("[NET] recv() failed with error %d", err);
+				*status = CloseConnection(cs);
+				return NULL;
+			}
+			// Connection would block
+			return NULL;
+		}
+		if (res == 0) {
+			// Client/server has left us :(
+			*status = CloseConnection(cs);
+			return NULL;
+		}
+
+		p->pos += res;
+	}
+
+	// We have a complete packet, return it!
+	p->pos = 2;
+	p->next = NULL; // Should not be needed, but who knows...
+
+	// Prepare for receiving a new packet
+	cs->packet_recv = NULL;
+
+	return p;
+}
+
+// Add a command to the local command queue
+void NetworkAddCommandQueue(ClientState *cs, CommandPacket *cp)
+{
+	CommandPacket *new_cp = malloc(sizeof(CommandPacket));
+
+	*new_cp = *cp;
+
+	if (cs->command_queue == NULL)
+		cs->command_queue = new_cp;
+	else {
+		CommandPacket *c = cs->command_queue;
+		while (c->next != NULL) c = c->next;
+		c->next = new_cp;
+	}
+}
+
+// If this fails, make sure you change the following line below:
+//   'memcpy(qp->dp, _decode_parameters, 10 * sizeof(uint32));'
+// Also, in network_data.h, change the size of CommandPacket->dp!
+// (this protection is there to make sure in network.h dp is of the right size!)
+assert_compile(sizeof(_decode_parameters) == 20 * sizeof(uint32));
+
+// Prepare a DoCommand to be send over the network
+void NetworkSend_Command(uint32 tile, uint32 p1, uint32 p2, uint32 cmd, CommandCallback *callback)
+{
+	CommandPacket *c = malloc(sizeof(CommandPacket));
+	byte temp_callback;
+
+	c->player = _local_player;
+	c->next = NULL;
+	c->tile = tile;
+	c->p1 = p1;
+	c->p2 = p2;
+	c->cmd = cmd;
+	c->callback = 0;
+
+	temp_callback = 0;
+
+	while (temp_callback < _callback_table_count && _callback_table[temp_callback] != callback)
+		temp_callback++;
+	if (temp_callback == _callback_table_count) {
+		DEBUG(net, 0) ("[NET] Unknown callback. (Pointer: %p) No callback sent.", callback);
+		temp_callback = 0; /* _callback_table[0] == NULL */
+	}
+
+	if (_network_server) {
+		// We are the server, so set the command to be executed next possible frame
+		c->frame = _frame_counter_max + 1;
+	} else {
+		c->frame = 0; // The client can't tell which frame, so just make it 0
+	}
+
+	// Copy the _decode_parameters to dp
+	memcpy(c->dp, _decode_parameters, 20 * sizeof(uint32));
+
+	if (_network_server) {
+		// If we are the server, we queue the command in our 'special' queue.
+		//   In theory, we could execute the command right away, but then the
+		//   client on the server can do everything 1 tick faster then others.
+		//   So to keep the game fair, we delay the command with 1 tick
+		//   which gives about the same speed as most clients.
+		ClientState *cs;
+
+		// And we queue it for delivery to the clients
+		FOR_ALL_CLIENTS(cs) {
+			if (cs->status > STATUS_AUTH) {
+				NetworkAddCommandQueue(cs, c);
+			}
+		}
+
+		// Only the server gets the callback, because clients should not get them
+		c->callback = temp_callback;
+		if (_local_command_queue == NULL) {
+			_local_command_queue = c;
+		} else {
+			// Find last packet
+			CommandPacket *cp = _local_command_queue;
+			while (cp->next != NULL) cp = cp->next;
+			cp->next = c;
+		}
+
+		return;
+	}
+
+	// Clients send their command to the server and forget all about the packet
+	c->callback = temp_callback;
+	SEND_COMMAND(PACKET_CLIENT_COMMAND)(c);
+}
+
+// Execute a DoCommand we received from the network
+void NetworkExecuteCommand(CommandPacket *cp)
+{
+	_current_player = cp->player;
+	memcpy(_decode_parameters, cp->dp, sizeof(cp->dp));
+	/* cp->callback is unsigned. so we don't need to do lower bounds checking. */
+	if (cp->callback > _callback_table_count) {
+		DEBUG(net,0) ("[NET] Received out-of-bounds callback! (%d)", cp->callback);
+		cp->callback = 0;
+	}
+	DoCommandP(cp->tile, cp->p1, cp->p2, _callback_table[cp->callback], cp->cmd | CMD_NETWORK_COMMAND);
+}
+
+#endif /* ENABLE_NETWORK */