network_udp.c
changeset 543 e3b43338096b
child 629 ce914eb4023d
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/network_udp.c	Sat Dec 04 17:54:56 2004 +0000
@@ -0,0 +1,368 @@
+#include "stdafx.h"
+#include "network_data.h"
+
+#ifdef ENABLE_NETWORK
+
+#include "network_gamelist.h"
+
+extern void UpdateNetworkGameWindow(bool unselect);
+
+//
+// This file handles all the LAN-stuff
+// Stuff like:
+//   - UDP search over the network
+//
+
+typedef enum {
+	PACKET_UDP_FIND_SERVER,
+	PACKET_UDP_SERVER_RESPONSE,
+	PACKET_UDP_END
+} PacketUDPType;
+
+static SOCKET _udp_server_socket; // udp server socket
+
+#define DEF_UDP_RECEIVE_COMMAND(type) void NetworkPacketReceive_ ## type ## _command(Packet *p, struct sockaddr_in *client_addr)
+void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv);
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER)
+{
+	Packet *packet;
+	// Just a fail-safe.. should never happen
+	if (!_network_udp_server)
+		return;
+
+	packet = NetworkSend_Init(PACKET_UDP_SERVER_RESPONSE);
+
+	// Update some game_info
+	_network_game_info.game_date = _date;
+	_network_game_info.map_set = _opt.landscape;
+
+	NetworkSend_uint8 (packet, NETWORK_GAME_INFO_VERSION);
+	NetworkSend_string(packet, _network_game_info.server_name);
+	NetworkSend_string(packet, _network_game_info.server_revision);
+	NetworkSend_uint8 (packet, _network_game_info.server_lang);
+	NetworkSend_uint8 (packet, _network_game_info.use_password);
+	NetworkSend_uint8 (packet, _network_game_info.clients_max);
+	NetworkSend_uint8 (packet, _network_game_info.clients_on);
+	NetworkSend_uint8 (packet, _network_game_info.spectators_on);
+	NetworkSend_uint16(packet, _network_game_info.game_date);
+	NetworkSend_uint16(packet, _network_game_info.start_date);
+	NetworkSend_string(packet, _network_game_info.map_name);
+	NetworkSend_uint16(packet, _network_game_info.map_width);
+	NetworkSend_uint16(packet, _network_game_info.map_height);
+	NetworkSend_uint8 (packet, _network_game_info.map_set);
+	NetworkSend_uint8 (packet, _network_game_info.dedicated);
+
+	// Let the client know that we are here
+	NetworkSendUDP_Packet(packet, client_addr);
+
+	free(packet);
+
+	DEBUG(net, 2)("[NET][UDP] Queried from %s", inet_ntoa(client_addr->sin_addr));
+}
+
+DEF_UDP_RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE)
+{
+	NetworkGameList *item;
+	byte game_info_version;
+
+	// Just a fail-safe.. should never happen
+	if (_network_udp_server)
+		return;
+
+	game_info_version = NetworkRecv_uint8(p);
+
+	// Find next item
+	item = NetworkGameListAddItem(inet_addr(inet_ntoa(client_addr->sin_addr)), ntohs(client_addr->sin_port));
+
+	if (game_info_version == 1) {
+		NetworkRecv_string(p, item->info.server_name, sizeof(item->info.server_name));
+		NetworkRecv_string(p, item->info.server_revision, sizeof(item->info.server_revision));
+		item->info.server_lang = NetworkRecv_uint8(p);
+		item->info.use_password = NetworkRecv_uint8(p);
+		item->info.clients_max = NetworkRecv_uint8(p);
+		item->info.clients_on = NetworkRecv_uint8(p);
+		item->info.spectators_on = NetworkRecv_uint8(p);
+		item->info.game_date = NetworkRecv_uint16(p);
+		item->info.start_date = NetworkRecv_uint16(p);
+		NetworkRecv_string(p, item->info.map_name, sizeof(item->info.map_name));
+		item->info.map_width = NetworkRecv_uint16(p);
+		item->info.map_height = NetworkRecv_uint16(p);
+		item->info.map_set = NetworkRecv_uint8(p);
+		item->info.dedicated = NetworkRecv_uint8(p);
+
+		if (item->info.hostname[0] == '\0')
+			snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", inet_ntoa(client_addr->sin_addr));
+	}
+
+	item->online = true;
+
+	UpdateNetworkGameWindow(false);
+}
+
+
+// The layout for the receive-functions by UDP
+typedef void NetworkUDPPacket(Packet *p, struct sockaddr_in *client_addr);
+
+static NetworkUDPPacket* const _network_udp_packet[] = {
+	RECEIVE_COMMAND(PACKET_UDP_FIND_SERVER),
+	RECEIVE_COMMAND(PACKET_UDP_SERVER_RESPONSE),
+};
+
+// If this fails, check the array above with network_data.h
+assert_compile(lengthof(_network_udp_packet) == PACKET_UDP_END);
+
+
+void NetworkHandleUDPPacket(Packet *p, struct sockaddr_in *client_addr)
+{
+	byte type;
+
+	type = NetworkRecv_uint8(p);
+
+	if (type < PACKET_UDP_END && _network_udp_packet[type] != NULL) {
+		_network_udp_packet[type](p, client_addr);
+	}	else {
+		DEBUG(net, 0)("[NET][UDP] Received invalid packet type %d", type);
+	}
+}
+
+
+// Send a packet over UDP
+void NetworkSendUDP_Packet(Packet *p, struct sockaddr_in *recv)
+{
+	SOCKET udp;
+	int res;
+
+	// Find the correct socket
+	if (_network_udp_server)
+		udp = _udp_server_socket;
+	else
+		udp = _udp_client_socket;
+
+	// Put the length in the buffer
+	p->buffer[0] = p->size & 0xFF;
+	p->buffer[1] = p->size >> 8;
+
+	// Send the buffer
+	res = sendto(udp, p->buffer, p->size, 0, (struct sockaddr *)recv, sizeof(*recv));
+
+	// Check for any errors, but ignore it for the rest
+	if (res == -1) {
+		DEBUG(net, 1)("[NET][UDP] Send error: %i", GET_LAST_ERROR());
+	}
+}
+
+// Start UDP listener
+bool NetworkUDPListen(uint32 host, uint16 port)
+{
+	struct sockaddr_in sin;
+	SOCKET udp;
+
+	// Make sure sockets are closed
+	if (_network_udp_server)
+		closesocket(_udp_server_socket);
+	else
+		closesocket(_udp_client_socket);
+
+	udp = socket(AF_INET, SOCK_DGRAM, IPPROTO_UDP);
+	if (udp == INVALID_SOCKET) {
+		DEBUG(net, 1)("[NET][UDP] Failed to start UDP support");
+		return false;
+	}
+
+	// set nonblocking mode for socket
+	{
+		unsigned long blocking = 1;
+		ioctlsocket(udp, FIONBIO, &blocking);
+	}
+
+	sin.sin_family = AF_INET;
+	// Listen on all IPs
+	sin.sin_addr.s_addr = host;
+	sin.sin_port = htons(port);
+
+	if (bind(udp, (struct sockaddr*)&sin, sizeof(sin)) != 0) {
+		DEBUG(net, 1) ("[NET][UDP] error: bind failed on port %i", port);
+		return false;
+	}
+
+	// enable broadcasting
+	// allow reusing
+	{
+		unsigned long val = 1;
+		setsockopt(udp, SOL_SOCKET, SO_BROADCAST, (char *) &val , sizeof(val));
+		val = 1;
+		setsockopt(udp, SOL_SOCKET, SO_REUSEADDR, (char *) &val , sizeof(val));
+	}
+
+	if (_network_udp_server)
+		_udp_server_socket = udp;
+	else
+		_udp_client_socket = udp;
+
+	DEBUG(net, 1)("[NET][UDP] Listening on port %d", port);
+
+	return true;
+}
+
+// Close UDP connection
+void NetworkUDPClose(void)
+{
+	DEBUG(net, 1) ("[NET][UDP] Closed listener");
+
+	if (_network_udp_server) {
+		closesocket(_udp_server_socket);
+		_udp_server_socket = INVALID_SOCKET;
+		_network_udp_server = false;
+		_network_udp_broadcast = 0;
+	} else {
+		closesocket(_udp_client_socket);
+		_udp_client_socket = INVALID_SOCKET;
+		_network_udp_broadcast = 0;
+	}
+}
+
+// Receive something on UDP level
+void NetworkUDPReceive(void)
+{
+	struct sockaddr_in client_addr;
+#ifndef __MORPHOS__
+	int client_len;
+#else
+	LONG client_len; // for some reason we need a 'LONG' under MorphOS
+#endif
+	int nbytes;
+	static Packet *p = NULL;
+	int packet_len;
+	SOCKET udp;
+
+	if (_network_udp_server)
+		udp = _udp_server_socket;
+	else
+		udp = _udp_client_socket;
+
+	// If p is NULL, malloc him.. this prevents unneeded mallocs
+	if (p == NULL)
+		p = malloc(sizeof(Packet));
+
+	packet_len = sizeof(p->buffer);
+	client_len = sizeof(client_addr);
+
+	// Try to receive anything
+	nbytes = recvfrom(udp, p->buffer, packet_len, 0, (struct sockaddr *)&client_addr, &client_len);
+
+	// We got some bytes.. just asume we receive the whole packet
+	if (nbytes > 0) {
+		// Get the size of the buffer
+		p->size = (uint16)p->buffer[0];
+		p->size += (uint16)p->buffer[1] << 8;
+		// Put the position on the right place
+		p->pos = 2;
+		p->next = NULL;
+
+		// Handle the packet
+		NetworkHandleUDPPacket(p, &client_addr);
+
+		// Free the packet
+		free(p);
+		p = NULL;
+	}
+}
+
+// Broadcast to all ips
+void NetworkUDPBroadCast(void)
+{
+	int i;
+	struct sockaddr_in out_addr;
+	byte *bcptr;
+	uint32 bcaddr;
+	Packet *p;
+
+	// Init the packet
+	p = NetworkSend_Init(PACKET_UDP_FIND_SERVER);
+
+	// Go through all the ips on this pc
+	i = 0;
+	while (_network_ip_list[i] != 0) {
+		bcaddr = _network_ip_list[i];
+		bcptr = (byte *)&bcaddr;
+		// Make the address a broadcast address
+		bcptr[3] = 255;
+
+		DEBUG(net, 6)("[NET][UDP] Broadcasting to %s", inet_ntoa(*(struct in_addr *)&bcaddr));
+
+		out_addr.sin_family = AF_INET;
+		out_addr.sin_port = htons(_network_server_port);
+		out_addr.sin_addr.s_addr = bcaddr;
+
+		NetworkSendUDP_Packet(p, &out_addr);
+
+		i++;
+	}
+
+	free(p);
+}
+
+// Find all servers
+void NetworkUDPSearchGame(void)
+{
+	// We are still searching..
+	if (_network_udp_broadcast > 0)
+		return;
+
+	// No UDP-socket yet..
+	if (_udp_client_socket == INVALID_SOCKET)
+		if (!NetworkUDPListen(0, 0))
+			return;
+
+	DEBUG(net, 0)("[NET][UDP] Searching server");
+
+	NetworkUDPBroadCast();
+	_network_udp_broadcast = 300; // Stay searching for 300 ticks
+}
+
+void NetworkUDPQueryServer(const byte* host, unsigned short port)
+{
+	struct sockaddr_in out_addr;
+	Packet *p;
+	NetworkGameList *item;
+	char hostname[NETWORK_HOSTNAME_LENGTH];
+
+	// No UDP-socket yet..
+	if (_udp_client_socket == INVALID_SOCKET)
+		if (!NetworkUDPListen(0, 0))
+			return;
+
+	ttd_strlcpy(hostname, host, sizeof(hostname));
+
+	out_addr.sin_family = AF_INET;
+	out_addr.sin_port = htons(port);
+	out_addr.sin_addr.s_addr = NetworkResolveHost(host);
+
+	// Clear item in gamelist
+	item = NetworkGameListAddItem(inet_addr(inet_ntoa(out_addr.sin_addr)), ntohs(out_addr.sin_port));
+	memset(&item->info, 0, sizeof(item->info));
+	snprintf(item->info.server_name, sizeof(item->info.server_name), "%s", hostname);
+	snprintf(item->info.hostname, sizeof(item->info.hostname), "%s", hostname);
+	item->online = false;
+
+	// Init the packet
+	p = NetworkSend_Init(PACKET_UDP_FIND_SERVER);
+
+	NetworkSendUDP_Packet(p, &out_addr);
+
+	free(p);
+
+	UpdateNetworkGameWindow(false);
+}
+
+void NetworkUDPInitialize(void)
+{
+	_udp_client_socket = INVALID_SOCKET;
+	_udp_server_socket = INVALID_SOCKET;
+
+	_network_udp_server = false;
+	_network_udp_broadcast = 0;
+}
+
+#endif /* ENABLE_NETWORK */