network_data.c
author KUDr
Sun, 31 Dec 2006 23:48:04 +0000
branchcustombridgeheads
changeset 5618 a7db50b9f817
parent 5568 75f13d7bfaed
permissions -rw-r--r--
(svn r7710) [cbh] - Fix: [YAPF] one more assert fixed. Call from the TrainController() added by (r7705) has broken YAPF because it was called when vehicle was already on the next tile (with cbh choice). Before it was always called before the train entered tile with choice.
/* $Id$ */

#ifdef ENABLE_NETWORK

#include "stdafx.h"
#include "debug.h"
#include "network_data.h"
#include "functions.h"
#include "string.h"
#include "table/strings.h"
#include "network_client.h"
#include "command.h"
#include "callback_table.h"
#include "variables.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;
}

void NetworkSend_uint16(Packet *packet, uint16 data)
{
	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
	packet->buffer[packet->size++] = GB(data, 0, 8);
	packet->buffer[packet->size++] = GB(data, 8, 8);
}

void NetworkSend_uint32(Packet *packet, uint32 data)
{
	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
	packet->buffer[packet->size++] = GB(data,  0, 8);
	packet->buffer[packet->size++] = GB(data,  8, 8);
	packet->buffer[packet->size++] = GB(data, 16, 8);
	packet->buffer[packet->size++] = GB(data, 24, 8);
}

void NetworkSend_uint64(Packet *packet, uint64 data)
{
	assert(packet->size < sizeof(packet->buffer) - sizeof(data));
	packet->buffer[packet->size++] = GB(data,  0, 8);
	packet->buffer[packet->size++] = GB(data,  8, 8);
	packet->buffer[packet->size++] = GB(data, 16, 8);
	packet->buffer[packet->size++] = GB(data, 24, 8);
	packet->buffer[packet->size++] = GB(data, 32, 8);
	packet->buffer[packet->size++] = GB(data, 40, 8);
	packet->buffer[packet->size++] = GB(data, 48, 8);
	packet->buffer[packet->size++] = GB(data, 56, 8);
}

// 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, NetworkClientState *cs)
{
	Packet *p;
	assert(packet != NULL);

	packet->pos = 0;
	packet->next = NULL;

	packet->buffer[0] = GB(packet->size, 0, 8);
	packet->buffer[1] = GB(packet->size, 8, 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
static NetworkRecvStatus CloseConnection(NetworkClientState *cs)
{
	NetworkCloseClient(cs);

	// Clients drop back to the main menu
	if (!_network_server && _networking) {
		_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(NetworkClientState *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, "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(NetworkClientState *cs, Packet *packet)
{
	/* Don't allow reading from a closed socket */
	if (cs->has_quit) return 0;

	/* Check if variable is within packet-size */
	if (packet->pos + 1 > packet->size) {
		CloseConnection(cs);
		return 0;
	}

	return packet->buffer[packet->pos++];
}

uint16 NetworkRecv_uint16(NetworkClientState *cs, Packet *packet)
{
	uint16 n;

	/* Don't allow reading from a closed socket */
	if (cs->has_quit) return 0;

	/* Check if variable is within packet-size */
	if (packet->pos + 2 > packet->size) {
		CloseConnection(cs);
		return 0;
	}

	n  = (uint16)packet->buffer[packet->pos++];
	n += (uint16)packet->buffer[packet->pos++] << 8;
	return n;
}

uint32 NetworkRecv_uint32(NetworkClientState *cs, Packet *packet)
{
	uint32 n;

	/* Don't allow reading from a closed socket */
	if (cs->has_quit) return 0;

	/* Check if variable is within packet-size */
	if (packet->pos + 4 > packet->size) {
		CloseConnection(cs);
		return 0;
	}

	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(NetworkClientState *cs, Packet *packet)
{
	uint64 n;

	/* Don't allow reading from a closed socket */
	if (cs->has_quit) return 0;

	/* Check if variable is within packet-size */
	if (packet->pos + 8 > packet->size) {
		CloseConnection(cs);
		return 0;
	}

	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(NetworkClientState *cs, Packet *p, char *buffer, size_t size)
{
	PacketSize pos;
	char *bufp = buffer;

	/* Don't allow reading from a closed socket */
	if (cs->has_quit) return;

	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;

	str_validate(bufp);
}

// 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(NetworkClientState *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... (104 is connection reset by peer) */
					if (err != 104) DEBUG(net, 0, "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
				*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... (104 is connection reset by peer) */
				if (err != 104) DEBUG(net, 0, "recv failed with error %d", err);
				*status = CloseConnection(cs);
				return NULL;
			}
			// Connection would block
			return NULL;
		}
		if (res == 0) {
			// Client/server has left
			*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(NetworkClientState *cs, CommandPacket *cp)
{
	CommandPacket* new_cp = malloc(sizeof(*new_cp));

	*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;
	}
}

// Prepare a DoCommand to be send over the network
void NetworkSend_Command(TileIndex 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, "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
	}

	ttd_strlcpy(c->text, (_cmd_text != NULL) ? _cmd_text : "", lengthof(c->text));

	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 than others.
		//   So to keep the game fair, we delay the command with 1 tick
		//   which gives about the same speed as most clients.
		NetworkClientState *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;
	_cmd_text = cp->text;
	/* cp->callback is unsigned. so we don't need to do lower bounds checking. */
	if (cp->callback > _callback_table_count) {
		DEBUG(net, 0, "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 */