OpenRCT2/src/network/network.cpp

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/*****************************************************************************
* Copyright (c) 2014 Ted John
* OpenRCT2, an open source clone of Roller Coaster Tycoon 2.
*
* This file is part of OpenRCT2.
*
* OpenRCT2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*****************************************************************************/
#include "network.h"
extern "C" {
#include "../addresses.h"
}
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#ifndef DISABLE_NETWORK
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#include <math.h>
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#include <algorithm>
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#include <set>
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extern "C" {
#include "../config.h"
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#include "../game.h"
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#include "../interface/chat.h"
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#include "../interface/window.h"
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#include "../localisation/date.h"
#include "../localisation/localisation.h"
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#include "../scenario.h"
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}
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#pragma comment(lib, "Ws2_32.lib")
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Network gNetwork;
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enum {
NETWORK_SUCCESS,
NETWORK_NO_DATA,
NETWORK_MORE_DATA,
NETWORK_DISCONNECTED
};
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enum {
NETWORK_COMMAND_AUTH,
NETWORK_COMMAND_MAP,
NETWORK_COMMAND_CHAT,
NETWORK_COMMAND_GAMECMD,
NETWORK_COMMAND_TICK,
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NETWORK_COMMAND_PLAYERLIST,
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NETWORK_COMMAND_PING,
NETWORK_COMMAND_PINGLIST,
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NETWORK_COMMAND_MAX
};
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const char *NetworkCommandNames[] = {
"NETWORK_COMMAND_AUTH",
"NETWORK_COMMAND_MAP",
"NETWORK_COMMAND_CHAT",
"NETWORK_COMMAND_GAMECMD",
"NETWORK_COMMAND_TICK",
"NETWORK_COMMAND_PLAYERLIST",
"NETWORK_COMMAND_PING",
"NETWORK_COMMAND_PINGLIST",
};
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NetworkPacket::NetworkPacket()
{
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transferred = 0;
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read = 0;
size = 0;
data = std::make_shared<std::vector<uint8>>();
}
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std::unique_ptr<NetworkPacket> NetworkPacket::Allocate()
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{
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return std::unique_ptr<NetworkPacket>(new NetworkPacket); // change to make_unique in c++14
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}
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std::unique_ptr<NetworkPacket> NetworkPacket::Duplicate(NetworkPacket& packet)
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{
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return std::unique_ptr<NetworkPacket>(new NetworkPacket(packet)); // change to make_unique in c++14
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}
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uint8* NetworkPacket::GetData()
{
return &(*data)[0];
}
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void NetworkPacket::Write(uint8* bytes, unsigned int size)
{
data->insert(data->end(), bytes, bytes + size);
}
void NetworkPacket::WriteString(const char* string)
{
Write((uint8*)string, strlen(string) + 1);
}
const uint8* NetworkPacket::Read(unsigned int size)
{
if (read + size > NetworkPacket::size) {
return 0;
} else {
uint8* data = &GetData()[read];
read += size;
return data;
}
}
const char* NetworkPacket::ReadString()
{
char* str = (char*)&GetData()[read];
char* strend = str;
while (read < size && *strend != 0) {
read++;
strend++;
}
if (*strend != 0) {
return 0;
}
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read++;
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return str;
}
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void NetworkPacket::Clear()
{
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transferred = 0;
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read = 0;
data->clear();
}
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NetworkPlayer::NetworkPlayer(const char* name)
{
strncpy((char*)NetworkPlayer::name, name, sizeof(NetworkPlayer::name));
NetworkPlayer::name[sizeof(NetworkPlayer::name) - 1] = 0;
ping = 0;
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flags = 0;
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}
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NetworkConnection::NetworkConnection()
{
authstatus = NETWORK_AUTH_NONE;
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player = 0;
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}
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int NetworkConnection::ReadPacket()
{
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if (inboundpacket.transferred < sizeof(inboundpacket.size)) {
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// read packet size
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int readBytes = recv(socket, &((char*)&inboundpacket.size)[inboundpacket.transferred], sizeof(inboundpacket.size) - inboundpacket.transferred, 0);
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if (readBytes == SOCKET_ERROR || readBytes == 0) {
if (WSAGetLastError() != WSAEWOULDBLOCK) {
return NETWORK_DISCONNECTED;
} else {
return NETWORK_NO_DATA;
}
}
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inboundpacket.transferred += readBytes;
if (inboundpacket.transferred == sizeof(inboundpacket.size)) {
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inboundpacket.size = ntohs(inboundpacket.size);
inboundpacket.data->resize(inboundpacket.size);
}
} else {
// read packet data
if (inboundpacket.data->capacity() > 0) {
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int readBytes = recv(socket, (char*)&inboundpacket.GetData()[inboundpacket.transferred - sizeof(inboundpacket.size)], sizeof(inboundpacket.size) + inboundpacket.size - inboundpacket.transferred, 0);
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if (readBytes == SOCKET_ERROR || readBytes == 0) {
if (WSAGetLastError() != WSAEWOULDBLOCK) {
return NETWORK_DISCONNECTED;
} else {
return NETWORK_NO_DATA;
}
}
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inboundpacket.transferred += readBytes;
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}
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if (inboundpacket.transferred == sizeof(inboundpacket.size) + inboundpacket.size) {
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return NETWORK_SUCCESS;
}
}
return NETWORK_MORE_DATA;
}
int NetworkConnection::SendPacket(NetworkPacket& packet)
{
while (1) {
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if (packet.transferred < sizeof(packet.size)) {
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// send packet size
uint16 size = htons(packet.size);
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int sentBytes = send(socket, &((char*)&size)[packet.transferred], sizeof(size) - packet.transferred, 0);
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if (sentBytes == SOCKET_ERROR) {
return 0;
}
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packet.transferred += sentBytes;
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} else {
// send packet data
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int sentBytes = send(socket, (const char*)&packet.GetData()[packet.transferred - sizeof(packet.size)], packet.data->size(), 0);
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if (sentBytes == SOCKET_ERROR) {
return 0;
}
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packet.transferred += sentBytes;
if (packet.transferred == sizeof(packet.size) + packet.data->size()) {
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return 1;
}
}
}
return 0;
}
void NetworkConnection::QueuePacket(std::unique_ptr<NetworkPacket> packet)
{
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if (authstatus == NETWORK_AUTH_OK || authstatus == NETWORK_AUTH_REQUESTED) {
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packet->size = (uint16)packet->data->size();
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outboundpackets.push_back(std::move(packet));
}
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}
void NetworkConnection::SendQueuedPackets()
{
while (outboundpackets.size() > 0 && SendPacket(*(outboundpackets.front()).get())) {
outboundpackets.remove(outboundpackets.front());
}
}
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Network::Network()
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{
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wsa_initialized = false;
mode = NETWORK_MODE_NONE;
last_tick_sent_time = 0;
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last_ping_sent_time = 0;
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strcpy(password, "");
client_command_handlers.resize(NETWORK_COMMAND_MAX, 0);
client_command_handlers[NETWORK_COMMAND_AUTH] = &Network::Client_Handle_AUTH;
client_command_handlers[NETWORK_COMMAND_MAP] = &Network::Client_Handle_MAP;
client_command_handlers[NETWORK_COMMAND_CHAT] = &Network::Client_Handle_CHAT;
client_command_handlers[NETWORK_COMMAND_GAMECMD] = &Network::Client_Handle_GAMECMD;
client_command_handlers[NETWORK_COMMAND_TICK] = &Network::Client_Handle_TICK;
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client_command_handlers[NETWORK_COMMAND_PLAYERLIST] = &Network::Client_Handle_PLAYERLIST;
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client_command_handlers[NETWORK_COMMAND_PING] = &Network::Client_Handle_PING;
client_command_handlers[NETWORK_COMMAND_PINGLIST] = &Network::Client_Handle_PINGLIST;
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server_command_handlers.resize(NETWORK_COMMAND_MAX, 0);
server_command_handlers[NETWORK_COMMAND_AUTH] = &Network::Server_Handle_AUTH;
server_command_handlers[NETWORK_COMMAND_CHAT] = &Network::Server_Handle_CHAT;
server_command_handlers[NETWORK_COMMAND_GAMECMD] = &Network::Server_Handle_GAMECMD;
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server_command_handlers[NETWORK_COMMAND_PING] = &Network::Server_Handle_PING;
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}
Network::~Network()
{
Close();
}
bool Network::Init()
{
if (!wsa_initialized) {
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log_verbose("Initialising WSA");
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WSADATA wsa_data;
if (WSAStartup(MAKEWORD(2, 2), &wsa_data) != 0) {
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log_error("Unable to initialise winsock.");
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return false;
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}
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wsa_initialized = true;
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}
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return true;
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}
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void Network::Close()
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{
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if (mode == NETWORK_MODE_CLIENT) {
closesocket(server_socket);
} else
if (mode == NETWORK_MODE_SERVER) {
closesocket(listening_socket);
for(auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
closesocket((*it)->socket);
}
}
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mode = NETWORK_MODE_NONE;
client_connection_list.clear();
game_command_queue.clear();
player_list.clear();
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if (wsa_initialized) {
WSACleanup();
wsa_initialized = false;
}
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}
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bool Network::BeginClient(const char* host, unsigned short port)
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{
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Close();
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if (!Init())
return false;
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server_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (server_socket == INVALID_SOCKET) {
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log_error("Unable to create socket.");
return false;
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}
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SOCKADDR_IN server_address;
server_address.sin_family = AF_INET;
server_address.sin_addr.S_un.S_addr = inet_addr(host);
server_address.sin_port = htons(port);
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if (connect(server_socket, (SOCKADDR*)&server_address, sizeof(SOCKADDR_IN)) != 0) {
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log_error("Unable to connect to host.");
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return false;
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} else {
printf("Connected to server!\n");
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}
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u_long nonblocking = 1;
if (ioctlsocket(server_socket, FIONBIO, &nonblocking) != NO_ERROR) {
closesocket(server_socket);
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log_error("Failed to set non-blocking mode.");
}
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server_connection.socket = server_socket;
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mode = NETWORK_MODE_CLIENT;
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Client_Send_AUTH(OPENRCT2_VERSION, gConfigNetwork.player_name, "");
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return true;
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}
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bool Network::BeginServer(unsigned short port)
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{
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Close();
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if (!Init())
return false;
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log_verbose("Begin listening for clients");
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listening_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP);
if (listening_socket == INVALID_SOCKET) {
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log_error("Unable to create socket.");
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return false;
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}
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SOCKADDR_IN local_address;
local_address.sin_family = AF_INET;
local_address.sin_addr.S_un.S_addr = INADDR_ANY;
local_address.sin_port = htons(port);
if (bind(listening_socket, (SOCKADDR*)&local_address, sizeof(SOCKADDR_IN)) != 0) {
closesocket(listening_socket);
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log_error("Unable to bind to socket.");
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return false;
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}
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if (listen(listening_socket, SOMAXCONN) != 0) {
closesocket(listening_socket);
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log_error("Unable to listen on socket.");
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return false;
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}
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u_long nonblocking = 1;
if (ioctlsocket(listening_socket, FIONBIO, &nonblocking) != NO_ERROR) {
closesocket(listening_socket);
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log_error("Failed to set non-blocking mode.");
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return false;
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}
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NetworkPlayer* player = AddPlayer(gConfigNetwork.player_name);
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player->flags |= NETWORK_PLAYER_FLAG_ISSERVER;
player_id = player->id;
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printf("Ready for clients...\n");
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mode = NETWORK_MODE_SERVER;
return true;
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}
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int Network::GetMode()
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{
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return mode;
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}
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int Network::GetAuthStatus()
{
if (GetMode() == NETWORK_MODE_CLIENT) {
return server_connection.authstatus;
} else
if (GetMode() == NETWORK_MODE_SERVER) {
return NETWORK_AUTH_OK;
}
return NETWORK_AUTH_NONE;
}
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uint32 Network::GetServerTick()
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{
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return server_tick;
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}
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uint8 Network::GetPlayerID()
{
return player_id;
}
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void Network::Update()
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{
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switch (GetMode()) {
case NETWORK_MODE_SERVER:
UpdateServer();
break;
case NETWORK_MODE_CLIENT:
UpdateClient();
break;
}
}
void Network::UpdateServer()
{
auto it = client_connection_list.begin();
while (it != client_connection_list.end()) {
if (!ProcessConnection(*(*it))) {
RemoveClient((*it));
it = client_connection_list.begin();
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} else {
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it++;
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}
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}
if (SDL_GetTicks() - last_tick_sent_time >= 25) {
last_tick_sent_time = SDL_GetTicks();
Server_Send_TICK();
}
if (SDL_GetTicks() - last_ping_sent_time >= 3000) {
last_ping_sent_time = SDL_GetTicks();
Server_Send_PING();
Server_Send_PINGLIST();
}
SOCKET socket = accept(listening_socket, NULL, NULL);
if (socket == INVALID_SOCKET) {
if (WSAGetLastError() != WSAEWOULDBLOCK) {
PrintError();
log_error("Failed to accept client.");
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}
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} else {
u_long nonblocking = 1;
if (ioctlsocket(socket, FIONBIO, &nonblocking) != NO_ERROR) {
closesocket(socket);
log_error("Failed to set non-blocking mode.");
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} else {
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AddClient(socket);
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}
}
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}
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void Network::UpdateClient()
{
if (!ProcessConnection(server_connection)) {
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Close();
}
ProcessGameCommandQueue();
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if (!CheckSRAND(RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32), RCT2_GLOBAL(RCT2_ADDRESS_SCENARIO_SRAND_0, uint32))) {
window_network_status_open("Network desync detected");
Close();
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}
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}
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NetworkPlayer* Network::GetPlayerByID(int id) {
auto it = std::find_if(player_list.begin(), player_list.end(), [&id](std::unique_ptr<NetworkPlayer> const& player) { return player->id == id; });
if (it != player_list.end()) {
return (*it).get();
}
return 0;
}
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const char* Network::FormatChat(NetworkPlayer* fromplayer, const char* text)
{
static char formatted[1024];
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char* lineCh = formatted;
formatted[0] = 0;
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if (fromplayer) {
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lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE);
lineCh = utf8_write_codepoint(lineCh, FORMAT_BABYBLUE);
strcpy(lineCh, (const char*)fromplayer->name);
strcat(lineCh, ": ");
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}
strcat(formatted, text);
return formatted;
}
void Network::SendPacketToClients(NetworkPacket& packet)
{
for (auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
(*it)->QueuePacket(std::move(NetworkPacket::Duplicate(packet)));
}
}
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bool Network::CheckSRAND(uint32 tick, uint32 srand0)
{
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if (server_srand0_tick == 0)
return true;
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if (tick > server_srand0_tick) {
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server_srand0_tick = 0;
return true;
}
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if (tick == server_srand0_tick) {
server_srand0_tick = 0;
if (srand0 != server_srand0) {
return false;
}
}
return true;
}
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void Network::Client_Send_AUTH(const char* gameversion, const char* name, const char* password)
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{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_AUTH;
packet->WriteString(gameversion);
packet->WriteString(name);
packet->WriteString(password);
server_connection.authstatus = NETWORK_AUTH_REQUESTED;
server_connection.QueuePacket(std::move(packet));
}
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void Network::Server_Send_MAP(NetworkConnection* connection)
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{
int buffersize = 0x600000;
std::vector<uint8> buffer(buffersize);
SDL_RWops* rw = SDL_RWFromMem(&buffer[0], buffersize);
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scenario_save_network(rw);
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int size = (int)SDL_RWtell(rw);
int chunksize = 1000;
for (int i = 0; i < size; i += chunksize) {
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int datasize = (std::min)(chunksize, size - i);
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_MAP << (uint32)size << (uint32)i;
packet->Write(&buffer[i], datasize);
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if (connection) {
connection->QueuePacket(std::move(packet));
} else {
SendPacketToClients(*packet);
}
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}
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SDL_RWclose(rw);
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}
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void Network::Client_Send_CHAT(const char* text)
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{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_CHAT;
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packet->Write((uint8*)text, strlen(text) + 1);
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server_connection.QueuePacket(std::move(packet));
}
void Network::Server_Send_CHAT(const char* text)
{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_CHAT;
packet->Write((uint8*)text, strlen(text) + 1);
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SendPacketToClients(*packet);
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}
void Network::Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback)
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{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32) << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED) << ecx << edx << esi << edi << ebp << callback;
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server_connection.QueuePacket(std::move(packet));
}
void Network::Server_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 playerid, uint8 callback)
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{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
*packet << (uint32)NETWORK_COMMAND_GAMECMD << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32) << eax << (ebx | GAME_COMMAND_FLAG_NETWORKED) << ecx << edx << esi << edi << ebp << playerid << callback;
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SendPacketToClients(*packet);
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}
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void Network::Server_Send_TICK()
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{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_TICK << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32) << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_SCENARIO_SRAND_0, uint32);
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SendPacketToClients(*packet);
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}
void Network::Server_Send_PLAYERLIST()
{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_PLAYERLIST << (uint32)player_list.size();
for (unsigned int i = 0; i < player_list.size(); i++) {
packet->WriteString((const char*)player_list[i]->name);
*packet << player_list[i]->id << player_list[i]->flags;
}
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SendPacketToClients(*packet);
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}
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void Network::Client_Send_PING()
{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_PING;
server_connection.QueuePacket(std::move(packet));
}
void Network::Server_Send_PING()
{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_PING;
for (auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) {
(*it)->ping_time = SDL_GetTicks();
}
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SendPacketToClients(*packet);
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}
void Network::Server_Send_PINGLIST()
{
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std::unique_ptr<NetworkPacket> packet = std::move(NetworkPacket::Allocate());
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*packet << (uint32)NETWORK_COMMAND_PINGLIST << (uint32)player_list.size();
for (unsigned int i = 0; i < player_list.size(); i++) {
*packet << player_list[i]->id << player_list[i]->ping;
}
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SendPacketToClients(*packet);
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}
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bool Network::ProcessConnection(NetworkConnection& connection)
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{
int packetStatus;
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do {
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packetStatus = connection.ReadPacket();
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switch(packetStatus) {
case NETWORK_DISCONNECTED:
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// closed connection or network error
PrintError();
if (GetMode() == NETWORK_MODE_CLIENT) {
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printf("Server disconnected...\n");
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return false;
} else
if (GetMode() == NETWORK_MODE_SERVER) {
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printf("Client disconnected...\n");
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return false;
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}
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break;
case NETWORK_SUCCESS:
// done reading in packet
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ProcessPacket(connection, connection.inboundpacket);
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break;
case NETWORK_MORE_DATA:
// more data required to be read
break;
case NETWORK_NO_DATA:
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// could not read anything from socket
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break;
}
} while (packetStatus == NETWORK_MORE_DATA || packetStatus == NETWORK_SUCCESS);
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connection.SendQueuedPackets();
return true;
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}
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void Network::ProcessPacket(NetworkConnection& connection, NetworkPacket& packet)
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{
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uint32 command;
packet >> command;
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if (command < NETWORK_COMMAND_MAX) {
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// printf("RECV %s\n", NetworkCommandNames[command]);
switch (gNetwork.GetMode()) {
case NETWORK_MODE_SERVER:
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if (server_command_handlers[command]) {
if (connection.authstatus == NETWORK_AUTH_OK || command == NETWORK_COMMAND_AUTH) {
(this->*server_command_handlers[command])(connection, packet);
}
}
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break;
case NETWORK_MODE_CLIENT:
if (client_command_handlers[command]) {
(this->*client_command_handlers[command])(connection, packet);
}
break;
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}
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}
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packet.Clear();
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}
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void Network::ProcessGameCommandQueue()
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{
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while (game_command_queue.begin() != game_command_queue.end() && game_command_queue.begin()->tick == RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32)) {
// run all the game commands at the current tick
const GameCommand& gc = (*game_command_queue.begin());
if (GetPlayerID() == gc.playerid) {
game_command_callback = game_command_callback_get_callback(gc.callback);
}
game_do_command_p(gc.esi, (int*)&gc.eax, (int*)&gc.ebx, (int*)&gc.ecx, (int*)&gc.edx, (int*)&gc.esi, (int*)&gc.edi, (int*)&gc.ebp);
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game_command_queue.erase(game_command_queue.begin());
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}
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}
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void Network::AddClient(SOCKET socket)
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{
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auto connection = std::unique_ptr<NetworkConnection>(new NetworkConnection); // change to make_unique in c++14
connection->socket = socket;
client_connection_list.push_back(std::move(connection));
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}
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void Network::RemoveClient(std::unique_ptr<NetworkConnection>& connection)
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{
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NetworkPlayer* connection_player = connection->player;
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if (connection_player) {
char text[256];
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char* lineCh = text;
lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE);
lineCh = utf8_write_codepoint(lineCh, FORMAT_RED);
sprintf(lineCh, "%s has disconnected", connection_player->name);
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chat_history_add(text);
gNetwork.Server_Send_CHAT(text);
}
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player_list.erase(std::remove_if(player_list.begin(), player_list.end(), [connection_player](std::unique_ptr<NetworkPlayer>& player){ return player.get() == connection_player; }), player_list.end());
client_connection_list.remove(connection);
Server_Send_PLAYERLIST();
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}
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NetworkPlayer* Network::AddPlayer(const char* name)
{
NetworkPlayer* addedplayer = 0;
int newid = -1;
if (GetMode() == NETWORK_MODE_SERVER) {
// Find first unused player id
for (int id = 0; id < 255; id++) {
if (std::find_if(player_list.begin(), player_list.end(), [&id](std::unique_ptr<NetworkPlayer> const& player) { return player->id == id; }) == player_list.end()) {
newid = id;
break;
}
}
} else {
newid = 0;
}
if (newid != -1) {
std::unique_ptr<NetworkPlayer> player(new NetworkPlayer(name)); // change to make_unique in c++14
player->id = newid;
addedplayer = player.get();
player_list.push_back(std::move(player));
if (GetMode() == NETWORK_MODE_SERVER) {
Server_Send_PLAYERLIST();
}
}
return addedplayer;
}
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void Network::PrintError()
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{
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wchar_t *s = NULL;
FormatMessageW(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, WSAGetLastError(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPWSTR)&s, 0, NULL);
fprintf(stderr, "%S\n", s);
LocalFree(s);
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}
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int Network::Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet)
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{
packet >> (uint32&)connection.authstatus >> (uint8&)player_id;
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return 1;
}
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int Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet)
{
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if (connection.authstatus != NETWORK_AUTH_OK) {
const char* gameversion = packet.ReadString();
const char* name = packet.ReadString();
const char* password = packet.ReadString();
uint8 playerid = 0;
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if (!gameversion || strcmp(gameversion, OPENRCT2_VERSION) != 0) {
connection.authstatus = NETWORK_AUTH_BADVERSION;
} else
if (!name) {
connection.authstatus = NETWORK_AUTH_BADNAME;
} else
if (!password || strcmp(password, Network::password) != 0) {
connection.authstatus = NETWORK_AUTH_BADPASSWORD;
} else {
connection.authstatus = NETWORK_AUTH_OK;
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NetworkPlayer* player = AddPlayer(name);
connection.player = player;
if (player) {
playerid = player->id;
char text[256];
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char* lineCh = text;
lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE);
lineCh = utf8_write_codepoint(lineCh, FORMAT_GREEN);
sprintf(lineCh, "%s has joined the game", player->name);
chat_history_add(text);
gNetwork.Server_Send_CHAT(text);
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Server_Send_MAP(&connection);
}
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}
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std::unique_ptr<NetworkPacket> responsepacket = std::move(NetworkPacket::Allocate());
*responsepacket << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.authstatus << (uint8)playerid;
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connection.QueuePacket(std::move(responsepacket));
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}
return 1;
}
int Network::Client_Handle_MAP(NetworkConnection& connection, NetworkPacket& packet)
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{
uint32 size, offset;
packet >> size >> offset;
if (offset > 0x600000) {
// too big
return 0;
} else {
int chunksize = packet.size - packet.read;
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if (chunksize <= 0) {
return 0;
}
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if (offset + chunksize > chunk_buffer.size()) {
chunk_buffer.resize(offset + chunksize);
}
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char status[256];
sprintf(status, "Downloading map ... (%d / %d)", (offset + chunksize) / 1000, size / 1000);
window_network_status_open(status);
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memcpy(&chunk_buffer[offset], (void*)packet.Read(chunksize), chunksize);
if (offset + chunksize == size) {
window_network_status_close();
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SDL_RWops* rw = SDL_RWFromMem(&chunk_buffer[0], size);
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if (game_load_network(rw)) {
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game_load_init();
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game_command_queue.clear();
server_tick = RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32);
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server_srand0_tick = 0;
// window_network_status_open("Loaded new map from network");
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}
SDL_RWclose(rw);
}
}
return 1;
}
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int Network::Client_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet)
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{
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const char* text = (char*)packet.Read(packet.size - packet.read);
if (text) {
chat_history_add(text);
}
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return 1;
}
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int Network::Server_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet)
{
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const char* text = (const char*)packet.Read(packet.size - packet.read);
if (text) {
const char* formatted = FormatChat(connection.player, text);
chat_history_add(formatted);
Server_Send_CHAT(formatted);
}
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return 1;
}
int Network::Client_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet)
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{
uint32 tick;
uint32 args[7];
uint8 playerid;
uint8 callback;
packet >> tick >> args[0] >> args[1] >> args[2] >> args[3] >> args[4] >> args[5] >> args[6] >> playerid >> callback;
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GameCommand gc = GameCommand(tick, args, playerid, callback);
game_command_queue.insert(gc);
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return 1;
}
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int Network::Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet)
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{
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uint32 tick;
uint32 args[7];
uint8 playerid;
uint8 callback;
if (connection.player) {
playerid = connection.player->id;
}
packet >> tick >> args[0] >> args[1] >> args[2] >> args[3] >> args[4] >> args[5] >> args[6] >> callback;
Server_Send_GAMECMD(args[0], args[1], args[2], args[3], args[4], args[5], args[6], playerid, callback);
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game_do_command(args[0], args[1], args[2], args[3], args[4], args[5], args[6]);
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return 1;
}
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int Network::Client_Handle_TICK(NetworkConnection& connection, NetworkPacket& packet)
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{
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uint32 srand0;
packet >> server_tick >> srand0;
if (server_srand0_tick == 0) {
server_srand0 = srand0;
server_srand0_tick = server_tick;
}
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return 1;
}
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int Network::Client_Handle_PLAYERLIST(NetworkConnection& connection, NetworkPacket& packet)
{
player_list.clear();
uint32 size;
packet >> size;
for (unsigned int i = 0; i < size; i++) {
const char* name = packet.ReadString();
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NetworkPlayer* player = AddPlayer(name);
if (player) {
packet >> player->id >> player->flags;
if (player->flags & NETWORK_PLAYER_FLAG_ISSERVER) {
server_connection.player = player;
}
}
}
return 1;
}
int Network::Client_Handle_PING(NetworkConnection& connection, NetworkPacket& packet)
{
Client_Send_PING();
return 1;
}
int Network::Server_Handle_PING(NetworkConnection& connection, NetworkPacket& packet)
{
int ping = SDL_GetTicks() - connection.ping_time;
if (ping < 0) {
ping = 0;
}
if (connection.player) {
connection.player->ping = ping;
}
return 1;
}
int Network::Client_Handle_PINGLIST(NetworkConnection& connection, NetworkPacket& packet)
{
uint32 size;
packet >> size;
for (unsigned int i = 0; i < size; i++) {
uint8 id;
uint16 ping;
packet >> id >> ping;
NetworkPlayer* player = GetPlayerByID(id);
if (player) {
player->ping = ping;
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}
}
return 1;
}
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int network_init()
{
return gNetwork.Init();
}
void network_close()
{
gNetwork.Close();
}
int network_begin_client(const char *host, int port)
{
return gNetwork.BeginClient(host, port);
}
int network_begin_server(int port)
{
return gNetwork.BeginServer(port);
}
void network_update()
{
gNetwork.Update();
}
int network_get_mode()
{
return gNetwork.GetMode();
}
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int network_get_authstatus()
{
return gNetwork.GetAuthStatus();
}
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uint32 network_get_server_tick()
{
return gNetwork.GetServerTick();
}
uint8 network_get_player_id()
{
return gNetwork.GetPlayerID();
}
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int network_get_num_players()
{
return gNetwork.player_list.size();
}
const char* network_get_player_name(unsigned int index)
{
return (const char*)gNetwork.player_list[index]->name;
}
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uint32 network_get_player_flags(unsigned int index)
{
return gNetwork.player_list[index]->flags;
}
int network_get_player_ping(unsigned int index)
{
return gNetwork.player_list[index]->ping;
}
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void network_send_map()
{
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gNetwork.Server_Send_MAP();
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}
void network_send_chat(const char* text)
{
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if (gNetwork.GetMode() == NETWORK_MODE_CLIENT) {
gNetwork.Client_Send_CHAT(text);
} else
if (gNetwork.GetMode() == NETWORK_MODE_SERVER) {
NetworkPlayer* player = gNetwork.GetPlayerByID(gNetwork.GetPlayerID());
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const char* formatted = gNetwork.FormatChat(player, text);
chat_history_add(formatted);
gNetwork.Server_Send_CHAT(formatted);
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}
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}
void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback)
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{
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switch (gNetwork.GetMode()) {
case NETWORK_MODE_SERVER:
gNetwork.Server_Send_GAMECMD(eax, ebx, ecx, edx, esi, edi, ebp, gNetwork.GetPlayerID(), callback);
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break;
case NETWORK_MODE_CLIENT:
gNetwork.Client_Send_GAMECMD(eax, ebx, ecx, edx, esi, edi, ebp, callback);
break;
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}
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}
#else
int network_get_mode() { return NETWORK_MODE_NONE; }
uint32 network_get_server_tick() { return RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32); }
void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback) {}
void network_send_map() {}
void network_update() {}
int network_begin_client(const char *host, int port) { return 1; }
int network_begin_server(int port) { return 1; }
int network_get_num_players() { return 1; }
const char* network_get_player_name(unsigned int index) { return "local (OpenRCT2 compiled without MP)"; }
uint32 network_get_player_flags(unsigned int index) { return 0; }
int network_get_player_ping(unsigned int index) { return 0; }
void network_send_chat(const char* text) {}
void network_close() {}
#endif /* DISABLE_NETWORK */