/***************************************************************************** * 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 . *****************************************************************************/ extern "C" { #include "../platform/platform.h" } #include "network.h" extern "C" { #include "../addresses.h" } #ifndef DISABLE_NETWORK #include #include #include extern "C" { #include "../config.h" #include "../game.h" #include "../interface/chat.h" #include "../interface/window.h" #include "../localisation/date.h" #include "../localisation/localisation.h" #include "../scenario.h" } #pragma comment(lib, "Ws2_32.lib") Network gNetwork; enum { NETWORK_SUCCESS, NETWORK_NO_DATA, NETWORK_MORE_DATA, NETWORK_DISCONNECTED }; enum { NETWORK_COMMAND_AUTH, NETWORK_COMMAND_MAP, NETWORK_COMMAND_CHAT, NETWORK_COMMAND_GAMECMD, NETWORK_COMMAND_TICK, NETWORK_COMMAND_PLAYERLIST, NETWORK_COMMAND_PING, NETWORK_COMMAND_PINGLIST, NETWORK_COMMAND_MAX }; 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", }; NetworkPacket::NetworkPacket() { transferred = 0; read = 0; size = 0; data = std::make_shared>(); } std::unique_ptr NetworkPacket::Allocate() { return std::unique_ptr(new NetworkPacket); // change to make_unique in c++14 } std::unique_ptr NetworkPacket::Duplicate(NetworkPacket& packet) { return std::unique_ptr(new NetworkPacket(packet)); // change to make_unique in c++14 } uint8* NetworkPacket::GetData() { return &(*data)[0]; } 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; } read++; return str; } void NetworkPacket::Clear() { transferred = 0; read = 0; data->clear(); } NetworkPlayer::NetworkPlayer(const char* name) { strncpy((char*)NetworkPlayer::name, name, sizeof(NetworkPlayer::name)); NetworkPlayer::name[sizeof(NetworkPlayer::name) - 1] = 0; ping = 0; flags = 0; } NetworkConnection::NetworkConnection() { authstatus = NETWORK_AUTH_NONE; player = 0; } int NetworkConnection::ReadPacket() { if (inboundpacket.transferred < sizeof(inboundpacket.size)) { // read packet size int readBytes = recv(socket, &((char*)&inboundpacket.size)[inboundpacket.transferred], sizeof(inboundpacket.size) - inboundpacket.transferred, 0); if (readBytes == SOCKET_ERROR || readBytes == 0) { if (LAST_SOCKET_ERROR() != EWOULDBLOCK && LAST_SOCKET_ERROR() != EAGAIN) { return NETWORK_DISCONNECTED; } else { return NETWORK_NO_DATA; } } inboundpacket.transferred += readBytes; if (inboundpacket.transferred == sizeof(inboundpacket.size)) { inboundpacket.size = ntohs(inboundpacket.size); if(inboundpacket.size == 0){ // Can't have a size 0 packet return NETWORK_DISCONNECTED; } inboundpacket.data->resize(inboundpacket.size); } } else { // read packet data if (inboundpacket.data->capacity() > 0) { int readBytes = recv(socket, (char*)&inboundpacket.GetData()[inboundpacket.transferred - sizeof(inboundpacket.size)], sizeof(inboundpacket.size) + inboundpacket.size - inboundpacket.transferred, 0); if (readBytes == SOCKET_ERROR || readBytes == 0) { if (LAST_SOCKET_ERROR() != EWOULDBLOCK && LAST_SOCKET_ERROR() != EAGAIN) { return NETWORK_DISCONNECTED; } else { return NETWORK_NO_DATA; } } inboundpacket.transferred += readBytes; } if (inboundpacket.transferred == sizeof(inboundpacket.size) + inboundpacket.size) { return NETWORK_SUCCESS; } } return NETWORK_MORE_DATA; } bool NetworkConnection::SendPacket(NetworkPacket& packet) { uint16 sizen = htons(packet.size); std::vector tosend; tosend.reserve(sizeof(sizen) + packet.size); tosend.insert(tosend.end(), (uint8*)&sizen, (uint8*)&sizen + sizeof(sizen)); tosend.insert(tosend.end(), packet.data->begin(), packet.data->end()); while (1) { int sentBytes = send(socket, (const char*)&tosend[packet.transferred], tosend.size() - packet.transferred, 0); if (sentBytes == SOCKET_ERROR) { return false; } packet.transferred += sentBytes; if (packet.transferred == tosend.size()) { return true; } } return false; } void NetworkConnection::QueuePacket(std::unique_ptr packet) { if (authstatus == NETWORK_AUTH_OK || authstatus == NETWORK_AUTH_REQUESTED) { packet->size = (uint16)packet->data->size(); outboundpackets.push_back(std::move(packet)); } } void NetworkConnection::SendQueuedPackets() { while (outboundpackets.size() > 0 && SendPacket(*(outboundpackets.front()).get())) { outboundpackets.remove(outboundpackets.front()); } } bool NetworkConnection::SetTCPNoDelay(bool on) { return setsockopt(socket, IPPROTO_TCP, TCP_NODELAY, (const char*)&on, sizeof(on)) == 0; } bool NetworkConnection::SetNonBlocking(bool on) { return SetNonBlocking(socket, on); } bool NetworkConnection::SetNonBlocking(SOCKET socket, bool on) { #ifdef _WIN32 u_long nonblocking = on; return ioctlsocket(socket, FIONBIO, &nonblocking) == 0; #else int flags = fcntl(socket, F_GETFL, 0); return fcntl(socket, F_SETFL, on ? (flags | O_NONBLOCK) : (flags & ~O_NONBLOCK)) == 0; #endif } Network::Network() { wsa_initialized = false; mode = NETWORK_MODE_NONE; last_tick_sent_time = 0; last_ping_sent_time = 0; 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; client_command_handlers[NETWORK_COMMAND_PLAYERLIST] = &Network::Client_Handle_PLAYERLIST; client_command_handlers[NETWORK_COMMAND_PING] = &Network::Client_Handle_PING; client_command_handlers[NETWORK_COMMAND_PINGLIST] = &Network::Client_Handle_PINGLIST; 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; server_command_handlers[NETWORK_COMMAND_PING] = &Network::Server_Handle_PING; } Network::~Network() { Close(); } bool Network::Init() { #ifdef _WIN32 if (!wsa_initialized) { log_verbose("Initialising WSA"); WSADATA wsa_data; if (WSAStartup(MAKEWORD(2, 2), &wsa_data) != 0) { log_error("Unable to initialise winsock."); return false; } wsa_initialized = true; } #endif return true; } void Network::Close() { 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); } } mode = NETWORK_MODE_NONE; client_connection_list.clear(); game_command_queue.clear(); player_list.clear(); #ifdef _WIN32 if (wsa_initialized) { WSACleanup(); wsa_initialized = false; } #endif gfx_invalidate_screen(); } bool Network::BeginClient(const char* host, unsigned short port) { Close(); if (!Init()) return false; server_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if (server_socket == INVALID_SOCKET) { log_error("Unable to create socket."); return false; } sockaddr_in server_address; #ifdef USE_INET_PTON char address[64]; if (!network_get_address(address, sizeof(address), host)) { log_error("Unable to resolve hostname."); return false; } if (inet_pton(AF_INET, address, &server_address.sin_addr) != 1) { return false; } #else server_address.sin_addr.S_un.S_addr = inet_addr(network_getAddress((char *)host)); #endif // USE_INET_PTON server_address.sin_family = AF_INET; server_address.sin_port = htons(port); if (connect(server_socket, (sockaddr*)&server_address, sizeof(server_address)) != 0) { log_error("Unable to connect to host."); return false; } else { printf("Connected to server!\n"); } server_connection.socket = server_socket; server_connection.SetTCPNoDelay(true); if (!server_connection.SetNonBlocking(true)) { closesocket(server_socket); log_error("Failed to set non-blocking mode."); return false; } mode = NETWORK_MODE_CLIENT; Client_Send_AUTH(OPENRCT2_VERSION, gConfigNetwork.player_name, ""); return true; } bool Network::BeginServer(unsigned short port) { Close(); if (!Init()) return false; log_verbose("Begin listening for clients"); listening_socket = socket(AF_INET, SOCK_STREAM, IPPROTO_TCP); if (listening_socket == INVALID_SOCKET) { log_error("Unable to create socket."); return false; } sockaddr_in local_address; local_address.sin_family = AF_INET; local_address.sin_addr.s_addr = INADDR_ANY; local_address.sin_port = htons(port); if (bind(listening_socket, (sockaddr*)&local_address, sizeof(local_address)) != 0) { closesocket(listening_socket); log_error("Unable to bind to socket."); return false; } if (listen(listening_socket, SOMAXCONN) != 0) { closesocket(listening_socket); log_error("Unable to listen on socket."); return false; } if (!NetworkConnection::SetNonBlocking(listening_socket, true)) { closesocket(listening_socket); log_error("Failed to set non-blocking mode."); return false; } NetworkPlayer* player = AddPlayer(gConfigNetwork.player_name); player->flags |= NETWORK_PLAYER_FLAG_ISSERVER; player_id = player->id; printf("Ready for clients...\n"); mode = NETWORK_MODE_SERVER; return true; } int Network::GetMode() { return mode; } 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; } uint32 Network::GetServerTick() { return server_tick; } uint8 Network::GetPlayerID() { return player_id; } void Network::Update() { 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(); } else { it++; } } 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 (LAST_SOCKET_ERROR() != EWOULDBLOCK) { PrintError(); log_error("Failed to accept client."); } } else { if (!NetworkConnection::SetNonBlocking(socket, true)) { closesocket(socket); log_error("Failed to set non-blocking mode."); } else { AddClient(socket); } } } void Network::UpdateClient() { if (!ProcessConnection(server_connection)) { Close(); } ProcessGameCommandQueue(); // Check synchronisation if (!_desynchronised && !CheckSRAND(RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32), RCT2_GLOBAL(RCT2_ADDRESS_SCENARIO_SRAND_0, uint32))) { _desynchronised = true; window_network_status_open("Network desync detected"); if (!gConfigNetwork.stay_connected) { Close(); } } } NetworkPlayer* Network::GetPlayerByID(int id) { auto it = std::find_if(player_list.begin(), player_list.end(), [&id](std::unique_ptr const& player) { return player->id == id; }); if (it != player_list.end()) { return (*it).get(); } return 0; } const char* Network::FormatChat(NetworkPlayer* fromplayer, const char* text) { static char formatted[1024]; char* lineCh = formatted; formatted[0] = 0; if (fromplayer) { lineCh = utf8_write_codepoint(lineCh, FORMAT_OUTLINE); lineCh = utf8_write_codepoint(lineCh, FORMAT_BABYBLUE); strcpy(lineCh, (const char*)fromplayer->name); strcat(lineCh, ": "); } 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))); } } bool Network::CheckSRAND(uint32 tick, uint32 srand0) { if (server_srand0_tick == 0) return true; if (tick > server_srand0_tick) { server_srand0_tick = 0; return true; } if (tick == server_srand0_tick) { server_srand0_tick = 0; if (srand0 != server_srand0) { return false; } } return true; } void Network::Client_Send_AUTH(const char* gameversion, const char* name, const char* password) { std::unique_ptr packet = std::move(NetworkPacket::Allocate()); *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)); } void Network::Server_Send_MAP(NetworkConnection* connection) { int buffersize = 0x600000; std::vector buffer(buffersize); SDL_RWops* rw = SDL_RWFromMem(&buffer[0], buffersize); scenario_save_network(rw); int size = (int)SDL_RWtell(rw); int chunksize = 1000; for (int i = 0; i < size; i += chunksize) { int datasize = (std::min)(chunksize, size - i); std::unique_ptr packet = std::move(NetworkPacket::Allocate()); *packet << (uint32)NETWORK_COMMAND_MAP << (uint32)size << (uint32)i; packet->Write(&buffer[i], datasize); if (connection) { connection->QueuePacket(std::move(packet)); } else { SendPacketToClients(*packet); } } SDL_RWclose(rw); } void Network::Client_Send_CHAT(const char* text) { std::unique_ptr packet = std::move(NetworkPacket::Allocate()); *packet << (uint32)NETWORK_COMMAND_CHAT; packet->Write((uint8*)text, strlen(text) + 1); server_connection.QueuePacket(std::move(packet)); } void Network::Server_Send_CHAT(const char* text) { std::unique_ptr packet = std::move(NetworkPacket::Allocate()); *packet << (uint32)NETWORK_COMMAND_CHAT; packet->Write((uint8*)text, strlen(text) + 1); SendPacketToClients(*packet); } void Network::Client_Send_GAMECMD(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback) { std::unique_ptr 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; 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) { std::unique_ptr 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; SendPacketToClients(*packet); } void Network::Server_Send_TICK() { std::unique_ptr packet = std::move(NetworkPacket::Allocate()); *packet << (uint32)NETWORK_COMMAND_TICK << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32) << (uint32)RCT2_GLOBAL(RCT2_ADDRESS_SCENARIO_SRAND_0, uint32); SendPacketToClients(*packet); } void Network::Server_Send_PLAYERLIST() { std::unique_ptr packet = std::move(NetworkPacket::Allocate()); *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; } SendPacketToClients(*packet); } void Network::Client_Send_PING() { std::unique_ptr packet = std::move(NetworkPacket::Allocate()); *packet << (uint32)NETWORK_COMMAND_PING; server_connection.QueuePacket(std::move(packet)); } void Network::Server_Send_PING() { std::unique_ptr packet = std::move(NetworkPacket::Allocate()); *packet << (uint32)NETWORK_COMMAND_PING; for (auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) { (*it)->ping_time = SDL_GetTicks(); } SendPacketToClients(*packet); } void Network::Server_Send_PINGLIST() { std::unique_ptr packet = std::move(NetworkPacket::Allocate()); *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; } SendPacketToClients(*packet); } bool Network::ProcessConnection(NetworkConnection& connection) { int packetStatus; do { packetStatus = connection.ReadPacket(); switch(packetStatus) { case NETWORK_DISCONNECTED: // closed connection or network error PrintError(); if (GetMode() == NETWORK_MODE_CLIENT) { printf("Server disconnected...\n"); return false; } else if (GetMode() == NETWORK_MODE_SERVER) { printf("Client disconnected...\n"); return false; } break; case NETWORK_SUCCESS: // done reading in packet ProcessPacket(connection, connection.inboundpacket); break; case NETWORK_MORE_DATA: // more data required to be read break; case NETWORK_NO_DATA: // could not read anything from socket break; } } while (packetStatus == NETWORK_MORE_DATA || packetStatus == NETWORK_SUCCESS); connection.SendQueuedPackets(); return true; } void Network::ProcessPacket(NetworkConnection& connection, NetworkPacket& packet) { uint32 command; packet >> command; if (command < NETWORK_COMMAND_MAX) { // printf("RECV %s\n", NetworkCommandNames[command]); switch (gNetwork.GetMode()) { case NETWORK_MODE_SERVER: if (server_command_handlers[command]) { if (connection.authstatus == NETWORK_AUTH_OK || command == NETWORK_COMMAND_AUTH) { (this->*server_command_handlers[command])(connection, packet); } } break; case NETWORK_MODE_CLIENT: if (client_command_handlers[command]) { (this->*client_command_handlers[command])(connection, packet); } break; } } packet.Clear(); } void Network::ProcessGameCommandQueue() { 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); game_command_queue.erase(game_command_queue.begin()); } } void Network::AddClient(SOCKET socket) { auto connection = std::unique_ptr(new NetworkConnection); // change to make_unique in c++14 connection->socket = socket; connection->SetTCPNoDelay(true); client_connection_list.push_back(std::move(connection)); } void Network::RemoveClient(std::unique_ptr& connection) { NetworkPlayer* connection_player = connection->player; if (connection_player) { char text[256]; 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); chat_history_add(text); gNetwork.Server_Send_CHAT(text); } player_list.erase(std::remove_if(player_list.begin(), player_list.end(), [connection_player](std::unique_ptr& player){ return player.get() == connection_player; }), player_list.end()); client_connection_list.remove(connection); Server_Send_PLAYERLIST(); } 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 const& player) { return player->id == id; }) == player_list.end()) { newid = id; break; } } } else { newid = 0; } if (newid != -1) { std::unique_ptr 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; } void Network::PrintError() { #ifdef _WIN32 wchar_t *s = NULL; FormatMessageW(FORMAT_MESSAGE_ALLOCATE_BUFFER | FORMAT_MESSAGE_FROM_SYSTEM | FORMAT_MESSAGE_IGNORE_INSERTS, NULL, LAST_SOCKET_ERROR(), MAKELANGID(LANG_NEUTRAL, SUBLANG_DEFAULT), (LPWSTR)&s, 0, NULL); fprintf(stderr, "%S\n", s); LocalFree(s); #else char *s = strerror(LAST_SOCKET_ERROR()); fprintf(stderr, "%s\n", s); #endif } int Network::Client_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet) { packet >> (uint32&)connection.authstatus >> (uint8&)player_id; return 1; } int Network::Server_Handle_AUTH(NetworkConnection& connection, NetworkPacket& packet) { if (connection.authstatus != NETWORK_AUTH_OK) { const char* gameversion = packet.ReadString(); const char* name = packet.ReadString(); const char* password = packet.ReadString(); uint8 playerid = 0; 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; NetworkPlayer* player = AddPlayer(name); connection.player = player; if (player) { playerid = player->id; char text[256]; 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); Server_Send_MAP(&connection); } } std::unique_ptr responsepacket = std::move(NetworkPacket::Allocate()); *responsepacket << (uint32)NETWORK_COMMAND_AUTH << (uint32)connection.authstatus << (uint8)playerid; connection.QueuePacket(std::move(responsepacket)); } return 1; } int Network::Client_Handle_MAP(NetworkConnection& connection, NetworkPacket& packet) { uint32 size, offset; packet >> size >> offset; if (offset > 0x600000) { // too big return 0; } else { int chunksize = packet.size - packet.read; if (chunksize <= 0) { return 0; } if (offset + chunksize > chunk_buffer.size()) { chunk_buffer.resize(offset + chunksize); } char status[256]; sprintf(status, "Downloading map ... (%lu / %lu)", (offset + chunksize) / 1000, size / 1000); window_network_status_open(status); memcpy(&chunk_buffer[offset], (void*)packet.Read(chunksize), chunksize); if (offset + chunksize == size) { window_network_status_close(); SDL_RWops* rw = SDL_RWFromMem(&chunk_buffer[0], size); if (game_load_network(rw)) { game_load_init(); game_command_queue.clear(); server_tick = RCT2_GLOBAL(RCT2_ADDRESS_CURRENT_TICKS, uint32); server_srand0_tick = 0; // window_network_status_open("Loaded new map from network"); _desynchronised = false; } SDL_RWclose(rw); } } return 1; } int Network::Client_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet) { const char* text = (char*)packet.Read(packet.size - packet.read); if (text) { chat_history_add(text); } return 1; } int Network::Server_Handle_CHAT(NetworkConnection& connection, NetworkPacket& packet) { 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); } return 1; } int Network::Client_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet) { 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; GameCommand gc = GameCommand(tick, args, playerid, callback); game_command_queue.insert(gc); return 1; } int Network::Server_Handle_GAMECMD(NetworkConnection& connection, NetworkPacket& packet) { 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); game_do_command(args[0], args[1], args[2], args[3], args[4], args[5], args[6]); return 1; } int Network::Client_Handle_TICK(NetworkConnection& connection, NetworkPacket& packet) { uint32 srand0; packet >> server_tick >> srand0; if (server_srand0_tick == 0) { server_srand0 = srand0; server_srand0_tick = server_tick; } return 1; } 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(); 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; } } return 1; } int network_init() { return gNetwork.Init(); } void network_close() { gNetwork.Close(); } int network_begin_client(const char *host, int port) { if (gNetwork.GetMode() == NETWORK_MODE_NONE) { return gNetwork.BeginClient(host, port); } else { return false; } } int network_begin_server(int port) { return gNetwork.BeginServer(port); } void network_update() { gNetwork.Update(); } int network_get_mode() { return gNetwork.GetMode(); } int network_get_authstatus() { return gNetwork.GetAuthStatus(); } uint32 network_get_server_tick() { return gNetwork.GetServerTick(); } uint8 network_get_current_player_id() { return gNetwork.GetPlayerID(); } 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; } 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; } int network_get_player_id(unsigned int index) { return gNetwork.player_list[index]->id; } void network_send_map() { gNetwork.Server_Send_MAP(); } void network_send_chat(const char* text) { if (gNetwork.GetMode() == NETWORK_MODE_CLIENT) { gNetwork.Client_Send_CHAT(text); } else if (gNetwork.GetMode() == NETWORK_MODE_SERVER) { NetworkPlayer* player = gNetwork.GetPlayerByID(gNetwork.GetPlayerID()); const char* formatted = gNetwork.FormatChat(player, text); chat_history_add(formatted); gNetwork.Server_Send_CHAT(formatted); } } void network_send_gamecmd(uint32 eax, uint32 ebx, uint32 ecx, uint32 edx, uint32 esi, uint32 edi, uint32 ebp, uint8 callback) { switch (gNetwork.GetMode()) { case NETWORK_MODE_SERVER: gNetwork.Server_Send_GAMECMD(eax, ebx, ecx, edx, esi, edi, ebp, gNetwork.GetPlayerID(), callback); break; case NETWORK_MODE_CLIENT: gNetwork.Client_Send_GAMECMD(eax, ebx, ecx, edx, esi, edi, ebp, callback); break; } } void Network::KickPlayer(int playerId) { NetworkPlayer *player = GetPlayerByID(playerId); for(auto it = client_connection_list.begin(); it != client_connection_list.end(); it++) { if ((*it)->player->id == playerId) { char buffer[128]; sprintf(buffer, "%s has been kicked.", (*it)->player->name); // Disconnect the client closesocket((*it)->socket); chat_history_add(buffer); Server_Send_CHAT(buffer); break; } } } void network_kick_player(int playerId) { gNetwork.KickPlayer(playerId); } #ifdef USE_INET_PTON static bool network_get_address(char *dst, size_t dstLength, const char *host) { struct addrinfo *remoteHost; if (getaddrinfo(host, NULL, NULL, &remoteHost) != 0) { // Failed to resolve host name return false; } for (; remoteHost != NULL; remoteHost = remoteHost->ai_next) { if (remoteHost->ai_family != AF_INET) continue; struct sockaddr_in *ipv4SockAddr = (struct sockaddr_in*)remoteHost->ai_addr; return inet_ntop(AF_INET, (void*)&ipv4SockAddr->sin_addr, dst, dstLength) != NULL; } // No IPv4 addresses found for host name return false; } #else static char *network_getAddress(char *host) { struct hostent *remoteHost; struct in_addr addr; remoteHost = gethostbyname(host); if (remoteHost != NULL && remoteHost->h_addrtype == AF_INET && remoteHost->h_addr_list[0] != 0) { addr.s_addr = *(u_long *)remoteHost->h_addr_list[0]; return inet_ntoa(addr); } return host; } #endif // USE_INET_PTON #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; } int network_get_player_id(unsigned int index) { return 0; } void network_send_chat(const char* text) {} void network_close() {} void network_kick_player(int playerId) { } uint8 network_get_current_player_id() { return 0; } #endif /* DISABLE_NETWORK */